Polaris Sync

This commit is contained in:
killer653
2017-10-16 22:16:24 -04:00
249 changed files with 6618 additions and 2568 deletions
+4 -2
View File
@@ -150,8 +150,10 @@
/obj/structure/foamedmetal/ex_act(severity)
qdel(src)
/obj/structure/foamedmetal/bullet_act()
if(metal == 1 || prob(50))
/obj/structure/foamedmetal/bullet_act(var/obj/item/projectile/P)
if(istype(P, /obj/item/projectile/test))
return
else if(metal == 1 || prob(50))
qdel(src)
/obj/structure/foamedmetal/attack_hand(var/mob/user)
@@ -6,66 +6,66 @@
anchored = 1
var/amount = 1
New(turf/newLoc,amt=1,nologs=0)
if(!nologs)
message_admins("Liquid fuel has spilled in [newLoc.loc.name] ([newLoc.x],[newLoc.y],[newLoc.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[newLoc.x];Y=[newLoc.y];Z=[newLoc.z]'>JMP</a>)")
log_game("Liquid fuel has spilled in [newLoc.loc.name] ([newLoc.x],[newLoc.y],[newLoc.z])")
src.amount = amt
/obj/effect/decal/cleanable/liquid_fuel/New(turf/newLoc,amt=1,nologs=0)
if(!nologs)
message_admins("Liquid fuel has spilled in [newLoc.loc.name] ([newLoc.x],[newLoc.y],[newLoc.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[newLoc.x];Y=[newLoc.y];Z=[newLoc.z]'>JMP</a>)")
log_game("Liquid fuel has spilled in [newLoc.loc.name] ([newLoc.x],[newLoc.y],[newLoc.z])")
src.amount = amt
var/has_spread = 0
//Be absorbed by any other liquid fuel in the tile.
for(var/obj/effect/decal/cleanable/liquid_fuel/other in newLoc)
if(other != src)
other.amount += src.amount
other.Spread()
has_spread = 1
break
. = ..()
if(!has_spread)
Spread()
else
qdel(src)
proc/Spread(exclude=list())
//Allows liquid fuels to sometimes flow into other tiles.
if(amount < 15) return //lets suppose welder fuel is fairly thick and sticky. For something like water, 5 or less would be more appropriate.
var/turf/simulated/S = loc
if(!istype(S)) return
for(var/d in cardinal)
var/turf/simulated/target = get_step(src,d)
var/turf/simulated/origin = get_turf(src)
if(origin.CanPass(null, target, 0, 0) && target.CanPass(null, origin, 0, 0))
var/obj/effect/decal/cleanable/liquid_fuel/other_fuel = locate() in target
if(other_fuel)
other_fuel.amount += amount*0.25
if(!(other_fuel in exclude))
exclude += src
other_fuel.Spread(exclude)
else
new/obj/effect/decal/cleanable/liquid_fuel(target, amount*0.25,1)
amount *= 0.75
flamethrower_fuel
icon_state = "mustard"
anchored = 0
New(newLoc, amt = 1, d = 0)
set_dir(d) //Setting this direction means you won't get torched by your own flamethrower.
. = ..()
var/has_spread = 0
//Be absorbed by any other liquid fuel in the tile.
for(var/obj/effect/decal/cleanable/liquid_fuel/other in newLoc)
if(other != src)
other.amount += src.amount
other.Spread()
has_spread = 1
break
. = ..()
if(!has_spread)
Spread()
//The spread for flamethrower fuel is much more precise, to create a wide fire pattern.
if(amount < 0.1) return
var/turf/simulated/S = loc
if(!istype(S)) return
else
qdel(src)
for(var/d in list(turn(dir,90),turn(dir,-90), dir))
var/turf/simulated/O = get_step(S,d)
if(locate(/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel) in O)
continue
if(O.CanPass(null, S, 0, 0) && S.CanPass(null, O, 0, 0))
new/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel(O,amount*0.25,d)
O.hotspot_expose((T20C*2) + 380,500) //Light flamethrower fuel on fire immediately.
/obj/effect/decal/cleanable/liquid_fuel/proc/Spread(exclude=list())
//Allows liquid fuels to sometimes flow into other tiles.
if(amount < 15) return //lets suppose welder fuel is fairly thick and sticky. For something like water, 5 or less would be more appropriate.
var/turf/simulated/S = loc
if(!istype(S)) return
for(var/d in cardinal)
var/turf/simulated/target = get_step(src,d)
var/turf/simulated/origin = get_turf(src)
if(origin.CanPass(null, target, 0, 0) && target.CanPass(null, origin, 0, 0))
var/obj/effect/decal/cleanable/liquid_fuel/other_fuel = locate() in target
if(other_fuel)
other_fuel.amount += amount*0.25
if(!(other_fuel in exclude))
exclude += src
other_fuel.Spread(exclude)
else
new/obj/effect/decal/cleanable/liquid_fuel(target, amount*0.25,1)
amount *= 0.75
amount *= 0.25
/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel
icon_state = "mustard"
anchored = 0
/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel/New(newLoc, amt = 1, d = 0)
set_dir(d) //Setting this direction means you won't get torched by your own flamethrower.
. = ..()
/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel/Spread()
//The spread for flamethrower fuel is much more precise, to create a wide fire pattern.
if(amount < 0.1) return
var/turf/simulated/S = loc
if(!istype(S)) return
for(var/d in list(turn(dir,90),turn(dir,-90), dir))
var/turf/simulated/O = get_step(S,d)
if(locate(/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel) in O)
continue
if(O.CanPass(null, S, 0, 0) && S.CanPass(null, O, 0, 0))
new/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel(O,amount*0.25,d)
O.hotspot_expose((T20C*2) + 380,500) //Light flamethrower fuel on fire immediately.
amount *= 0.25
+1
View File
@@ -5,6 +5,7 @@
anchored = 1.0
unacidable = 1
simulated = 0
invisibility = 100
var/delete_me = 0
/obj/effect/landmark/New()
@@ -110,3 +110,77 @@
if(teleport_x_offset && teleport_y_offset && teleport_z_offset)
var/turf/T = locate(rand(teleport_x, teleport_x_offset), rand(teleport_y, teleport_y_offset), rand(teleport_z, teleport_z_offset))
A.forceMove(T)
/* Teleporter that sends objects stepping on it to a specific landmark. */
/obj/effect/step_trigger/teleporter/landmark
var/obj/effect/landmark/the_landmark = null
var/landmark_id = null
/obj/effect/step_trigger/teleporter/landmark/initialize()
for(var/obj/effect/landmark/teleport_mark/mark in tele_landmarks)
if(mark.landmark_id == landmark_id)
the_landmark = mark
return
/obj/effect/step_trigger/teleporter/landmark/Trigger(var/atom/movable/A)
if(the_landmark)
A.forceMove(get_turf(the_landmark))
var/global/list/tele_landmarks = list() // Terrible, but the alternative is looping through world.
/obj/effect/landmark/teleport_mark
var/landmark_id = null
/obj/effect/landmark/teleport_mark/New()
..()
tele_landmarks += src
/obj/effect/landmark/teleport_mark/Destroy()
tele_landmarks -= src
return ..()
/* Teleporter which simulates falling out of the sky. */
/obj/effect/step_trigger/teleporter/planetary_fall
var/datum/planet/planet = null
/* //VOREStation Removal
/obj/effect/step_trigger/teleporter/planetary_fall/sif/initialize()
planet = planet_sif
*/ //VOREStation Removal end
/obj/effect/step_trigger/teleporter/planetary_fall/Trigger(var/atom/movable/A)
if(planet)
if(!planet.planet_floors.len)
message_admins("ERROR: planetary_fall step trigger's list of outdoor floors was empty.")
return
var/turf/simulated/T = null
var/safety = 100 // Infinite loop protection.
while(!T && safety)
var/turf/simulated/candidate = pick(planet.planet_floors)
if(!istype(candidate) || istype(candidate, /turf/simulated/sky))
safety--
continue
else
T = candidate
break
if(!T)
message_admins("ERROR: planetary_fall step trigger could not find a suitable landing turf.")
return
if(isobserver(A))
A.forceMove(T) // Harmlessly move ghosts.
return
if(isliving(A)) // Someday, implement parachutes. For now, just turbomurder whoever falls.
var/mob/living/L = A
for(var/i = 1 to 6)
L.adjustBruteLoss(100)
message_admins("\The [A] fell out of the sky.")
explosion(T, 0, 1, 2)
A.forceMove(T)
T.visible_message("<span class='danger'><font size='3'>\A [A] falls out of the sky and crashes into \the [T]!</font></span>")
else
message_admins("ERROR: planetary_fall step trigger lacks a planet to fall onto.")
return
+2 -2
View File
@@ -29,7 +29,7 @@
if(key3)
signal.data[key3] = value3
frequency.post_signal(src, signal, filter = s_filter)
frequency.post_signal(src, signal, radio_filter = s_filter)
return
@@ -47,7 +47,7 @@
..()
spawn(5)
if(radio_controller)
radio_controller.add_object(src, control_freq, filter = RADIO_SECBOT)
radio_controller.add_object(src, control_freq, radio_filter = RADIO_SECBOT)
// receive radio signals
// can detect bot status signals
+7 -6
View File
@@ -141,6 +141,7 @@
icon_l_hand = 'icons/mob/items/lefthand_guns.dmi',
icon_r_hand = 'icons/mob/items/righthand_guns.dmi',
)
slot_flags = SLOT_HOLSTER
w_class = ITEMSIZE_SMALL
attack_verb = list("attacked", "struck", "hit")
var/bullets = 5
@@ -343,7 +344,7 @@
icon_state = "sunflower"
item_state = "sunflower"
var/empty = 0
flags
slot_flags = SLOT_HOLSTER
/obj/item/toy/waterflower/New()
var/datum/reagents/R = new/datum/reagents(10)
@@ -412,7 +413,7 @@
icon_state = "bosunwhistle"
var/cooldown = 0
w_class = ITEMSIZE_TINY
slot_flags = SLOT_EARS
slot_flags = SLOT_EARS | SLOT_HOLSTER
/obj/item/toy/bosunwhistle/attack_self(mob/user as mob)
if(cooldown < world.time - 35)
@@ -529,8 +530,8 @@
icon_state = "bartender"
/obj/item/toy/figure/borg
name = "Cyborg action figure"
desc = "A \"Space Life\" brand Cyborg action figure."
name = "Drone action figure"
desc = "A \"Space Life\" brand Drone action figure."
icon_state = "borg"
/obj/item/toy/figure/gardener
@@ -599,8 +600,8 @@
icon_state = "geneticist"
/obj/item/toy/figure/hop
name = "Head of Personel action figure"
desc = "A \"Space Life\" brand Head of Personel action figure."
name = "Head of Personnel action figure"
desc = "A \"Space Life\" brand Head of Personnel action figure."
icon_state = "hop"
/obj/item/toy/figure/hos
+15 -5
View File
@@ -17,6 +17,7 @@
matter = list(DEFAULT_WALL_MATERIAL = 50000)
var/datum/effect/effect/system/spark_spread/spark_system
var/stored_matter = 0
var/max_stored_matter = 30
var/working = 0
var/mode = 1
var/list/modes = list("Floor & Walls","Airlock","Deconstruct")
@@ -32,7 +33,7 @@
/obj/item/weapon/rcd/examine()
..()
if(src.type == /obj/item/weapon/rcd && loc == usr)
usr << "It currently holds [stored_matter]/30 matter-units."
usr << "It currently holds [stored_matter]/[max_stored_matter] matter-units."
/obj/item/weapon/rcd/New()
..()
@@ -48,14 +49,15 @@
/obj/item/weapon/rcd/attackby(obj/item/weapon/W, mob/user)
if(istype(W, /obj/item/weapon/rcd_ammo))
if((stored_matter + 10) > 30)
user << "<span class='notice'>The RCD can't hold any more matter-units.</span>"
var/obj/item/weapon/rcd_ammo/cartridge = W
if((stored_matter + cartridge.remaining) > max_stored_matter)
to_chat(user, "<span class='notice'>The RCD can't hold that many additional matter-units.</span>")
return
stored_matter += cartridge.remaining
user.drop_from_inventory(W)
qdel(W)
stored_matter += 10
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
user << "<span class='notice'>The RCD now holds [stored_matter]/30 matter-units.</span>"
to_chat(user, "<span class='notice'>The RCD now holds [stored_matter]/[max_stored_matter] matter-units.</span>")
return
..()
@@ -164,6 +166,14 @@
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 2)
matter = list(DEFAULT_WALL_MATERIAL = 30000,"glass" = 15000)
var/remaining = 10
/obj/item/weapon/rcd_ammo/large
name = "high-capacity matter cartridge"
desc = "Do not ingest."
matter = list(DEFAULT_WALL_MATERIAL = 45000,"glass" = 22500)
remaining = 30
origin_tech = list(TECH_MATERIAL = 4)
/obj/item/weapon/rcd/borg
canRwall = 1
@@ -1,370 +0,0 @@
/* Cards
* Contains:
* DATA CARD
* ID CARD
* FINGERPRINT CARD HOLDER
* FINGERPRINT CARD
*/
/*
* DATA CARDS - Used for the teleporter
*/
/obj/item/weapon/card
name = "card"
desc = "Does card things."
icon = 'icons/obj/card.dmi'
w_class = ITEMSIZE_TINY
slot_flags = SLOT_EARS
var/associated_account_number = 0
var/list/files = list( )
/obj/item/weapon/card/data
name = "data disk"
desc = "A disk of data."
icon_state = "data"
var/function = "storage"
var/data = "null"
var/special = null
item_state = "card-id"
/obj/item/weapon/card/data/verb/label(t as text)
set name = "Label Disk"
set category = "Object"
set src in usr
if (t)
src.name = text("data disk- '[]'", t)
else
src.name = "data disk"
src.add_fingerprint(usr)
return
/obj/item/weapon/card/data/clown
name = "\proper the coordinates to clown planet"
icon_state = "data"
item_state = "card-id"
layer = 3
level = 2
desc = "This card contains coordinates to the fabled Clown Planet. Handle with care."
function = "teleporter"
data = "Clown Land"
/*
* ID CARDS
*/
/obj/item/weapon/card/emag_broken
desc = "It's a card with a magnetic strip attached to some circuitry. It looks too busted to be used for anything but salvage."
name = "broken cryptographic sequencer"
icon_state = "emag"
item_state = "card-id"
origin_tech = list(TECH_MAGNET = 2, TECH_ILLEGAL = 2)
/obj/item/weapon/card/emag
desc = "It's a card with a magnetic strip attached to some circuitry."
name = "cryptographic sequencer"
icon_state = "emag"
item_state = "card-id"
origin_tech = list(TECH_MAGNET = 2, TECH_ILLEGAL = 2)
var/uses = 10
/obj/item/weapon/card/emag/resolve_attackby(atom/A, mob/user)
var/used_uses = A.emag_act(uses, user, src)
if(used_uses < 0)
return ..(A, user)
uses -= used_uses
A.add_fingerprint(user)
//Vorestation Edit: Because some things (read lift doors) don't get emagged
if(used_uses)
log_and_message_admins("emagged \an [A].")
else
log_and_message_admins("attempted to emag \an [A].")
// Vorestation Edit: End of Edit
if(uses<1)
user.visible_message("<span class='warning'>\The [src] fizzles and sparks - it seems it's been used once too often, and is now spent.</span>")
user.drop_item()
var/obj/item/weapon/card/emag_broken/junk = new(user.loc)
junk.add_fingerprint(user)
qdel(src)
return 1
/obj/item/weapon/card/emag/attackby(obj/item/O as obj, mob/user as mob)
if(istype(O, /obj/item/stack/telecrystal))
var/obj/item/stack/telecrystal/T = O
if(T.amount < 1)
usr << "<span class='notice'>You are not adding enough telecrystals to fuel \the [src].</span>"
return
uses += T.amount/2 //Gives 5 uses per 10 TC
uses = ceil(uses) //Ensures no decimal uses nonsense, rounds up to be nice
usr << "<span class='notice'>You add \the [O] to \the [src]. Increasing the uses of \the [src] to [uses].</span>"
qdel(O)
/obj/item/weapon/card/id
name = "identification card"
desc = "A card used to provide ID and determine access across the station."
icon_state = "id"
item_state = "card-id"
sprite_sheets = list(
"Teshari" = 'icons/mob/species/seromi/id.dmi'
)
var/access = list()
var/registered_name = "Unknown" // The name registered_name on the card
slot_flags = SLOT_ID | SLOT_EARS
var/age = "\[UNSET\]"
var/blood_type = "\[UNSET\]"
var/dna_hash = "\[UNSET\]"
var/fingerprint_hash = "\[UNSET\]"
var/sex = "\[UNSET\]"
var/icon/front
var/icon/side
var/primary_color = rgb(0,0,0) // Obtained by eyedroppering the stripe in the middle of the card
var/secondary_color = rgb(0,0,0) // Likewise for the oval in the top-left corner
//alt titles are handled a bit weirdly in order to unobtrusively integrate into existing ID system
var/assignment = null //can be alt title or the actual job
var/rank = null //actual job
var/dorm = 0 // determines if this ID has claimed a dorm already
/obj/item/weapon/card/id/examine(mob/user)
set src in oview(1)
if(in_range(usr, src))
show(usr)
usr << desc
else
usr << "<span class='warning'>It is too far away.</span>"
/obj/item/weapon/card/id/proc/prevent_tracking()
return 0
/obj/item/weapon/card/id/proc/show(mob/user as mob)
if(front && side)
user << browse_rsc(front, "front.png")
user << browse_rsc(side, "side.png")
var/datum/browser/popup = new(user, "idcard", name, 600, 250)
popup.set_content(dat())
popup.set_title_image(usr.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
return
/obj/item/weapon/card/id/proc/update_name()
name = "[src.registered_name]'s ID Card ([src.assignment])"
/obj/item/weapon/card/id/proc/set_id_photo(var/mob/M)
front = getFlatIcon(M, SOUTH, always_use_defdir = 1)
side = getFlatIcon(M, WEST, always_use_defdir = 1)
/mob/proc/set_id_info(var/obj/item/weapon/card/id/id_card)
id_card.age = 0
id_card.registered_name = real_name
id_card.sex = capitalize(gender)
id_card.set_id_photo(src)
if(dna)
id_card.blood_type = dna.b_type
id_card.dna_hash = dna.unique_enzymes
id_card.fingerprint_hash= md5(dna.uni_identity)
id_card.update_name()
/mob/living/carbon/human/set_id_info(var/obj/item/weapon/card/id/id_card)
..()
id_card.age = age
/obj/item/weapon/card/id/proc/dat()
var/dat = ("<table><tr><td>")
dat += text("Name: []</A><BR>", registered_name)
dat += text("Sex: []</A><BR>\n", sex)
dat += text("Age: []</A><BR>\n", age)
dat += text("Rank: []</A><BR>\n", assignment)
dat += text("Fingerprint: []</A><BR>\n", fingerprint_hash)
dat += text("Blood Type: []<BR>\n", blood_type)
dat += text("DNA Hash: []<BR><BR>\n", dna_hash)
if(front && side)
dat +="<td align = center valign = top>Photo:<br><img src=front.png height=80 width=80 border=4><img src=side.png height=80 width=80 border=4></td>"
dat += "</tr></table>"
return dat
/obj/item/weapon/card/id/attack_self(mob/user as mob)
user.visible_message("\The [user] shows you: \icon[src] [src.name]. The assignment on the card: [src.assignment]",\
"You flash your ID card: \icon[src] [src.name]. The assignment on the card: [src.assignment]")
src.add_fingerprint(user)
return
/obj/item/weapon/card/id/GetAccess()
return access
/obj/item/weapon/card/id/GetID()
return src
/obj/item/weapon/card/id/verb/read()
set name = "Read ID Card"
set category = "Object"
set src in usr
usr << text("\icon[] []: The current assignment on the card is [].", src, src.name, src.assignment)
usr << "The blood type on the card is [blood_type]."
usr << "The DNA hash on the card is [dna_hash]."
usr << "The fingerprint hash on the card is [fingerprint_hash]."
return
/obj/item/weapon/card/id/silver
name = "identification card"
desc = "A silver card which shows honour and dedication."
icon_state = "silver"
item_state = "silver_id"
/obj/item/weapon/card/id/gold
name = "identification card"
desc = "A golden card which shows power and might."
icon_state = "gold"
item_state = "gold_id"
/obj/item/weapon/card/id/syndicate_command
name = "syndicate ID card"
desc = "An ID straight from the Syndicate."
registered_name = "Syndicate"
assignment = "Syndicate Overlord"
access = list(access_syndicate, access_external_airlocks)
/obj/item/weapon/card/id/captains_spare
name = "colony director's spare ID"
desc = "The spare ID of the High Lord himself."
icon_state = "gold"
item_state = "gold_id"
registered_name = "Colony Director"
assignment = "Colony Director"
/obj/item/weapon/card/id/captains_spare/New()
access = get_all_station_access()
..()
/obj/item/weapon/card/id/synthetic
name = "\improper Synthetic ID"
desc = "Access module for NanoTrasen Synthetics"
icon_state = "id-robot"
item_state = "tdgreen"
assignment = "Synthetic"
/obj/item/weapon/card/id/synthetic/New()
access = get_all_station_access() + access_synth
..()
/obj/item/weapon/card/id/centcom
name = "\improper CentCom. ID"
desc = "An ID straight from Central Command."
icon_state = "centcom"
registered_name = "Central Command"
assignment = "General"
New()
access = get_all_accesses()
..()
/obj/item/weapon/card/id/centcom/ERT
name = "\improper Emergency Response Team ID"
assignment = "Emergency Response Team"
/obj/item/weapon/card/id/centcom/ERT/New()
..()
access |= get_all_station_access()
// Department-flavor IDs
/obj/item/weapon/card/id/medical
name = "identification card"
desc = "A card issued to station medical staff."
icon_state = "med"
primary_color = rgb(189,237,237)
secondary_color = rgb(223,255,255)
/obj/item/weapon/card/id/medical/head
name = "identification card"
desc = "A card which represents care and compassion."
icon_state = "medGold"
primary_color = rgb(189,237,237)
secondary_color = rgb(255,223,127)
/obj/item/weapon/card/id/security
name = "identification card"
desc = "A card issued to station security staff."
icon_state = "sec"
primary_color = rgb(189,47,0)
secondary_color = rgb(223,127,95)
/obj/item/weapon/card/id/security/head
name = "identification card"
desc = "A card which represents honor and protection."
icon_state = "secGold"
primary_color = rgb(189,47,0)
secondary_color = rgb(255,223,127)
/obj/item/weapon/card/id/engineering
name = "identification card"
desc = "A card issued to station engineering staff."
icon_state = "eng"
primary_color = rgb(189,94,0)
secondary_color = rgb(223,159,95)
/obj/item/weapon/card/id/engineering/head
name = "identification card"
desc = "A card which represents creativity and ingenuity."
icon_state = "engGold"
primary_color = rgb(189,94,0)
secondary_color = rgb(255,223,127)
/obj/item/weapon/card/id/science
name = "identification card"
desc = "A card issued to station science staff."
icon_state = "sci"
primary_color = rgb(142,47,142)
secondary_color = rgb(191,127,191)
/obj/item/weapon/card/id/science/head
name = "identification card"
desc = "A card which represents knowledge and reasoning."
icon_state = "sciGold"
primary_color = rgb(142,47,142)
secondary_color = rgb(255,223,127)
/obj/item/weapon/card/id/cargo
name = "identification card"
desc = "A card issued to station cargo staff."
icon_state = "cargo"
primary_color = rgb(142,94,0)
secondary_color = rgb(191,159,95)
/obj/item/weapon/card/id/cargo/head
name = "identification card"
desc = "A card which represents service and planning."
icon_state = "cargoGold"
primary_color = rgb(142,94,0)
secondary_color = rgb(255,223,127)
/obj/item/weapon/card/id/civilian
name = "identification card"
desc = "A card issued to station civilian staff."
icon_state = "civ"
primary_color = rgb(0,94,142)
secondary_color = rgb(95,159,191)
/obj/item/weapon/card/id/civilian/head //This is not the HoP. There's no position that uses this right now.
name = "identification card"
desc = "A card which represents common sense and responsibility."
icon_state = "civGold"
primary_color = rgb(0,94,142)
secondary_color = rgb(255,223,127)
/obj/item/weapon/card/id/external
name = "identification card"
desc = "An identification card of some sort. It does not look like it is issued by NT."
icon_state = "permit"
primary_color = rgb(142,94,0)
secondary_color = rgb(191,159,95)
@@ -35,7 +35,7 @@
origin_tech = list(TECH_MAGNET = 3, TECH_POWER = 4)
req_components = list(
/obj/item/weapon/stock_parts/manipulator/pico = 2,
/obj/item/weapon/stock_parts/subspace/filter = 1,
/obj/item/weapon/stock_parts/subspace/sub_filter = 1,
/obj/item/weapon/stock_parts/subspace/treatment = 1,
/obj/item/weapon/stock_parts/subspace/analyzer = 1,
/obj/item/weapon/stock_parts/console_screen = 1,
@@ -11,7 +11,7 @@
origin_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 3, TECH_BLUESPACE = 2)
req_components = list(
/obj/item/weapon/stock_parts/subspace/ansible = 1,
/obj/item/weapon/stock_parts/subspace/filter = 1,
/obj/item/weapon/stock_parts/subspace/sub_filter = 1,
/obj/item/weapon/stock_parts/manipulator = 2,
/obj/item/weapon/stock_parts/micro_laser = 1)
@@ -22,7 +22,7 @@
req_components = list(
/obj/item/weapon/stock_parts/manipulator = 2,
/obj/item/stack/cable_coil = 2,
/obj/item/weapon/stock_parts/subspace/filter = 2)
/obj/item/weapon/stock_parts/subspace/sub_filter = 2)
/obj/item/weapon/circuitboard/telecomms/relay
name = T_BOARD("relay mainframe")
@@ -31,7 +31,7 @@
req_components = list(
/obj/item/weapon/stock_parts/manipulator = 2,
/obj/item/stack/cable_coil = 2,
/obj/item/weapon/stock_parts/subspace/filter = 2)
/obj/item/weapon/stock_parts/subspace/sub_filter = 2)
/obj/item/weapon/circuitboard/telecomms/bus
name = T_BOARD("bus mainframe")
@@ -40,7 +40,7 @@
req_components = list(
/obj/item/weapon/stock_parts/manipulator = 2,
/obj/item/stack/cable_coil = 1,
/obj/item/weapon/stock_parts/subspace/filter = 1)
/obj/item/weapon/stock_parts/subspace/sub_filter = 1)
/obj/item/weapon/circuitboard/telecomms/processor
name = T_BOARD("processor unit")
@@ -48,7 +48,7 @@
origin_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4)
req_components = list(
/obj/item/weapon/stock_parts/manipulator = 3,
/obj/item/weapon/stock_parts/subspace/filter = 1,
/obj/item/weapon/stock_parts/subspace/sub_filter = 1,
/obj/item/weapon/stock_parts/subspace/treatment = 2,
/obj/item/weapon/stock_parts/subspace/analyzer = 1,
/obj/item/stack/cable_coil = 2,
@@ -61,7 +61,7 @@
req_components = list(
/obj/item/weapon/stock_parts/manipulator = 2,
/obj/item/stack/cable_coil = 1,
/obj/item/weapon/stock_parts/subspace/filter = 1)
/obj/item/weapon/stock_parts/subspace/sub_filter = 1)
/obj/item/weapon/circuitboard/telecomms/broadcaster
name = T_BOARD("subspace broadcaster")
@@ -70,7 +70,7 @@
req_components = list(
/obj/item/weapon/stock_parts/manipulator = 2,
/obj/item/stack/cable_coil = 1,
/obj/item/weapon/stock_parts/subspace/filter = 1,
/obj/item/weapon/stock_parts/subspace/sub_filter = 1,
/obj/item/weapon/stock_parts/subspace/crystal = 1,
/obj/item/weapon/stock_parts/micro_laser/high = 2)
@@ -81,7 +81,7 @@
origin_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 5, TECH_BLUESPACE = 4)
req_components = list(
/obj/item/weapon/stock_parts/subspace/ansible = 1,
/obj/item/weapon/stock_parts/subspace/filter = 1,
/obj/item/weapon/stock_parts/subspace/sub_filter = 1,
/obj/item/weapon/stock_parts/manipulator = 2,
/obj/item/weapon/stock_parts/micro_laser = 1,
/obj/item/weapon/stock_parts/subspace/crystal = 1,
@@ -94,7 +94,7 @@
origin_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 2, TECH_BLUESPACE = 2)
req_components = list(
/obj/item/weapon/stock_parts/subspace/ansible = 1,
/obj/item/weapon/stock_parts/subspace/filter = 1,
/obj/item/weapon/stock_parts/subspace/sub_filter = 1,
/obj/item/weapon/stock_parts/manipulator = 1,
/obj/item/weapon/stock_parts/subspace/treatment = 1,
/obj/item/stack/cable_coil = 2)
@@ -0,0 +1,107 @@
/* Cards
* Contains:
* DATA CARD
* ID CARD
* FINGERPRINT CARD HOLDER
* FINGERPRINT CARD
*/
/*
* DATA CARDS - Used for the teleporter
*/
/obj/item/weapon/card
name = "card"
desc = "Does card things."
icon = 'icons/obj/card.dmi'
w_class = ITEMSIZE_TINY
slot_flags = SLOT_EARS
var/associated_account_number = 0
var/list/files = list( )
/obj/item/weapon/card/data
name = "data disk"
desc = "A disk of data."
icon_state = "data"
var/function = "storage"
var/data = "null"
var/special = null
item_state = "card-id"
/obj/item/weapon/card/data/verb/label(t as text)
set name = "Label Disk"
set category = "Object"
set src in usr
if (t)
src.name = text("data disk- '[]'", t)
else
src.name = "data disk"
src.add_fingerprint(usr)
return
/obj/item/weapon/card/data/clown
name = "\proper the coordinates to clown planet"
icon_state = "data"
item_state = "card-id"
layer = 3
level = 2
desc = "This card contains coordinates to the fabled Clown Planet. Handle with care."
function = "teleporter"
data = "Clown Land"
/*
* ID CARDS
*/
/obj/item/weapon/card/emag_broken
desc = "It's a card with a magnetic strip attached to some circuitry. It looks too busted to be used for anything but salvage."
name = "broken cryptographic sequencer"
icon_state = "emag"
item_state = "card-id"
origin_tech = list(TECH_MAGNET = 2, TECH_ILLEGAL = 2)
/obj/item/weapon/card/emag
desc = "It's a card with a magnetic strip attached to some circuitry."
name = "cryptographic sequencer"
icon_state = "emag"
item_state = "card-id"
origin_tech = list(TECH_MAGNET = 2, TECH_ILLEGAL = 2)
var/uses = 10
/obj/item/weapon/card/emag/resolve_attackby(atom/A, mob/user)
var/used_uses = A.emag_act(uses, user, src)
if(used_uses < 0)
return ..(A, user)
uses -= used_uses
A.add_fingerprint(user)
//Vorestation Edit: Because some things (read lift doors) don't get emagged
if(used_uses)
log_and_message_admins("emagged \an [A].")
else
log_and_message_admins("attempted to emag \an [A].")
// Vorestation Edit: End of Edit
log_and_message_admins("emagged \an [A].")
if(uses<1)
user.visible_message("<span class='warning'>\The [src] fizzles and sparks - it seems it's been used once too often, and is now spent.</span>")
user.drop_item()
var/obj/item/weapon/card/emag_broken/junk = new(user.loc)
junk.add_fingerprint(user)
qdel(src)
return 1
/obj/item/weapon/card/emag/attackby(obj/item/O as obj, mob/user as mob)
if(istype(O, /obj/item/stack/telecrystal))
var/obj/item/stack/telecrystal/T = O
if(T.amount < 1)
usr << "<span class='notice'>You are not adding enough telecrystals to fuel \the [src].</span>"
return
uses += T.amount/2 //Gives 5 uses per 10 TC
uses = ceil(uses) //Ensures no decimal uses nonsense, rounds up to be nice
usr << "<span class='notice'>You add \the [O] to \the [src]. Increasing the uses of \the [src] to [uses].</span>"
qdel(O)
@@ -27,12 +27,12 @@
var/obj/item/weapon/card/id/I = O
src.access |= I.access
if(player_is_antag(user.mind))
user << "<span class='notice'>The microscanner activates as you pass it over the ID, copying its access.</span>"
to_chat(user, "<span class='notice'>The microscanner activates as you pass it over the ID, copying its access.</span>")
/obj/item/weapon/card/id/syndicate/attack_self(mob/user as mob)
// We use the fact that registered_name is not unset should the owner be vaporized, to ensure the id doesn't magically become unlocked.
if(!registered_user && register_user(user))
user << "<span class='notice'>The microscanner marks you as its owner, preventing others from accessing its internals.</span>"
to_chat(user, "<span class='notice'>The microscanner marks you as its owner, preventing others from accessing its internals.</span>")
if(registered_user == user)
switch(alert("Would you like edit the ID, or show it?","Show or Edit?", "Edit","Show"))
if("Edit")
@@ -209,3 +209,10 @@
/datum/card_state/dd_SortValue()
return name
/obj/item/weapon/card/id/syndicate_command
name = "syndicate ID card"
desc = "An ID straight from the Syndicate."
registered_name = "Syndicate"
assignment = "Syndicate Overlord"
access = list(access_syndicate, access_external_airlocks)
@@ -44,7 +44,7 @@
return
if(active)
if (imp)
M.visible_message("<span class='warning'>[user] is attemping to implant [M].</span>")
M.visible_message("<span class='warning'>[user] is attempting to implant [M].</span>")
user.setClickCooldown(DEFAULT_QUICK_COOLDOWN)
user.do_attack_animation(M)
@@ -78,7 +78,10 @@
if( H.shoes || ( H.wear_suit && (H.wear_suit.body_parts_covered & FEET) ) )
return
M << "<span class='danger'>You step on \the [src]!</span>"
if(H.species.flags & NO_MINOR_CUT)
return
to_chat(H, "<span class='danger'>You step on \the [src]!</span>")
var/list/check = list("l_foot", "r_foot")
while(check.len)
@@ -122,6 +122,8 @@
sharp = 1
edge = 1
var/blade_color
var/random_color = TRUE
var/active_state = "sword"
/obj/item/weapon/melee/energy/sword/dropped(var/mob/user)
..()
@@ -129,8 +131,9 @@
deactivate(user)
/obj/item/weapon/melee/energy/sword/New()
blade_color = pick("red","blue","green","purple")
lcolor = blade_color
if(random_color)
blade_color = pick("red","blue","green","purple")
lcolor = blade_color
/obj/item/weapon/melee/energy/sword/green/New()
blade_color = "green"
@@ -154,7 +157,7 @@
..()
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
icon_state = "sword[blade_color]"
icon_state = "[active_state][blade_color]"
/obj/item/weapon/melee/energy/sword/deactivate(mob/living/user)
@@ -184,6 +187,55 @@
..()
icon_state = "cutlass1"
/*
*Ionic Rapier
*/
/obj/item/weapon/melee/energy/sword/ionic_rapier
name = "ionic rapier"
desc = "Designed specifically for disrupting electronics at close range, it is extremely deadly against synthetics, but almost harmless to pure organic targets."
description_info = "This is a dangerous melee weapon that will deliver a moderately powerful electromagnetic pulse to whatever it strikes. \
Striking a lesser robotic entity will compel it to attack you, as well. It also does extra burn damage to robotic entities, but it does \
very little damage to purely organic targets."
icon_state = "ionic_rapier0"
random_color = FALSE
active_force = 5
active_throwforce = 3
active_embed_chance = 0
sharp = 1
edge = 1
armor_penetration = 0
flags = NOBLOODY
lrange = 2
lpower = 2
lcolor = "#0000FF"
active_state = "ionic_rapier"
/obj/item/weapon/melee/energy/sword/ionic_rapier/afterattack(var/atom/movable/AM, var/mob/living/user, var/proximity)
if(istype(AM, /obj) && proximity && active)
// EMP stuff.
var/obj/O = AM
O.emp_act(3) // A weaker severity is used because this has infinite uses.
playsound(get_turf(O), 'sound/effects/EMPulse.ogg', 100, 1)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) // A lot of objects don't set click delay.
return ..()
/obj/item/weapon/melee/energy/sword/ionic_rapier/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
. = ..()
if(target.isSynthetic() && active)
// Do some extra damage. Not a whole lot more since emp_act() is pretty nasty on FBPs already.
target.emp_act(3) // A weaker severity is used because this has infinite uses.
playsound(get_turf(target), 'sound/effects/EMPulse.ogg', 100, 1)
target.adjustFireLoss(force * 3) // 15 Burn, for 20 total.
playsound(get_turf(target), 'sound/weapons/blade1.ogg', 100, 1)
// Make lesser robots really mad at us.
if(istype(target, /mob/living/simple_animal))
var/mob/living/simple_animal/SA = target
if(SA.intelligence_level == SA_ROBOTIC)
SA.taunt(user)
SA.adjustFireLoss(force * 6) // 30 Burn, for 50 total.
/*
*Energy Blade
*/
@@ -248,3 +248,16 @@
max_w_class = ITEMSIZE_NORMAL
w_class = ITEMSIZE_SMALL
can_hold = list(/obj/item/weapon/coin,/obj/item/weapon/spacecash)
// -----------------------------
// Chemistry Bag
// -----------------------------
/obj/item/weapon/storage/bag/chemistry
name = "chemistry bag"
icon = 'icons/obj/storage.dmi'
icon_state = "chembag"
desc = "A bag for storing pills, patches, and bottles."
max_storage_space = 200
w_class = ITEMSIZE_LARGE
slowdown = 1
can_hold = list(/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/glass/bottle)
@@ -34,6 +34,7 @@
new /obj/item/device/multitool(src)
new /obj/item/weapon/storage/belt/utility/chief/full(src)
new /obj/item/device/flash(src)
new /obj/item/device/t_scanner/upgraded
new /obj/item/taperoll/engineering(src)
new /obj/item/clothing/suit/storage/hooded/wintercoat/engineering(src)
new /obj/item/clothing/shoes/boots/winter/engineering(src)
@@ -149,6 +149,7 @@
new /obj/item/clothing/suit/nun(src)
new /obj/item/clothing/head/nun_hood(src)
new /obj/item/clothing/suit/storage/hooded/chaplain_hoodie(src)
new /obj/item/clothing/suit/storage/hooded/chaplain_hoodie/whiteout(src)
new /obj/item/clothing/suit/holidaypriest(src)
new /obj/item/clothing/under/wedding/bride_white(src)
new /obj/item/weapon/storage/backpack/cultpack (src)
@@ -425,6 +426,8 @@
new /obj/item/weapon/storage/backpack/chemistry(src)
new /obj/item/weapon/storage/backpack/satchel/chem(src)
new /obj/item/weapon/storage/backpack/satchel/chem(src)
new /obj/item/weapon/storage/bag/chemistry(src)
new /obj/item/weapon/storage/bag/chemistry(src)
return
+1 -1
View File
@@ -337,7 +337,7 @@ Loot piles can be depleted, if loot_depleted is turned on. Note that players wh
/obj/item/weapon/stock_parts/subspace/analyzer,
/obj/item/weapon/stock_parts/subspace/ansible,
/obj/item/weapon/stock_parts/subspace/crystal,
/obj/item/weapon/stock_parts/subspace/filter,
/obj/item/weapon/stock_parts/subspace/sub_filter,
/obj/item/weapon/stock_parts/subspace/transmitter,
/obj/item/weapon/stock_parts/subspace/treatment,
/obj/item/frame,