Merge branch 'master' of https://github.com/VOREStation/VOREStation into Fluff_Items_worshop

This commit is contained in:
JoanRisu
2016-12-12 18:37:33 +09:00
306 changed files with 19602 additions and 15418 deletions
+3
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@@ -9,3 +9,6 @@ Thumbs.db
data/
cfg/
code/game/gamemodes/technomancer/spells/projectile/overload.dm
code/game/gamemodes/technomancer/spells/projectile/overload.dm
code/modules/client/preference_setup/loadout/loadout_xeno.dm
@@ -9,6 +9,8 @@
var/datum/pipe_network/network
var/welded = 0 //defining this here for ventcrawl stuff
New()
..()
initialize_directions = dir
@@ -40,8 +40,6 @@
var/internal_pressure_bound_default = INTERNAL_PRESSURE_BOUND
var/pressure_checks_default = PRESSURE_CHECKS
var/welded = 0 // Added for aliens -- TLE
var/frequency = 1439
var/datum/radio_frequency/radio_connection
+2 -2
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@@ -291,8 +291,8 @@
/obj/machinery/atmospherics/valve/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
if (!istype(W, /obj/item/weapon/wrench))
return ..()
if (istype(src, /obj/machinery/atmospherics/valve/digital))
user << "<span class='warning'>You cannot unwrench \the [src], it's too complicated.</span>"
if (istype(src, /obj/machinery/atmospherics/valve/digital) && !src.allowed(user))
user << "<span class='warning'>Access denied.</span>"
return 1
var/datum/gas_mixture/int_air = return_air()
var/datum/gas_mixture/env_air = loc.return_air()
+2
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@@ -52,6 +52,8 @@
#define HIDEJUMPSUIT 0x4
#define HIDESHOES 0x8
#define HIDETAIL 0x10
#define HIDETIE 0x20
#define HIDEHOLSTER 0x40 //Some clothing hides holsters, but not all accessories
// WARNING: The following flags apply only to the helmets and masks!
#define HIDEMASK 0x1
+38
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@@ -0,0 +1,38 @@
//
// Lets read our settings from the configuration file on startup too!
//
/hook/startup/proc/read_vs_config()
var/list/Lines = file2list("config/config.txt")
for(var/t in Lines)
if(!t) continue
t = trim(t)
if (length(t) == 0)
continue
else if (copytext(t, 1, 2) == "#")
continue
var/pos = findtext(t, " ")
var/name = null
var/value = null
if (pos)
name = lowertext(copytext(t, 1, pos))
value = copytext(t, pos + 1)
else
name = lowertext(t)
if (!name)
continue
switch (name)
if ("chat_webhook_url")
config.chat_webhook_url = value
if ("chat_webhook_key")
config.chat_webhook_key = value
if ("fax_export_dir")
config.fax_export_dir = value
if ("items_survive_digestion")
config.items_survive_digestion = 1
return 1
+3 -3
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@@ -47,7 +47,7 @@
access = access_armory
/datum/supply_packs/munitions/energyweapons
name = "Energy weapons crate"
name = "Laser carbine crate"
contains = list(/obj/item/weapon/gun/energy/laser = 3)
cost = 50
containertype = /obj/structure/closet/crate/secure
@@ -98,11 +98,11 @@
access = access_armory
/datum/supply_packs/munitions/energy_guns
name = "energy guns crate"
name = "Energy gun crate"
contains = list(/obj/item/weapon/gun/energy/gun = 2)
cost = 50
containertype = /obj/structure/closet/crate/secure
containername = "energy guns crate"
containername = "Energy gun crate"
access = access_armory
/datum/supply_packs/munitions/bolt_rifles_competitive
+50 -1
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@@ -24,7 +24,7 @@
containername = "Robotics assembly"
access = access_robotics
/datum/supply_packs/robotics/robolimbs_basic
/*/datum/supply_packs/robotics/robolimbs_basic
name = "Basic robolimb blueprints"
contains = list(
/obj/item/weapon/disk/limb/morpheus,
@@ -50,6 +50,55 @@
containertype = /obj/structure/closet/crate/secure/gear
containername = "Robolimb blueprints (adv)"
access = access_robotics
*/
/datum/supply_packs/robotics/robolimbs/morpheus
name = "Morpheus robolimb blueprints"
contains = list(/obj/item/weapon/disk/limb/morpheus)
cost = 20
containertype = /obj/structure/closet/crate/secure/gear
containername = "Robolimb blueprints (Morpheus)"
access = access_robotics
/datum/supply_packs/robotics/robolimbs/xion
name = "Xion robolimb blueprints"
contains = list(/obj/item/weapon/disk/limb/xion)
cost = 20
containertype = /obj/structure/closet/crate/secure/gear
containername = "Robolimb blueprints (Xion)"
access = access_robotics
/datum/supply_packs/robotics/robolimbs/wardtakahashi
name = "Ward-Takahashi robolimb blueprints"
contains = list(/obj/item/weapon/disk/limb/wardtakahashi)
cost = 35
containertype = /obj/structure/closet/crate/secure/gear
containername = "Robolimb blueprints (Ward-Takahashi)"
access = access_robotics
/datum/supply_packs/robotics/robolimbs/zenghu
name = "Zeng Hu robolimb blueprints"
contains = list(/obj/item/weapon/disk/limb/zenghu)
cost = 35
containertype = /obj/structure/closet/crate/secure/gear
containername = "Robolimb blueprints (Zeng Hu)"
access = access_robotics
/datum/supply_packs/robotics/robolimbs/bishop
name = "Bishop robolimb blueprints"
contains = list(/obj/item/weapon/disk/limb/bishop)
cost = 70
containertype = /obj/structure/closet/crate/secure/gear
containername = "Robolimb blueprints (Bishop)"
access = access_robotics
/datum/supply_packs/robotics/robolimbs/veymed
name = "Vey-Med robolimb blueprints"
contains = list(/obj/item/weapon/disk/limb/veymed)
cost = 70
containertype = /obj/structure/closet/crate/secure/gear
containername = "Robolimb blueprints (Vey-Med)"
access = access_robotics
/datum/supply_packs/robotics/mecha_ripley
name = "Circuit Crate (\"Ripley\" APLU)"
+137
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@@ -21,6 +21,20 @@
containername = "Atmospheric voidsuit crate"
access = access_atmospherics
/datum/supply_packs/voidsuits/atmos/alt
name = "Heavy Duty Atmospheric voidsuits"
contains = list(
/obj/item/clothing/suit/space/void/atmos/alt = 2,
/obj/item/clothing/head/helmet/space/void/atmos/alt = 2,
/obj/item/clothing/mask/breath = 2,
/obj/item/clothing/shoes/magboots = 2,
/obj/item/weapon/tank/oxygen = 2,
)
cost = 50
containertype = "/obj/structure/closet/crate/secure"
containername = "Heavy Duty Atmospheric voidsuit crate"
access = access_atmospherics
/datum/supply_packs/voidsuits/engineering
name = "Engineering voidsuits"
contains = list(
@@ -35,6 +49,48 @@
containername = "Engineering voidsuit crate"
access = access_engine_equip
/datum/supply_packs/voidsuits/engineering/construction
name = "Engineering Construction voidsuits"
contains = list(
/obj/item/clothing/suit/space/void/engineering/construction = 2,
/obj/item/clothing/head/helmet/space/void/engineering/construction = 2,
/obj/item/clothing/mask/breath = 2,
/obj/item/clothing/shoes/magboots = 2,
/obj/item/weapon/tank/oxygen = 2
)
cost = 40
containertype = "/obj/structure/closet/crate/secure"
containername = "Engineering Construction voidsuit crate"
access = access_engine_equip
/datum/supply_packs/voidsuits/engineering/hazmat
name = "Engineering Hazmat voidsuits"
contains = list(
/obj/item/clothing/suit/space/void/engineering/hazmat = 2,
/obj/item/clothing/head/helmet/space/void/engineering/hazmat = 2,
/obj/item/clothing/mask/breath = 2,
/obj/item/clothing/shoes/magboots = 2,
/obj/item/weapon/tank/oxygen = 2
)
cost = 45
containertype = "/obj/structure/closet/crate/secure"
containername = "Engineering Hazmat voidsuit crate"
access = access_engine_equip
/datum/supply_packs/voidsuits/engineering/alt
name = "Reinforced Engineering voidsuits"
contains = list(
/obj/item/clothing/suit/space/void/engineering/alt = 2,
/obj/item/clothing/head/helmet/space/void/engineering/alt = 2,
/obj/item/clothing/mask/breath = 2,
/obj/item/clothing/shoes/magboots = 2,
/obj/item/weapon/tank/oxygen = 2
)
cost = 50
containertype = "/obj/structure/closet/crate/secure"
containername = "Reinforced Engineering voidsuit crate"
access = access_engine_equip
/datum/supply_packs/voidsuits/medical
name = "Medical voidsuits"
contains = list(
@@ -49,6 +105,48 @@
containername = "Medical voidsuit crate"
access = access_medical_equip
/datum/supply_packs/voidsuits/medical/emt
name = "Medical EMT voidsuits"
contains = list(
/obj/item/clothing/suit/space/void/medical/emt = 2,
/obj/item/clothing/head/helmet/space/void/medical/emt = 2,
/obj/item/clothing/mask/breath = 2,
/obj/item/clothing/shoes/magboots = 2,
/obj/item/weapon/tank/oxygen = 2
)
cost = 40
containertype = "/obj/structure/closet/crate/secure"
containername = "Medical EMT voidsuit crate"
access = access_medical_equip
/datum/supply_packs/voidsuits/medical/bio
name = "Medical Biohazard voidsuits"
contains = list(
/obj/item/clothing/suit/space/void/medical/bio = 2,
/obj/item/clothing/head/helmet/space/void/medical/bio = 2,
/obj/item/clothing/mask/breath = 2,
/obj/item/clothing/shoes/magboots = 2,
/obj/item/weapon/tank/oxygen = 2
)
cost = 45
containertype = "/obj/structure/closet/crate/secure"
containername = "Medical Biohazard voidsuit crate"
access = access_medical_equip
/datum/supply_packs/voidsuits/medical/alt
name = "Vey-Med Medical voidsuits"
contains = list(
/obj/item/clothing/suit/space/void/medical/alt = 2,
/obj/item/clothing/head/helmet/space/void/medical/alt = 2,
/obj/item/clothing/mask/breath = 2,
/obj/item/clothing/shoes/magboots = 2,
/obj/item/weapon/tank/oxygen = 2
)
cost = 50
containertype = "/obj/structure/closet/crate/secure"
containername = "Vey-Med Medical voidsuit crate"
access = access_medical_equip
/datum/supply_packs/voidsuits/security
name = "Security voidsuits"
contains = list(
@@ -62,6 +160,32 @@
containertype = "/obj/structure/closet/crate/secure"
containername = "Security voidsuit crate"
/datum/supply_packs/voidsuits/security/crowd
name = "Security Crowd Control voidsuits"
contains = list(
/obj/item/clothing/suit/space/void/security/riot = 2,
/obj/item/clothing/head/helmet/space/void/security/riot = 2,
/obj/item/clothing/mask/breath = 2,
/obj/item/clothing/shoes/magboots = 2,
/obj/item/weapon/tank/oxygen = 2
)
cost = 40
containertype = "/obj/structure/closet/crate/secure"
containername = "Security Crowd Control voidsuit crate"
/datum/supply_packs/voidsuits/security/alt
name = "Security EVA Riot voidsuits"
contains = list(
/obj/item/clothing/suit/space/void/security/alt = 2,
/obj/item/clothing/head/helmet/space/void/security/alt = 2,
/obj/item/clothing/mask/breath = 2,
/obj/item/clothing/shoes/magboots = 2,
/obj/item/weapon/tank/oxygen = 2
)
cost = 50
containertype = "/obj/structure/closet/crate/secure"
containername = "Security EVA Riot voidsuit crate"
/datum/supply_packs/voidsuits/supply
name = "Mining voidsuits"
contains = list(
@@ -73,4 +197,17 @@
cost = 40
containertype = "/obj/structure/closet/crate/secure"
containername = "Mining voidsuit crate"
access = access_mining
/datum/supply_packs/voidsuits/supply/alt
name = "Frontier Mining voidsuits"
contains = list(
/obj/item/clothing/suit/space/void/mining/alt = 2,
/obj/item/clothing/head/helmet/space/void/mining/alt = 2,
/obj/item/clothing/mask/breath = 2,
/obj/item/weapon/tank/oxygen = 2
)
cost = 50
containertype = "/obj/structure/closet/crate/secure"
containername = "Frontier Mining voidsuit crate"
access = access_mining
+43 -1
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@@ -8,11 +8,21 @@
icon_state = "undershirt"
has_color = TRUE
/datum/category_item/underwear/undershirt/shirt_fem
name = "Babydoll shirt"
icon_state = "undershirt_fem"
has_color = TRUE
/datum/category_item/underwear/undershirt/shirt_long
name = "Longsleeve Shirt"
icon_state = "undershirt_long"
has_color = TRUE
/datum/category_item/underwear/undershirt/shirt_long_fem
name = "Longsleeve Shirt, feminine"
icon_state = "undershirt_long_fem"
has_color = TRUE
/datum/category_item/underwear/undershirt/tank_top
name = "Tank top"
icon_state = "tanktop"
@@ -23,27 +33,59 @@
icon_state = "tanktop_alt"
has_color = TRUE
/datum/category_item/underwear/undershirt/tank_top_alt_fem
name = "Tank top, alt, feminine"
icon_state = "tanktop_alt_fem"
has_color = TRUE
/datum/category_item/underwear/undershirt/tank_top_alt_fem_vneck
name = "Tank top, feminine, v-neck"
icon_state = "tanktop_alt_fem_vneck"
has_color = TRUE
/datum/category_item/underwear/undershirt/tank_top_fire
name = "Tank top, fire"
icon_state = "tank_fire_s"
/datum/category_item/underwear/undershirt/tank_top_fire_fem
name = "Tank top, fire, feminine"
icon_state = "tank_fire_fem_s"
/datum/category_item/underwear/undershirt/shirt_heart
name = "Shirt, heart"
icon_state = "lover_s"
/datum/category_item/underwear/undershirt/shirt_heart_fem
name = "Shirt, heart, babydoll"
icon_state = "lover_fem_s"
/datum/category_item/underwear/undershirt/shirt_nt
name = "Shirt, NT"
icon_state = "shirt_nano_s"
/datum/category_item/underwear/undershirt/shirt_love_nt
name = "Shirt, I<3NT"
icon_state = "lover_s"
icon_state = "ilovent_s"
/datum/category_item/underwear/undershirt/shirt_love_nt_fem
name = "Shirt, I<3NT, babydoll"
icon_state = "ilovent_fem_s"
/datum/category_item/underwear/undershirt/shortsleeve_shirt
name = "Shortsleeve shirt"
icon_state = "shortsleeve"
has_color = TRUE
/datum/category_item/underwear/undershirt/shortsleeve_shirt_fem
name = "Shortsleeve babydoll shirt"
icon_state = "shortsleeve_fem"
has_color = TRUE
/datum/category_item/underwear/undershirt/shortsleeve_shirt_fem_vneck
name = "Shortsleeve babydoll shirt, v-neck"
icon_state = "shortsleeve_fem_vneck"
has_color = TRUE
/datum/category_item/underwear/undershirt/polo_shirt
name = "Polo shirt"
icon_state = "polo"
+1 -1
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@@ -67,7 +67,7 @@ datum/category_group/underwear/dd_SortValue()
if(!icon_state)
return
var/image/I = image(icon = 'icons/mob/human.dmi', icon_state = icon_state)
var/image/I = image(icon = icon, icon_state = icon_state)
for(var/datum/gear_tweak/gt in tweaks)
gt.tweak_item(I, metadata && metadata["[gt]"] ? metadata["[gt]"] : gt.get_default())
return I
+13 -1
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@@ -18,14 +18,26 @@
name = "Pistol Magazine (.45)"
path = /obj/item/ammo_magazine/c45m
/datum/uplink_item/item/ammo/c45map
name = "Pistol Magazine (.45 AP)"
path = /obj/item/ammo_magazine/c45m/ap
/datum/uplink_item/item/ammo/tommymag
name = "Tommygun Magazine (.45)"
path = /obj/item/ammo_magazine/tommymag
/datum/uplink_item/item/ammo/tommymagap
name = "Tommygun Magazine (.45 AP)"
path = /obj/item/ammo_magazine/tommymag/ap
/datum/uplink_item/item/ammo/tommydrum
name = "Tommygun Drum Magazine (.45)"
path = /obj/item/ammo_magazine/tommydrum
item_cost = 40 // Buy 40 bullets, get 10 free!
item_cost = 40
/datum/uplink_item/item/ammo/tommydrumap
name = "Tommygun Drum Magazine (.45 AP)"
path = /obj/item/ammo_magazine/tommydrum/ap
/datum/uplink_item/item/ammo/darts
name = "Darts"
+1 -1
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@@ -3,6 +3,7 @@
************/
/datum/uplink_item/item/badassery
category = /datum/uplink_category/badassery
blacklisted = 1
/datum/uplink_item/item/badassery/balloon
name = "For showing that You Are The BOSS (Useless Balloon)"
@@ -19,7 +20,6 @@
/datum/uplink_item/item/badassery/random_one
name = "Random Item"
desc = "Buys you one random item."
blacklisted = 1
/datum/uplink_item/item/badassery/random_one/buy(var/obj/item/device/uplink/U, var/mob/user)
var/datum/uplink_item/item = default_uplink_selection.get_random_item(U.uses)
+2 -1
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@@ -3,6 +3,7 @@
// Text shown when becoming this antagonist.
var/list/restricted_jobs = list() // Jobs that cannot be this antagonist (depending on config)
var/list/protected_jobs = list() // As above.
var/list/roundstart_restricted = list() //Jobs that can be this antag, but not at roundstart
// Strings.
var/welcome_text = "Cry havoc and let slip the dogs of war!"
@@ -171,7 +172,7 @@
/datum/antagonist/proc/draft_antagonist(var/datum/mind/player)
//Check if the player can join in this antag role, or if the player has already been given an antag role.
if(!can_become_antag(player))
if(!can_become_antag(player) || player.assigned_role in roundstart_restricted)
log_debug("[player.key] was selected for [role_text] by lottery, but is not allowed to be that role.")
return 0
if(player.special_role)
+3 -2
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@@ -11,8 +11,9 @@ var/datum/antagonist/cultist/cult
role_text = "Cultist"
role_text_plural = "Cultists"
bantype = "cultist"
restricted_jobs = list("Chaplain","AI", "Cyborg", "Internal Affairs Agent", "Head of Security", "Colony Director")
protected_jobs = list("Security Officer", "Warden", "Detective")
restricted_jobs = list("Chaplain","AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Internal Affairs Agent", "Head of Security", "Colony Director")
roundstart_restricted = list("Internal Affairs Agent", "Head of Security", "Colony Director")
role_type = BE_CULTIST
feedback_tag = "cult_objective"
antag_indicator = "cult"
@@ -29,8 +29,9 @@ var/datum/antagonist/revolutionary/revs
faction_indicator = "rev"
faction_invisible = 1
restricted_jobs = list("Internal Affairs Agent", "AI", "Cyborg", "Colony Director", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer")
protected_jobs = list("Security Officer", "Warden", "Detective")
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Internal Affairs Agent", "Colony Director", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer")
roundstart_restricted = list("Internal Affairs Agent", "Colony Director", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer")
/datum/antagonist/revolutionary/New()
..()
+1 -1
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@@ -2545,7 +2545,7 @@ area/space/atmosalert()
/area/tcomfoyer
name = "\improper Telecomms Foyer"
icon_state = "tcomsatentrance"
icon_state = "tcomsatfoyer"
ambience = list('sound/ambience/ambisin2.ogg', 'sound/ambience/signal.ogg', 'sound/ambience/signal.ogg', 'sound/ambience/ambigen10.ogg')
/area/tcomwest
@@ -53,6 +53,9 @@
src << "<span class='notice'>We stab [T] with the proboscis.</span>"
src.visible_message("<span class='danger'>[src] stabs [T] with the proboscis!</span>")
T << "<span class='danger'>You feel a sharp stabbing pain!</span>"
T.attack_log += text("\[[time_stamp()]\] <font color='red'>Was absorbed by [key_name(src)]</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'> Absorbed [key_name(T)]</font>")
msg_admin_attack("[key_name(T)] was absorbed by [key_name(src)]")
var/obj/item/organ/external/affecting = T.get_organ(src.zone_sel.selecting)
if(affecting.take_damage(39,0,1,0,"large organic needle"))
T:UpdateDamageIcon()
@@ -43,7 +43,7 @@
if(istype(held_item,/obj/item/weapon/grab))
var/obj/item/weapon/grab/G = held_item
if(G.affecting)
G.affecting.electrocute_act(10 * siemens,src,1.0,BP_TORSO)
G.affecting.electrocute_act(10 * siemens, src, 1.0, BP_TORSO, 0)
var/agony = 80 * siemens //Does more than if hit with an electric hand, since grabbing is slower.
G.affecting.stun_effect_act(0, agony, BP_TORSO, src)
@@ -166,7 +166,7 @@
src << "<span class='warning'>We require more chemicals to electrocute [S]!</span>"
return 0
S.electrocute_act(60 * siemens,src,1.0) //If only they had surge protectors.
S.electrocute_act(60,src,0.75) //If only they had surge protectors.
if(siemens)
visible_message("<span class='warning'>Arcs of electricity strike [S]!</span>",
"<span class='warning'>Our hand channels raw electricity into [S]</span>",
@@ -2,7 +2,7 @@
name = "Blind Sting"
desc = "We silently sting a human, completely blinding them for a short time."
enhancedtext = "Duration is extended."
ability_icon_state = " ling_sting_blind"
ability_icon_state = "ling_sting_blind"
genomecost = 2
allowduringlesserform = 1
verbpath = /mob/proc/changeling_blind_sting
@@ -15,6 +15,9 @@
var/mob/living/carbon/T = changeling_sting(20,/mob/proc/changeling_blind_sting)
if(!T)
return 0
T.attack_log += text("\[[time_stamp()]\] <font color='red'>Was blind stung by [key_name(src)]</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'> Used blind sting on [key_name(T)]</font>")
msg_admin_attack("[key_name(T)] was blind stung by [key_name(src)]")
T << "<span class='danger'>Your eyes burn horrificly!</span>"
T.disabilities |= NEARSIGHTED
var/duration = 300
@@ -16,6 +16,9 @@
var/mob/living/carbon/T = changeling_sting(20,/mob/proc/changeling_cryo_sting)
if(!T)
return 0
T.attack_log += text("\[[time_stamp()]\] <font color='red'>Was cryo stung by [key_name(src)]</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'> Used cryo sting on [key_name(T)]</font>")
msg_admin_attack("[key_name(T)] was cryo stung by [key_name(src)]")
var/inject_amount = 10
if(src.mind.changeling.recursive_enhancement)
inject_amount = inject_amount * 1.5
@@ -15,6 +15,9 @@
var/mob/living/carbon/T = changeling_sting(5,/mob/proc/changeling_deaf_sting)
if(!T) return 0
T.attack_log += text("\[[time_stamp()]\] <font color='red'>Was deaf stung by [key_name(src)]</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'> Used deaf sting on [key_name(T)]</font>")
msg_admin_attack("[key_name(T)] was deaf stung by [key_name(src)]")
var/duration = 300
if(src.mind.changeling.recursive_enhancement)
duration = duration + 100
@@ -13,6 +13,9 @@
var/mob/living/carbon/T = changeling_sting(40,/mob/proc/changeling_DEATHsting)
if(!T)
return 0
T.attack_log += text("\[[time_stamp()]\] <font color='red'>Was death stung by [key_name(src)]</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'> Used death sting on [key_name(T)]</font>")
msg_admin_attack("[key_name(T)] was death stung by [key_name(src)]")
T << "<span class='danger'>You feel a small prick and your chest becomes tight.</span>"
T.silent = 10
T.Paralyse(10)
@@ -16,6 +16,9 @@
var/mob/living/carbon/T = changeling_sting(20,/mob/proc/changeling_delayed_toxic_sting)
if(!T)
return 0
T.attack_log += text("\[[time_stamp()]\] <font color='red'>Was delayed toxic stung by [key_name(src)]</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'> Used delayed toxic sting on [key_name(T)]</font>")
msg_admin_attack("[key_name(T)] was delayed toxic stung by [key_name(src)]")
var/i = rand(20,30)
if(src.mind.changeling.recursive_enhancement)
i = i * 2
@@ -19,6 +19,11 @@
if(ishuman(T))
var/mob/living/carbon/human/H = T
T.attack_log += text("\[[time_stamp()]\] <font color='red'>Was enfeebling stung by [key_name(src)]</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'> Used enfeebling sting on [key_name(T)]</font>")
msg_admin_attack("[key_name(T)] was enfeebling stung by [key_name(src)]")
var/effect = 30 //percent
if(src.mind.changeling.recursive_enhancement)
effect = effect + 20
@@ -35,6 +35,10 @@
src << "<span class='warning'>This creature's DNA is ruined beyond useability!</span>"
return 0
T.attack_log += text("\[[time_stamp()]\] <font color='red'>Had DNA extracted via sting by [key_name(src)]</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'> Used DNA extraction sting on [key_name(T)]</font>")
msg_admin_attack("[key_name(T)] was DNA extraction stung by [key_name(src)]")
var/datum/absorbed_dna/newDNA = new(T.real_name, T.dna, T.species.name, T.languages)
absorbDNA(newDNA)
@@ -13,6 +13,9 @@
var/mob/living/carbon/T = changeling_sting(15,/mob/proc/changeling_lsdsting)
if(!T) return 0
T.attack_log += text("\[[time_stamp()]\] <font color='red'>Was hallucination stung by [key_name(src)]</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'> Used hallucination sting on [key_name(T)]</font>")
msg_admin_attack("[key_name(T)] was hallucination stung by [key_name(src)]")
spawn(rand(300,600))
if(T) T.hallucination += 400
feedback_add_details("changeling_powers","HS")
@@ -12,6 +12,9 @@
var/mob/living/carbon/T = changeling_sting(30,/mob/proc/changeling_paralysis_sting)
if(!T)
return 0
T.attack_log += text("\[[time_stamp()]\] <font color='red'>Was paralysis stung by [key_name(src)]</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'> Used paralysis sting on [key_name(T)]</font>")
msg_admin_attack("[key_name(T)] was paralysis stung by [key_name(src)]")
T << "<span class='danger'>Your muscles begin to painfully tighten.</span>"
T.Weaken(20)
feedback_add_details("changeling_powers","PS")
@@ -41,6 +41,10 @@
range = range * 2
src << "<span class='notice'>We are extra loud.</span>"
src.attack_log += text("\[[time_stamp()]\] <font color='red'>Used Resonant Shriek.</font>")
message_admins("[key_name(src)] used Resonant Shriek ([src.x],[src.y],[src.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>).")
log_game("[key_name(src)] used Resonant Shriek.")
for(var/mob/living/M in range(range, src))
if(iscarbon(M))
if(!M.mind || !M.mind.changeling)
@@ -51,6 +55,7 @@
M.adjustEarDamage(0,30)
M.confused += 20
M << sound('sound/effects/screech.ogg')
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Was affected by [key_name(src)]'s Resonant Shriek.</font>")
else
if(M != src)
M << "<span class='notice'>You hear a familiar screech from nearby. It has no effect on you.</span>"
@@ -60,6 +65,7 @@
M << sound('sound/weapons/flash.ogg')
M << "<span class='notice'>Auditory input overloaded. Reinitializing...</span>"
M.Weaken(rand(5,10))
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Was affected by [key_name(src)]'s Resonant Shriek.</font>")
for(var/obj/machinery/light/L in range(range, src))
L.on = 1
@@ -97,6 +103,10 @@
src << "<span class='notice'>We are extra loud.</span>"
src.mind.changeling.recursive_enhancement = 0
src.attack_log += text("\[[time_stamp()]\] <font color='red'>Used Dissonant Shriek.</font>")
message_admins("[key_name(src)] used Dissonant Shriek ([src.x],[src.y],[src.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>).")
log_game("[key_name(src)] used Dissonant Shriek.")
for(var/obj/machinery/light/L in range(5, src))
L.on = 1
L.broken()
@@ -15,6 +15,9 @@
var/mob/living/carbon/T = changeling_sting(10,/mob/proc/changeling_silence_sting)
if(!T) return 0
T.attack_log += text("\[[time_stamp()]\] <font color='red'>Was silence stung by [key_name(src)]</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'> Used silence sting on [key_name(T)]</font>")
msg_admin_attack("[key_name(T)] was silence stung by [key_name(src)]")
var/duration = 30
if(src.mind.changeling.recursive_enhancement)
duration = duration + 10
@@ -36,6 +36,9 @@
if((HUSK in T.mutations) || (!ishuman(T) && !issmall(T)))
src << "<span class='warning'>Our sting appears ineffective against its DNA.</span>"
return 0
T.attack_log += text("\[[time_stamp()]\] <font color='red'>Was transform stung by [key_name(src)]</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'> Used transform sting on [key_name(T)]</font>")
msg_admin_attack("[key_name(T)] was transform stung by [key_name(src)]")
T.visible_message("<span class='warning'>[T] transforms!</span>")
T.dna = chosen_dna.Clone()
T.real_name = chosen_dna.real_name
@@ -11,6 +11,9 @@
var/mob/living/carbon/T = changeling_sting(5,/mob/proc/changeling_unfat_sting)
if(!T) return 0
T.attack_log += text("\[[time_stamp()]\] <font color='red'>Was unfat stung by [key_name(src)]</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'> Used unfat sting on [key_name(T)]</font>")
msg_admin_attack("[key_name(T)] was unfat stung by [key_name(src)]")
T << "<span class='danger'>you feel a small prick as stomach churns violently and you become to feel skinnier.</span>"
T.overeatduration = 0
T.nutrition -= 100
+1
View File
@@ -110,6 +110,7 @@
slowdown = 1
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0
flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS
/obj/item/clothing/suit/space/cult/cultify()
+27 -25
View File
@@ -329,9 +329,8 @@ var/list/sacrificed = list()
is_sacrifice_target = 1
else
corpse_to_raise = M
if(M.key)
M.ghostize(1) //kick them out of their body
break
if(!corpse_to_raise)
if(is_sacrifice_target)
usr << "<span class='warning'>The Geometer of blood wants this mortal for himself.</span>"
@@ -357,38 +356,41 @@ var/list/sacrificed = list()
usr << "<span class='warning'>The sacrifical corpse is not dead. You must free it from this world of illusions before it may be used.</span>"
return fizzle()
var/mob/observer/dead/ghost
for(var/mob/observer/dead/O in loc)
if(!O.client) continue
if(O.mind && O.mind.current && O.mind.current.stat != DEAD) continue
if(!(O.client.prefs.be_special & BE_CULTIST)) continue
ghost = O
break
if(!ghost)
usr << "<span class='warning'>You require a restless spirit which clings to this world. Beckon their prescence with the sacred chants of Nar-Sie.</span>"
if(!cult.can_become_antag(corpse_to_raise.mind) || jobban_isbanned(corpse_to_raise, "cultist"))
usr << "<span class='warning'>The Geometer of Blood refuses to touch this one.</span>"
return fizzle()
else if(!corpse_to_raise.client && corpse_to_raise.mind) //Don't force the dead person to come back if they don't want to.
for(var/mob/observer/dead/ghost in player_list)
if(ghost.mind == corpse_to_raise.mind)
ghost << "<b><font color = #330033><font size = 3>The cultist [usr.real_name] is trying to \
revive you. Return to your body if you want to be resurrected into the service of Nar'Sie!</b> \
(Verbs -> Ghost -> Re-enter corpse)</font></font>"
break
corpse_to_raise.revive()
sleep(10 SECONDS)
corpse_to_raise.key = ghost.key //the corpse will keep its old mind! but a new player takes ownership of it (they are essentially possessed)
//This means, should that player leave the body, the original may re-enter
usr.say("Pasnar val'keriam usinar. Savrae ines amutan. Yam'toth remium il'tarat!")
corpse_to_raise.visible_message("<span class='warning'>[corpse_to_raise]'s eyes glow with a faint red as he stands up, slowly starting to breathe again.</span>", \
"<span class='warning'>Life... I'm alive again...</span>", \
"<span class='warning'>You hear a faint, slightly familiar whisper.</span>")
body_to_sacrifice.visible_message("<span class='danger'>[body_to_sacrifice] is torn apart, a black smoke swiftly dissipating from \his remains!</span>", \
"<span class='danger'>You feel as your blood boils, tearing you apart.</span>", \
"<span class='danger'>You hear a thousand voices, all crying in pain.</span>")
body_to_sacrifice.gib()
if(corpse_to_raise.client)
cult.add_antagonist(corpse_to_raise.mind)
corpse_to_raise.revive()
usr.say("Pasnar val'keriam usinar. Savrae ines amutan. Yam'toth remium il'tarat!")
corpse_to_raise.visible_message("<span class='warning'>[corpse_to_raise]'s eyes glow with a faint red as he stands up, slowly starting to breathe again.</span>", \
"<span class='warning'>Life... I'm alive again...</span>", \
"<span class='warning'>You hear a faint, slightly familiar whisper.</span>")
body_to_sacrifice.visible_message("<span class='danger'>[body_to_sacrifice] is torn apart, a black smoke swiftly dissipating from \his remains!</span>", \
"<span class='danger'>You feel as your blood boils, tearing you apart.</span>", \
"<span class='danger'>You hear a thousand voices, all crying in pain.</span>")
body_to_sacrifice.gib()
// if(ticker.mode.name == "cult")
// ticker.mode:add_cultist(corpse_to_raise.mind)
// else
// ticker.mode.cult |= corpse_to_raise.mind
corpse_to_raise << "<span class='cult'>Your blood pulses. Your head throbs. The world goes red. All at once you are aware of a horrible, horrible truth. The veil of reality has been ripped away and in the festering wound left behind something sinister takes root.</span>"
corpse_to_raise << "<span class='cult'>Assist your new compatriots in their dark dealings. Their goal is yours, and yours is theirs. You serve the Dark One above all else. Bring It back.</span>"
corpse_to_raise << "<span class='cult'>Your blood pulses. Your head throbs. The world goes red. All at once you are aware of a horrible, horrible truth. The veil of reality has been ripped away and in the festering wound left behind something sinister takes root.</span>"
corpse_to_raise << "<span class='cult'>Assist your new compatriots in their dark dealings. Their goal is yours, and yours is theirs. You serve the Dark One above all else. Bring It back.</span>"
return
@@ -78,7 +78,7 @@
H << "<b>You are the Technomancer's apprentice! Your goal is to assist them in their mission at the [station_name()].</b>"
H << "<b>Your service has not gone unrewarded, however. Studying under them, you have learned how to use a Manipulation Core \
of your own. You also have a Catelog, to purchase your own functions and equipment as you see fit.</b>"
of your own. You also have a catalog, to purchase your own functions and equipment as you see fit.</b>"
H << "<b>It would be wise to speak to your master, and learn what their plans are for today.</b>"
spawn(1)
+11 -11
View File
@@ -42,33 +42,33 @@ var/list/all_technomancer_assistance = typesof(/datum/technomancer/assistance) -
var/show_scepter_text = 0
/obj/item/weapon/technomancer_catalog/apprentice
name = "apprentice's catelog"
name = "apprentice's catalog"
budget = 700
max_budget = 700
/obj/item/weapon/technomancer_catalog/master //for badmins, I suppose
name = "master's catelog"
name = "master's catalog"
budget = 2000
max_budget = 2000
// Proc: bind_to_owner()
// Parameters: 1 (new_owner - mob that the book is trying to bind to)
// Description: Links the catelog to hopefully the technomancer, so that only they can access it.
// Description: Links the catalog to hopefully the technomancer, so that only they can access it.
/obj/item/weapon/technomancer_catalog/proc/bind_to_owner(var/mob/living/carbon/human/new_owner)
if(!owner && technomancers.is_antagonist(new_owner.mind))
owner = new_owner
// Proc: New()
// Parameters: 0
// Description: Sets up the catelog, as shown below.
// Description: Sets up the catalog, as shown below.
/obj/item/weapon/technomancer_catalog/New()
..()
set_up()
// Proc: set_up()
// Parameters: 0
// Description: Instantiates all the catelog datums for everything that can be bought.
// Description: Instantiates all the catalog datums for everything that can be bought.
/obj/item/weapon/technomancer_catalog/proc/set_up()
if(!spell_instances.len)
for(var/S in all_technomancer_spells)
@@ -100,7 +100,7 @@ var/list/all_technomancer_assistance = typesof(/datum/technomancer/assistance) -
return "<b>[category]</b>"
// Proc: attack_self()
// Parameters: 1 (user - the mob clicking on the catelog)
// Parameters: 1 (user - the mob clicking on the catalog)
// Description: Shows an HTML window, to buy equipment and spells, if the user is the legitimate owner. Otherwise it cannot be used.
/obj/item/weapon/technomancer_catalog/attack_self(mob/user)
if(!user)
@@ -207,12 +207,12 @@ var/list/all_technomancer_assistance = typesof(/datum/technomancer/assistance) -
dat += "You currently have a budget of <b>[budget]/[max_budget]</b>.<br><br>"
dat += "<br>"
dat += "<h1>Manipulation Core Owner's Manual</h1><br>"
dat += "This brief entry in your catelog will try to explain what everything does. For starters, the thing you're \
dat += "This brief entry in your catalog will try to explain what everything does. For starters, the thing you're \
probably wearing on your back is known as a <b>Manipulation Core</b>, or just a 'Core'. It allows you to do amazing \
things with almost no effort, depending on what <b>functions</b> you've purchased for it. Don't lose your core!<br>"
dat += "<br>"
dat += "There are a few things you need to keep in mind as you use your Core to manipulate the universe. The core \
requires a special type of <b>energy</b>, that is referred to as just 'Energy' in the catelog. All cores generate \
requires a special type of <b>energy</b>, that is referred to as just 'Energy' in the catalog. All cores generate \
their own energy, some more than others. Most functions require energy be spent in order to work, so make sure not \
to run out in a critical moment. Besides waiting for your Core to recharge, you can buy certain functions which \
do something to generate energy.<br>"
@@ -242,13 +242,13 @@ var/list/all_technomancer_assistance = typesof(/datum/technomancer/assistance) -
dat += "<b>You can refund functions, equipment items, and assistance items, so long as you are in your base.</b> \
Once you leave, you can't refund anything, however you can still buy things if you still have points remaining. \
To refund functions, just click the 'Refund Functions' button on the top, when in the functions tabs. \
For equipment items, you need to hit it against the catelog.<br>"
For equipment items, you need to hit it against the catalog.<br>"
dat += "<br>"
dat += "Your blue robes and hat are both stylish, and somewhat protective against hostile energies, which includes \
EXTERNAL instability sources (like Glow), and mundane electricity. If you're looking for protection against other \
things, it's suggested you purchase or otherwise obtain armor.<br>"
dat += "<br>"
dat += "There are a few terms you may not understand in the catelog, so this will try to explain them.<br>"
dat += "There are a few terms you may not understand in the catalog, so this will try to explain them.<br>"
dat += "A function can be thought of as a 'spell', that you use by holding in your hands and trying to use it on \
a target of your choice.<br>"
dat += "Some functions can have their abilities enhanced by a special rod called the Scepter of Enhancement. \
@@ -265,7 +265,7 @@ var/list/all_technomancer_assistance = typesof(/datum/technomancer/assistance) -
// Proc: Topic()
// Parameters: 2 (href - don't know, href_list - the choice that the person using the interface above clicked on.)
// Description: Acts upon clicks on links for the catelog, if they are the rightful owner.
// Description: Acts upon clicks on links for the catalog, if they are the rightful owner.
/obj/item/weapon/technomancer_catalog/Topic(href, href_list)
..()
var/mob/living/carbon/human/H = usr
+7 -1
View File
@@ -23,6 +23,7 @@
var/instability_modifier = 0.8 // Multiplier on how much instability is added.
var/energy_cost_modifier = 1.0 // Multiplier on how much spells will cost.
var/spell_power_modifier = 1.0 // Multiplier on how strong spells are.
var/cooldown_modifier = 1.0 // Multiplier on cooldowns for spells.
var/list/spells = list() // This contains the buttons used to make spells in the user's hand.
var/list/appearances = list( // Assoc list containing possible icon_states that the wiz can change the core to.
"default" = "technomancer_core",
@@ -118,7 +119,11 @@
var/mob/living/L = A
if(L.stat == DEAD)
summoned_mobs -= L
qdel(L)
spawn(1)
L.visible_message("<span class='notice'>\The [L] begins to fade away...</span>")
animate(L, alpha = 255, alpha = 0, time = 30) // Makes them fade into nothingness.
sleep(30)
qdel(L)
// Deletes all the summons and wards from the core, so that Destroy() won't have issues.
/obj/item/weapon/technomancer_core/proc/dismiss_all_summons()
@@ -248,6 +253,7 @@
regen_rate = 70 //100 seconds to full
slowdown = -1
instability_modifier = 0.9
cooldown_modifier = 0.9
//Big batteries but slow regen, buying energy spells is highly recommended.
/obj/item/weapon/technomancer_core/bulky
@@ -60,6 +60,10 @@
var/obj/item/projectile/P = damage_source
P.sharp = 0
P.edge = 0
P.embed_chance = 0
if(P.agony)
var/agony_blocked = P.agony * (modified_block_percentage / 100)
P.agony -= agony_blocked
P.damage = P.damage - damage_blocked
user.visible_message("<span class='danger'>\The [user]'s [src] absorbs [attack_text]!</span>")
@@ -115,7 +115,7 @@
rng = rand(0,4)
switch(rng)
if(0)
electrocute_act(instability * 0.3, "unstable energies")
electrocute_act(instability * 0.3, "unstable energies", 0.75)
if(1)
adjustFireLoss(instability * 0.15) //7.5 burn @ 50 instability
src << "<span class='danger'>Your chassis alerts you to overheating from an unknown external force!</span>"
@@ -132,7 +132,7 @@
rng = rand(0,3)
switch(rng)
if(0)
electrocute_act(instability * 0.5, "extremely unstable energies")
electrocute_act(instability * 0.5, "extremely unstable energies", 0.75)
if(1)
emp_act(2)
if(2)
@@ -146,7 +146,7 @@
rng = rand(0,4)
switch(rng)
if(0)
electrocute_act(instability, "extremely unstable energies")
electrocute_act(instability, "extremely unstable energies", 0.75)
if(1)
emp_act(1)
if(2)
@@ -230,8 +230,9 @@
else if(cast_methods & CAST_RANGED) //Try to use a ranged method if a melee one doesn't exist.
on_ranged_cast(target, user)
if(cooldown)
user.setClickCooldown(cooldown)
flick("cooldown_[cooldown]",src)
var/effective_cooldown = round(cooldown * core.cooldown_modifier, 5)
user.setClickCooldown(effective_cooldown)
flick("cooldown_[effective_cooldown]",src)
// Proc: place_spell_in_hand()
// Parameters: 1 (path - the type path for the spell that is desired.)
@@ -8,7 +8,7 @@
/obj/item/weapon/spell/aura/New()
..()
set_light(7, calculate_spell_power(4), l_color = glow_color)
set_light(calculate_spell_power(7), calculate_spell_power(4), l_color = glow_color)
processing_objects |= src
log_and_message_admins("has started casting [src].")
@@ -11,7 +11,7 @@
name = "restoration aura"
desc = "Allows everyone, or just your allies, to slowly regenerate."
icon_state = "generic"
cast_methods = null
cast_methods = CAST_USE
aspect = ASPECT_BIOMED
glow_color = "#33CC33"
var/regen_tick = 0
@@ -31,8 +31,8 @@
else
mobs_to_heal |= L // Heal everyone!
for(var/mob/living/L in mobs_to_heal)
L.adjustBruteLoss(calculate_spell_power(-2))
L.adjustFireLoss(calculate_spell_power(-2))
L.adjustBruteLoss(calculate_spell_power(-5))
L.adjustFireLoss(calculate_spell_power(-5))
adjust_instability(2)
/obj/item/weapon/spell/aura/biomed/on_use_cast(mob/living/user)
@@ -22,14 +22,14 @@
qdel(src)
var/list/nearby_things = range(calculate_spell_power(4),owner)
var/temp_change = calculate_spell_power(40)
var/temp_change = calculate_spell_power(80)
var/temp_cap = calculate_spell_power(600)
var/fire_power = calculate_spell_power(2)
if(check_for_scepter())
temp_change = calculate_spell_power(80)
temp_cap = calculate_spell_power(1000)
fire_power = calculate_spell_power(4)
temp_change *= 2
temp_cap *= 2
fire_power *= 2
for(var/mob/living/carbon/human/H in nearby_things)
if(is_ally(H))
@@ -22,11 +22,11 @@
qdel(src)
var/list/nearby_mobs = range(calculate_spell_power(4),owner)
var/temp_change = calculate_spell_power(25)
var/temp_change = calculate_spell_power(40)
var/temp_cap = 260 // Just above the damage threshold, for humans. Unathi are less fortunate.
if(check_for_scepter())
temp_change = calculate_spell_power(50)
temp_change *= 2
temp_cap = 200
for(var/mob/living/carbon/human/H in nearby_mobs)
if(is_ally(H))
@@ -17,7 +17,7 @@
glow_color = "#0000FF" //TODO
/obj/item/weapon/spell/aura/shock/process()
if(!pay_energy(1000))
if(!pay_energy(500))
qdel(src)
var/list/nearby_mobs = range(calculate_spell_power(4),owner)
var/power = calculate_spell_power(7)
@@ -38,7 +38,7 @@
var/obj/item/organ/external/affected = H.get_organ(check_zone(BP_TORSO))
H.electrocute_act(power, src, H.get_siemens_coefficient_organ(affected), affected)
else
L.electrocute_act(power, src, 1.0, BP_TORSO)
L.electrocute_act(power, src, 0.75, BP_TORSO)
adjust_instability(3)
@@ -1,7 +1,8 @@
/datum/technomancer/spell/blink
name = "Blink"
desc = "Force the target to teleport a short distance away. This target could be anything from something lying on the ground, to someone trying to \
fight you, or even yourself. Using this on someone next to you makes their potential distance after teleportation greater."
desc = "Force the target to teleport a short distance away. This target could be anything from something lying on the ground, \
to someone trying to fight you, or even yourself. Using this on someone next to you makes their potential distance after \
teleportation greater. Self casting has the greatest potential for distance, as well as the cheapest cost."
enhancement_desc = "Blink distance is increased greatly."
spell_power_desc = "Blink distance is scaled up with more spell power."
cost = 50
@@ -54,25 +55,37 @@
if(!within_range(AM))
user << "<span class='warning'>\The [AM] is too far away to blink.</span>"
return
if(check_for_scepter())
safe_blink(AM, calculate_spell_power(6))
if(pay_energy(400))
if(check_for_scepter())
safe_blink(AM, calculate_spell_power(6))
else
safe_blink(AM, calculate_spell_power(3))
adjust_instability(3)
log_and_message_admins("has blinked [AM] away.")
else
safe_blink(AM, calculate_spell_power(3))
log_and_message_admins("has blinked [AM] away.")
to_chat(user, "<span class='warning'>You need more energy to blink [AM] away!</span>")
/obj/item/weapon/spell/blink/on_use_cast(mob/user)
if(check_for_scepter())
safe_blink(user, calculate_spell_power(10))
if(pay_energy(200))
if(check_for_scepter())
safe_blink(user, calculate_spell_power(10))
else
safe_blink(user, calculate_spell_power(6))
adjust_instability(1)
log_and_message_admins("has blinked themselves away.")
else
safe_blink(user, calculate_spell_power(6))
log_and_message_admins("has blinked themselves away.")
to_chat(user, "<span class='warning'>You need more energy to blink yourself away!</span>")
/obj/item/weapon/spell/blink/on_melee_cast(atom/hit_atom, mob/living/user, def_zone)
if(istype(hit_atom, /atom/movable))
var/atom/movable/AM = hit_atom
visible_message("<span class='danger'>\The [user] reaches out towards \the [AM] with a glowing hand.</span>")
if(check_for_scepter())
safe_blink(AM, 10)
if(pay_energy(300))
visible_message("<span class='danger'>\The [user] reaches out towards \the [AM] with a glowing hand.</span>")
if(check_for_scepter())
safe_blink(AM, 10)
else
safe_blink(AM, 6)
adjust_instability(2)
log_and_message_admins("has blinked [AM] away.")
else
safe_blink(AM, 6)
log_and_message_admins("has blinked [AM] away.")
to_chat(user, "<span class='warning'>You need more energy to blink [AM] away!</span>")
@@ -30,7 +30,7 @@
W.set_color()
W.set_up(desired_turf)
flick(initial(icon_state),W) // Otherwise pooling causes the animation to stay stuck at the end.
log_and_message_admins("has wetted the floor with [src] at [T.x],[T.y],[T.z].")
log_and_message_admins("has wetted the floor with [src] at [T.x],[T.y],[T.z].")
else if(hit_atom.reagents && !ismob(hit_atom))
hit_atom.reagents.add_reagent(id = "water", amount = 60, data = null, safety = 0)
adjust_instability(5)
@@ -133,7 +133,7 @@
if(L.client)
user << "<span class='danger'>\The [L] seems to resist you!</span>"
return 0
if(pay_energy(1000))
if(pay_energy(500))
select(L)
user << "<span class='notice'>\The [L] is now under your (limited) control.</span>"
else //Deselect them
@@ -144,7 +144,7 @@
if(!controlled_mobs.len)
user << "<span class='warning'>You have no entities under your control to command.</span>"
return 0
if(pay_energy(50 * controlled_mobs.len))
if(pay_energy(25 * controlled_mobs.len))
attack_all(L)
log_and_message_admins("has commanded their army of [controlled_mobs.len] to attack [L].")
user << "<span class='notice'>You command your [controlled_mobs.len > 1 ? "entities" : "[controlled_mobs[1]]"] to \
@@ -158,7 +158,7 @@
if(!controlled_mobs.len)
user << "<span class='warning'>You have no entities under your control to command.</span>"
return 0
if(pay_energy(50 * controlled_mobs.len))
if(pay_energy(10 * controlled_mobs.len))
move_all(T)
adjust_instability(controlled_mobs.len)
user << "<span class='notice'>You command your [controlled_mobs.len > 1 ? "entities" : "[controlled_mobs[1]]"] to move \
@@ -193,9 +193,9 @@
if(ishuman(target_mob)) // Otherwise someone else stood in the beam and is going to pay for it.
var/mob/living/carbon/human/H = target_mob
var/obj/item/organ/external/affected = H.get_organ(check_zone(BP_TORSO))
H.electrocute_act(power, src, H.get_siemens_coefficient_organ(affected), affected)
H.electrocute_act(power, src, H.get_siemens_coefficient_organ(affected), affected, 0)
else
target_mob.electrocute_act(power, src, 1.0, BP_TORSO)
target_mob.electrocute_act(power, src, 0.75, BP_TORSO)
return 0 // Since this is a continous beam, it needs to keep flying until it hits the Technomancer.
@@ -19,7 +19,7 @@
/obj/item/weapon/spell/illusion/on_ranged_cast(atom/hit_atom, mob/user)
if(istype(hit_atom, /atom/movable))
var/atom/movable/AM = hit_atom
if(pay_energy(500))
if(pay_energy(100))
copied = AM
update_icon()
user << "<span class='notice'>You've copied \the [AM]'s appearance.</span>"
@@ -30,7 +30,7 @@
if(!illusion)
if(!copied)
copied = user
if(pay_energy(1000)) // 4
if(pay_energy(500))
illusion = new(T)
illusion.copy_appearance(copied)
if(ishuman(copied))
@@ -41,7 +41,7 @@
user << 'sound/effects/pop.ogg'
return 1
else
if(pay_energy(300))
if(pay_energy(100))
spawn(1)
illusion.walk_loop(T)
@@ -50,5 +50,7 @@
H.restore_blood() // Fix bloodloss
H.adjustBruteLoss(-heal_power)
sleep(1 SECOND)
on_expire()
@@ -1,14 +1,15 @@
/datum/technomancer/spell/phase_shift
name = "Phase Shift"
desc = "Hides you in the safest possible place, where no harm can come to you. Unfortunately you can only stay inside for a few moments before \
draining your powercell."
desc = "Hides you in the safest possible place, where no harm can come to you. Unfortunately, a prolonged stay inside the \
rift you create will afflict you with instability."
cost = 50
obj_path = /obj/item/weapon/spell/phase_shift
category = DEFENSIVE_SPELLS
/obj/item/weapon/spell/phase_shift
name = "phase shift"
desc = "Allows you to dodge your untimely fate by shifting your location somewhere else, so long as you can sustain the energy to do so."
desc = "Allows you to dodge your untimely fate by shifting your location somewhere else, so long as you can survive inside the \
rift."
cast_methods = CAST_USE
aspect = ASPECT_TELE
@@ -39,9 +39,9 @@
if(ishuman(target_mob))
var/mob/living/carbon/human/H = target_mob
var/obj/item/organ/external/affected = H.get_organ(check_zone(BP_TORSO))
H.electrocute_act(power, src, H.get_siemens_coefficient_organ(affected), affected)
H.electrocute_act(power, src, H.get_siemens_coefficient_organ(affected), affected, 0)
else
target_mob.electrocute_act(power, src, 1.0, BP_TORSO)
target_mob.electrocute_act(power, src, 0.75, BP_TORSO)
hit_mobs |= target_mob
//Each bounce reduces the damage of the bolt.
@@ -0,0 +1,20 @@
/datum/technomancer/spell/ionic_bolt
name = "Ionic Bolt"
desc = "Shoots a bolt of ion energy at the target. If it hits something, it will generally drain energy, corrupt electronics, \
or otherwise ruin complex machinery."
cost = 100
obj_path = /obj/item/weapon/spell/projectile/ionic_bolt
category = OFFENSIVE_SPELLS
/obj/item/weapon/spell/projectile/ionic_bolt
name = "ionic bolt"
icon_state = "ionic bolt"
desc = "For those pesky security units."
cast_methods = CAST_RANGED
aspect = ASPECT_EMP
spell_projectile = /obj/item/projectile/ion
energy_cost_per_shot = 500
instability_per_shot = 6
cooldown = 10
pre_shot_delay = 0
fire_sound = 'sound/effects/supermatter.ogg'
@@ -36,7 +36,7 @@
if(ishuman(target_mob))
var/mob/living/carbon/human/H = target_mob
var/obj/item/organ/external/affected = H.get_organ(check_zone(BP_TORSO))
H.electrocute_act(power, src, H.get_siemens_coefficient_organ(affected), affected)
H.electrocute_act(power, src, H.get_siemens_coefficient_organ(affected), affected, 0)
else
target_mob.electrocute_act(power, src, 1.0, BP_TORSO)
target_mob.electrocute_act(power, src, 0.75, BP_TORSO)
return 1
@@ -3,6 +3,7 @@
desc = "Fires a bolt of highly unstable energy, that does damaged equal to 0.3% of the technomancer's current reserve of energy. \
This energy pierces all known armor. Energy cost is equal to 10% of maximum core charge."
enhancement_desc = "Will do damage equal to 0.4% of current energy."
spell_power_desc = "Increases damage dealt, up to a cap of 80 damage per shot."
cost = 100
obj_path = /obj/item/weapon/spell/projectile/overload
category = OFFENSIVE_SPELLS
@@ -26,9 +27,19 @@
damage_type = BURN
armor_penetration = 100
/obj/item/weapon/spell/projectile/overload/make_projectile(obj/item/projectile/projectile_type, mob/living/user)
var/obj/item/projectile/overload/P = new projectile_type(get_turf(user))
var/energy_before_firing = core.energy
if(check_for_scepter())
P.damage = round(energy_before_firing * 0.004) // .4% of their current energy pool.
else
P.damage = round(energy_before_firing * 0.003) // .3% of their current energy pool.
P.damage = min(calculate_spell_power(P.damage), 80)
return P
/obj/item/weapon/spell/projectile/overload/on_ranged_cast(atom/hit_atom, mob/living/user)
energy_cost_per_shot = round(core.max_energy * 0.10)
var/energy_before_firing = core.energy
/* var/energy_before_firing = core.energy
if(set_up(hit_atom, user))
var/obj/item/projectile/overload/P = new spell_projectile(get_turf(user))
P.launch(hit_atom)
@@ -38,3 +49,4 @@
P.damage = round(energy_before_firing * 0.003) // .3% of their current energy pool.
adjust_instability(instability_per_shot)
return 1
*/
@@ -11,8 +11,7 @@
/obj/item/weapon/spell/projectile/on_ranged_cast(atom/hit_atom, mob/living/user)
if(set_up(hit_atom, user))
var/obj/item/projectile/new_projectile = new spell_projectile(get_turf(user))
new_projectile.damage = calculate_spell_power(new_projectile.damage)
var/obj/item/projectile/new_projectile = make_projectile(spell_projectile, user)
new_projectile.launch(hit_atom)
log_and_message_admins("has casted [src] at \the [hit_atom].")
if(fire_sound)
@@ -21,6 +20,11 @@
return 1
return 0
/obj/item/weapon/spell/projectile/proc/make_projectile(obj/item/projectile/projectile_type, mob/living/user)
var/obj/item/projectile/P = new projectile_type(get_turf(user))
P.damage = calculate_spell_power(P.damage)
return P
/obj/item/weapon/spell/projectile/proc/set_up(atom/hit_atom, mob/living/user)
if(spell_projectile)
if(pay_energy(energy_cost_per_shot))
@@ -37,7 +37,7 @@
dead_mob_list -= SM
living_mob_list += SM
SM.icon_state = SM.icon_living
adjust_instability(30)
adjust_instability(15)
else if(ishuman(L))
var/mob/living/carbon/human/H = L
@@ -49,6 +49,9 @@
(Verbs -> Ghost -> Re-enter corpse)</font></font>"
break
H.adjustBruteLoss(-40)
H.adjustFireLoss(-40)
sleep(10 SECONDS)
if(H.client)
L.stat = CONSCIOUS //Note that if whatever killed them in the first place wasn't fixed, they're likely to die again.
@@ -50,6 +50,16 @@
summoned.health = calculate_spell_power(summoned.health)
summoned.melee_damage_lower = calculate_spell_power(summoned.melee_damage_lower)
summoned.melee_damage_upper = calculate_spell_power(summoned.melee_damage_upper)
// This makes the summon slower, so the crew has a chance to flee from massive monsters.
summoned.move_to_delay = calculate_spell_power(round(summoned.move_to_delay))
var/new_size = calculate_spell_power(1)
if(new_size != 1)
var/matrix/M = matrix()
M.Scale(new_size)
M.Translate(0, 16*(new_size-1))
summoned.transform = M
// Now we hurt their new pal, because being forcefully abducted by teleportation can't be healthy.
summoned.health = round(summoned.maxHealth * 0.7)
-1
View File
@@ -38,7 +38,6 @@
H.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(H), slot_gloves)
// H.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(H), slot_wear_mask) //Grab one from the armory you donk
H.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud(H), slot_glasses)
H.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(H), slot_s_store)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/handcuffs(H), slot_l_store)
else
+4
View File
@@ -364,6 +364,10 @@ var/global/datum/controller/occupations/job_master
H << "<span class='warning'>Your current species, job or whitelist status does not permit you to spawn with [thing]!</span>"
continue
if(G.slot == "implant")
H.implant_loadout(G)
continue
if(G.slot && !(G.slot in custom_equip_slots))
// This is a miserable way to fix the loadout overwrite bug, but the alternative requires
// adding an arg to a bunch of different procs. Will look into it after this merge. ~ Z
+4 -3
View File
@@ -20,9 +20,10 @@
var/obj/machinery/sleeper/sleepernew = null
for(dir in list(NORTH, EAST, SOUTH, WEST)) // Loop through every direction
sleepernew = locate(/obj/machinery/sleeper, get_step(src, dir)) // Try to find a scanner in that direction
if(sleepernew)
sleeper = sleepernew
sleepernew.console = src
if(sleepernew)
sleeper = sleepernew
sleepernew.console = src
return
return
/obj/machinery/sleep_console/attack_ai(var/mob/user)
+2 -1
View File
@@ -655,7 +655,8 @@
"tox_scrub",
"n2o_scrub",
"panic_siphon",
"scrubbing")
"scrubbing",
"direction")
send_signal(device_id, list(href_list["command"] = text2num(href_list["val"])))
return 1
+7
View File
@@ -410,6 +410,13 @@
preserve = 1
break
if(istype(W,/obj/item/weapon/implant/health))
for(var/obj/machinery/computer/cloning/com in world)
for(var/datum/dna2/record/R in com.records)
if(R.implant == W)
qdel(R)
qdel(W)
if(!preserve)
qdel(W)
else
+34 -34
View File
@@ -357,7 +357,7 @@ About the new airlock wires panel:
else /*if(src.justzap)*/
return
else if(user.hallucination > 50 && prob(10) && src.operating == 0)
user << "<span class='danger'>You feel a powerful shock course through your body!</span>"
to_chat(user,"<span class='danger'>You feel a powerful shock course through your body!</span>")
user.halloss += 10
user.stunned += 10
return
@@ -461,7 +461,7 @@ About the new airlock wires panel:
src.electrified_until = duration == -1 ? -1 : world.time + SecondsToTicks(duration)
if(feedback && message)
usr << message
to_chat(usr,message)
/obj/machinery/door/airlock/proc/set_idscan(var/activate, var/feedback = 0)
var/message = ""
@@ -475,7 +475,7 @@ About the new airlock wires panel:
message = "IdScan feature has been disabled."
if(feedback && message)
usr << message
to_chat(usr,message)
/obj/machinery/door/airlock/proc/set_safeties(var/activate, var/feedback = 0)
var/message = ""
@@ -488,7 +488,7 @@ About the new airlock wires panel:
safe = 1
if(feedback && message)
usr << message
to_chat(usr,message)
// shock user with probability prb (if all connections & power are working)
// returns 1 if shocked, 0 otherwise
@@ -596,43 +596,43 @@ About the new airlock wires panel:
src.aiHacking=1
spawn(20)
//TODO: Make this take a minute
user << "Airlock AI control has been blocked. Beginning fault-detection."
to_chat(user,"Airlock AI control has been blocked. Beginning fault-detection.")
sleep(50)
if(src.canAIControl())
user << "Alert cancelled. Airlock control has been restored without our assistance."
to_chat(user,"Alert cancelled. Airlock control has been restored without our assistance.")
src.aiHacking=0
return
else if(!src.canAIHack(user))
user << "We've lost our connection! Unable to hack airlock."
to_chat(user,"We've lost our connection! Unable to hack airlock.")
src.aiHacking=0
return
user << "Fault confirmed: airlock control wire disabled or cut."
to_chat(user,"Fault confirmed: airlock control wire disabled or cut.")
sleep(20)
user << "Attempting to hack into airlock. This may take some time."
to_chat(user,"Attempting to hack into airlock. This may take some time.")
sleep(200)
if(src.canAIControl())
user << "Alert cancelled. Airlock control has been restored without our assistance."
to_chat(user,"Alert cancelled. Airlock control has been restored without our assistance.")
src.aiHacking=0
return
else if(!src.canAIHack(user))
user << "We've lost our connection! Unable to hack airlock."
to_chat(user,"We've lost our connection! Unable to hack airlock.")
src.aiHacking=0
return
user << "Upload access confirmed. Loading control program into airlock software."
to_chat(user,"Upload access confirmed. Loading control program into airlock software.")
sleep(170)
if(src.canAIControl())
user << "Alert cancelled. Airlock control has been restored without our assistance."
to_chat(user,"Alert cancelled. Airlock control has been restored without our assistance.")
src.aiHacking=0
return
else if(!src.canAIHack(user))
user << "We've lost our connection! Unable to hack airlock."
to_chat(user,"We've lost our connection! Unable to hack airlock.")
src.aiHacking=0
return
user << "Transfer complete. Forcing airlock to execute program."
to_chat(user,"Transfer complete. Forcing airlock to execute program.")
sleep(50)
//disable blocked control
src.aiControlDisabled = 2
user << "Receiving control information from airlock."
to_chat(user,"Receiving control information from airlock.")
sleep(10)
//bring up airlock dialog
src.aiHacking = 0
@@ -664,16 +664,16 @@ About the new airlock wires panel:
/obj/machinery/door/airlock/CanUseTopic(var/mob/user)
if(operating < 0) //emagged
user << "<span class='warning'>Unable to interface: Internal error.</span>"
to_chat(user,"<span class='warning'>Unable to interface: Internal error.</span>")
return STATUS_CLOSE
if(issilicon(user) && !src.canAIControl())
if(src.canAIHack(user))
src.hack(user)
else
if (src.isAllPowerLoss()) //don't really like how this gets checked a second time, but not sure how else to do it.
user << "<span class='warning'>Unable to interface: Connection timed out.</span>"
to_chat(user,"<span class='warning'>Unable to interface: Connection timed out.</span>")
else
user << "<span class='warning'>Unable to interface: Connection refused.</span>"
to_chat(user,"<span class='warning'>Unable to interface: Connection refused.</span>")
return STATUS_CLOSE
return ..()
@@ -694,20 +694,20 @@ About the new airlock wires panel:
src.loseBackupPower()
if("bolts")
if(src.isWireCut(AIRLOCK_WIRE_DOOR_BOLTS))
usr << "The door bolt control wire is cut - Door bolts permanently dropped."
to_chat(usr,"The door bolt control wire is cut - Door bolts permanently dropped.")
else if(activate && src.lock())
usr << "The door bolts have been dropped."
to_chat(usr,"The door bolts have been dropped.")
else if(!activate && src.unlock())
usr << "The door bolts have been raised."
to_chat(usr,"The door bolts have been raised.")
if("electrify_temporary")
electrify(30 * activate, 1)
if("electrify_permanently")
electrify(-1 * activate, 1)
if("open")
if(src.welded)
usr << text("The airlock has been welded shut!")
to_chat(usr,text("The airlock has been welded shut!"))
else if(src.locked)
usr << text("The door bolts are down!")
to_chat(usr,text("The door bolts are down!"))
else if(activate && density)
open()
else if(!activate && !density)
@@ -717,7 +717,7 @@ About the new airlock wires panel:
if("timing")
// Door speed control
if(src.isWireCut(AIRLOCK_WIRE_SPEED))
usr << text("The timing wire is cut - Cannot alter timing.")
to_chat(usr,text("The timing wire is cut - Cannot alter timing."))
else if (activate && src.normalspeed)
normalspeed = 0
else if (!activate && !src.normalspeed)
@@ -725,13 +725,13 @@ About the new airlock wires panel:
if("lights")
// Bolt lights
if(src.isWireCut(AIRLOCK_WIRE_LIGHT))
usr << "The bolt lights wire is cut - The door bolt lights are permanently disabled."
to_chat(usr,"The bolt lights wire is cut - The door bolt lights are permanently disabled.")
else if (!activate && src.lights)
lights = 0
usr << "The door bolt lights have been disabled."
to_chat(usr,"The door bolt lights have been disabled.")
else if (activate && !src.lights)
lights = 1
usr << "The door bolt lights have been enabled."
to_chat(usr,"The door bolt lights have been enabled.")
update_icon()
return 1
@@ -764,7 +764,7 @@ About the new airlock wires panel:
else if(istype(C, /obj/item/weapon/screwdriver))
if (src.p_open)
if (stat & BROKEN)
usr << "<span class='warning'>The panel is broken and cannot be closed.</span>"
to_chat(usr,"<span class='warning'>The panel is broken and cannot be closed.</span>")
else
src.p_open = 0
else
@@ -784,7 +784,7 @@ About the new airlock wires panel:
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to remove electronics from the airlock assembly.")
if(do_after(user,40))
user << "<span class='notice'>You removed the airlock electronics!</span>"
to_chat(user,"<span class='notice'>You removed the airlock electronics!</span>")
var/obj/structure/door_assembly/da = new assembly_type(src.loc)
if (istype(da, /obj/structure/door_assembly/multi_tile))
@@ -812,9 +812,9 @@ About the new airlock wires panel:
qdel(src)
return
else if(arePowerSystemsOn())
user << "<span class='notice'>The airlock's motors resist your efforts to force it.</span>"
to_chat(user,"<span class='notice'>The airlock's motors resist your efforts to force it.</span>")
else if(locked)
user << "<span class='notice'>The airlock's bolts prevent it from being forced.</span>"
to_chat(user,"<span class='notice'>The airlock's bolts prevent it from being forced.</span>")
else
if(density)
spawn(0) open(1)
@@ -826,12 +826,12 @@ About the new airlock wires panel:
var/obj/item/weapon/W = C
if((W.pry == 1) && !arePowerSystemsOn())
if(locked)
user << "<span class='notice'>The airlock's bolts prevent it from being forced.</span>"
to_chat(user,"<span class='notice'>The airlock's bolts prevent it from being forced.</span>")
else if( !welded && !operating )
if(istype(C, /obj/item/weapon/material/twohanded/fireaxe)) // If this is a fireaxe, make sure it's held in two hands.
var/obj/item/weapon/material/twohanded/fireaxe/F = C
if(!F.wielded)
user << "<span class='warning'>You need to be wielding \the [F] to do that.</span>"
to_chat(user,"<span class='warning'>You need to be wielding \the [F] to do that.</span>")
return
// At this point, it's an armblade or a fireaxe that passed the wielded test, let's try to open it.
if(density)
+8 -4
View File
@@ -95,14 +95,18 @@
return 1
/obj/machinery/door/Bumped(atom/AM)
if(p_open || operating) return
if(p_open || operating)
return
if(ismob(AM))
var/mob/M = AM
if(world.time - M.last_bumped <= 10) return //Can bump-open one airlock per second. This is to prevent shock spam.
if(world.time - M.last_bumped <= 10)
return //Can bump-open one airlock per second. This is to prevent shock spam.
M.last_bumped = world.time
if(!M.restrained())
if(M.restrained() && !check_access(null))
return
else
bumpopen(M)
return
if(istype(AM, /mob/living/bot))
var/mob/living/bot/bot = AM
+17 -1
View File
@@ -25,6 +25,7 @@
block_air_zones = 0
var/blocked = 0
var/prying = 0
var/lockdown = 0 // When the door has detected a problem, it locks.
var/pdiff_alert = 0
var/pdiff = 0
@@ -189,6 +190,8 @@
if(operating)
return//Already doing something.
if(istype(C, /obj/item/weapon/weldingtool) && !repairing)
if(prying)
to_chat(user,"<span class='notice'>Someone's busy prying that [density ? "open" : "closed"]!</span>")
var/obj/item/weapon/weldingtool/W = C
if(W.remove_fuel(0, user))
blocked = !blocked
@@ -250,9 +253,16 @@
if(!F.wielded)
return
if(prying)
to_chat(user,"<span class='notice'>Someone's already prying that [density ? "open" : "closed"].</span>")
return
user.visible_message("<span class='danger'>\The [user] starts to force \the [src] [density ? "open" : "closed"] with \a [C]!</span>",\
"You start forcing \the [src] [density ? "open" : "closed"] with \the [C]!",\
"You hear metal strain.")
prying = 1
update_icon()
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
if(do_after(user,30))
if(istype(C, /obj/item/weapon/crowbar))
if(stat & (BROKEN|NOPOWER) || !density)
@@ -269,7 +279,9 @@
else
spawn(0)
close()
return
prying = 0
update_icon()
return
return ..()
@@ -365,6 +377,8 @@
overlays.Cut()
if(density)
icon_state = "door_closed"
if(prying)
icon_state = "prying_closed"
if(hatch_open)
overlays += "hatch"
if(blocked)
@@ -379,6 +393,8 @@
overlays += new/icon(icon,"alert_[ALERT_STATES[i]]", dir=cdir)
else
icon_state = "door_open"
if(prying)
icon_state = "prying_open"
if(blocked)
overlays += "welded_open"
return
+20 -23
View File
@@ -189,43 +189,40 @@
visible_message("<span class='warning'>The glass door was sliced open by [user]!</span>")
return 1
//If it's emagged, crowbar can pry electronics out.
if (src.operating == -1 && istype(I, /obj/item/weapon/crowbar))
//If it's opened/emagged, crowbar can pry it out of its frame.
if (!density && istype(I, /obj/item/weapon/crowbar))
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] removes the electronics from the windoor.", "You start to remove electronics from the windoor.")
user.visible_message("[user] begins prying the windoor out of the frame.", "You start to pry the windoor out of the frame.")
if (do_after(user,40))
user << "<span class='notice'>You removed the windoor electronics!</span>"
to_chat(user,"<span class='notice'>You pried the windoor out of the frame!</span>")
var/obj/structure/windoor_assembly/wa = new/obj/structure/windoor_assembly(src.loc)
if (istype(src, /obj/machinery/door/window/brigdoor))
wa.secure = "secure_"
wa.name = "secure wired windoor assembly"
else
wa.name = "wired windoor assembly"
if (src.base_state == "right" || src.base_state == "rightsecure")
wa.facing = "r"
wa.set_dir(src.dir)
wa.anchored = 1
wa.created_name = name
wa.state = "02"
wa.update_icon()
wa.step = 2
wa.update_state()
var/obj/item/weapon/airlock_electronics/ae
if(!electronics)
ae = new/obj/item/weapon/airlock_electronics( src.loc )
if(!src.req_access)
src.check_access()
if(src.req_access.len)
ae.conf_access = src.req_access
else if (src.req_one_access.len)
ae.conf_access = src.req_one_access
ae.one_access = 1
if(operating == -1)
wa.electronics = new/obj/item/weapon/circuitboard/broken()
else
ae = electronics
electronics = null
ae.loc = src.loc
ae.icon_state = "door_electronics_smoked"
if(!electronics)
wa.electronics = new/obj/item/weapon/airlock_electronics()
if(!src.req_access)
src.check_access()
if(src.req_access.len)
wa.electronics.conf_access = src.req_access
else if (src.req_one_access.len)
wa.electronics.conf_access = src.req_one_access
wa.electronics.one_access = 1
else
wa.electronics = electronics
electronics = null
operating = 0
qdel(src)
return
+1 -3
View File
@@ -4,7 +4,7 @@
icon_state = "flood00"
density = 1
var/on = 0
var/obj/item/weapon/cell/high/cell = null
var/obj/item/weapon/cell/cell = null
var/use = 200 // 200W light
var/unlocked = 0
var/open = 0
@@ -12,8 +12,6 @@
/obj/machinery/floodlight/New()
cell = new(src)
cell.maxcharge = 1000
cell.charge = 1000 // 41minutes @ 200W
..()
/obj/machinery/floodlight/update_icon()
+1 -1
View File
@@ -2,7 +2,7 @@
name = "\improper IV drip"
icon = 'icons/obj/iv_drip.dmi'
anchored = 0
density = 1
density = 0
/obj/machinery/iv_drip/var/mob/living/carbon/human/attached = null
+7 -1
View File
@@ -136,7 +136,13 @@ Class Procs:
component_parts -= A
if(contents) // The same for contents.
for(var/atom/A in contents)
qdel(A)
if(ishuman(A))
var/mob/living/carbon/human/H = A
H.client.eye = H.client.mob
H.client.perspective = MOB_PERSPECTIVE
H.loc = src.loc
else
qdel(A)
return ..()
/obj/machinery/process()//If you dont use process or power why are you here
+94 -3
View File
@@ -50,6 +50,11 @@ Buildable meters
#define PIPE_SCRUBBERS_CAP 42
///// Mirrored T-valve ~ because I couldn't be bothered re-sorting all of the defines
#define PIPE_MTVALVEM 43
///// Digital Valves sit here because otherwise we're resorting every define.
#define PIPE_DVALVE 44
#define PIPE_DTVALVE 45
#define PIPE_DTVALVEM 46
/obj/item/pipe
name = "pipe"
@@ -70,6 +75,10 @@ Buildable meters
if (make_from)
src.set_dir(make_from.dir)
src.pipename = make_from.name
if(make_from.req_access)
src.req_access = make_from.req_access
if(make_from.req_one_access)
src.req_one_access = make_from.req_one_access
color = make_from.pipe_color
var/is_bent
if (make_from.initialize_directions in list(NORTH|SOUTH, WEST|EAST))
@@ -111,6 +120,8 @@ Buildable meters
src.pipe_type = PIPE_MANIFOLD
else if(istype(make_from, /obj/machinery/atmospherics/unary/vent_pump))
src.pipe_type = PIPE_UVENT
else if(istype(make_from, /obj/machinery/atmospherics/valve/digital))
src.pipe_type = PIPE_DVALVE
else if(istype(make_from, /obj/machinery/atmospherics/valve))
src.pipe_type = PIPE_MVALVE
else if(istype(make_from, /obj/machinery/atmospherics/binary/pump/high_power))
@@ -133,8 +144,12 @@ Buildable meters
src.pipe_type = PIPE_PASSIVE_GATE
else if(istype(make_from, /obj/machinery/atmospherics/unary/heat_exchanger))
src.pipe_type = PIPE_HEAT_EXCHANGE
else if(istype(make_from, /obj/machinery/atmospherics/tvalve/mirrored/digital))
src.pipe_type = PIPE_DTVALVEM
else if(istype(make_from, /obj/machinery/atmospherics/tvalve/mirrored))
src.pipe_type = PIPE_MTVALVEM
else if(istype(make_from, /obj/machinery/atmospherics/tvalve/digital))
src.pipe_type = PIPE_DTVALVE
else if(istype(make_from, /obj/machinery/atmospherics/tvalve))
src.pipe_type = PIPE_MTVALVE
else if(istype(make_from, /obj/machinery/atmospherics/pipe/manifold4w/visible/supply) || istype(make_from, /obj/machinery/atmospherics/pipe/manifold4w/hidden/supply))
@@ -254,6 +269,9 @@ Buildable meters
"supply pipe cap", \
"scrubbers pipe cap", \
"t-valve m", \
"dvalve", \
"dt-valve", \
"dt-valve m", \
)
name = nlist[pipe_type+1] + " fitting"
var/list/islist = list( \
@@ -304,6 +322,9 @@ Buildable meters
"cap", \
"cap", \
"mtvalvem", \
"dvalve", \
"dtvalve", \
"dtvalvem", \
)
icon_state = islist[pipe_type + 1]
@@ -370,6 +391,7 @@ Buildable meters
PIPE_SUPPLY_STRAIGHT, \
PIPE_SCRUBBERS_STRAIGHT, \
PIPE_UNIVERSAL, \
PIPE_DVALVE, \
)
return dir|flip
if(PIPE_SIMPLE_BENT, PIPE_INSULATED_BENT, PIPE_HE_BENT, PIPE_SUPPLY_BENT, PIPE_SCRUBBERS_BENT)
@@ -380,9 +402,9 @@ Buildable meters
return dir|flip|cw|acw
if(PIPE_MANIFOLD, PIPE_SUPPLY_MANIFOLD, PIPE_SCRUBBERS_MANIFOLD)
return flip|cw|acw
if(PIPE_GAS_FILTER, PIPE_GAS_MIXER, PIPE_MTVALVE)
if(PIPE_GAS_FILTER, PIPE_GAS_MIXER, PIPE_MTVALVE, PIPE_DTVALVE)
return dir|flip|cw
if(PIPE_GAS_FILTER_M, PIPE_GAS_MIXER_M, PIPE_MTVALVEM)
if(PIPE_GAS_FILTER_M, PIPE_GAS_MIXER_M, PIPE_MTVALVEM, PIPE_DTVALVEM)
return dir|flip|acw
if(PIPE_GAS_MIXER_T)
return dir|cw|acw
@@ -743,7 +765,6 @@ Buildable meters
V.node.initialize()
V.node.build_network()
if(PIPE_MVALVE) //manual valve
var/obj/machinery/atmospherics/valve/V = new( src.loc)
V.set_dir(dir)
@@ -1029,6 +1050,76 @@ Buildable meters
if (C.node)
C.node.initialize()
C.node.build_network()
if(PIPE_DVALVE) //digital valve
var/obj/machinery/atmospherics/valve/digital/V = new( src.loc)
if(src.req_access)
V.req_access = src.req_access
if(src.req_one_access)
V.req_one_access = src.req_one_access
V.set_dir(dir)
V.initialize_directions = pipe_dir
if (pipename)
V.name = pipename
var/turf/T = V.loc
V.level = !T.is_plating() ? 2 : 1
V.initialize()
V.build_network()
if (V.node1)
V.node1.initialize()
V.node1.build_network()
if (V.node2)
V.node2.initialize()
V.node2.build_network()
if(PIPE_DTVALVE) //digital t-valve
var/obj/machinery/atmospherics/tvalve/digital/V = new(src.loc)
if(src.req_access)
V.req_access = src.req_access
if(src.req_one_access)
V.req_one_access = src.req_one_access
V.set_dir(dir)
V.initialize_directions = pipe_dir
if (pipename)
V.name = pipename
var/turf/T = V.loc
V.level = !T.is_plating() ? 2 : 1
V.initialize()
V.build_network()
if (V.node1)
V.node1.initialize()
V.node1.build_network()
if (V.node2)
V.node2.initialize()
V.node2.build_network()
if (V.node3)
V.node3.initialize()
V.node3.build_network()
if(PIPE_DTVALVEM) //mirrored digital t-valve
var/obj/machinery/atmospherics/tvalve/mirrored/digital/V = new(src.loc)
if(src.req_access)
V.req_access = src.req_access
if(src.req_one_access)
V.req_one_access = src.req_one_access
V.set_dir(dir)
V.initialize_directions = pipe_dir
if (pipename)
V.name = pipename
var/turf/T = V.loc
V.level = !T.is_plating() ? 2 : 1
V.initialize()
V.build_network()
if (V.node1)
V.node1.initialize()
V.node1.build_network()
if (V.node2)
V.node2.initialize()
V.node2.build_network()
if (V.node3)
V.node3.initialize()
V.node3.build_network()
///// Z-Level stuff
if(PIPE_UP)
var/obj/machinery/atmospherics/pipe/zpipe/up/P = new(src.loc)
+5 -2
View File
@@ -16,11 +16,14 @@
<A href='?src=\ref[src];make=0;dir=1'>Pipe</A><BR>
<A href='?src=\ref[src];make=1;dir=5'>Bent Pipe</A><BR>
<A href='?src=\ref[src];make=5;dir=1'>Manifold</A><BR>
<A href='?src=\ref[src];make=44;dir=1'>Digital Valve</A><BR>
<A href='?src=\ref[src];make=8;dir=1'>Manual Valve</A><BR>
<A href='?src=\ref[src];make=20;dir=1'>Pipe Cap</A><BR>
<A href='?src=\ref[src];make=19;dir=1'>4-Way Manifold</A><BR>
<A href='?src=\ref[src];make=18;dir=1'>Manual T-Valve</A><BR>
<A href='?src=\ref[src];make=43;dir=1'>Manual T-Valve - Mirrored</A><BR>
<A href='?src=\ref[src];make=45;dir=4'>Digital T-Valve</A><BR>
<A href='?src=\ref[src];make=46;dir=8'>Digital T-Valve - Mirrored</A><BR>
<A href='?src=\ref[src];make=18;dir=4'>Manual T-Valve</A><BR>
<A href='?src=\ref[src];make=43;dir=8'>Manual T-Valve - Mirrored</A><BR>
<A href='?src=\ref[src];make=21;dir=1'>Upward Pipe</A><BR>
<A href='?src=\ref[src];make=22;dir=1'>Downward Pipe</A><BR>
<b>Supply pipes:</b><BR>
+22 -1
View File
@@ -8,7 +8,7 @@ obj/machinery/recharger
idle_power_usage = 4
active_power_usage = 40000 //40 kW
var/obj/item/charging = null
var/list/allowed_devices = list(/obj/item/weapon/gun/energy, /obj/item/weapon/melee/baton, /obj/item/device/laptop, /obj/item/weapon/cell)
var/list/allowed_devices = list(/obj/item/weapon/gun/energy, /obj/item/weapon/melee/baton, /obj/item/device/laptop, /obj/item/weapon/cell, /obj/item/device/flashlight)
var/icon_state_charged = "recharger2"
var/icon_state_charging = "recharger1"
var/icon_state_idle = "recharger0" //also when unpowered
@@ -49,6 +49,12 @@ obj/machinery/recharger
return
if(istype(G, /obj/item/weapon/gun/energy/staff))
return
if(istype(G, /obj/item/device/flashlight))
var/obj/item/device/flashlight/F = G
if(!F.power_use)
return
if(!F.cell)
return
if(istype(G, /obj/item/device/laptop))
var/obj/item/device/laptop/L = G
if(!L.stored_computer.battery)
@@ -129,6 +135,21 @@ obj/machinery/recharger
update_use_power(1)
return
if(istype(charging, /obj/item/device/flashlight))
var/obj/item/device/flashlight/F = charging
if(F.cell)
if(!F.cell.fully_charged())
icon_state = icon_state_charging
F.cell.give(active_power_usage*CELLRATE)
update_use_power(2)
else
icon_state = icon_state_charged
update_use_power(1)
else
icon_state = icon_state_idle
update_use_power(1)
return
if(istype(charging, /obj/item/weapon/cell))
var/obj/item/weapon/cell/C = charging
if(!C.fully_charged())
+2
View File
@@ -657,6 +657,8 @@
/obj/item/weapon/reagent_containers/food/drinks/bottle/orangejuice = 5,
/obj/item/weapon/reagent_containers/food/drinks/bottle/tomatojuice = 5,
/obj/item/weapon/reagent_containers/food/drinks/bottle/limejuice = 5,
/obj/item/weapon/reagent_containers/food/drinks/bottle/lemonjuice = 5,
/obj/item/weapon/reagent_containers/food/drinks/bottle/milk = 5,
/obj/item/weapon/reagent_containers/food/drinks/bottle/cream = 5,
/obj/item/weapon/reagent_containers/food/drinks/bottle/cola = 5,
/obj/item/weapon/reagent_containers/food/drinks/bottle/space_up = 5,
+7
View File
@@ -0,0 +1,7 @@
/obj/machinery/vending/hydroseeds
products = list(/obj/item/seeds/bananaseed = 3,/obj/item/seeds/berryseed = 3,/obj/item/seeds/carrotseed = 3,/obj/item/seeds/chantermycelium = 3,/obj/item/seeds/chiliseed = 3,
/obj/item/seeds/cornseed = 3, /obj/item/seeds/eggplantseed = 3, /obj/item/seeds/potatoseed = 3, /obj/item/seeds/replicapod = 3,/obj/item/seeds/soyaseed = 3,
/obj/item/seeds/sunflowerseed = 3,/obj/item/seeds/tomatoseed = 3,/obj/item/seeds/towermycelium = 3,/obj/item/seeds/wheatseed = 3,/obj/item/seeds/appleseed = 3,
/obj/item/seeds/poppyseed = 3,/obj/item/seeds/sugarcaneseed = 3,/obj/item/seeds/ambrosiavulgarisseed = 3,/obj/item/seeds/peanutseed = 3,/obj/item/seeds/whitebeetseed = 3,/obj/item/seeds/watermelonseed = 3,/obj/item/seeds/lavenderseed = 3,/obj/item/seeds/limeseed = 3,
/obj/item/seeds/lemonseed = 3,/obj/item/seeds/orangeseed = 3,/obj/item/seeds/grassseed = 3,/obj/item/seeds/cocoapodseed = 3,/obj/item/seeds/plumpmycelium = 2,
/obj/item/seeds/cabbageseed = 3,/obj/item/seeds/grapeseed = 3,/obj/item/seeds/pumpkinseed = 3,/obj/item/seeds/cherryseed = 3,/obj/item/seeds/plastiseed = 3,/obj/item/seeds/riceseed = 3,/obj/item/seeds/shrinkshroom = 3,/obj/item/seeds/megashroom = 3)
+2 -2
View File
@@ -256,10 +256,10 @@
for(var/M in D.materials)
materials[M] = max(0, materials[M] - D.materials[M] * mat_efficiency)
if(D.build_path)
var/obj/new_item = D.Fabricate(get_step(get_turf(src), src.dir), src)
var/obj/new_item = D.Fabricate(get_step(get_turf(src), src.dir), src) // Sometimes returns a mob. Beware!
visible_message("\The [src] pings, indicating that \the [D] is complete.", "You hear a ping.")
if(mat_efficiency != 1)
if(new_item.matter && new_item.matter.len > 0)
if(istype(new_item, /obj/) && new_item.matter && new_item.matter.len > 0)
for(var/i in new_item.matter)
new_item.matter[i] = new_item.matter[i] * mat_efficiency
remove_from_queue(1)
+5
View File
@@ -11,6 +11,11 @@
if(can_buckle && buckled_mob)
user_unbuckle_mob(user)
/obj/attack_robot(mob/living/user)
if(Adjacent(user) && buckled_mob) //Checks if what we're touching is adjacent to us and has someone buckled to it. This should prevent interacting with anti-robot manual valves among other things.
return attack_hand(user) //Process as if we're a normal person touching the object.
return ..() //Otherwise, treat this as an AI click like usual.
/obj/MouseDrop_T(mob/living/M, mob/living/user)
. = ..()
if(can_buckle && istype(M))
+157
View File
@@ -0,0 +1,157 @@
//The case the paddles are kept in.
/obj/item/device/defib_kit
name = "defibrillator kit"
desc = "This KHI-branded defib kit is a semi-automated model. Remove pads, slap on chest, wait."
icon = 'icons/obj/device.dmi'
icon_state = "defib_kit"
w_class = ITEMSIZE_LARGE
var/state //0 off, 1 open, 2 working, 3 dead
var/uses = 2 //Calculates initial uses based on starting cell size
var/chance = 75 //Percent chance of working
var/charge_cost //Set in New() based on uses
var/obj/item/weapon/cell/cell //The size is mostly irrelevant, see 'uses'
var/mob/living/carbon/human/patient //The person the paddles are on
/obj/item/device/defib_kit/New()
..()
//Create cell and determine uses (futureproofing against cell size changes)
cell = new(src)
charge_cost = cell.maxcharge / uses
statechange(0)
/obj/item/device/defib_kit/attack_self(mob/user as mob)
..()
if(patient)
patient = null
user.visible_message("<span class='notice'>[user] returns the pads to \the [src] and closes it.</span>",
"<span class='notice'>You return the pads to \the [src] and close it.</span>")
statechange(0)
/obj/item/device/defib_kit/MouseDrop(var/mob/living/carbon/human/onto)
if(istype(onto) && Adjacent(usr) && !usr.restrained() && !usr.stat)
var/mob/living/carbon/human/user = usr
//<--Feel free to code clothing checks right here
user.visible_message("<span class='warning'>[user] begins applying defib pads to [onto].</span>",
"<span class='warning'>You begin applying defib pads to [onto].</span>")
if(do_after(user, 100, onto))
patient = onto
statechange(1,patient)
user.visible_message("<span class='warning'>[user] applies defib pads to [onto].</span>",
"<span class='warning'>You finish applying defib pads to [onto].</span>")
/obj/item/device/defib_kit/attackby(var/obj/item/A as obj, mob/living/user as mob)
..()
if(!cell && istype(A,/obj/item/weapon/cell))
if(!user.unEquip(A)) return
to_chat(user,"You jack \the [A] into \the [src]'s battery mount.")
A.forceMove(src)
src.cell = A
else if(istype(A,/obj/item/weapon/screwdriver))
if(cell)
to_chat(user,"<span class='notice'>You remove \the [cell] from \the [src].</span>")
if(user.r_hand && user.l_hand)
cell.forceMove(get_turf(user))
else
cell.forceMove(user.put_in_hands(cell))
cell = null
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
else
to_chat(user,"<span class='warning'>The power source has already been removed!</span>")
/obj/item/device/defib_kit/proc/statechange(var/new_state, var/pat)
if(state == new_state) return //Let's just save ourselves some time
state = new_state
icon_state = "[initial(icon_state)][state]"
var/turf/T = get_turf(src)
var/state_words = ""
switch(state)
if(0)
state_words = "It is currently closed."
processing_objects -= src
if(1)
state_words = "A green light is lit; it has charge."
processing_objects |= src
if(2)
state_words = "A yellow light is flashing: it's in the process of reviving a patient."
T.visible_message("<span class='notice'>A yellow light starts flashing on \the [src].</span>")
playsound(T, 'sound/machines/chime.ogg', 50, 0)
if(3)
state_words = "A red light is flashing: the battery needs to be recharged."
T.visible_message("<span class='warning'>A red light starts flashing on \the [src].</span>")
playsound(T, 'sound/machines/buzz-sigh.ogg', 50, 0)
desc = "[initial(desc)] [state_words][pat ? " The pads are attached to [pat]." : ""]"
update_icon()
/obj/item/device/defib_kit/process()
if(!state) //0 or null
statechange(0)
processing_objects -= src
return
//Patient moved too far
if(patient && !(get_dist(src,patient) <= 1)) //You separated the kit and pads too far
audible_message("<span class='warning'>There's a clatter as the defib pads are yanked off of [patient].</span>")
statechange(0)
patient = null
return
//Battery died
if(!cell || cell.charge < charge_cost)
statechange(3,patient)
return
//A patient isn't being worked on, but we have one, so start
if(patient && patient.stat == DEAD && state != 2)
statechange(2)
if(attempt_shock()) //Try to shock them, has timer and such
patient.visible_message("<span class='warning'>[patient] convulses!</span>")
playsound(src.loc, 'sound/effects/sparks2.ogg', 75, 1)
//Actual rezzing code
if(prob(chance) && ((world.time - patient.timeofdeath) < (10 MINUTES))) //Can only revive within a few minutes
if(!patient.client && patient.mind) //Don't force the dead person to come back if they don't want to.
for(var/mob/observer/dead/ghost in player_list)
if(ghost.mind == patient.mind)
to_chat(ghost, "<b><font color = #330033><font size = 3>Someone is trying to \
revive you. Return to your body if you want to be revived!</b> \
(Verbs -> Ghost -> Re-enter corpse). You have 15 seconds to do this!</font></font>")
sleep(15 SECONDS)
break
if(patient.client)
patient.adjustOxyLoss(-20) //Look, blood stays oxygenated for quite some time, but I'm not recoding the entire oxy system
patient.stat = CONSCIOUS //Note that if whatever killed them in the first place wasn't fixed, they're likely to die again.
dead_mob_list -= patient
living_mob_list += patient
patient.timeofdeath = null
patient.visible_message("<span class='notice'>[patient]'s eyes open!</span>")
log_and_message_admins("[patient] was revived.")
cell.charge -= charge_cost //Always charge the cost after any attempt, failed or not
sleep(20) //Wait 2 seconds before next attempt
statechange(1,patient) //Back to ready
/obj/item/device/defib_kit/proc/attempt_shock()
if(!patient || cell.charge < charge_cost)
return
var/zap_time = world.time + (7 SECONDS)
var/o_patient_loc = patient.loc
. = 1
while(world.time < zap_time) //This is basically a custom do_after() call
sleep(1)
//Failed: We lost something important
if(!patient || !cell || cell.charge < charge_cost)
. = 0
break
//Failed: The locations aren't right
if((o_patient_loc != patient.loc) || !(get_dist(src,patient) <= 1))
. = 0
break
return
@@ -274,6 +274,8 @@ var/global/list/default_medbay_channels = list(
// Fix for permacell radios, but kinda eh about actually fixing them.
if(!M || !message) return 0
if(speaking && (speaking.flags & (SIGNLANG|NONVERBAL))) return 0
if(istype(M)) M.trigger_aiming(TARGET_CAN_RADIO)
// Uncommenting this. To the above comment:
+1 -1
View File
@@ -69,7 +69,7 @@ REAGENT SCANNER
user.show_message("<span class='notice'>Analyzing Results for [M]:</span>")
user.show_message("<span class='notice'>Overall Status: dead</span>")
else
user.show_message("<span class='notice'>Analyzing Results for [M]:\n\t Overall Status: [M.stat > 1 ? "dead" : "[round(M.health/M.maxHealth)*100]% healthy"]</span>")
user.show_message("<span class='notice'>Analyzing Results for [M]:\n\t Overall Status: [M.stat > 1 ? "dead" : "[round((M.health/M.maxHealth)*100) ]% healthy"]</span>")
user.show_message("<span class='notice'> Key: <font color='blue'>Suffocation</font>/<font color='green'>Toxin</font>/<font color='#FFA500'>Burns</font>/<font color='red'>Brute</font></span>", 1)
user.show_message("<span class='notice'> Damage Specifics: <font color='blue'>[OX]</font> - <font color='green'>[TX]</font> - <font color='#FFA500'>[BU]</font> - <font color='red'>[BR]</font></span>")
user.show_message("<span class='notice'>Body Temperature: [M.bodytemperature-T0C]&deg;C ([M.bodytemperature*1.8-459.67]&deg;F)</span>", 1)
+299 -139
View File
@@ -1,7 +1,7 @@
/obj/item/device/taperecorder
name = "universal recorder"
desc = "A device that can record up to an hour of dialogue and play it back. It automatically translates the content in playback."
icon_state = "taperecorderidle"
desc = "A device that can record to cassette tapes, and play them. It automatically translates the content in playback."
icon_state = "taperecorder_empty"
item_state = "analyzer"
w_class = ITEMSIZE_SMALL
@@ -10,33 +10,100 @@
var/emagged = 0.0
var/recording = 0.0
var/playing = 0.0
var/timerecorded = 0.0
var/playsleepseconds = 0.0
var/list/storedinfo = new/list()
var/list/timestamp = new/list()
var/obj/item/device/tape/mytape = /obj/item/device/tape/random
var/canprint = 1
flags = CONDUCT
slot_flags = SLOT_BELT
throwforce = 2
throw_speed = 4
throw_range = 20
show_messages = 1
/obj/item/device/taperecorder/New()
..()
if(ispath(mytape))
mytape = new mytape(src)
update_icon()
listening_objects += src
/obj/item/device/taperecorder/empty
mytape = null
/obj/item/device/taperecorder/Destroy()
listening_objects -= src
if(mytape)
qdel(mytape)
mytape = null
return ..()
/obj/item/device/taperecorder/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/device/tape))
if(mytape)
to_chat(user, "<span class='notice'>There's already a tape inside.</span>")
return
if(!user.unEquip(I))
return
I.forceMove(src)
mytape = I
to_chat(user, "<span class='notice'>You insert [I] into [src].</span>")
update_icon()
return
..()
/obj/item/device/taperecorder/fire_act()
if(mytape)
mytape.ruin() //Fires destroy the tape
return ..()
/obj/item/device/taperecorder/attack_hand(mob/user)
if(user.get_inactive_hand() == src)
if(mytape)
eject()
return
..()
/obj/item/device/taperecorder/verb/eject()
set name = "Eject Tape"
set category = "Object"
if(usr.incapacitated())
return
if(!mytape)
to_chat(usr, "<span class='notice'>There's no tape in \the [src].</span>")
return
if(emagged)
to_chat(usr, "<span class='notice'>The tape seems to be stuck inside.</span>")
return
if(playing || recording)
stop()
to_chat(usr, "<span class='notice'>You remove [mytape] from [src].</span>")
usr.put_in_hands(mytape)
mytape = null
update_icon()
/obj/item/device/taperecorder/hear_talk(mob/living/M as mob, msg, var/verb="says", datum/language/speaking=null)
if(recording)
timestamp += timerecorded
if(mytape && recording)
if(speaking)
storedinfo += "\[[time2text(timerecorded*10,"mm:ss")]\] [M.name] [speaking.format_message_plain(msg, verb)]"
if(!speaking.machine_understands)
msg = speaking.scramble(msg)
mytape.record_speech("[M.name] [speaking.format_message_plain(msg, verb)]")
else
storedinfo += "\[[time2text(timerecorded*10,"mm:ss")]\] [M.name] [verb], \"[msg]\""
mytape.record_speech("[M.name] [verb], \"[msg]\"")
/obj/item/device/taperecorder/see_emote(mob/M as mob, text, var/emote_type)
if(emote_type != 2) //only hearable emotes
return
if(recording)
timestamp += timerecorded
storedinfo += "\[[time2text(timerecorded*10,"mm:ss")]\] [strip_html_properly(text)]"
if(mytape && recording)
mytape.record_speech("[strip_html_properly(text)]")
/obj/item/device/taperecorder/show_message(msg, type, alt, alt_type)
var/recordedtext
@@ -46,25 +113,24 @@
recordedtext = alt
else
return
if(recording)
timestamp += timerecorded
storedinfo += "*\[[time2text(timerecorded*10,"mm:ss")]\] *[strip_html_properly(recordedtext)]*" //"*" at front as a marker
if(mytape && recording)
mytape.record_noise("[strip_html_properly(recordedtext)]")
/obj/item/device/taperecorder/emag_act(var/remaining_charges, var/mob/user)
if(emagged == 0)
emagged = 1
recording = 0
user << "<span class='warning'>PZZTTPFFFT</span>"
icon_state = "taperecorderidle"
to_chat(user, "<span class='warning'>PZZTTPFFFT</span>")
update_icon()
return 1
else
user << "<span class='warning'>It is already emagged!</span>"
to_chat(user, "<span class='warning'>It is already emagged!</span>")
/obj/item/device/taperecorder/proc/explode()
var/turf/T = get_turf(loc)
if(ismob(loc))
var/mob/M = loc
M << "<span class='danger'>\The [src] explodes!</span>"
to_chat(M, "<span class='danger'>\The [src] explodes!</span>")
if(T)
T.hotspot_expose(700,125)
explosion(T, -1, -1, 0, 4)
@@ -75,117 +141,152 @@
set name = "Start Recording"
set category = "Object"
if(usr.stat)
if(usr.incapacitated())
return
if(emagged == 1)
usr << "<span class='warning'>The tape recorder makes a scratchy noise.</span>"
if(!mytape)
to_chat(usr, "<span class='notice'>There's no tape!</span>")
return
icon_state = "taperecorderrecording"
if(timerecorded < 3600 && playing == 0)
usr << "<span class='notice'>Recording started.</span>"
if(mytape.ruined)
to_chat(usr, "<span class='warning'>The tape recorder makes a scratchy noise.</span>")
return
if(recording)
to_chat(usr, "<span class='notice'>You're already recording!</span>")
return
if(playing)
to_chat(usr, "<span class='notice'>You can't record when playing!</span>")
return
if(emagged)
to_chat(usr, "<span class='warning'>The tape recorder makes a scratchy noise.</span>")
return
if(mytape.used_capacity < mytape.max_capacity)
to_chat(usr, "<span class='notice'>Recording started.</span>")
recording = 1
timestamp+= timerecorded
storedinfo += "\[[time2text(timerecorded*10,"mm:ss")]\] Recording started."
for(timerecorded, timerecorded<3600)
if(recording == 0)
break
timerecorded++
update_icon()
mytape.record_speech("Recording started.")
//count seconds until full, or recording is stopped
while(mytape && recording && mytape.used_capacity < mytape.max_capacity)
sleep(10)
recording = 0
icon_state = "taperecorderidle"
mytape.used_capacity++
if(mytape.used_capacity >= mytape.max_capacity)
if(ismob(loc))
var/mob/M = loc
to_chat(M, "<span class='notice'>The tape is full.</span>")
stop_recording()
update_icon()
return
else
usr << "<span class='notice'>Either your tape recorder's memory is full, or it is currently playing back its memory.</span>"
to_chat(usr, "<span class='notice'>The tape is full.</span>")
/obj/item/device/taperecorder/proc/stop_recording()
//Sanity checks skipped, should not be called unless actually recording
recording = 0
update_icon()
mytape.record_speech("Recording stopped.")
if(ismob(loc))
var/mob/M = loc
to_chat(M, "<span class='notice'>Recording stopped.</span>")
/obj/item/device/taperecorder/verb/stop()
set name = "Stop"
set category = "Object"
if(usr.stat)
if(usr.incapacitated())
return
if(emagged == 1)
usr << "<span class='warning'>The tape recorder makes a scratchy noise.</span>"
if(recording)
stop_recording()
return
if(recording == 1)
recording = 0
timestamp+= timerecorded
storedinfo += "\[[time2text(timerecorded*10,"mm:ss")]\] Recording stopped."
usr << "<span class='notice'>Recording stopped.</span>"
icon_state = "taperecorderidle"
return
else if(playing == 1)
else if(playing)
playing = 0
var/turf/T = get_turf(src)
T.audible_message("<font color=Maroon><B>Tape Recorder</B>: Playback stopped.</font>")
icon_state = "taperecorderidle"
return
/obj/item/device/taperecorder/verb/clear_memory()
set name = "Clear Memory"
set category = "Object"
if(usr.stat)
return
if(emagged == 1)
usr << "<span class='warning'>The tape recorder makes a scratchy noise.</span>"
return
if(recording == 1 || playing == 1)
usr << "<span class='notice'>You can't clear the memory while playing or recording!</span>"
update_icon()
to_chat(usr, "<span class='notice'>Playback stopped.</span>")
return
else
if(storedinfo) storedinfo.Cut()
if(timestamp) timestamp.Cut()
timerecorded = 0
usr << "<span class='notice'>Memory cleared.</span>"
to_chat(usr, "<span class='notice'>Stop what?</span>")
/obj/item/device/taperecorder/verb/wipe_tape()
set name = "Wipe Tape"
set category = "Object"
if(usr.incapacitated())
return
if(emagged)
to_chat(usr, "<span class='warning'>The tape recorder makes a scratchy noise.</span>")
return
if(mytape.ruined)
to_chat(usr, "<span class='warning'>The tape recorder makes a scratchy noise.</span>")
return
if(recording || playing)
to_chat(usr, "<span class='notice'>You can't wipe the tape while playing or recording!</span>")
return
else
if(mytape.storedinfo) mytape.storedinfo.Cut()
if(mytape.timestamp) mytape.timestamp.Cut()
mytape.used_capacity = 0
to_chat(usr, "<span class='notice'>You wipe the tape.</span>")
return
/obj/item/device/taperecorder/verb/playback_memory()
set name = "Playback Memory"
set name = "Playback Tape"
set category = "Object"
if(usr.stat)
if(usr.incapacitated())
return
if(emagged == 1)
usr << "<span class='warning'>The tape recorder makes a scratchy noise.</span>"
if(!mytape)
to_chat(usr, "<span class='notice'>There's no tape!</span>")
return
if(recording == 1)
usr << "<span class='notice'>You can't playback when recording!</span>"
if(mytape.ruined)
to_chat(usr, "<span class='warning'>The tape recorder makes a scratchy noise.</span>")
return
if(playing == 1)
usr << "<span class='notice'>You're already playing!</span>"
if(recording)
to_chat(usr, "<span class='notice'>You can't playback when recording!</span>")
return
if(playing)
to_chat(usr, "<span class='notice'>You're already playing!</span>")
return
playing = 1
icon_state = "taperecorderplaying"
usr << "<span class='notice'>Playing started.</span>"
for(var/i=1,timerecorded<3600,sleep(10 * (playsleepseconds) ))
if(playing == 0)
update_icon()
to_chat(usr, "<span class='notice'>Playing started.</span>")
for(var/i=1 , i < mytape.max_capacity , i++)
if(!mytape || !playing)
break
if(storedinfo.len < i)
if(mytape.storedinfo.len < i)
break
var/turf/T = get_turf(src)
var/playedmessage = storedinfo[i]
var/playedmessage = mytape.storedinfo[i]
if (findtextEx(playedmessage,"*",1,2)) //remove marker for action sounds
playedmessage = copytext(playedmessage,2)
T.audible_message("<font color=Maroon><B>Tape Recorder</B>: [playedmessage]</font>")
if(storedinfo.len < i+1)
if(mytape.storedinfo.len < i+1)
playsleepseconds = 1
sleep(10)
T = get_turf(src)
T.audible_message("<font color=Maroon><B>Tape Recorder</B>: End of recording.</font>")
break
else
playsleepseconds = timestamp[i+1] - timestamp[i]
playsleepseconds = mytape.timestamp[i+1] - mytape.timestamp[i]
if(playsleepseconds > 14)
sleep(10)
T = get_turf(src)
T.audible_message("<font color=Maroon><B>Tape Recorder</B>: Skipping [playsleepseconds] seconds of silence</font>")
playsleepseconds = 1
i++
icon_state = "taperecorderidle"
sleep(10 * playsleepseconds)
playing = 0
if(emagged == 1.0)
update_icon()
if(emagged)
var/turf/T = get_turf(src)
T.audible_message("<font color=Maroon><B>Tape Recorder</B>: This tape recorder will self-destruct in... Five.</font>")
sleep(10)
@@ -208,24 +309,31 @@
set name = "Print Transcript"
set category = "Object"
if(usr.stat)
if(usr.incapacitated())
return
if(emagged == 1)
usr << "<span class='warning'>The tape recorder makes a scratchy noise.</span>"
if(!mytape)
to_chat(usr, "<span class='notice'>There's no tape!</span>")
return
if(mytape.ruined)
to_chat(usr, "<span class='warning'>The tape recorder makes a scratchy noise.</span>")
return
if(emagged)
to_chat(usr, "<span class='warning'>The tape recorder makes a scratchy noise.</span>")
return
if(!canprint)
usr << "<span class='notice'>The recorder can't print that fast!</span>"
to_chat(usr, "<span class='notice'>The recorder can't print that fast!</span>")
return
if(recording == 1 || playing == 1)
usr << "<span class='notice'>You can't print the transcript while playing or recording!</span>"
if(recording || playing)
to_chat(usr, "<span class='notice'>You can't print the transcript while playing or recording!</span>")
return
usr << "<span class='notice'>Transcript printed.</span>"
to_chat(usr, "<span class='notice'>Transcript printed.</span>")
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper(get_turf(src))
var/t1 = "<B>Transcript:</B><BR><BR>"
for(var/i=1,storedinfo.len >= i,i++)
var/printedmessage = storedinfo[i]
for(var/i=1,mytape.storedinfo.len >= i,i++)
var/printedmessage = mytape.storedinfo[i]
if (findtextEx(printedmessage,"*",1,2)) //replace action sounds
printedmessage = "\[[time2text(timestamp[i]*10,"mm:ss")]\] (Unrecognized sound)"
printedmessage = "\[[time2text(mytape.timestamp[i]*10,"mm:ss")]\] (Unrecognized sound)"
t1 += "[printedmessage]<BR>"
P.info = t1
P.name = "Transcript"
@@ -235,46 +343,98 @@
/obj/item/device/taperecorder/attack_self(mob/user)
if(recording == 0 && playing == 0)
if(usr.stat)
return
if(emagged == 1)
usr << "<span class='warning'>The tape recorder makes a scratchy noise.</span>"
return
icon_state = "taperecorderrecording"
if(timerecorded < 3600 && playing == 0)
usr << "<span class='notice'>Recording started.</span>"
recording = 1
timestamp+= timerecorded
storedinfo += "\[[time2text(timerecorded*10,"mm:ss")]\] Recording started."
for(timerecorded, timerecorded<3600)
if(recording == 0)
break
timerecorded++
sleep(10)
recording = 0
icon_state = "taperecorderidle"
return
else
usr << "<span class='warning'>Either your tape recorder's memory is full, or it is currently playing back its memory.</span>"
if(recording || playing)
stop()
else
if(usr.stat)
usr << "Not when you're incapacitated."
return
if(recording == 1)
recording = 0
timestamp+= timerecorded
storedinfo += "\[[time2text(timerecorded*10,"mm:ss")]\] Recording stopped."
usr << "<span class='notice'>Recording stopped.</span>"
icon_state = "taperecorderidle"
return
else if(playing == 1)
playing = 0
var/turf/T = get_turf(src)
for(var/mob/O in hearers(world.view-1, T))
O.show_message("<font color=Maroon><B>Tape Recorder</B>: Playback stopped.</font>",2)
icon_state = "taperecorderidle"
return
else
usr << "<span class='warning'>Stop what?</span>"
return
record()
/obj/item/device/taperecorder/update_icon()
if(!mytape)
icon_state = "taperecorder_empty"
else if(recording)
icon_state = "taperecorder_recording"
else if(playing)
icon_state = "taperecorder_playing"
else
icon_state = "taperecorder_idle"
/obj/item/device/tape
name = "tape"
desc = "A magnetic tape that can hold up to ten minutes of content."
icon_state = "tape_white"
item_state = "analyzer"
w_class = ITEMSIZE_TINY
matter = list(DEFAULT_WALL_MATERIAL=20, "glass"=5)
force = 1
throwforce = 0
var/max_capacity = 600
var/used_capacity = 0
var/list/storedinfo = new/list()
var/list/timestamp = new/list()
var/ruined = 0
/obj/item/device/tape/update_icon()
overlays.Cut()
if(ruined)
overlays += "ribbonoverlay"
/obj/item/device/tape/fire_act()
ruin()
/obj/item/device/tape/attack_self(mob/user)
if(!ruined)
to_chat(user, "<span class='notice'>You pull out all the tape!</span>")
ruin()
/obj/item/device/tape/proc/ruin()
ruined = 1
update_icon()
/obj/item/device/tape/proc/fix()
ruined = 0
update_icon()
/obj/item/device/tape/proc/record_speech(text)
timestamp += used_capacity
storedinfo += "\[[time2text(used_capacity*10,"mm:ss")]\] [text]"
//shows up on the printed transcript as (Unrecognized sound)
/obj/item/device/tape/proc/record_noise(text)
timestamp += used_capacity
storedinfo += "*\[[time2text(used_capacity*10,"mm:ss")]\] [text]"
/obj/item/device/tape/attackby(obj/item/I, mob/user, params)
if(ruined && istype(I, /obj/item/weapon/screwdriver))
to_chat(user, "<span class='notice'>You start winding the tape back in...</span>")
if(do_after(user, 120, target = src))
to_chat(user, "<span class='notice'>You wound the tape back in.</span>")
fix()
return
else if(istype(I, /obj/item/weapon/pen))
if(loc == user && !user.incapacitated())
var/new_name = input(user, "What would you like to label the tape?", "Tape labeling") as null|text
if(isnull(new_name)) return
new_name = sanitizeSafe(new_name)
if(new_name)
name = "tape - '[new_name]'"
to_chat(user, "<span class='notice'>You label the tape '[new_name]'.</span>")
else
name = "tape"
to_chat(user, "<span class='notice'>You scratch off the label.</span>")
return
..()
//Random colour tapes
/obj/item/device/tape/random/New()
icon_state = "tape_[pick("white", "blue", "red", "yellow", "purple")]"
+3 -2
View File
@@ -217,8 +217,9 @@
// Includes normal radio uplink, multitool uplink,
// implant uplink (not the implant tool) and a preset headset uplink.
/obj/item/device/radio/uplink/New()
hidden_uplink = new(src, usr.mind, DEFAULT_TELECRYSTAL_AMOUNT)
/obj/item/device/radio/uplink/New(atom/loc, datum/mind/target_mind, telecrystals)
..(loc)
hidden_uplink = new(src, target_mind, telecrystals)
icon_state = "radio"
/obj/item/device/radio/uplink/attack_self(mob/user as mob)
+1 -1
View File
@@ -160,7 +160,7 @@
P.icon_state = "paper_words"
if(istype(usr,/mob/living/carbon))
usr.put_in_hands(src)
usr.put_in_hands(P)
/obj/item/weapon/autopsy_scanner/do_surgery(mob/living/carbon/human/M, mob/living/user)
if(!istype(M))
@@ -278,3 +278,26 @@
beakers += B1
beakers += B2
icon_state = initial(icon_state) +"_locked"
/obj/item/weapon/grenade/chem_grenade/teargas
name = "tear gas grenade"
desc = "Concentrated Capsaicin. Contents under pressure. Use with caution."
stage = 2
path = 1
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/large/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/large/B2 = new(src)
B1.reagents.add_reagent("phosphorus", 40)
B1.reagents.add_reagent("potassium", 40)
B1.reagents.add_reagent("condensedcapsaicin", 40)
B2.reagents.add_reagent("sugar", 40)
B2.reagents.add_reagent("condensedcapsaicin", 80)
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
beakers += B1
beakers += B2
icon_state = initial(icon_state) +"_locked"
@@ -159,3 +159,23 @@
src.imp = new /obj/item/weapon/implant/health( src )
..()
return
/obj/item/weapon/implantcase/language
name = "glass case - 'GalCom'"
desc = "A case containing a GalCom language implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/language/New()
src.imp = new /obj/item/weapon/implant/language( src )
..()
return
/obj/item/weapon/implantcase/language/eal
name = "glass case - 'EAL'"
desc = "A case containing an Encoded Audio Language implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/language/eal/New()
src.imp = new /obj/item/weapon/implant/language/eal( src )
..()
return
@@ -0,0 +1,37 @@
//These allow someone to speak a language they are otherwise physically incapable of speaking or hearing
//They don't, at the moment, grant knowledge of the language
//The can_speak_special checks should check for the presence of the implants.
/obj/item/weapon/implant/language
name = "GalCom language implant"
desc = "An implant allowing someone to speak and hear the range of frequencies used in Galactic Common, as well as produce any phonemes that they usually cannot. Only helps with hearing and producing sounds, not understanding them."
/obj/item/weapon/implant/language/get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Vey-Med L-1 Galactic Common Implant<BR>
<b>Life:</b> 5 years<BR>
<b>Important Notes:</b> Affects hearing and speech.<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Allows a being otherwise incapable to both hear the frequencies Galactic Common is generally spoken at, as well as to produce the phonemes of the language.<BR>
<b>Special Features:</b> None.<BR>
<b>Integrity:</b> Implant will function for expected life, barring physical damage."}
return dat
/obj/item/weapon/implant/language/eal
name = "EAL language implant"
desc = "An implant allowing an organic to both hear and speak Encoded Audio Language accurately. Only helps with hearing and producing sounds, not understanding them."
/obj/item/weapon/implant/language/get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Vey-Med L-2 Encoded Audio Language Implant<BR>
<b>Life:</b> 5 years<BR>
<b>Important Notes:</b> Affects hearing and speech.<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Allows an organic to accurately process and speak Encoded Audio Language.<BR>
<b>Special Features:</b> None.<BR>
<b>Integrity:</b> Implant will function for expected life, barring physical damage."}
return dat
+13 -13
View File
@@ -237,10 +237,13 @@ var/list/tape_roll_applications = list()
if (istype(A, /obj/machinery/door/airlock))
var/turf/T = get_turf(A)
var/obj/item/tape/P = new tape_type(T)
P.update_icon()
P.layer = 3.2
user << "<span class='notice'>You finish placing \the [src].</span>"
if(locate(/obj/item/tape, A.loc))
user << "There's already tape over that door!"
else
var/obj/item/tape/P = new tape_type(T)
P.update_icon()
P.layer = 3.2
user << "<span class='notice'>You finish placing \the [src].</span>"
if (istype(A, /turf/simulated/floor) ||istype(A, /turf/unsimulated/floor))
var/turf/F = A
@@ -277,7 +280,7 @@ var/list/tape_roll_applications = list()
return ..(mover)
/obj/item/tape/attackby(obj/item/weapon/W as obj, mob/user as mob)
breaktape(W, user)
breaktape(user)
/obj/item/tape/attack_hand(mob/user as mob)
if (user.a_intent == I_HELP && src.allowed(user))
@@ -285,7 +288,7 @@ var/list/tape_roll_applications = list()
for(var/obj/item/tape/T in gettapeline())
T.lift(100) //~10 seconds
else
breaktape(null, user)
breaktape(user)
/obj/item/tape/proc/lift(time)
lifted = 1
@@ -320,14 +323,11 @@ var/list/tape_roll_applications = list()
cur = get_step(cur, dir)
return tapeline
/obj/item/tape/proc/breaktape(obj/item/weapon/W as obj, mob/user as mob)
if(user.a_intent == I_HELP && ((!can_puncture(W) && src.allowed(user))))
user << "You can't break \the [src] with that!"
/obj/item/tape/proc/breaktape(mob/user)
if(user.a_intent == I_HELP)
to_chat(user, "<span class='warning'>You refrain from breaking \the [src].</span>")
return
user.show_viewers("<span class='notice'>\The [user] breaks \the [src]!</span>")
user.visible_message("<span class='notice'>\The [user] breaks \the [src]!</span>","<span class='notice'>You break \the [src].</span>")
for (var/obj/item/tape/T in gettapeline())
if(T == src)
@@ -339,6 +339,16 @@
for(var/i = 1 to 7)
new /obj/item/weapon/grenade/chem_grenade/metalfoam(src)
/obj/item/weapon/storage/box/teargas
name = "box of teargas grenades"
desc = "A box containing 7 teargas grenades."
icon_state = "flashbang"
/obj/item/weapon/storage/box/teargas/New()
..()
for(var/i = 1 to 7)
new /obj/item/weapon/grenade/chem_grenade/teargas(src)
/obj/item/weapon/storage/box/trackimp
name = "boxed tracking implant kit"
desc = "Box full of scum-bag tracking utensils."
@@ -74,7 +74,7 @@
new /obj/item/clothing/gloves/yellow(src)
new /obj/item/weapon/screwdriver(src)
new /obj/item/weapon/wrench(src)
new /obj/item/weapon/weldingtool(src)
new /obj/item/weapon/weldingtool/experimental(src)
new /obj/item/weapon/crowbar(src)
new /obj/item/weapon/wirecutters(src)
new /obj/item/device/multitool(src)
+12 -7
View File
@@ -390,16 +390,21 @@
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_ENGINEERING = 4, TECH_PHORON = 3)
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120)
var/last_gen = 0
var/nextrefueltick = 0
/obj/item/weapon/weldingtool/experimental/New()
processing_objects |= src
..()
/obj/item/weapon/weldingtool/experimental/Destroy()
processing_objects -= src
..()
/obj/item/weapon/weldingtool/experimental/proc/fuel_gen()//Proc to make the experimental welder generate fuel, optimized as fuck -Sieve
var/gen_amount = ((world.time-last_gen)/25)
reagents += (gen_amount)
if(reagents > max_fuel)
reagents = max_fuel
/obj/item/weapon/weldingtool/experimental/process()
..()
if(get_fuel() < max_fuel && nextrefueltick < world.time)
nextrefueltick = world.time + 10
reagents.add_reagent("fuel", 1)
/*
* Crowbar
*/
+709 -167
View File
@@ -22,7 +22,11 @@
// creates the random item
/obj/random/proc/spawn_item()
var/build_path = item_to_spawn()
return (new build_path(src.loc))
var/atom/A = new build_path(src.loc)
if(pixel_x || pixel_y)
A.pixel_x = pixel_x
A.pixel_y = pixel_y
/obj/random/single
@@ -30,8 +34,9 @@
desc = "This item type is used to randomly spawn a given object at round-start"
icon_state = "x3"
var/spawn_object = null
item_to_spawn()
return ispath(spawn_object) ? spawn_object : text2path(spawn_object)
/obj/random/single/item_to_spawn()
return ispath(spawn_object) ? spawn_object : text2path(spawn_object)
/obj/random/tool
@@ -39,39 +44,40 @@
desc = "This is a random tool"
icon = 'icons/obj/items.dmi'
icon_state = "welder"
item_to_spawn()
return pick(/obj/item/weapon/screwdriver,
/obj/item/weapon/wirecutters,
/obj/item/weapon/weldingtool,
/obj/item/weapon/weldingtool/largetank,
/obj/item/weapon/crowbar,
/obj/item/weapon/wrench,
/obj/item/device/flashlight,
/obj/item/device/multitool)
/obj/random/tool/item_to_spawn()
return pick(/obj/item/weapon/screwdriver,
/obj/item/weapon/wirecutters,
/obj/item/weapon/weldingtool,
/obj/item/weapon/weldingtool/largetank,
/obj/item/weapon/crowbar,
/obj/item/weapon/wrench,
/obj/item/device/flashlight,
/obj/item/device/multitool)
/obj/random/technology_scanner
name = "random scanner"
desc = "This is a random technology scanner."
icon = 'icons/obj/device.dmi'
icon_state = "atmos"
item_to_spawn()
return pick(prob(5);/obj/item/device/t_scanner,
prob(2);/obj/item/device/radio,
prob(5);/obj/item/device/analyzer)
/obj/random/technology_scanner/item_to_spawn()
return pick(prob(5);/obj/item/device/t_scanner,
prob(2);/obj/item/device/radio,
prob(5);/obj/item/device/analyzer)
/obj/random/powercell
name = "random powercell"
desc = "This is a random powercell."
icon = 'icons/obj/power.dmi'
icon_state = "cell"
item_to_spawn()
return pick(prob(40);/obj/item/weapon/cell,
prob(25);/obj/item/weapon/cell/device,
prob(25);/obj/item/weapon/cell/high,
prob(9);/obj/item/weapon/cell/super,
prob(1);/obj/item/weapon/cell/hyper)
/obj/random/powercell/item_to_spawn()
return pick(prob(40);/obj/item/weapon/cell,
prob(25);/obj/item/weapon/cell/device,
prob(25);/obj/item/weapon/cell/high,
prob(9);/obj/item/weapon/cell/super,
prob(1);/obj/item/weapon/cell/hyper)
/obj/random/bomb_supply
@@ -79,12 +85,13 @@
desc = "This is a random bomb supply."
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = "signaller"
item_to_spawn()
return pick(/obj/item/device/assembly/igniter,
/obj/item/device/assembly/prox_sensor,
/obj/item/device/assembly/signaler,
/obj/item/device/assembly/timer,
/obj/item/device/multitool)
/obj/random/bomb_supply/item_to_spawn()
return pick(/obj/item/device/assembly/igniter,
/obj/item/device/assembly/prox_sensor,
/obj/item/device/assembly/signaler,
/obj/item/device/assembly/timer,
/obj/item/device/multitool)
/obj/random/toolbox
@@ -92,11 +99,12 @@
desc = "This is a random toolbox."
icon = 'icons/obj/storage.dmi'
icon_state = "red"
item_to_spawn()
return pick(prob(6);/obj/item/weapon/storage/toolbox/mechanical,
prob(6);/obj/item/weapon/storage/toolbox/electrical,
prob(2);/obj/item/weapon/storage/toolbox/emergency,
prob(1);/obj/item/weapon/storage/toolbox/syndicate)
/obj/random/toolbox/item_to_spawn()
return pick(prob(6);/obj/item/weapon/storage/toolbox/mechanical,
prob(6);/obj/item/weapon/storage/toolbox/electrical,
prob(2);/obj/item/weapon/storage/toolbox/emergency,
prob(1);/obj/item/weapon/storage/toolbox/syndicate)
/obj/random/tech_supply
@@ -105,66 +113,78 @@
icon = 'icons/obj/power.dmi'
icon_state = "cell"
spawn_nothing_percentage = 25
item_to_spawn()
return pick(prob(3);/obj/random/powercell,
prob(2);/obj/random/technology_scanner,
prob(1);/obj/item/weapon/packageWrap,
prob(2);/obj/random/bomb_supply,
prob(1);/obj/item/weapon/extinguisher,
prob(1);/obj/item/clothing/gloves/fyellow,
prob(3);/obj/item/stack/cable_coil/random,
prob(2);/obj/random/toolbox,
prob(2);/obj/item/weapon/storage/belt/utility,
prob(1);/obj/item/weapon/storage/belt/utility/full,
prob(5);/obj/random/tool,
prob(2);/obj/item/weapon/tape_roll,
prob(2);/obj/item/taperoll/engineering,
prob(1);/obj/item/taperoll/atmos,
prob(1);/obj/item/device/flashlight/maglight)
/obj/random/tech_supply/item_to_spawn()
return pick(prob(3);/obj/random/powercell,
prob(2);/obj/random/technology_scanner,
prob(1);/obj/item/weapon/packageWrap,
prob(2);/obj/random/bomb_supply,
prob(1);/obj/item/weapon/extinguisher,
prob(1);/obj/item/clothing/gloves/fyellow,
prob(3);/obj/item/stack/cable_coil/random,
prob(2);/obj/random/toolbox,
prob(2);/obj/item/weapon/storage/belt/utility,
prob(1);/obj/item/weapon/storage/belt/utility/full,
prob(5);/obj/random/tool,
prob(2);/obj/item/weapon/tape_roll,
prob(2);/obj/item/taperoll/engineering,
prob(1);/obj/item/taperoll/atmos,
prob(1);/obj/item/device/flashlight/maglight)
/obj/random/medical
name = "Random Medicine"
desc = "This is a random medical item."
icon = 'icons/obj/items.dmi'
icon_state = "brutepack"
spawn_nothing_percentage = 12.5
item_to_spawn()
return pick(prob(8);/obj/item/stack/medical/bruise_pack,
prob(8);/obj/item/stack/medical/ointment,
prob(4);/obj/item/stack/medical/advanced/bruise_pack,
prob(4);/obj/item/stack/medical/advanced/ointment,
prob(2);/obj/item/stack/medical/splint,
prob(4);/obj/item/bodybag,
prob(2);/obj/item/bodybag/cryobag,
prob(4);/obj/item/weapon/storage/pill_bottle/kelotane,
prob(4);/obj/item/weapon/storage/pill_bottle/dylovene,
prob(4);/obj/item/weapon/storage/pill_bottle/tramadol,
prob(1);/obj/item/weapon/storage/pill_bottle/spaceacillin,
prob(1);/obj/item/weapon/storage/pill_bottle/tramadol,
prob(0.2);/obj/item/weapon/storage/pill_bottle/dermaline,
prob(0.2);/obj/item/weapon/storage/pill_bottle/dexalin_plus,
prob(0.2);/obj/item/weapon/storage/pill_bottle/bicaridine,
prob(4);/obj/item/weapon/reagent_containers/syringe/antitoxin,
prob(2);/obj/item/weapon/reagent_containers/syringe/antiviral,
prob(4);/obj/item/weapon/reagent_containers/syringe/inaprovaline,
prob(4);/obj/item/weapon/reagent_containers/hypospray/autoinjector,
prob(0.1);/obj/item/weapon/reagent_containers/hypospray,
prob(1);/obj/item/device/healthanalyzer,
prob(2);/obj/item/stack/nanopaste)
icon_state = "traumakit"
/obj/random/medical/item_to_spawn()
return pick(prob(21);/obj/random/medical/lite,
prob(4);/obj/item/bodybag,
prob(4);/obj/item/weapon/storage/pill_bottle/tramadol,
prob(1);/obj/item/weapon/storage/pill_bottle/spaceacillin,
prob(1);/obj/item/weapon/storage/pill_bottle/tramadol,
prob(1);/obj/item/weapon/storage/pill_bottle/dermaline,
prob(1);/obj/item/weapon/storage/pill_bottle/dexalin_plus,
prob(1);/obj/item/weapon/storage/pill_bottle/bicaridine,
prob(6);/obj/item/weapon/reagent_containers/syringe/antitoxin,
prob(1);/obj/item/weapon/reagent_containers/syringe/antiviral,
prob(6);/obj/item/weapon/reagent_containers/syringe/inaprovaline,
prob(1);/obj/item/weapon/reagent_containers/hypospray,
prob(1);/obj/item/weapon/storage/box/freezer,
prob(2);/obj/item/stack/nanopaste)
/obj/random/medical/lite
name = "Random Medicine"
desc = "This is a random simple medical item."
icon = 'icons/obj/items.dmi'
icon_state = "brutepack"
spawn_nothing_percentage = 25
/obj/random/medical/lite/item_to_spawn()
return pick(prob(4);/obj/item/stack/medical/bruise_pack,
prob(4);/obj/item/stack/medical/ointment,
prob(2);/obj/item/stack/medical/advanced/bruise_pack,
prob(2);/obj/item/stack/medical/advanced/ointment,
prob(1);/obj/item/stack/medical/splint,
prob(4);/obj/item/device/healthanalyzer,
prob(1);/obj/item/bodybag/cryobag,
prob(3);/obj/item/weapon/reagent_containers/hypospray/autoinjector,
prob(2);/obj/item/weapon/storage/pill_bottle/kelotane,
prob(2);/obj/item/weapon/storage/pill_bottle/antitox)
/obj/random/firstaid
name = "Random First Aid Kit"
desc = "This is a random first aid kit."
icon = 'icons/obj/storage.dmi'
icon_state = "firstaid"
item_to_spawn()
return pick(prob(3);/obj/item/weapon/storage/firstaid/regular,
prob(2);/obj/item/weapon/storage/firstaid/toxin,
prob(2);/obj/item/weapon/storage/firstaid/o2,
prob(1);/obj/item/weapon/storage/firstaid/adv,
prob(2);/obj/item/weapon/storage/firstaid/fire)
/obj/random/firstaid/item_to_spawn()
return pick(prob(4);/obj/item/weapon/storage/firstaid/regular,
prob(3);/obj/item/weapon/storage/firstaid/toxin,
prob(3);/obj/item/weapon/storage/firstaid/o2,
prob(2);/obj/item/weapon/storage/firstaid/adv,
prob(3);/obj/item/weapon/storage/firstaid/fire,
prob(1);/obj/item/weapon/storage/firstaid/combat)
/obj/random/contraband
name = "Random Illegal Item"
@@ -172,69 +192,104 @@
icon = 'icons/obj/items.dmi'
icon_state = "purplecomb"
spawn_nothing_percentage = 50
item_to_spawn()
return pick(prob(6);/obj/item/weapon/storage/pill_bottle/tramadol,
prob(8);/obj/item/weapon/haircomb,
prob(4);/obj/item/weapon/storage/pill_bottle/happy,
prob(4);/obj/item/weapon/storage/pill_bottle/zoom,
prob(10);/obj/item/weapon/contraband/poster,
prob(4);/obj/item/weapon/material/butterfly,
prob(6);/obj/item/weapon/material/butterflyblade,
prob(6);/obj/item/weapon/material/butterflyhandle,
prob(6);/obj/item/weapon/material/wirerod,
prob(2);/obj/item/weapon/material/butterfly/switchblade,
prob(2);/obj/item/weapon/material/knuckledusters,
prob(1);/obj/item/weapon/material/hatchet/tacknife,
prob(0.5);/obj/item/weapon/beartrap,
prob(1);/obj/item/weapon/handcuffs,
prob(1);/obj/item/weapon/legcuffs,
prob(2);/obj/item/weapon/reagent_containers/syringe/drugs)
/obj/random/contraband/item_to_spawn()
return pick(prob(6);/obj/item/weapon/storage/pill_bottle/tramadol,
prob(8);/obj/item/weapon/haircomb,
prob(4);/obj/item/weapon/storage/pill_bottle/happy,
prob(4);/obj/item/weapon/storage/pill_bottle/zoom,
prob(10);/obj/item/weapon/contraband/poster,
prob(4);/obj/item/weapon/material/butterfly,
prob(6);/obj/item/weapon/material/butterflyblade,
prob(6);/obj/item/weapon/material/butterflyhandle,
prob(6);/obj/item/weapon/material/wirerod,
prob(2);/obj/item/weapon/material/butterfly/switchblade,
prob(2);/obj/item/weapon/material/knuckledusters,
prob(1);/obj/item/weapon/material/hatchet/tacknife,
prob(1);/obj/item/clothing/suit/storage/vest/heavy/merc,
prob(1);/obj/item/weapon/beartrap,
prob(1);/obj/item/weapon/handcuffs,
prob(1);/obj/item/weapon/legcuffs,
prob(2);/obj/item/weapon/reagent_containers/syringe/drugs,
prob(1);/obj/item/weapon/reagent_containers/syringe/steroid)
/obj/random/soap
name = "Random Soap"
desc = "This is a random bar of soap."
icon = 'icons/obj/items.dmi'
icon_state = "soap"
/obj/random/soap/item_to_spawn()
return pick(prob(3);/obj/item/weapon/soap,
prob(2);/obj/item/weapon/soap/nanotrasen,
prob(2);/obj/item/weapon/soap/deluxe,
prob(1);/obj/item/weapon/soap/syndie,)
/obj/random/drinkbottle
name = "random drink"
desc = "This is a random drink."
icon = 'icons/obj/drinks.dmi'
icon_state = "whiskeybottle"
/obj/random/drinkbottle/item_to_spawn()
return pick(/obj/item/weapon/reagent_containers/food/drinks/bottle/whiskey,
/obj/item/weapon/reagent_containers/food/drinks/bottle/gin,
/obj/item/weapon/reagent_containers/food/drinks/bottle/specialwhiskey,
/obj/item/weapon/reagent_containers/food/drinks/bottle/vodka,
/obj/item/weapon/reagent_containers/food/drinks/bottle/tequilla,
/obj/item/weapon/reagent_containers/food/drinks/bottle/absinthe,
/obj/item/weapon/reagent_containers/food/drinks/bottle/wine,
/obj/item/weapon/reagent_containers/food/drinks/bottle/cognac,
/obj/item/weapon/reagent_containers/food/drinks/bottle/rum,
/obj/item/weapon/reagent_containers/food/drinks/bottle/patron)
/obj/random/energy
name = "Random Energy Weapon"
name = "Random Security Energy Weapon"
desc = "This is a random security weapon."
icon = 'icons/obj/gun.dmi'
icon_state = "energykill100"
item_to_spawn()
return pick(prob(2);/obj/item/weapon/gun/energy/laser,
prob(2);/obj/item/weapon/gun/energy/gun)
/obj/random/energy/item_to_spawn()
return pick(prob(2);/obj/item/weapon/gun/energy/laser,
prob(2);/obj/item/weapon/gun/energy/gun)
/obj/random/projectile
name = "Random Projectile Weapon"
name = "Random Security Projectile Weapon"
desc = "This is a random security weapon."
icon = 'icons/obj/gun.dmi'
icon_state = "revolver"
item_to_spawn()
return pick(prob(3);/obj/item/weapon/gun/projectile/shotgun/pump,
prob(2);/obj/item/weapon/gun/projectile/automatic/wt550,
prob(1);/obj/item/weapon/gun/projectile/shotgun/pump/combat)
/obj/random/projectile/item_to_spawn()
return pick(prob(3);/obj/item/weapon/gun/projectile/shotgun/pump,
prob(2);/obj/item/weapon/gun/projectile/automatic/wt550,
prob(1);/obj/item/weapon/gun/projectile/shotgun/pump/combat)
/obj/random/handgun
name = "Random Handgun"
desc = "This is a random security sidearm."
icon = 'icons/obj/gun.dmi'
icon_state = "secgundark"
item_to_spawn()
return pick(prob(3);/obj/item/weapon/gun/projectile/sec,
prob(1);/obj/item/weapon/gun/projectile/sec/wood)
/obj/random/handgun/item_to_spawn()
return pick(prob(3);/obj/item/weapon/gun/projectile/sec,
prob(1);/obj/item/weapon/gun/projectile/sec/wood)
/obj/random/ammo
name = "Random Ammunition"
desc = "This is random ammunition."
icon = 'icons/obj/ammo.dmi'
icon_state = "45-10"
item_to_spawn()
return pick(prob(6);/obj/item/weapon/storage/box/beanbags,
prob(2);/obj/item/weapon/storage/box/shotgunammo,
prob(4);/obj/item/weapon/storage/box/shotgunshells,
prob(1);/obj/item/weapon/storage/box/stunshells,
prob(2);/obj/item/ammo_magazine/c45m,
prob(4);/obj/item/ammo_magazine/c45m/rubber,
prob(4);/obj/item/ammo_magazine/c45m/flash,
prob(2);/obj/item/ammo_magazine/mc9mmt,
prob(6);/obj/item/ammo_magazine/mc9mmt/rubber)
/obj/random/ammo/item_to_spawn()
return pick(prob(6);/obj/item/weapon/storage/box/beanbags,
prob(2);/obj/item/weapon/storage/box/shotgunammo,
prob(4);/obj/item/weapon/storage/box/shotgunshells,
prob(1);/obj/item/weapon/storage/box/stunshells,
prob(2);/obj/item/ammo_magazine/c45m,
prob(4);/obj/item/ammo_magazine/c45m/rubber,
prob(4);/obj/item/ammo_magazine/c45m/flash,
prob(2);/obj/item/ammo_magazine/mc9mmt,
prob(6);/obj/item/ammo_magazine/mc9mmt/rubber)
/obj/random/action_figure
@@ -242,59 +297,546 @@
desc = "This is a random action figure."
icon = 'icons/obj/toy.dmi'
icon_state = "assistant"
item_to_spawn()
return pick(/obj/item/toy/figure/cmo,
/obj/item/toy/figure/assistant,
/obj/item/toy/figure/atmos,
/obj/item/toy/figure/bartender,
/obj/item/toy/figure/borg,
/obj/item/toy/figure/gardener,
/obj/item/toy/figure/captain,
/obj/item/toy/figure/cargotech,
/obj/item/toy/figure/ce,
/obj/item/toy/figure/chaplain,
/obj/item/toy/figure/chef,
/obj/item/toy/figure/chemist,
/obj/item/toy/figure/clown,
/obj/item/toy/figure/corgi,
/obj/item/toy/figure/detective,
/obj/item/toy/figure/dsquad,
/obj/item/toy/figure/engineer,
/obj/item/toy/figure/geneticist,
/obj/item/toy/figure/hop,
/obj/item/toy/figure/hos,
/obj/item/toy/figure/qm,
/obj/item/toy/figure/janitor,
/obj/item/toy/figure/agent,
/obj/item/toy/figure/librarian,
/obj/item/toy/figure/md,
/obj/item/toy/figure/mime,
/obj/item/toy/figure/miner,
/obj/item/toy/figure/ninja,
/obj/item/toy/figure/wizard,
/obj/item/toy/figure/rd,
/obj/item/toy/figure/roboticist,
/obj/item/toy/figure/scientist,
/obj/item/toy/figure/syndie,
/obj/item/toy/figure/secofficer,
/obj/item/toy/figure/warden,
/obj/item/toy/figure/psychologist,
/obj/item/toy/figure/paramedic,
/obj/item/toy/figure/ert)
/obj/random/action_figure/item_to_spawn()
return pick(/obj/item/toy/figure/cmo,
/obj/item/toy/figure/assistant,
/obj/item/toy/figure/atmos,
/obj/item/toy/figure/bartender,
/obj/item/toy/figure/borg,
/obj/item/toy/figure/gardener,
/obj/item/toy/figure/captain,
/obj/item/toy/figure/cargotech,
/obj/item/toy/figure/ce,
/obj/item/toy/figure/chaplain,
/obj/item/toy/figure/chef,
/obj/item/toy/figure/chemist,
/obj/item/toy/figure/clown,
/obj/item/toy/figure/corgi,
/obj/item/toy/figure/detective,
/obj/item/toy/figure/dsquad,
/obj/item/toy/figure/engineer,
/obj/item/toy/figure/geneticist,
/obj/item/toy/figure/hop,
/obj/item/toy/figure/hos,
/obj/item/toy/figure/qm,
/obj/item/toy/figure/janitor,
/obj/item/toy/figure/agent,
/obj/item/toy/figure/librarian,
/obj/item/toy/figure/md,
/obj/item/toy/figure/mime,
/obj/item/toy/figure/miner,
/obj/item/toy/figure/ninja,
/obj/item/toy/figure/wizard,
/obj/item/toy/figure/rd,
/obj/item/toy/figure/roboticist,
/obj/item/toy/figure/scientist,
/obj/item/toy/figure/syndie,
/obj/item/toy/figure/secofficer,
/obj/item/toy/figure/warden,
/obj/item/toy/figure/psychologist,
/obj/item/toy/figure/paramedic,
/obj/item/toy/figure/ert)
/obj/random/plushie
name = "random plushie"
desc = "This is a random plushie."
icon = 'icons/obj/toy.dmi'
icon_state = "nymphplushie"
item_to_spawn()
return pick(/obj/structure/plushie/ian,
/obj/structure/plushie/drone,
/obj/structure/plushie/carp,
/obj/structure/plushie/beepsky,
/obj/item/toy/plushie/nymph,
/obj/item/toy/plushie/mouse,
/obj/item/toy/plushie/kitten,
/obj/item/toy/plushie/lizard)
/obj/random/plushie/item_to_spawn()
return pick(/obj/structure/plushie/ian,
/obj/structure/plushie/drone,
/obj/structure/plushie/carp,
/obj/structure/plushie/beepsky,
/obj/item/toy/plushie/nymph,
/obj/item/toy/plushie/mouse,
/obj/item/toy/plushie/kitten,
/obj/item/toy/plushie/lizard)
/obj/random/junk //Broken items, or stuff that could be picked up
name = "random junk"
desc = "This is some random junk."
icon = 'icons/obj/trash.dmi'
icon_state = "trashbag3"
/obj/random/junk/item_to_spawn()
return get_random_junk_type()
/obj/random/trash //Mostly remains and cleanable decals. Stuff a janitor could clean up
name = "random trash"
desc = "This is some random trash."
icon = 'icons/effects/effects.dmi'
icon_state = "greenglow"
/obj/random/trash/item_to_spawn()
return pick(/obj/effect/decal/remains/lizard,
/obj/effect/decal/cleanable/blood/gibs/robot,
/obj/effect/decal/cleanable/blood/oil,
/obj/effect/decal/cleanable/blood/oil/streak,
/obj/effect/decal/cleanable/spiderling_remains,
/obj/effect/decal/remains/mouse,
/obj/effect/decal/cleanable/vomit,
/obj/effect/decal/cleanable/blood/splatter,
/obj/effect/decal/cleanable/ash,
/obj/effect/decal/cleanable/generic,
/obj/effect/decal/cleanable/flour,
/obj/effect/decal/cleanable/dirt,
/obj/effect/decal/remains/robot)
/obj/random/obstruction //Large objects to block things off in maintenance
name = "random obstruction"
desc = "This is a random obstruction."
icon = 'icons/obj/cult.dmi'
icon_state = "cultgirder"
/obj/random/obstruction/item_to_spawn()
return pick(/obj/structure/barricade,
/obj/structure/girder,
/obj/structure/girder/displaced,
/obj/structure/girder/reinforced,
/obj/structure/grille,
/obj/structure/grille/broken,
/obj/structure/foamedmetal,
/obj/structure/inflatable,
/obj/structure/inflatable/door)
/obj/random/material //Random materials for building stuff
name = "random material"
desc = "This is a random material."
icon = 'icons/obj/items.dmi'
icon_state = "sheet-metal"
/obj/random/material/item_to_spawn()
return pick(/obj/item/stack/material/steel{amount = 10},
/obj/item/stack/material/glass{amount = 10},
/obj/item/stack/material/glass/reinforced{amount = 10},
/obj/item/stack/material/plastic{amount = 10},
/obj/item/stack/material/wood{amount = 10},
/obj/item/stack/material/cardboard{amount = 10},
/obj/item/stack/rods{amount = 10},
/obj/item/stack/material/plasteel{amount = 10})
/obj/random/toy
name = "random toy"
desc = "This is a random toy."
icon = 'icons/obj/toy.dmi'
icon_state = "ship"
/obj/random/toy/item_to_spawn()
return pick(/obj/item/toy/bosunwhistle,
/obj/item/toy/therapy_red,
/obj/item/toy/therapy_purple,
/obj/item/toy/therapy_blue,
/obj/item/toy/therapy_yellow,
/obj/item/toy/therapy_orange,
/obj/item/toy/therapy_green,
/obj/item/toy/cultsword,
/obj/item/toy/katana,
/obj/item/toy/snappop,
/obj/item/toy/sword,
/obj/item/toy/balloon,
/obj/item/toy/crossbow,
/obj/item/toy/blink,
/obj/item/toy/waterflower,
/obj/item/toy/prize/ripley,
/obj/item/toy/prize/fireripley,
/obj/item/toy/prize/deathripley,
/obj/item/toy/prize/gygax,
/obj/item/toy/prize/durand,
/obj/item/toy/prize/honk,
/obj/item/toy/prize/marauder,
/obj/item/toy/prize/seraph,
/obj/item/toy/prize/mauler,
/obj/item/toy/prize/odysseus,
/obj/item/toy/prize/phazon)
/obj/random/tank
name = "random tank"
desc = "This is a tank."
icon = 'icons/obj/tank.dmi'
icon_state = "canister"
/obj/random/tank/item_to_spawn()
return pick(prob(5);/obj/item/weapon/tank/oxygen,
prob(4);/obj/item/weapon/tank/oxygen/yellow,
prob(4);/obj/item/weapon/tank/oxygen/red,
prob(3);/obj/item/weapon/tank/air,
prob(4);/obj/item/weapon/tank/emergency_oxygen,
prob(3);/obj/item/weapon/tank/emergency_oxygen/engi,
prob(2);/obj/item/weapon/tank/emergency_oxygen/double,
prob(1);/obj/item/device/suit_cooling_unit)
/obj/random/cigarettes
name = "random cigarettes"
desc = "This is a cigarette."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cigpacket"
/obj/random/cigarettes/item_to_spawn()
return pick(prob(5);/obj/item/weapon/storage/fancy/cigarettes,
prob(4);/obj/item/weapon/storage/fancy/cigarettes/dromedaryco,
prob(3);/obj/item/weapon/storage/fancy/cigarettes/killthroat,
prob(3);/obj/item/weapon/storage/fancy/cigarettes/luckystars,
prob(3);/obj/item/weapon/storage/fancy/cigarettes/jerichos,
prob(3);/obj/item/weapon/storage/fancy/cigarettes/menthols,
prob(3);/obj/item/weapon/storage/fancy/cigarettes/carcinomas,
prob(3);/obj/item/weapon/storage/fancy/cigarettes/professionals,
prob(1);/obj/item/weapon/storage/fancy/cigar,
prob(1);/obj/item/clothing/mask/smokable/cigarette/cigar,
prob(1);/obj/item/clothing/mask/smokable/cigarette/cigar/cohiba,
prob(1);/obj/item/clothing/mask/smokable/cigarette/cigar/havana)
/obj/random/maintenance //Clutter and loot for maintenance and away missions
name = "random maintenance item"
desc = "This is a random maintenance item."
icon = 'icons/obj/items.dmi'
icon_state = "gift1"
/obj/random/maintenance/item_to_spawn()
return pick(prob(300);/obj/random/tech_supply,
prob(200);/obj/random/medical,
prob(100);/obj/random/firstaid,
prob(10);/obj/random/contraband,
prob(50);/obj/random/action_figure,
prob(50);/obj/random/plushie,
prob(200);/obj/random/junk,
prob(200);/obj/random/material,
prob(50);/obj/random/toy,
prob(100);/obj/random/tank,
prob(50);/obj/random/soap,
prob(60);/obj/random/drinkbottle,
prob(500);/obj/random/maintenance/clean)
/obj/random/maintenance/clean
/*Maintenance loot lists without the trash, for use inside things.
Individual items to add to the maintenance list should go here, if you add
something, make sure it's not in one of the other lists.*/
name = "random clean maintenance item"
desc = "This is a random clean maintenance item."
icon = 'icons/obj/items.dmi'
icon_state = "gift1"
/obj/random/maintenance/clean/item_to_spawn()
return pick(prob(10);/obj/random/contraband,
prob(2);/obj/item/device/flashlight/flare,
prob(2);/obj/item/device/flashlight/glowstick,
prob(2);/obj/item/device/flashlight/glowstick/blue,
prob(1);/obj/item/device/flashlight/glowstick/orange,
prob(1);/obj/item/device/flashlight/glowstick/red,
prob(1);/obj/item/device/flashlight/glowstick/yellow,
prob(1);/obj/item/device/flashlight/pen,
prob(4);/obj/item/weapon/cell,
prob(4);/obj/item/weapon/cell/device,
prob(3);/obj/item/weapon/cell/high,
prob(2);/obj/item/weapon/cell/super,
prob(5);/obj/random/cigarettes,
prob(3);/obj/item/clothing/mask/gas,
prob(2);/obj/item/clothing/mask/gas/half,
prob(4);/obj/item/clothing/mask/breath,
prob(2);/obj/item/weapon/reagent_containers/glass/rag,
prob(4);/obj/item/weapon/reagent_containers/food/snacks/liquidfood,
prob(2);/obj/item/weapon/storage/secure/briefcase,
prob(4);/obj/item/weapon/storage/briefcase,
prob(5);/obj/item/weapon/storage/backpack,
prob(5);/obj/item/weapon/storage/backpack/satchel/norm,
prob(4);/obj/item/weapon/storage/backpack/satchel,
prob(3);/obj/item/weapon/storage/backpack/dufflebag,
prob(1);/obj/item/weapon/storage/backpack/dufflebag/syndie,
prob(5);/obj/item/weapon/storage/box,
prob(3);/obj/item/weapon/storage/box/donkpockets,
prob(2);/obj/item/weapon/storage/box/sinpockets,
prob(1);/obj/item/weapon/storage/box/cups,
prob(3);/obj/item/weapon/storage/box/mousetraps,
prob(3);/obj/item/weapon/storage/box/engineer,
prob(3);/obj/item/weapon/storage/wallet,
prob(1);/obj/item/device/paicard,
prob(2);/obj/item/clothing/shoes/galoshes,
prob(1);/obj/item/clothing/shoes/syndigaloshes,
prob(4);/obj/item/clothing/shoes/black,
prob(4);/obj/item/clothing/shoes/laceup,
prob(4);/obj/item/clothing/shoes/black,
prob(4);/obj/item/clothing/shoes/leather,
prob(1);/obj/item/clothing/gloves/yellow,
prob(3);/obj/item/clothing/gloves/botanic_leather,
prob(2);/obj/item/clothing/gloves/latex,
prob(5);/obj/item/clothing/gloves/white,
prob(5);/obj/item/clothing/gloves/rainbow,
prob(2);/obj/item/clothing/gloves/fyellow,
prob(1);/obj/item/clothing/glasses/sunglasses,
prob(3);/obj/item/clothing/glasses/meson,
prob(2);/obj/item/clothing/glasses/meson/prescription,
prob(1);/obj/item/clothing/glasses/welding,
prob(1);/obj/item/clothing/head/bio_hood/general,
prob(4);/obj/item/clothing/head/hardhat,
prob(3);/obj/item/clothing/head/hardhat/red,
prob(1);/obj/item/clothing/head/ushanka,
prob(2);/obj/item/clothing/head/welding,
prob(4);/obj/item/clothing/suit/storage/hazardvest,
prob(1);/obj/item/clothing/suit/space/emergency,
prob(3);/obj/item/clothing/suit/storage/toggle/bomber,
prob(1);/obj/item/clothing/suit/bio_suit/general,
prob(3);/obj/item/clothing/suit/storage/toggle/hoodie/black,
prob(3);/obj/item/clothing/suit/storage/toggle/hoodie/blue,
prob(3);/obj/item/clothing/suit/storage/toggle/hoodie/red,
prob(3);/obj/item/clothing/suit/storage/toggle/hoodie/yellow,
prob(3);/obj/item/clothing/suit/storage/toggle/brown_jacket,
prob(3);/obj/item/clothing/suit/storage/toggle/leather_jacket,
prob(1);/obj/item/clothing/suit/storage/vest/press,
prob(3);/obj/item/clothing/suit/apron,
prob(4);/obj/item/clothing/under/color/grey,
prob(2);/obj/item/clothing/under/syndicate/tacticool,
prob(2);/obj/item/clothing/under/pants/camo,
prob(1);/obj/item/clothing/under/harness,
prob(1);/obj/item/clothing/under/tactical,
prob(3);/obj/item/clothing/accessory/storage/webbing,
prob(4);/obj/item/weapon/spacecash/c1,
prob(3);/obj/item/weapon/spacecash/c10,
prob(3);/obj/item/weapon/spacecash/c20,
prob(1);/obj/item/weapon/spacecash/c50,
prob(1);/obj/item/weapon/spacecash/c100,
prob(3);/obj/item/weapon/camera_assembly,
prob(4);/obj/item/weapon/caution,
prob(3);/obj/item/weapon/caution/cone,
prob(1);/obj/item/weapon/card/emag_broken,
prob(2);/obj/item/device/camera,
prob(3);/obj/item/device/pda,
prob(3);/obj/item/device/radio/headset)
/obj/random/maintenance/security
/*Maintenance loot list. This one is for around security areas*/
name = "random security maintenance item"
desc = "This is a random security maintenance item."
icon = 'icons/obj/items.dmi'
icon_state = "gift1"
/obj/random/maintenance/security/item_to_spawn()
return pick(prob(320);/obj/random/maintenance/clean,
prob(2);/obj/item/device/flashlight/maglight,
prob(2);/obj/item/device/flash,
prob(1);/obj/item/weapon/cell/device/weapon,
prob(1);/obj/item/clothing/mask/gas/swat,
prob(1);/obj/item/clothing/mask/gas/syndicate,
prob(2);/obj/item/clothing/mask/balaclava,
prob(1);/obj/item/clothing/mask/balaclava/tactical,
prob(3);/obj/item/weapon/storage/backpack/security,
prob(3);/obj/item/weapon/storage/backpack/satchel/sec,
prob(2);/obj/item/weapon/storage/backpack/messenger/sec,
prob(2);/obj/item/weapon/storage/backpack/dufflebag/sec,
prob(1);/obj/item/weapon/storage/backpack/dufflebag/syndie/ammo,
prob(1);/obj/item/weapon/storage/backpack/dufflebag/syndie/med,
prob(2);/obj/item/weapon/storage/box/swabs,
prob(2);/obj/item/weapon/storage/belt/security,
prob(1);/obj/item/weapon/grenade/flashbang,
prob(1);/obj/item/weapon/melee/baton,
prob(1);/obj/item/weapon/reagent_containers/spray/pepper,
prob(3);/obj/item/clothing/shoes/jackboots,
prob(1);/obj/item/clothing/shoes/swat,
prob(1);/obj/item/clothing/shoes/combat,
prob(1);/obj/item/clothing/gloves/swat,
prob(1);/obj/item/clothing/gloves/combat,
prob(1);/obj/item/clothing/glasses/sunglasses/big,
prob(2);/obj/item/clothing/glasses/hud/security,
prob(1);/obj/item/clothing/glasses/sunglasses/sechud,
prob(1);/obj/item/clothing/glasses/sunglasses/sechud/aviator,
prob(1);/obj/item/clothing/glasses/sunglasses/sechud/tactical,
prob(3);/obj/item/clothing/head/beret/sec,
prob(3);/obj/item/clothing/head/beret/sec/corporate/officer,
prob(3);/obj/item/clothing/head/beret/sec/navy/officer,
prob(2);/obj/item/clothing/head/helmet,
prob(4);/obj/item/clothing/head/soft/sec,
prob(4);/obj/item/clothing/head/soft/sec/corp,
prob(3);/obj/item/clothing/suit/armor/vest,
prob(2);/obj/item/clothing/suit/armor/vest/security,
prob(2);/obj/item/clothing/suit/storage/vest/officer,
prob(1);/obj/item/clothing/suit/storage/vest/detective,
prob(1);/obj/item/clothing/suit/storage/vest/press,
prob(2);/obj/item/clothing/accessory/storage/black_vest,
prob(2);/obj/item/clothing/accessory/storage/black_drop_pouches,
prob(1);/obj/item/clothing/accessory/holster/leg,
prob(1);/obj/item/clothing/accessory/holster/hip,
prob(1);/obj/item/clothing/accessory/holster/waist,
prob(1);/obj/item/clothing/accessory/holster/armpit,
prob(2);/obj/item/clothing/ears/earmuffs,
prob(2);/obj/item/weapon/handcuffs,)
/obj/random/maintenance/medical
/*Maintenance loot list. This one is for around medical areas*/
name = "random medical maintenance item"
desc = "This is a random medical maintenance item."
icon = 'icons/obj/items.dmi'
icon_state = "gift1"
/obj/random/maintenance/medical/item_to_spawn()
return pick(prob(320);/obj/random/maintenance/clean,
prob(25);/obj/random/medical/lite,
prob(2);/obj/item/clothing/mask/breath/medical,
prob(2);/obj/item/clothing/mask/surgical,
prob(5);/obj/item/weapon/storage/backpack/medic,
prob(5);/obj/item/weapon/storage/backpack/satchel/med,
prob(5);/obj/item/weapon/storage/backpack/messenger/med,
prob(3);/obj/item/weapon/storage/backpack/dufflebag/med,
prob(1);/obj/item/weapon/storage/backpack/dufflebag/syndie/med,
prob(2);/obj/item/weapon/storage/box/autoinjectors,
prob(3);/obj/item/weapon/storage/box/beakers,
prob(2);/obj/item/weapon/storage/box/bodybags,
prob(3);/obj/item/weapon/storage/box/syringes,
prob(3);/obj/item/weapon/storage/box/gloves,
prob(2);/obj/item/weapon/storage/belt/medical/emt,
prob(2);/obj/item/weapon/storage/belt/medical,
prob(1);/obj/item/clothing/shoes/combat,
prob(3);/obj/item/clothing/shoes/white,
prob(2);/obj/item/clothing/gloves/latex,
prob(5);/obj/item/clothing/gloves/white,
prob(2);/obj/item/clothing/glasses/hud/health,
prob(1);/obj/item/clothing/glasses/hud/health/prescription,
prob(1);/obj/item/clothing/head/bio_hood/virology,
prob(4);/obj/item/clothing/suit/storage/toggle/labcoat,
prob(1);/obj/item/clothing/suit/bio_suit/general,
prob(2);/obj/item/clothing/under/rank/medical/paramedic,
prob(2);/obj/item/clothing/accessory/storage/black_vest,
prob(2);/obj/item/clothing/accessory/storage/white_vest,
prob(1);/obj/item/clothing/accessory/storage/white_drop_pouches,
prob(1);/obj/item/clothing/accessory/storage/black_drop_pouches,
prob(2);/obj/item/clothing/accessory/stethoscope)
/obj/random/maintenance/engineering
/*Maintenance loot list. This one is for around medical areas*/
name = "random engineering maintenance item"
desc = "This is a random engineering maintenance item."
icon = 'icons/obj/items.dmi'
icon_state = "gift1"
/obj/random/maintenance/engineering/item_to_spawn()
return pick(prob(320);/obj/random/maintenance/clean,
prob(2);/obj/item/device/flashlight/maglight,
prob(3);/obj/item/clothing/mask/gas/half,
prob(2);/obj/item/clothing/mask/balaclava,
prob(2);/obj/item/weapon/storage/briefcase/inflatable,
prob(5);/obj/item/weapon/storage/backpack/industrial,
prob(5);/obj/item/weapon/storage/backpack/satchel/eng,
prob(5);/obj/item/weapon/storage/backpack/messenger/engi,
prob(3);/obj/item/weapon/storage/backpack/dufflebag/eng,
prob(5);/obj/item/weapon/storage/box,
prob(3);/obj/item/weapon/storage/box/engineer,
prob(2);/obj/item/weapon/storage/belt/utility/full,
prob(3);/obj/item/weapon/storage/belt/utility,
prob(3);/obj/item/clothing/head/beret/engineering,
prob(3);/obj/item/clothing/head/soft/yellow,
prob(2);/obj/item/clothing/head/orangebandana,
prob(2);/obj/item/clothing/head/hardhat/dblue,
prob(2);/obj/item/clothing/head/hardhat/orange,
prob(1);/obj/item/clothing/glasses/welding,
prob(2);/obj/item/clothing/head/welding,
prob(4);/obj/item/clothing/suit/storage/hazardvest,
prob(2);/obj/item/clothing/under/overalls,
prob(3);/obj/item/clothing/shoes/workboots,
prob(1);/obj/item/clothing/shoes/magboots,
prob(2);/obj/item/clothing/accessory/storage/black_vest,
prob(2);/obj/item/clothing/accessory/storage/brown_vest,
prob(1);/obj/item/clothing/accessory/storage/brown_drop_pouches,
prob(3);/obj/item/clothing/ears/earmuffs,
prob(1);/obj/item/weapon/beartrap,
prob(2);/obj/item/weapon/handcuffs)
/obj/random/maintenance/research
/*Maintenance loot list. This one is for around medical areas*/
name = "random research maintenance item"
desc = "This is a random research maintenance item."
icon = 'icons/obj/items.dmi'
icon_state = "gift1"
/obj/random/maintenance/research/item_to_spawn()
return pick(prob(320);/obj/random/maintenance/clean,
prob(3);/obj/item/device/analyzer/plant_analyzer,
prob(2);/obj/item/device/analyzer/xeno_analyzer,
prob(1);/obj/item/device/flash/synthetic,
prob(2);/obj/item/weapon/bucket_sensor,
prob(1);/obj/item/weapon/cell/device/weapon,
prob(5);/obj/item/weapon/storage/backpack/toxins,
prob(5);/obj/item/weapon/storage/backpack/satchel/tox,
prob(5);/obj/item/weapon/storage/backpack/messenger/tox,
prob(2);/obj/item/weapon/storage/excavation,
prob(1);/obj/item/weapon/storage/backpack/holding,
prob(3);/obj/item/weapon/storage/box/beakers,
prob(3);/obj/item/weapon/storage/box/syringes,
prob(3);/obj/item/weapon/storage/box/gloves,
prob(2);/obj/item/clothing/gloves/latex,
prob(4);/obj/item/clothing/glasses/science,
prob(3);/obj/item/clothing/glasses/material,
prob(1);/obj/item/clothing/head/beret/purple,
prob(1);/obj/item/clothing/head/bio_hood/scientist,
prob(4);/obj/item/clothing/suit/storage/toggle/labcoat,
prob(4);/obj/item/clothing/suit/storage/toggle/labcoat/science,
prob(1);/obj/item/clothing/suit/bio_suit/scientist,
prob(4);/obj/item/clothing/under/rank/scientist,
prob(2);/obj/item/clothing/under/rank/scientist_new)
/obj/random/maintenance/cargo
/*Maintenance loot list. This one is for around cargo areas*/
name = "random cargo maintenance item"
desc = "This is a random cargo maintenance item."
icon = 'icons/obj/items.dmi'
icon_state = "gift1"
/obj/random/maintenance/cargo/item_to_spawn()
return pick(prob(320);/obj/random/maintenance/clean,
prob(3);/obj/item/device/flashlight/lantern,
prob(4);/obj/item/weapon/pickaxe,
prob(5);/obj/item/weapon/storage/backpack/industrial,
prob(5);/obj/item/weapon/storage/backpack/satchel/norm,
prob(3);/obj/item/weapon/storage/backpack/dufflebag,
prob(1);/obj/item/weapon/storage/backpack/dufflebag/syndie/ammo,
prob(1);/obj/item/weapon/storage/toolbox/syndicate,
prob(1);/obj/item/weapon/storage/belt/utility/full,
prob(2);/obj/item/weapon/storage/belt/utility,
prob(4);/obj/item/device/toner,
prob(1);/obj/item/device/destTagger,
prob(3);/obj/item/clothing/glasses/material,
prob(3);/obj/item/clothing/head/soft/yellow,
prob(4);/obj/item/clothing/suit/storage/hazardvest,
prob(3);/obj/item/clothing/suit/apron/overalls,
prob(4);/obj/item/clothing/suit/apron,
prob(2);/obj/item/clothing/under/syndicate/tacticool,
prob(1);/obj/item/clothing/under/syndicate/combat,
prob(2);/obj/item/clothing/accessory/storage/black_vest,
prob(2);/obj/item/clothing/accessory/storage/brown_vest,
prob(3);/obj/item/clothing/ears/earmuffs,
prob(1);/obj/item/weapon/beartrap,
prob(2);/obj/item/weapon/handcuffs,)
var/list/random_junk_
var/list/random_useful_
/proc/get_random_useful_type()
if(!random_useful_)
random_useful_ = subtypesof(/obj/item/weapon/pen/crayon)
random_useful_ += /obj/item/weapon/pen
random_useful_ += /obj/item/weapon/pen/blue
random_useful_ += /obj/item/weapon/pen/red
random_useful_ += /obj/item/weapon/pen/multi
random_useful_ += /obj/item/weapon/storage/box/matches
random_useful_ += /obj/item/stack/material/cardboard
return pick(random_useful_)
/proc/get_random_junk_type()
if(prob(20)) // Misc. clutter
return /obj/effect/decal/cleanable/generic
if(prob(70)) // Misc. junk
if(!random_junk_)
random_junk_ = subtypesof(/obj/item/trash)
random_junk_ += typesof(/obj/item/weapon/cigbutt)
random_junk_ += /obj/effect/decal/cleanable/spiderling_remains
random_junk_ += /obj/effect/decal/remains/mouse
random_junk_ += /obj/effect/decal/remains/robot
random_junk_ += /obj/item/weapon/paper/crumpled
random_junk_ += /obj/item/inflatable/torn
random_junk_ += /obj/effect/decal/cleanable/molten_item
random_junk_ += /obj/item/weapon/material/shard
random_junk_ -= /obj/item/trash/plate
random_junk_ -= /obj/item/trash/snack_bowl
random_junk_ -= /obj/item/trash/syndi_cakes
random_junk_ -= /obj/item/trash/tray
return pick(random_junk_)
// Misc. actually useful stuff
return get_random_useful_type()
@@ -288,8 +288,8 @@
src.add_fingerprint(user)
return
/obj/structure/closet/attack_ai(mob/user)
if(istype(user, /mob/living/silicon/robot) && Adjacent(user)) // Robots can open/close it, but not the AI.
/obj/structure/closet/attack_robot(mob/user)
if(Adjacent(user))
attack_hand(user)
/obj/structure/closet/relaymove(mob/user as mob)
@@ -317,7 +317,7 @@
if(!usr.canmove || usr.stat || usr.restrained())
return
if(ishuman(usr))
if(ishuman(usr) || isrobot(usr))
src.add_fingerprint(usr)
src.toggle(usr)
else
@@ -118,4 +118,6 @@
new /obj/item/clothing/glasses/sunglasses/big(src)
new /obj/item/clothing/glasses/sunglasses/big(src)
new /obj/item/clothing/under/lawyer/blue(src)
new /obj/item/clothing/under/lawyer/blue(src)
new /obj/item/clothing/under/lawyer/blue(src)
new /obj/item/device/tape/random(src)
new /obj/item/device/tape/random(src)
@@ -32,6 +32,7 @@
new /obj/item/clothing/suit/storage/hazardvest(src)
new /obj/item/clothing/mask/gas(src)
new /obj/item/device/multitool(src)
new /obj/item/weapon/weldingtool/experimental(src)
new /obj/item/device/flash(src)
new /obj/item/taperoll/engineering(src)
new /obj/item/clothing/suit/storage/hooded/wintercoat/engineering(src)
@@ -236,6 +236,37 @@
req_access = list(access_chemistry)
New()
..()
new /obj/item/clothing/under/rank/psych(src)
new /obj/item/clothing/under/rank/psych/turtleneck(src)
new /obj/item/clothing/suit/straight_jacket(src)
new /obj/item/weapon/reagent_containers/glass/bottle/stoxin(src)
new /obj/item/weapon/reagent_containers/syringe(src)
new /obj/item/weapon/storage/pill_bottle/citalopram(src)
new /obj/item/weapon/reagent_containers/pill/methylphenidate(src)
new /obj/item/weapon/clipboard(src)
new /obj/item/weapon/folder/white(src)
new /obj/item/device/taperecorder(src)
new /obj/item/device/tape/random(src)
new /obj/item/device/tape/random(src)
new /obj/item/device/tape/random(src)
new /obj/item/device/camera(src)
new /obj/item/toy/therapy_blue(src)
return
/obj/structure/closet/secure_closet/psych
name = "psychiatric closet"
desc = "Store psychology tools and medicines in here."
icon_state = "medical1"
icon_closed = "medical"
icon_locked = "medical1"
icon_opened = "medicalopen"
icon_broken = "medicalbroken"
icon_off = "medicaloff"
req_access = list(access_psychiatrist)
New()
..()
new /obj/item/weapon/storage/box/pillbottles(src)
@@ -134,7 +134,7 @@
if(!usr.canmove || usr.stat || usr.restrained()) // Don't use it if you're not able to! Checks for stuns, ghost and restrain
return
if(ishuman(usr))
if(ishuman(usr) || isrobot(usr))
src.add_fingerprint(usr)
src.togglelock(usr)
else
@@ -280,6 +280,10 @@
new /obj/item/device/flashlight/maglight(src)
new /obj/item/weapon/reagent_containers/food/drinks/flask/detflask(src)
new /obj/item/weapon/storage/briefcase/crimekit(src)
new /obj/item/device/taperecorder(src)
new /obj/item/device/tape/random(src)
new /obj/item/device/tape/random(src)
new /obj/item/device/tape/random(src)
return
/obj/structure/closet/secure_closet/detective/update_icon()
@@ -177,7 +177,7 @@
if(!usr.canmove || usr.stat || usr.restrained()) // Don't use it if you're not able to! Checks for stuns, ghost and restrain
return
if(ishuman(usr))
if(ishuman(usr) || isrobot(usr))
src.add_fingerprint(usr)
src.togglelock(usr)
else
+26 -20
View File
@@ -138,14 +138,20 @@
bound_width = world.icon_size
bound_height = width * world.icon_size
/obj/structure/door_assembly/proc/rename_door(mob/living/user)
var/t = sanitizeSafe(input(user, "Enter the name for the windoor.", src.name, src.created_name), MAX_NAME_LEN)
if(!in_range(src, user) && src.loc != user) return
created_name = t
update_state()
/obj/structure/door_assembly/attack_robot(mob/living/silicon/robot/user)
if(Adjacent(user) && (user.module && (istype(user.module,/obj/item/weapon/robot_module/robot/engineering/general)) \
|| istype(user.module,/obj/item/weapon/robot_module/drone))) //Only dron (and engiborg) needs this.
rename_door(user)
/obj/structure/door_assembly/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/pen))
var/t = sanitizeSafe(input(user, "Enter the name for the door.", src.name, src.created_name), MAX_NAME_LEN)
if(!t) return
if(!in_range(src, usr) && src.loc != usr) return
created_name = t
rename_door(user)
return
if(istype(W, /obj/item/weapon/weldingtool) && ( (istext(glass)) || (glass == 1) || (!anchored) ))
@@ -156,7 +162,7 @@
user.visible_message("[user] welds the [glass] plating off the airlock assembly.", "You start to weld the [glass] plating off the airlock assembly.")
if(do_after(user, 40))
if(!src || !WT.isOn()) return
user << "<span class='notice'>You welded the [glass] plating off!</span>"
to_chat(user, "<span class='notice'>You welded the [glass] plating off!</span>")
var/M = text2path("/obj/item/stack/material/[glass]")
new M(src.loc, 2)
glass = 0
@@ -164,18 +170,18 @@
user.visible_message("[user] welds the glass panel out of the airlock assembly.", "You start to weld the glass panel out of the airlock assembly.")
if(do_after(user, 40))
if(!src || !WT.isOn()) return
user << "<span class='notice'>You welded the glass panel out!</span>"
to_chat(user, "<span class='notice'>You welded the glass panel out!</span>")
new /obj/item/stack/material/glass/reinforced(src.loc)
glass = 0
else if(!anchored)
user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.")
if(do_after(user, 40))
if(!src || !WT.isOn()) return
user << "<span class='notice'>You dissasembled the airlock assembly!</span>"
to_chat(user, "<span class='notice'>You dissasembled the airlock assembly!</span>")
new /obj/item/stack/material/steel(src.loc, 4)
qdel (src)
else
user << "<span class='notice'>You need more welding fuel.</span>"
to_chat(user, "<span class='notice'>You need more welding fuel.</span>")
return
else if(istype(W, /obj/item/weapon/wrench) && state == 0)
@@ -187,19 +193,19 @@
if(do_after(user, 40))
if(!src) return
user << "<span class='notice'>You [anchored? "un" : ""]secured the airlock assembly!</span>"
to_chat(user, "<span class='notice'>You [anchored? "un" : ""]secured the airlock assembly!</span>")
anchored = !anchored
else if(istype(W, /obj/item/stack/cable_coil) && state == 0 && anchored)
var/obj/item/stack/cable_coil/C = W
if (C.get_amount() < 1)
user << "<span class='warning'>You need one length of coil to wire the airlock assembly.</span>"
to_chat(user, "<span class='warning'>You need one length of coil to wire the airlock assembly.</span>")
return
user.visible_message("[user] wires the airlock assembly.", "You start to wire the airlock assembly.")
if(do_after(user, 40) && state == 0 && anchored)
if (C.use(1))
src.state = 1
user << "<span class='notice'>You wire the airlock.</span>"
to_chat(user, "<span class='notice'>You wire the airlock.</span>")
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
@@ -207,7 +213,7 @@
if(do_after(user, 40))
if(!src) return
user << "<span class='notice'>You cut the airlock wires.!</span>"
to_chat(user, "<span class='notice'>You cut the airlock wires.!</span>")
new/obj/item/stack/cable_coil(src.loc, 1)
src.state = 0
@@ -219,14 +225,14 @@
if(!src) return
user.drop_item()
W.loc = src
user << "<span class='notice'>You installed the airlock electronics!</span>"
to_chat(user, "<span class='notice'>You installed the airlock electronics!</span>")
src.state = 2
src.electronics = W
else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
//This should never happen, but just in case I guess
if (!electronics)
user << "<span class='notice'>There was nothing to remove.</span>"
to_chat(user, "<span class='notice'>There was nothing to remove.</span>")
src.state = 1
return
@@ -235,7 +241,7 @@
if(do_after(user, 40))
if(!src) return
user << "<span class='notice'>You removed the airlock electronics!</span>"
to_chat(user, "<span class='notice'>You removed the airlock electronics!</span>")
src.state = 1
electronics.loc = src.loc
electronics = null
@@ -250,28 +256,28 @@
user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.")
if(do_after(user, 40) && !glass)
if (S.use(1))
user << "<span class='notice'>You installed reinforced glass windows into the airlock assembly.</span>"
to_chat(user, "<span class='notice'>You installed reinforced glass windows into the airlock assembly.</span>")
glass = 1
else if(material_name)
// Ugly hack, will suffice for now. Need to fix it upstream as well, may rewrite mineral walls. ~Z
if(!(material_name in list("gold", "silver", "diamond", "uranium", "phoron", "sandstone")))
user << "You cannot make an airlock out of that material."
to_chat(user, "You cannot make an airlock out of that material.")
return
if(S.get_amount() >= 2)
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.")
if(do_after(user, 40) && !glass)
if (S.use(2))
user << "<span class='notice'>You installed [material_display_name(material_name)] plating into the airlock assembly.</span>"
to_chat(user, "<span class='notice'>You installed [material_display_name(material_name)] plating into the airlock assembly.</span>")
glass = material_name
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user << "<span class='notice'>Now finishing the airlock.</span>"
to_chat(user, "<span class='notice'>Now finishing the airlock.</span>")
if(do_after(user, 40))
if(!src) return
user << "<span class='notice'>You finish the airlock!</span>"
to_chat(user, "<span class='notice'>You finish the airlock!</span>")
var/path
if(istext(glass))
path = text2path("/obj/machinery/door/airlock/[glass]")

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