mirror of
https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-08-25 04:56:29 +01:00
Merge branch 'master' of https://github.com/PolarisSS13/Polaris
# Conflicts: # .travis.yml # code/game/machinery/adv_med.dm # code/modules/mob/mob.dm
This commit is contained in:
@@ -80,7 +80,7 @@
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flash_strength *= H.species.flash_mod
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if(flash_strength > 0)
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M.Weaken(flash_strength)
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flick("e_flash", M.flash)
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M.flash_eyes()
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else
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flashfail = 1
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@@ -158,7 +158,7 @@
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var/safety = M:eyecheck()
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if(!safety)
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if(!M.blinded)
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flick("flash", M.flash)
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M.flash_eyes()
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return
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@@ -177,7 +177,7 @@
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var/safety = M.eyecheck()
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if(safety <= 0)
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M.Weaken(10)
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flick("e_flash", M.flash)
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M.flash_eyes()
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for(var/mob/O in viewers(M, null))
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O.show_message("<span class='disarm'>[M] is blinded by the flash!</span>")
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..()
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@@ -79,9 +79,9 @@
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user << "<span class='notice'>\The [M]'s pupils narrow slightly, but are still very dilated.</span>"
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else
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user << "<span class='notice'>\The [M]'s pupils narrow.</span>"
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) //can be used offensively
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flick("flash", M.flash)
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M.flash_eyes()
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else
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return ..()
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@@ -24,8 +24,16 @@ REAGENT SCANNER
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origin_tech = list(TECH_MAGNET = 1, TECH_BIO = 1)
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var/mode = 1;
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/obj/item/device/healthanalyzer/do_surgery(mob/living/M, mob/living/user)
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if(user.a_intent != I_HELP) //in case it is ever used as a surgery tool
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return ..()
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scan_mob(M, user) //default surgery behaviour is just to scan as usual
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return 1
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/obj/item/device/healthanalyzer/attack(mob/living/M as mob, mob/living/user as mob)
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/obj/item/device/healthanalyzer/attack(mob/living/M, mob/living/user)
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scan_mob(M, user)
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/obj/item/device/healthanalyzer/proc/scan_mob(mob/living/M, mob/living/user)
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if ((CLUMSY in user.mutations) && prob(50))
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user << text("<span class='warning'>You try to analyze the floor's vitals!</span>")
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for(var/mob/O in viewers(M, null))
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@@ -168,8 +176,7 @@ REAGENT SCANNER
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else
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user.show_message("<span class='notice'>Blood Level Normal: [blood_percent]% [blood_volume]cl. Type: [blood_type]</span>")
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user.show_message("<span class='notice'>Subject's pulse: <font color='[H.pulse == PULSE_THREADY || H.pulse == PULSE_NONE ? "red" : "blue"]'>[H.get_pulse(GETPULSE_TOOL)] bpm.</font></span>")
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src.add_fingerprint(user)
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return
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/obj/item/device/healthanalyzer/verb/toggle_mode()
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set name = "Switch Verbosity"
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@@ -6,6 +6,7 @@
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var/list/nanoui_items // List of items for NanoUI use
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var/nanoui_menu = 0 // The current menu we are in
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var/list/nanoui_data = new // Additional data for NanoUI use
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var/faction = "" //Antag faction holder.
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var/list/purchase_log = new
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var/datum/mind/uplink_owner = null
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@@ -96,6 +97,9 @@
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var/title = "Remote Uplink"
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var/data[0]
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uses = user.mind.tcrystals
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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faction = H.antag_faction
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data["welcome"] = welcome
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data["crystals"] = uses
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@@ -188,7 +192,10 @@
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nanoui_data["exploit"]["faction"] = html_encode(L.fields["faction"])
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nanoui_data["exploit"]["religion"] = html_encode(L.fields["religion"])
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nanoui_data["exploit"]["fingerprint"] = html_encode(L.fields["fingerprint"])
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if(L.fields["antagvis"] == ANTAG_KNOWN || (faction == L.fields["antagfac"] && (L.fields["antagvis"] == ANTAG_SHARED)))
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nanoui_data["exploit"]["antagfaction"] = html_encode(L.fields["antagfac"])
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else
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nanoui_data["exploit"]["antagfaction"] = html_encode("None")
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nanoui_data["exploit_exists"] = 1
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break
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@@ -73,50 +73,47 @@
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open == 0)
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if(affecting.is_bandaged())
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user << "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>"
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return 1
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else
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user.visible_message("<span class='notice'>\The [user] starts treating [M]'s [affecting.name].</span>", \
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"<span class='notice'>You start treating [M]'s [affecting.name].</span>" )
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var/used = 0
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for (var/datum/wound/W in affecting.wounds)
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if (W.internal)
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continue
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if(W.bandaged)
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continue
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if(used == amount)
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break
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if(!do_mob(user, M, W.damage/5))
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user << "<span class='notice'>You must stand still to bandage wounds.</span>"
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break
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if(affecting.open)
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user << "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>"
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return
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if (W.current_stage <= W.max_bleeding_stage)
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user.visible_message("<span class='notice'>\The [user] bandages \a [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You bandage \a [W.desc] on [M]'s [affecting.name].</span>" )
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//H.add_side_effect("Itch")
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else if (W.damage_type == BRUISE)
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user.visible_message("<span class='notice'>\The [user] places a bruise patch over \a [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You place a bruise patch over \a [W.desc] on [M]'s [affecting.name].</span>" )
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else
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user.visible_message("<span class='notice'>\The [user] places a bandaid over \a [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You place a bandaid over \a [W.desc] on [M]'s [affecting.name].</span>" )
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W.bandage()
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used++
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affecting.update_damages()
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if(used == amount)
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if(affecting.is_bandaged())
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user << "<span class='warning'>\The [src] is used up.</span>"
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else
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user << "<span class='warning'>\The [src] is used up, but there are more wounds to treat on \the [affecting.name].</span>"
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use(used)
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if(affecting.is_bandaged())
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user << "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>"
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return 1
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else
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if (can_operate(H)) //Checks if mob is lying down on table for surgery
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if (do_surgery(H,user,src))
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return
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else
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user << "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>"
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user.visible_message("<span class='notice'>\The [user] starts treating [M]'s [affecting.name].</span>", \
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"<span class='notice'>You start treating [M]'s [affecting.name].</span>" )
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var/used = 0
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for (var/datum/wound/W in affecting.wounds)
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if (W.internal)
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continue
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if(W.bandaged)
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continue
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if(used == amount)
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break
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if(!do_mob(user, M, W.damage/5))
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user << "<span class='notice'>You must stand still to bandage wounds.</span>"
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break
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if (W.current_stage <= W.max_bleeding_stage)
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user.visible_message("<span class='notice'>\The [user] bandages \a [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You bandage \a [W.desc] on [M]'s [affecting.name].</span>" )
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//H.add_side_effect("Itch")
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else if (W.damage_type == BRUISE)
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user.visible_message("<span class='notice'>\The [user] places a bruise patch over \a [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You place a bruise patch over \a [W.desc] on [M]'s [affecting.name].</span>" )
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else
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user.visible_message("<span class='notice'>\The [user] places a bandaid over \a [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You place a bandaid over \a [W.desc] on [M]'s [affecting.name].</span>" )
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W.bandage()
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used++
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affecting.update_damages()
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if(used == amount)
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if(affecting.is_bandaged())
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user << "<span class='warning'>\The [src] is used up.</span>"
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else
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user << "<span class='warning'>\The [src] is used up, but there are more wounds to treat on \the [affecting.name].</span>"
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use(used)
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/obj/item/stack/medical/ointment
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name = "ointment"
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@@ -135,26 +132,23 @@
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open == 0)
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if(affecting.is_salved())
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user << "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>"
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return 1
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else
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user.visible_message("<span class='notice'>\The [user] starts salving wounds on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You start salving the wounds on [M]'s [affecting.name].</span>" )
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if(!do_mob(user, M, 10))
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user << "<span class='notice'>You must stand still to salve wounds.</span>"
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return 1
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user.visible_message("<span class='notice'>[user] salved wounds on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You salved wounds on [M]'s [affecting.name].</span>" )
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use(1)
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affecting.salve()
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if(affecting.open)
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user << "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>"
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return
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if(affecting.is_salved())
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user << "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>"
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return 1
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else
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if (can_operate(H)) //Checks if mob is lying down on table for surgery
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if (do_surgery(H,user,src))
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return
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else
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user << "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>"
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user.visible_message("<span class='notice'>\The [user] starts salving wounds on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You start salving the wounds on [M]'s [affecting.name].</span>" )
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if(!do_mob(user, M, 10))
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user << "<span class='notice'>You must stand still to salve wounds.</span>"
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return 1
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user.visible_message("<span class='notice'>[user] salved wounds on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You salved wounds on [M]'s [affecting.name].</span>" )
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use(1)
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affecting.salve()
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/obj/item/stack/medical/advanced/bruise_pack
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name = "advanced trauma kit"
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@@ -172,50 +166,47 @@
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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||||
|
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if(affecting.open == 0)
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||||
if(affecting.is_bandaged() && affecting.is_disinfected())
|
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user << "<span class='warning'>The wounds on [M]'s [affecting.name] have already been treated.</span>"
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||||
return 1
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||||
else
|
||||
user.visible_message("<span class='notice'>\The [user] starts treating [M]'s [affecting.name].</span>", \
|
||||
"<span class='notice'>You start treating [M]'s [affecting.name].</span>" )
|
||||
var/used = 0
|
||||
for (var/datum/wound/W in affecting.wounds)
|
||||
if (W.internal)
|
||||
continue
|
||||
if (W.bandaged && W.disinfected)
|
||||
continue
|
||||
if(used == amount)
|
||||
break
|
||||
if(!do_mob(user, M, W.damage/5))
|
||||
user << "<span class='notice'>You must stand still to bandage wounds.</span>"
|
||||
break
|
||||
if (W.current_stage <= W.max_bleeding_stage)
|
||||
user.visible_message("<span class='notice'>\The [user] cleans \a [W.desc] on [M]'s [affecting.name] and seals the edges with bioglue.</span>", \
|
||||
"<span class='notice'>You clean and seal \a [W.desc] on [M]'s [affecting.name].</span>" )
|
||||
else if (W.damage_type == BRUISE)
|
||||
user.visible_message("<span class='notice'>\The [user] places a medical patch over \a [W.desc] on [M]'s [affecting.name].</span>", \
|
||||
"<span class='notice'>You place a medical patch over \a [W.desc] on [M]'s [affecting.name].</span>" )
|
||||
else
|
||||
user.visible_message("<span class='notice'>\The [user] smears some bioglue over \a [W.desc] on [M]'s [affecting.name].</span>", \
|
||||
"<span class='notice'>You smear some bioglue over \a [W.desc] on [M]'s [affecting.name].</span>" )
|
||||
W.bandage()
|
||||
W.disinfect()
|
||||
W.heal_damage(heal_brute)
|
||||
used++
|
||||
affecting.update_damages()
|
||||
if(used == amount)
|
||||
if(affecting.is_bandaged())
|
||||
user << "<span class='warning'>\The [src] is used up.</span>"
|
||||
else
|
||||
user << "<span class='warning'>\The [src] is used up, but there are more wounds to treat on \the [affecting.name].</span>"
|
||||
use(used)
|
||||
if(affecting.open)
|
||||
user << "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>"
|
||||
return
|
||||
|
||||
if(affecting.is_bandaged() && affecting.is_disinfected())
|
||||
user << "<span class='warning'>The wounds on [M]'s [affecting.name] have already been treated.</span>"
|
||||
return 1
|
||||
else
|
||||
if (can_operate(H)) //Checks if mob is lying down on table for surgery
|
||||
if (do_surgery(H,user,src))
|
||||
return
|
||||
else
|
||||
user << "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>"
|
||||
user.visible_message("<span class='notice'>\The [user] starts treating [M]'s [affecting.name].</span>", \
|
||||
"<span class='notice'>You start treating [M]'s [affecting.name].</span>" )
|
||||
var/used = 0
|
||||
for (var/datum/wound/W in affecting.wounds)
|
||||
if (W.internal)
|
||||
continue
|
||||
if (W.bandaged && W.disinfected)
|
||||
continue
|
||||
if(used == amount)
|
||||
break
|
||||
if(!do_mob(user, M, W.damage/5))
|
||||
user << "<span class='notice'>You must stand still to bandage wounds.</span>"
|
||||
break
|
||||
if (W.current_stage <= W.max_bleeding_stage)
|
||||
user.visible_message("<span class='notice'>\The [user] cleans \a [W.desc] on [M]'s [affecting.name] and seals the edges with bioglue.</span>", \
|
||||
"<span class='notice'>You clean and seal \a [W.desc] on [M]'s [affecting.name].</span>" )
|
||||
else if (W.damage_type == BRUISE)
|
||||
user.visible_message("<span class='notice'>\The [user] places a medical patch over \a [W.desc] on [M]'s [affecting.name].</span>", \
|
||||
"<span class='notice'>You place a medical patch over \a [W.desc] on [M]'s [affecting.name].</span>" )
|
||||
else
|
||||
user.visible_message("<span class='notice'>\The [user] smears some bioglue over \a [W.desc] on [M]'s [affecting.name].</span>", \
|
||||
"<span class='notice'>You smear some bioglue over \a [W.desc] on [M]'s [affecting.name].</span>" )
|
||||
W.bandage()
|
||||
W.disinfect()
|
||||
W.heal_damage(heal_brute)
|
||||
used++
|
||||
affecting.update_damages()
|
||||
if(used == amount)
|
||||
if(affecting.is_bandaged())
|
||||
user << "<span class='warning'>\The [src] is used up.</span>"
|
||||
else
|
||||
user << "<span class='warning'>\The [src] is used up, but there are more wounds to treat on \the [affecting.name].</span>"
|
||||
use(used)
|
||||
|
||||
/obj/item/stack/medical/advanced/ointment
|
||||
name = "advanced burn kit"
|
||||
@@ -234,27 +225,23 @@
|
||||
var/mob/living/carbon/human/H = M
|
||||
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
|
||||
|
||||
if(affecting.open == 0)
|
||||
if(affecting.is_salved())
|
||||
user << "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>"
|
||||
return 1
|
||||
else
|
||||
user.visible_message("<span class='notice'>\The [user] starts salving wounds on [M]'s [affecting.name].</span>", \
|
||||
"<span class='notice'>You start salving the wounds on [M]'s [affecting.name].</span>" )
|
||||
if(!do_mob(user, M, 10))
|
||||
user << "<span class='notice'>You must stand still to salve wounds.</span>"
|
||||
return 1
|
||||
user.visible_message( "<span class='notice'>[user] covers wounds on [M]'s [affecting.name] with regenerative membrane.</span>", \
|
||||
"<span class='notice'>You cover wounds on [M]'s [affecting.name] with regenerative membrane.</span>" )
|
||||
affecting.heal_damage(0,heal_burn)
|
||||
use(1)
|
||||
affecting.salve()
|
||||
if(affecting.open)
|
||||
user << "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>"
|
||||
|
||||
if(affecting.is_salved())
|
||||
user << "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>"
|
||||
return 1
|
||||
else
|
||||
if (can_operate(H)) //Checks if mob is lying down on table for surgery
|
||||
if (do_surgery(H,user,src))
|
||||
return
|
||||
else
|
||||
user << "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>"
|
||||
user.visible_message("<span class='notice'>\The [user] starts salving wounds on [M]'s [affecting.name].</span>", \
|
||||
"<span class='notice'>You start salving the wounds on [M]'s [affecting.name].</span>" )
|
||||
if(!do_mob(user, M, 10))
|
||||
user << "<span class='notice'>You must stand still to salve wounds.</span>"
|
||||
return 1
|
||||
user.visible_message( "<span class='notice'>[user] covers wounds on [M]'s [affecting.name] with regenerative membrane.</span>", \
|
||||
"<span class='notice'>You cover wounds on [M]'s [affecting.name] with regenerative membrane.</span>" )
|
||||
affecting.heal_damage(0,heal_burn)
|
||||
use(1)
|
||||
affecting.salve()
|
||||
|
||||
/obj/item/stack/medical/splint
|
||||
name = "medical splints"
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
R.adjustFireLoss(-15)
|
||||
R.updatehealth()
|
||||
use(1)
|
||||
user.visible_message("<span class='notice'>\The [user] applied some [src] at [R]'s damaged areas.</span>",\
|
||||
user.visible_message("<span class='notice'>\The [user] applied some [src] on [R]'s damaged areas.</span>",\
|
||||
"<span class='notice'>You apply some [src] at [R]'s damaged areas.</span>")
|
||||
else
|
||||
user << "<span class='notice'>All [R]'s systems are nominal.</span>"
|
||||
@@ -27,12 +27,14 @@
|
||||
var/mob/living/carbon/human/H = M
|
||||
var/obj/item/organ/external/S = H.get_organ(user.zone_sel.selecting)
|
||||
|
||||
if (S && (S.robotic >= ORGAN_ROBOT))
|
||||
if(S.robo_repair(15, "omni", 0, src, user))
|
||||
use(1)
|
||||
user.visible_message("<span class='notice'>\The [user] applies some nanite paste on [user != M ? "\the [M]'s" : "their"] [S.name].</span>",\
|
||||
"<span class='notice'>You apply some nanite paste on [user == M ? "your" : "[M]'s"] [S.name].</span>")
|
||||
else
|
||||
if (can_operate(H))
|
||||
if (do_surgery(H,user,src))
|
||||
return
|
||||
if(S.open >= 2)
|
||||
if (S && (S.robotic >= ORGAN_ROBOT))
|
||||
if(!S.get_damage())
|
||||
user << "<span class='notice'>Nothing to fix here.</span>"
|
||||
else if(can_use(1))
|
||||
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
|
||||
S.heal_damage(15, 15, robo_repair = 1)
|
||||
H.updatehealth()
|
||||
use(1)
|
||||
user.visible_message("<span class='notice'>\The [user] applies some nanite paste on [user != M ? "[M]'s [S.name]" : "[S]"] with [src].</span>",\
|
||||
"<span class='notice'>You apply some nanite paste on [user == M ? "your" : "[M]'s"] [S.name].</span>")
|
||||
|
||||
@@ -298,14 +298,16 @@
|
||||
|
||||
/obj/item/stack/attack_hand(mob/user as mob)
|
||||
if (user.get_inactive_hand() == src)
|
||||
var/obj/item/stack/F = src.split(1)
|
||||
if (F)
|
||||
user.put_in_hands(F)
|
||||
src.add_fingerprint(user)
|
||||
F.add_fingerprint(user)
|
||||
spawn(0)
|
||||
if (src && usr.machine==src)
|
||||
src.interact(usr)
|
||||
var/N = input("How many stacks of [src] would you like to split off?", "Split stacks", 1) as num|null
|
||||
if(N)
|
||||
var/obj/item/stack/F = src.split(N)
|
||||
if (F)
|
||||
user.put_in_hands(F)
|
||||
src.add_fingerprint(user)
|
||||
F.add_fingerprint(user)
|
||||
spawn(0)
|
||||
if (src && usr.machine==src)
|
||||
src.interact(usr)
|
||||
else
|
||||
..()
|
||||
return
|
||||
@@ -313,10 +315,7 @@
|
||||
/obj/item/stack/attackby(obj/item/W as obj, mob/user as mob)
|
||||
if (istype(W, /obj/item/stack))
|
||||
var/obj/item/stack/S = W
|
||||
if (user.get_inactive_hand()==src)
|
||||
src.transfer_to(S, 1)
|
||||
else
|
||||
src.transfer_to(S)
|
||||
src.transfer_to(S)
|
||||
|
||||
spawn(0) //give the stacks a chance to delete themselves if necessary
|
||||
if (S && usr.machine==S)
|
||||
|
||||
@@ -162,19 +162,16 @@
|
||||
if(istype(usr,/mob/living/carbon))
|
||||
usr.put_in_hands(src)
|
||||
|
||||
/obj/item/weapon/autopsy_scanner/attack(mob/living/carbon/human/M as mob, mob/living/carbon/user as mob)
|
||||
/obj/item/weapon/autopsy_scanner/do_surgery(mob/living/carbon/human/M, mob/living/user)
|
||||
if(!istype(M))
|
||||
return
|
||||
|
||||
if(!can_operate(M))
|
||||
return
|
||||
return 0
|
||||
|
||||
if(target_name != M.name)
|
||||
target_name = M.name
|
||||
src.wdata = list()
|
||||
src.chemtraces = list()
|
||||
src.timeofdeath = null
|
||||
user << "<span class='notice'>A new patient has been registered.. Purging data for previous patient.</span>"
|
||||
user << "<span class='notice'>A new patient has been registered. Purging data for previous patient.</span>"
|
||||
|
||||
src.timeofdeath = M.timeofdeath
|
||||
|
||||
@@ -183,10 +180,9 @@
|
||||
usr << "<span class='warning'>You can't scan this body part.</span>"
|
||||
return
|
||||
if(!S.open)
|
||||
usr << "<span class='warning'>You have to cut the limb open first!</span>"
|
||||
usr << "<span class='warning'>You have to cut [S] open first!</span>"
|
||||
return
|
||||
for(var/mob/O in viewers(M))
|
||||
O.show_message("<span class='notice'>\The [user] scans the wounds on [M.name]'s [S.name] with \the [src]</span>", 1)
|
||||
M.visible_message("<span class='notice'>\The [user] scans the wounds on [M]'s [S.name] with [src]</span>")
|
||||
|
||||
src.add_data(S)
|
||||
|
||||
|
||||
@@ -10,12 +10,42 @@
|
||||
/obj/item/weapon/dice/New()
|
||||
icon_state = "[name][rand(1,sides)]"
|
||||
|
||||
/obj/item/weapon/dice/d4
|
||||
name = "d4"
|
||||
desc = "A dice with four sides."
|
||||
icon_state = "d44"
|
||||
sides = 4
|
||||
|
||||
/obj/item/weapon/dice/d8
|
||||
name = "d8"
|
||||
desc = "A dice with eight sides."
|
||||
icon_state = "d88"
|
||||
sides = 8
|
||||
|
||||
/obj/item/weapon/dice/d10
|
||||
name = "d10"
|
||||
desc = "A dice with ten sides."
|
||||
icon_state = "d1010"
|
||||
sides = 10
|
||||
|
||||
/obj/item/weapon/dice/d12
|
||||
name = "d12"
|
||||
desc = "A dice with twelve sides."
|
||||
icon_state = "d1212"
|
||||
sides = 12
|
||||
|
||||
/obj/item/weapon/dice/d20
|
||||
name = "d20"
|
||||
desc = "A dice with twenty sides."
|
||||
icon_state = "d2020"
|
||||
sides = 20
|
||||
|
||||
/obj/item/weapon/dice/d100
|
||||
name = "d100"
|
||||
desc = "A dice with ten sides. This one is for the tens digit."
|
||||
icon_state = "d10010"
|
||||
sides = 10
|
||||
|
||||
/obj/item/weapon/dice/attack_self(mob/user as mob)
|
||||
var/result = rand(1, sides)
|
||||
var/comment = ""
|
||||
|
||||
@@ -40,7 +40,7 @@
|
||||
|
||||
//Flashing everyone
|
||||
if(eye_safety < 1)
|
||||
flick("e_flash", M.flash)
|
||||
M.flash_eyes()
|
||||
M.Stun(2)
|
||||
M.Weaken(10)
|
||||
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
playsound(T, 'sound/effects/phasein.ogg', 100, 1)
|
||||
for(var/mob/living/carbon/human/M in viewers(T, null))
|
||||
if(M:eyecheck() <= 0)
|
||||
flick("e_flash", M.flash)
|
||||
M.flash_eyes()
|
||||
|
||||
// Spawn some hostile syndicate critters
|
||||
for(var/i=1, i<=deliveryamt, i++)
|
||||
|
||||
@@ -15,43 +15,44 @@
|
||||
var/malfunction = 0
|
||||
show_messages = 1
|
||||
|
||||
proc/trigger(emote, source as mob)
|
||||
return
|
||||
/obj/item/weapon/implant/proc/trigger(emote, source as mob)
|
||||
return
|
||||
|
||||
proc/activate()
|
||||
return
|
||||
/obj/item/weapon/implant/proc/activate()
|
||||
return
|
||||
|
||||
// What does the implant do upon injection?
|
||||
// return 0 if the implant fails (ex. Revhead and loyalty implant.)
|
||||
// return 1 if the implant succeeds (ex. Nonrevhead and loyalty implant.)
|
||||
proc/implanted(var/mob/source)
|
||||
return 1
|
||||
/obj/item/weapon/implant/proc/implanted(var/mob/source)
|
||||
listening_objects |= src
|
||||
return 1
|
||||
|
||||
proc/get_data()
|
||||
return "No information available"
|
||||
/obj/item/weapon/implant/proc/get_data()
|
||||
return "No information available"
|
||||
|
||||
proc/hear(message, source as mob)
|
||||
return
|
||||
/obj/item/weapon/implant/proc/hear(message, source as mob)
|
||||
return
|
||||
|
||||
proc/islegal()
|
||||
return 0
|
||||
/obj/item/weapon/implant/proc/islegal()
|
||||
return 0
|
||||
|
||||
proc/meltdown() //breaks it down, making implant unrecongizible
|
||||
imp_in << "<span class='warning'>You feel something melting inside [part ? "your [part.name]" : "you"]!</span>"
|
||||
if (part)
|
||||
part.take_damage(burn = 15, used_weapon = "Electronics meltdown")
|
||||
else
|
||||
var/mob/living/M = imp_in
|
||||
M.apply_damage(15,BURN)
|
||||
name = "melted implant"
|
||||
desc = "Charred circuit in melted plastic case. Wonder what that used to be..."
|
||||
icon_state = "implant_melted"
|
||||
malfunction = MALFUNCTION_PERMANENT
|
||||
/obj/item/weapon/implant/proc/meltdown() //breaks it down, making implant unrecongizible
|
||||
imp_in << "<span class='warning'>You feel something melting inside [part ? "your [part.name]" : "you"]!</span>"
|
||||
if (part)
|
||||
part.take_damage(burn = 15, used_weapon = "Electronics meltdown")
|
||||
else
|
||||
var/mob/living/M = imp_in
|
||||
M.apply_damage(15,BURN)
|
||||
name = "melted implant"
|
||||
desc = "Charred circuit in melted plastic case. Wonder what that used to be..."
|
||||
icon_state = "implant_melted"
|
||||
malfunction = MALFUNCTION_PERMANENT
|
||||
|
||||
Destroy()
|
||||
if(part)
|
||||
part.implants.Remove(src)
|
||||
..()
|
||||
/obj/item/weapon/implant/Destroy()
|
||||
if(part)
|
||||
part.implants.Remove(src)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/implant/tracking
|
||||
name = "tracking implant"
|
||||
@@ -59,8 +60,8 @@
|
||||
var/id = 1.0
|
||||
|
||||
|
||||
get_data()
|
||||
var/dat = {"<b>Implant Specifications:</b><BR>
|
||||
/obj/item/weapon/implant/tracking/get_data()
|
||||
var/dat = {"<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> Tracking Beacon<BR>
|
||||
<b>Life:</b> 10 minutes after death of host<BR>
|
||||
<b>Important Notes:</b> None<BR>
|
||||
@@ -74,23 +75,23 @@ disintegrate into bio-safe elements.<BR>
|
||||
<b>Integrity:</b> Gradient creates slight risk of being overcharged and frying the
|
||||
circuitry. As a result neurotoxins can cause massive damage.<HR>
|
||||
Implant Specifics:<BR>"}
|
||||
return dat
|
||||
return dat
|
||||
|
||||
emp_act(severity)
|
||||
if (malfunction) //no, dawg, you can't malfunction while you are malfunctioning
|
||||
return
|
||||
malfunction = MALFUNCTION_TEMPORARY
|
||||
/obj/item/weapon/implant/tracking/emp_act(severity)
|
||||
if (malfunction) //no, dawg, you can't malfunction while you are malfunctioning
|
||||
return
|
||||
malfunction = MALFUNCTION_TEMPORARY
|
||||
|
||||
var/delay = 20
|
||||
switch(severity)
|
||||
if(1)
|
||||
if(prob(60))
|
||||
meltdown()
|
||||
if(2)
|
||||
delay = rand(5*60*10,15*60*10) //from 5 to 15 minutes of free time
|
||||
var/delay = 20
|
||||
switch(severity)
|
||||
if(1)
|
||||
if(prob(60))
|
||||
meltdown()
|
||||
if(2)
|
||||
delay = rand(5*60*10,15*60*10) //from 5 to 15 minutes of free time
|
||||
|
||||
spawn(delay)
|
||||
malfunction--
|
||||
spawn(delay)
|
||||
malfunction--
|
||||
|
||||
|
||||
/obj/item/weapon/implant/dexplosive
|
||||
@@ -98,8 +99,8 @@ Implant Specifics:<BR>"}
|
||||
desc = "And boom goes the weasel."
|
||||
icon_state = "implant_evil"
|
||||
|
||||
get_data()
|
||||
var/dat = {"
|
||||
/obj/item/weapon/implant/dexplosive/get_data()
|
||||
var/dat = {"
|
||||
<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> Robust Corp RX-78 Employee Management Implant<BR>
|
||||
<b>Life:</b> Activates upon death.<BR>
|
||||
@@ -109,23 +110,23 @@ Implant Specifics:<BR>"}
|
||||
<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
|
||||
<b>Special Features:</b> Explodes<BR>
|
||||
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
|
||||
return dat
|
||||
return dat
|
||||
|
||||
|
||||
trigger(emote, source as mob)
|
||||
if(emote == "deathgasp")
|
||||
src.activate("death")
|
||||
return
|
||||
/obj/item/weapon/implant/dexplosive/trigger(emote, source as mob)
|
||||
if(emote == "deathgasp")
|
||||
src.activate("death")
|
||||
return
|
||||
|
||||
|
||||
activate(var/cause)
|
||||
if((!cause) || (!src.imp_in)) return 0
|
||||
explosion(src, -1, 0, 2, 3, 0)//This might be a bit much, dono will have to see.
|
||||
if(src.imp_in)
|
||||
src.imp_in.gib()
|
||||
/obj/item/weapon/implant/dexplosive/activate(var/cause)
|
||||
if((!cause) || (!src.imp_in)) return 0
|
||||
explosion(src, -1, 0, 2, 3, 0)//This might be a bit much, dono will have to see.
|
||||
if(src.imp_in)
|
||||
src.imp_in.gib()
|
||||
|
||||
islegal()
|
||||
return 0
|
||||
/obj/item/weapon/implant/dexplosive/islegal()
|
||||
return 0
|
||||
|
||||
//BS12 Explosive
|
||||
/obj/item/weapon/implant/explosive
|
||||
@@ -135,8 +136,8 @@ Implant Specifics:<BR>"}
|
||||
var/phrase = "supercalifragilisticexpialidocious"
|
||||
icon_state = "implant_evil"
|
||||
|
||||
get_data()
|
||||
var/dat = {"
|
||||
/obj/item/weapon/implant/explosive/get_data()
|
||||
var/dat = {"
|
||||
<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> Robust Corp RX-78 Intimidation Class Implant<BR>
|
||||
<b>Life:</b> Activates upon codephrase.<BR>
|
||||
@@ -146,120 +147,121 @@ Implant Specifics:<BR>"}
|
||||
<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
|
||||
<b>Special Features:</b> Explodes<BR>
|
||||
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
|
||||
return dat
|
||||
return dat
|
||||
|
||||
hear_talk(mob/M as mob, msg)
|
||||
hear(msg)
|
||||
/obj/item/weapon/implant/explosive/hear_talk(mob/M as mob, msg)
|
||||
hear(msg)
|
||||
return
|
||||
|
||||
/obj/item/weapon/implant/explosive/hear(var/msg)
|
||||
var/list/replacechars = list("'" = "","\"" = "",">" = "","<" = "","(" = "",")" = "")
|
||||
msg = replace_characters(msg, replacechars)
|
||||
if(findtext(msg,phrase))
|
||||
activate()
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/implant/explosive/activate()
|
||||
if (malfunction == MALFUNCTION_PERMANENT)
|
||||
return
|
||||
|
||||
hear(var/msg)
|
||||
var/list/replacechars = list("'" = "","\"" = "",">" = "","<" = "","(" = "",")" = "")
|
||||
msg = replace_characters(msg, replacechars)
|
||||
if(findtext(msg,phrase))
|
||||
activate()
|
||||
qdel(src)
|
||||
var/need_gib = null
|
||||
if(istype(imp_in, /mob/))
|
||||
var/mob/T = imp_in
|
||||
message_admins("Explosive implant triggered in [T] ([T.key]). (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</a>) ")
|
||||
log_game("Explosive implant triggered in [T] ([T.key]).")
|
||||
need_gib = 1
|
||||
|
||||
activate()
|
||||
if (malfunction == MALFUNCTION_PERMANENT)
|
||||
return
|
||||
|
||||
var/need_gib = null
|
||||
if(istype(imp_in, /mob/))
|
||||
var/mob/T = imp_in
|
||||
message_admins("Explosive implant triggered in [T] ([T.key]). (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</a>) ")
|
||||
log_game("Explosive implant triggered in [T] ([T.key]).")
|
||||
need_gib = 1
|
||||
|
||||
if(ishuman(imp_in))
|
||||
if (elevel == "Localized Limb")
|
||||
if(part) //For some reason, small_boom() didn't work. So have this bit of working copypaste.
|
||||
imp_in.visible_message("<span class='warning'>Something beeps inside [imp_in][part ? "'s [part.name]" : ""]!</span>")
|
||||
playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3)
|
||||
sleep(25)
|
||||
if (istype(part,/obj/item/organ/external/chest) || \
|
||||
istype(part,/obj/item/organ/external/groin) || \
|
||||
istype(part,/obj/item/organ/external/head))
|
||||
part.createwound(BRUISE, 60) //mangle them instead
|
||||
explosion(get_turf(imp_in), -1, -1, 2, 3)
|
||||
qdel(src)
|
||||
else
|
||||
explosion(get_turf(imp_in), -1, -1, 2, 3)
|
||||
part.droplimb(0,DROPLIMB_BLUNT)
|
||||
qdel(src)
|
||||
if (elevel == "Destroy Body")
|
||||
explosion(get_turf(T), -1, 0, 1, 6)
|
||||
T.gib()
|
||||
if (elevel == "Full Explosion")
|
||||
explosion(get_turf(T), 0, 1, 3, 6)
|
||||
T.gib()
|
||||
|
||||
else
|
||||
explosion(get_turf(imp_in), 0, 1, 3, 6)
|
||||
|
||||
if(need_gib)
|
||||
imp_in.gib()
|
||||
|
||||
var/turf/t = get_turf(imp_in)
|
||||
|
||||
if(t)
|
||||
t.hotspot_expose(3500,125)
|
||||
|
||||
implanted(mob/source as mob)
|
||||
elevel = alert("What sort of explosion would you prefer?", "Implant Intent", "Localized Limb", "Destroy Body", "Full Explosion")
|
||||
phrase = input("Choose activation phrase:") as text
|
||||
var/list/replacechars = list("'" = "","\"" = "",">" = "","<" = "","(" = "",")" = "")
|
||||
phrase = replace_characters(phrase, replacechars)
|
||||
usr.mind.store_memory("Explosive implant in [source] can be activated by saying something containing the phrase ''[src.phrase]'', <B>say [src.phrase]</B> to attempt to activate.", 0, 0)
|
||||
usr << "The implanted explosive implant in [source] can be activated by saying something containing the phrase ''[src.phrase]'', <B>say [src.phrase]</B> to attempt to activate."
|
||||
return 1
|
||||
|
||||
emp_act(severity)
|
||||
if (malfunction)
|
||||
return
|
||||
malfunction = MALFUNCTION_TEMPORARY
|
||||
switch (severity)
|
||||
if (2.0) //Weak EMP will make implant tear limbs off.
|
||||
if (prob(50))
|
||||
small_boom()
|
||||
if (1.0) //strong EMP will melt implant either making it go off, or disarming it
|
||||
if (prob(70))
|
||||
if (prob(50))
|
||||
small_boom()
|
||||
else
|
||||
if (prob(50))
|
||||
activate() //50% chance of bye bye
|
||||
else
|
||||
meltdown() //50% chance of implant disarming
|
||||
spawn (20)
|
||||
malfunction--
|
||||
|
||||
islegal()
|
||||
return 0
|
||||
|
||||
proc/small_boom()
|
||||
if (ishuman(imp_in) && part)
|
||||
imp_in.visible_message("<span class='warning'>Something beeps inside [imp_in][part ? "'s [part.name]" : ""]!</span>")
|
||||
playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3)
|
||||
spawn(25)
|
||||
if (ishuman(imp_in) && part)
|
||||
//No tearing off these parts since it's pretty much killing
|
||||
//and you can't replace groins
|
||||
if(ishuman(imp_in))
|
||||
if (elevel == "Localized Limb")
|
||||
if(part) //For some reason, small_boom() didn't work. So have this bit of working copypaste.
|
||||
imp_in.visible_message("<span class='warning'>Something beeps inside [imp_in][part ? "'s [part.name]" : ""]!</span>")
|
||||
playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3)
|
||||
sleep(25)
|
||||
if (istype(part,/obj/item/organ/external/chest) || \
|
||||
istype(part,/obj/item/organ/external/groin) || \
|
||||
istype(part,/obj/item/organ/external/head))
|
||||
part.createwound(BRUISE, 60) //mangle them instead
|
||||
explosion(get_turf(imp_in), -1, -1, 2, 3)
|
||||
qdel(src)
|
||||
else
|
||||
explosion(get_turf(imp_in), -1, -1, 2, 3)
|
||||
part.droplimb(0,DROPLIMB_BLUNT)
|
||||
explosion(get_turf(imp_in), -1, -1, 2, 3)
|
||||
qdel(src)
|
||||
qdel(src)
|
||||
if (elevel == "Destroy Body")
|
||||
explosion(get_turf(T), -1, 0, 1, 6)
|
||||
T.gib()
|
||||
if (elevel == "Full Explosion")
|
||||
explosion(get_turf(T), 0, 1, 3, 6)
|
||||
T.gib()
|
||||
|
||||
else
|
||||
explosion(get_turf(imp_in), 0, 1, 3, 6)
|
||||
|
||||
if(need_gib)
|
||||
imp_in.gib()
|
||||
|
||||
var/turf/t = get_turf(imp_in)
|
||||
|
||||
if(t)
|
||||
t.hotspot_expose(3500,125)
|
||||
|
||||
/obj/item/weapon/implant/explosive/implanted(mob/source as mob)
|
||||
elevel = alert("What sort of explosion would you prefer?", "Implant Intent", "Localized Limb", "Destroy Body", "Full Explosion")
|
||||
phrase = input("Choose activation phrase:") as text
|
||||
var/list/replacechars = list("'" = "","\"" = "",">" = "","<" = "","(" = "",")" = "")
|
||||
phrase = replace_characters(phrase, replacechars)
|
||||
usr.mind.store_memory("Explosive implant in [source] can be activated by saying something containing the phrase ''[src.phrase]'', <B>say [src.phrase]</B> to attempt to activate.", 0, 0)
|
||||
usr << "The implanted explosive implant in [source] can be activated by saying something containing the phrase ''[src.phrase]'', <B>say [src.phrase]</B> to attempt to activate."
|
||||
listening_objects |= src
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/implant/explosive/emp_act(severity)
|
||||
if (malfunction)
|
||||
return
|
||||
malfunction = MALFUNCTION_TEMPORARY
|
||||
switch (severity)
|
||||
if (2.0) //Weak EMP will make implant tear limbs off.
|
||||
if (prob(50))
|
||||
small_boom()
|
||||
if (1.0) //strong EMP will melt implant either making it go off, or disarming it
|
||||
if (prob(70))
|
||||
if (prob(50))
|
||||
small_boom()
|
||||
else
|
||||
if (prob(50))
|
||||
activate() //50% chance of bye bye
|
||||
else
|
||||
meltdown() //50% chance of implant disarming
|
||||
spawn (20)
|
||||
malfunction--
|
||||
|
||||
/obj/item/weapon/implant/explosive/islegal()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/implant/explosive/proc/small_boom()
|
||||
if (ishuman(imp_in) && part)
|
||||
imp_in.visible_message("<span class='warning'>Something beeps inside [imp_in][part ? "'s [part.name]" : ""]!</span>")
|
||||
playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3)
|
||||
spawn(25)
|
||||
if (ishuman(imp_in) && part)
|
||||
//No tearing off these parts since it's pretty much killing
|
||||
//and you can't replace groins
|
||||
if (istype(part,/obj/item/organ/external/chest) || \
|
||||
istype(part,/obj/item/organ/external/groin) || \
|
||||
istype(part,/obj/item/organ/external/head))
|
||||
part.createwound(BRUISE, 60) //mangle them instead
|
||||
else
|
||||
part.droplimb(0,DROPLIMB_BLUNT)
|
||||
explosion(get_turf(imp_in), -1, -1, 2, 3)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/implant/chem
|
||||
name = "chemical implant"
|
||||
desc = "Injects things."
|
||||
allow_reagents = 1
|
||||
|
||||
get_data()
|
||||
var/dat = {"
|
||||
/obj/item/weapon/implant/chem/get_data()
|
||||
var/dat = {"
|
||||
<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> Robust Corp MJ-420 Prisoner Management Implant<BR>
|
||||
<b>Life:</b> Deactivates upon death but remains within the body.<BR>
|
||||
@@ -274,55 +276,55 @@ the implant releases the chemicals directly into the blood stream.<BR>
|
||||
Can only be loaded while still in its original case.<BR>
|
||||
<b>Integrity:</b> Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition,<BR>
|
||||
the implant may become unstable and either pre-maturely inject the subject or simply break."}
|
||||
return dat
|
||||
return dat
|
||||
|
||||
|
||||
New()
|
||||
..()
|
||||
var/datum/reagents/R = new/datum/reagents(50)
|
||||
reagents = R
|
||||
R.my_atom = src
|
||||
/obj/item/weapon/implant/chem/New()
|
||||
..()
|
||||
var/datum/reagents/R = new/datum/reagents(50)
|
||||
reagents = R
|
||||
R.my_atom = src
|
||||
|
||||
|
||||
trigger(emote, source as mob)
|
||||
if(emote == "deathgasp")
|
||||
src.activate(src.reagents.total_volume)
|
||||
/obj/item/weapon/implant/chem/trigger(emote, source as mob)
|
||||
if(emote == "deathgasp")
|
||||
src.activate(src.reagents.total_volume)
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/implant/chem/activate(var/cause)
|
||||
if((!cause) || (!src.imp_in)) return 0
|
||||
var/mob/living/carbon/R = src.imp_in
|
||||
src.reagents.trans_to_mob(R, cause, CHEM_BLOOD)
|
||||
R << "You hear a faint *beep*."
|
||||
if(!src.reagents.total_volume)
|
||||
R << "You hear a faint click from your chest."
|
||||
spawn(0)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
/obj/item/weapon/implant/chem/emp_act(severity)
|
||||
if (malfunction)
|
||||
return
|
||||
malfunction = MALFUNCTION_TEMPORARY
|
||||
|
||||
switch(severity)
|
||||
if(1)
|
||||
if(prob(60))
|
||||
activate(20)
|
||||
if(2)
|
||||
if(prob(30))
|
||||
activate(5)
|
||||
|
||||
activate(var/cause)
|
||||
if((!cause) || (!src.imp_in)) return 0
|
||||
var/mob/living/carbon/R = src.imp_in
|
||||
src.reagents.trans_to_mob(R, cause, CHEM_BLOOD)
|
||||
R << "You hear a faint *beep*."
|
||||
if(!src.reagents.total_volume)
|
||||
R << "You hear a faint click from your chest."
|
||||
spawn(0)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
emp_act(severity)
|
||||
if (malfunction)
|
||||
return
|
||||
malfunction = MALFUNCTION_TEMPORARY
|
||||
|
||||
switch(severity)
|
||||
if(1)
|
||||
if(prob(60))
|
||||
activate(20)
|
||||
if(2)
|
||||
if(prob(30))
|
||||
activate(5)
|
||||
|
||||
spawn(20)
|
||||
malfunction--
|
||||
spawn(20)
|
||||
malfunction--
|
||||
|
||||
/obj/item/weapon/implant/loyalty
|
||||
name = "loyalty implant"
|
||||
desc = "Makes you loyal or such."
|
||||
|
||||
get_data()
|
||||
var/dat = {"
|
||||
/obj/item/weapon/implant/loyalty/get_data()
|
||||
var/dat = {"
|
||||
<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> [company_name] Employee Management Implant<BR>
|
||||
<b>Life:</b> Ten years.<BR>
|
||||
@@ -332,20 +334,20 @@ the implant may become unstable and either pre-maturely inject the subject or si
|
||||
<b>Function:</b> Contains a small pod of nanobots that manipulate the host's mental functions.<BR>
|
||||
<b>Special Features:</b> Will prevent and cure most forms of brainwashing.<BR>
|
||||
<b>Integrity:</b> Implant will last so long as the nanobots are inside the bloodstream."}
|
||||
return dat
|
||||
return dat
|
||||
|
||||
|
||||
implanted(mob/M)
|
||||
if(!istype(M, /mob/living/carbon/human)) return 0
|
||||
var/mob/living/carbon/human/H = M
|
||||
var/datum/antagonist/antag_data = get_antag_data(H.mind.special_role)
|
||||
if(antag_data && (antag_data.flags & ANTAG_IMPLANT_IMMUNE))
|
||||
H.visible_message("[H] seems to resist the implant!", "You feel the corporate tendrils of [company_name] try to invade your mind!")
|
||||
return 0
|
||||
else
|
||||
clear_antag_roles(H.mind, 1)
|
||||
H << "<span class='notice'>You feel a surge of loyalty towards [company_name].</span>"
|
||||
return 1
|
||||
/obj/item/weapon/implant/loyalty/implanted(mob/M)
|
||||
if(!istype(M, /mob/living/carbon/human)) return 0
|
||||
var/mob/living/carbon/human/H = M
|
||||
var/datum/antagonist/antag_data = get_antag_data(H.mind.special_role)
|
||||
if(antag_data && (antag_data.flags & ANTAG_IMPLANT_IMMUNE))
|
||||
H.visible_message("[H] seems to resist the implant!", "You feel the corporate tendrils of [company_name] try to invade your mind!")
|
||||
return 0
|
||||
else
|
||||
clear_antag_roles(H.mind, 1)
|
||||
H << "<span class='notice'>You feel a surge of loyalty towards [company_name].</span>"
|
||||
return 1
|
||||
|
||||
|
||||
/obj/item/weapon/implant/adrenalin
|
||||
@@ -353,8 +355,8 @@ the implant may become unstable and either pre-maturely inject the subject or si
|
||||
desc = "Removes all stuns and knockdowns."
|
||||
var/uses
|
||||
|
||||
get_data()
|
||||
var/dat = {"
|
||||
/obj/item/weapon/implant/adrenalin/get_data()
|
||||
var/dat = {"
|
||||
<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> Cybersun Industries Adrenalin Implant<BR>
|
||||
<b>Life:</b> Five days.<BR>
|
||||
@@ -364,25 +366,26 @@ the implant may become unstable and either pre-maturely inject the subject or si
|
||||
<b>Function:</b> Contains nanobots to stimulate body to mass-produce Adrenalin.<BR>
|
||||
<b>Special Features:</b> Will prevent and cure most forms of brainwashing.<BR>
|
||||
<b>Integrity:</b> Implant can only be used three times before the nanobots are depleted."}
|
||||
return dat
|
||||
return dat
|
||||
|
||||
|
||||
trigger(emote, mob/source as mob)
|
||||
if (src.uses < 1) return 0
|
||||
if (emote == "pale")
|
||||
src.uses--
|
||||
source << "<span class='notice'>You feel a sudden surge of energy!</span>"
|
||||
source.SetStunned(0)
|
||||
source.SetWeakened(0)
|
||||
source.SetParalysis(0)
|
||||
/obj/item/weapon/implant/adrenalin/trigger(emote, mob/source as mob)
|
||||
if (src.uses < 1) return 0
|
||||
if (emote == "pale")
|
||||
src.uses--
|
||||
source << "<span class='notice'>You feel a sudden surge of energy!</span>"
|
||||
source.SetStunned(0)
|
||||
source.SetWeakened(0)
|
||||
source.SetParalysis(0)
|
||||
|
||||
return
|
||||
return
|
||||
|
||||
|
||||
implanted(mob/source)
|
||||
source.mind.store_memory("A implant can be activated by using the pale emote, <B>say *pale</B> to attempt to activate.", 0, 0)
|
||||
source << "The implanted freedom implant can be activated by using the pale emote, <B>say *pale</B> to attempt to activate."
|
||||
return 1
|
||||
/obj/item/weapon/implant/adrenalin/implanted(mob/source)
|
||||
source.mind.store_memory("A implant can be activated by using the pale emote, <B>say *pale</B> to attempt to activate.", 0, 0)
|
||||
source << "The implanted freedom implant can be activated by using the pale emote, <B>say *pale</B> to attempt to activate."
|
||||
listening_objects |= src
|
||||
return 1
|
||||
|
||||
|
||||
/obj/item/weapon/implant/death_alarm
|
||||
@@ -390,8 +393,8 @@ the implant may become unstable and either pre-maturely inject the subject or si
|
||||
desc = "An alarm which monitors host vital signs and transmits a radio message upon death."
|
||||
var/mobname = "Will Robinson"
|
||||
|
||||
get_data()
|
||||
var/dat = {"
|
||||
/obj/item/weapon/implant/death_alarm/get_data()
|
||||
var/dat = {"
|
||||
<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> [company_name] \"Profit Margin\" Class Employee Lifesign Sensor<BR>
|
||||
<b>Life:</b> Activates upon death.<BR>
|
||||
@@ -401,65 +404,65 @@ the implant may become unstable and either pre-maturely inject the subject or si
|
||||
<b>Function:</b> Contains a compact radio signaler that triggers when the host's lifesigns cease.<BR>
|
||||
<b>Special Features:</b> Alerts crew to crewmember death.<BR>
|
||||
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
|
||||
return dat
|
||||
return dat
|
||||
|
||||
process()
|
||||
if (!implanted) return
|
||||
var/mob/M = imp_in
|
||||
/obj/item/weapon/implant/death_alarm/process()
|
||||
if (!implanted) return
|
||||
var/mob/M = imp_in
|
||||
|
||||
if(isnull(M)) // If the mob got gibbed
|
||||
activate()
|
||||
else if(M.stat == 2)
|
||||
activate("death")
|
||||
if(isnull(M)) // If the mob got gibbed
|
||||
activate()
|
||||
else if(M.stat == 2)
|
||||
activate("death")
|
||||
|
||||
activate(var/cause)
|
||||
var/mob/M = imp_in
|
||||
var/area/t = get_area(M)
|
||||
switch (cause)
|
||||
if("death")
|
||||
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset/heads/captain(null)
|
||||
if(istype(t, /area/syndicate_station) || istype(t, /area/syndicate_mothership) || istype(t, /area/shuttle/syndicate_elite) )
|
||||
//give the syndies a bit of stealth
|
||||
a.autosay("[mobname] has died in Space!", "[mobname]'s Death Alarm", "Security")
|
||||
a.autosay("[mobname] has died in Space!", "[mobname]'s Death Alarm", "Medical")
|
||||
else
|
||||
a.autosay("[mobname] has died in [t.name]!", "[mobname]'s Death Alarm", "Security")
|
||||
a.autosay("[mobname] has died in [t.name]!", "[mobname]'s Death Alarm", "Medical")
|
||||
qdel(a)
|
||||
processing_objects.Remove(src)
|
||||
if ("emp")
|
||||
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset/heads/captain(null)
|
||||
var/name = prob(50) ? t.name : pick(teleportlocs)
|
||||
a.autosay("[mobname] has died in [name]!", "[mobname]'s Death Alarm", "Security")
|
||||
a.autosay("[mobname] has died in [name]!", "[mobname]'s Death Alarm", "Medical")
|
||||
qdel(a)
|
||||
/obj/item/weapon/implant/death_alarm/activate(var/cause)
|
||||
var/mob/M = imp_in
|
||||
var/area/t = get_area(M)
|
||||
switch (cause)
|
||||
if("death")
|
||||
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset/heads/captain(null)
|
||||
if(istype(t, /area/syndicate_station) || istype(t, /area/syndicate_mothership) || istype(t, /area/shuttle/syndicate_elite) )
|
||||
//give the syndies a bit of stealth
|
||||
a.autosay("[mobname] has died in Space!", "[mobname]'s Death Alarm", "Security")
|
||||
a.autosay("[mobname] has died in Space!", "[mobname]'s Death Alarm", "Medical")
|
||||
else
|
||||
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset/heads/captain(null)
|
||||
a.autosay("[mobname] has died-zzzzt in-in-in...", "[mobname]'s Death Alarm", "Security")
|
||||
a.autosay("[mobname] has died-zzzzt in-in-in...", "[mobname]'s Death Alarm", "Medical")
|
||||
qdel(a)
|
||||
processing_objects.Remove(src)
|
||||
|
||||
emp_act(severity) //for some reason alarms stop going off in case they are emp'd, even without this
|
||||
if (malfunction) //so I'm just going to add a meltdown chance here
|
||||
return
|
||||
malfunction = MALFUNCTION_TEMPORARY
|
||||
|
||||
activate("emp") //let's shout that this dude is dead
|
||||
if(severity == 1)
|
||||
if(prob(40)) //small chance of obvious meltdown
|
||||
meltdown()
|
||||
else if (prob(60)) //but more likely it will just quietly die
|
||||
malfunction = MALFUNCTION_PERMANENT
|
||||
a.autosay("[mobname] has died in [t.name]!", "[mobname]'s Death Alarm", "Security")
|
||||
a.autosay("[mobname] has died in [t.name]!", "[mobname]'s Death Alarm", "Medical")
|
||||
qdel(a)
|
||||
processing_objects.Remove(src)
|
||||
if ("emp")
|
||||
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset/heads/captain(null)
|
||||
var/name = prob(50) ? t.name : pick(teleportlocs)
|
||||
a.autosay("[mobname] has died in [name]!", "[mobname]'s Death Alarm", "Security")
|
||||
a.autosay("[mobname] has died in [name]!", "[mobname]'s Death Alarm", "Medical")
|
||||
qdel(a)
|
||||
else
|
||||
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset/heads/captain(null)
|
||||
a.autosay("[mobname] has died-zzzzt in-in-in...", "[mobname]'s Death Alarm", "Security")
|
||||
a.autosay("[mobname] has died-zzzzt in-in-in...", "[mobname]'s Death Alarm", "Medical")
|
||||
qdel(a)
|
||||
processing_objects.Remove(src)
|
||||
|
||||
spawn(20)
|
||||
malfunction--
|
||||
/obj/item/weapon/implant/death_alarm/emp_act(severity) //for some reason alarms stop going off in case they are emp'd, even without this
|
||||
if (malfunction) //so I'm just going to add a meltdown chance here
|
||||
return
|
||||
malfunction = MALFUNCTION_TEMPORARY
|
||||
|
||||
implanted(mob/source as mob)
|
||||
mobname = source.real_name
|
||||
processing_objects.Add(src)
|
||||
return 1
|
||||
activate("emp") //let's shout that this dude is dead
|
||||
if(severity == 1)
|
||||
if(prob(40)) //small chance of obvious meltdown
|
||||
meltdown()
|
||||
else if (prob(60)) //but more likely it will just quietly die
|
||||
malfunction = MALFUNCTION_PERMANENT
|
||||
processing_objects.Remove(src)
|
||||
|
||||
spawn(20)
|
||||
malfunction--
|
||||
|
||||
/obj/item/weapon/implant/death_alarm/implanted(mob/source as mob)
|
||||
mobname = source.real_name
|
||||
processing_objects.Add(src)
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/implant/compressed
|
||||
name = "compressed matter implant"
|
||||
@@ -468,8 +471,8 @@ the implant may become unstable and either pre-maturely inject the subject or si
|
||||
var/activation_emote = "sigh"
|
||||
var/obj/item/scanned = null
|
||||
|
||||
get_data()
|
||||
var/dat = {"
|
||||
/obj/item/weapon/implant/compressed/get_data()
|
||||
var/dat = {"
|
||||
<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> [company_name] \"Profit Margin\" Class Employee Lifesign Sensor<BR>
|
||||
<b>Life:</b> Activates upon death.<BR>
|
||||
@@ -479,30 +482,31 @@ the implant may become unstable and either pre-maturely inject the subject or si
|
||||
<b>Function:</b> Contains a compact radio signaler that triggers when the host's lifesigns cease.<BR>
|
||||
<b>Special Features:</b> Alerts crew to crewmember death.<BR>
|
||||
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
|
||||
return dat
|
||||
return dat
|
||||
|
||||
trigger(emote, mob/source as mob)
|
||||
if (src.scanned == null)
|
||||
return 0
|
||||
|
||||
if (emote == src.activation_emote)
|
||||
source << "The air glows as \the [src.scanned.name] uncompresses."
|
||||
activate()
|
||||
|
||||
activate()
|
||||
var/turf/t = get_turf(src)
|
||||
if (imp_in)
|
||||
imp_in.put_in_hands(scanned)
|
||||
else
|
||||
scanned.loc = t
|
||||
qdel(src)
|
||||
|
||||
implanted(mob/source as mob)
|
||||
src.activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
|
||||
if (source.mind)
|
||||
source.mind.store_memory("Compressed matter implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
|
||||
source << "The implanted compressed matter implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
|
||||
return 1
|
||||
|
||||
islegal()
|
||||
/obj/item/weapon/implant/compressed/trigger(emote, mob/source as mob)
|
||||
if (src.scanned == null)
|
||||
return 0
|
||||
|
||||
if (emote == src.activation_emote)
|
||||
source << "The air glows as \the [src.scanned.name] uncompresses."
|
||||
activate()
|
||||
|
||||
/obj/item/weapon/implant/compressed/activate()
|
||||
var/turf/t = get_turf(src)
|
||||
if (imp_in)
|
||||
imp_in.put_in_hands(scanned)
|
||||
else
|
||||
scanned.loc = t
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/implant/compressed/implanted(mob/source as mob)
|
||||
src.activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
|
||||
if (source.mind)
|
||||
source.mind.store_memory("Compressed matter implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
|
||||
source << "The implanted compressed matter implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
|
||||
listening_objects |= src
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/implant/compressed/islegal()
|
||||
return 0
|
||||
|
||||
@@ -8,53 +8,54 @@
|
||||
var/uses = 1.0
|
||||
|
||||
|
||||
New()
|
||||
src.activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
|
||||
src.uses = rand(1, 5)
|
||||
..()
|
||||
return
|
||||
/obj/item/weapon/implant/freedom/New()
|
||||
src.activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
|
||||
src.uses = rand(1, 5)
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
trigger(emote, mob/living/carbon/source as mob)
|
||||
if (src.uses < 1) return 0
|
||||
if (emote == src.activation_emote)
|
||||
src.uses--
|
||||
source << "You feel a faint click."
|
||||
if (source.handcuffed)
|
||||
var/obj/item/weapon/W = source.handcuffed
|
||||
source.handcuffed = null
|
||||
if(source.buckled && source.buckled.buckle_require_restraints)
|
||||
source.buckled.unbuckle_mob()
|
||||
source.update_inv_handcuffed()
|
||||
if (source.client)
|
||||
source.client.screen -= W
|
||||
/obj/item/weapon/implant/freedom/trigger(emote, mob/living/carbon/source as mob)
|
||||
if (src.uses < 1) return 0
|
||||
if (emote == src.activation_emote)
|
||||
src.uses--
|
||||
source << "You feel a faint click."
|
||||
if (source.handcuffed)
|
||||
var/obj/item/weapon/W = source.handcuffed
|
||||
source.handcuffed = null
|
||||
if(source.buckled && source.buckled.buckle_require_restraints)
|
||||
source.buckled.unbuckle_mob()
|
||||
source.update_inv_handcuffed()
|
||||
if (source.client)
|
||||
source.client.screen -= W
|
||||
if (W)
|
||||
W.loc = source.loc
|
||||
dropped(source)
|
||||
if (W)
|
||||
W.loc = source.loc
|
||||
dropped(source)
|
||||
if (W)
|
||||
W.layer = initial(W.layer)
|
||||
if (source.legcuffed)
|
||||
var/obj/item/weapon/W = source.legcuffed
|
||||
source.legcuffed = null
|
||||
source.update_inv_legcuffed()
|
||||
if (source.client)
|
||||
source.client.screen -= W
|
||||
W.layer = initial(W.layer)
|
||||
if (source.legcuffed)
|
||||
var/obj/item/weapon/W = source.legcuffed
|
||||
source.legcuffed = null
|
||||
source.update_inv_legcuffed()
|
||||
if (source.client)
|
||||
source.client.screen -= W
|
||||
if (W)
|
||||
W.loc = source.loc
|
||||
dropped(source)
|
||||
if (W)
|
||||
W.loc = source.loc
|
||||
dropped(source)
|
||||
if (W)
|
||||
W.layer = initial(W.layer)
|
||||
return
|
||||
W.layer = initial(W.layer)
|
||||
return
|
||||
|
||||
|
||||
implanted(mob/living/carbon/source)
|
||||
source.mind.store_memory("Freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
|
||||
source << "The implanted freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
|
||||
return 1
|
||||
/obj/item/weapon/implant/freedom/implanted(mob/living/carbon/source)
|
||||
source.mind.store_memory("Freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
|
||||
source << "The implanted freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
|
||||
listening_objects |= src
|
||||
return 1
|
||||
|
||||
|
||||
get_data()
|
||||
var/dat = {"
|
||||
/obj/item/weapon/implant/freedom/get_data()
|
||||
var/dat = {"
|
||||
<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> Freedom Beacon<BR>
|
||||
<b>Life:</b> optimum 5 uses<BR>
|
||||
@@ -68,4 +69,4 @@ mechanisms<BR>
|
||||
<b>Integrity:</b> The battery is extremely weak and commonly after injection its
|
||||
life can drive down to only 1 use.<HR>
|
||||
No Implant Specifics"}
|
||||
return dat
|
||||
return dat
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
|
||||
source.mind.store_memory("Uplink implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
|
||||
source << "The implanted uplink implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
|
||||
listening_objects |= src
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
@@ -1,11 +1,29 @@
|
||||
/obj/item/weapon/storage/pill_bottle/dice
|
||||
name = "pack of dice"
|
||||
desc = "It's a small container with dice inside."
|
||||
/obj/item/weapon/storage/pill_bottle/dice //7d6
|
||||
name = "bag of dice"
|
||||
desc = "It's a small bag with dice inside."
|
||||
icon = 'icons/obj/dice.dmi'
|
||||
icon_state = "dicebag"
|
||||
|
||||
New()
|
||||
..()
|
||||
/obj/item/weapon/storage/pill_bottle/dice/New()
|
||||
..()
|
||||
for(var/i = 1 to 7)
|
||||
new /obj/item/weapon/dice( src )
|
||||
new /obj/item/weapon/dice/d20( src )
|
||||
|
||||
/obj/item/weapon/storage/pill_bottle/dice_nerd //DnD dice
|
||||
name = "bag of gaming dice"
|
||||
desc = "It's a small bag with gaming dice inside."
|
||||
icon = 'icons/obj/dice.dmi'
|
||||
icon_state = "magicdicebag"
|
||||
|
||||
/obj/item/weapon/storage/pill_bottle/dice_nerd/New()
|
||||
..()
|
||||
new /obj/item/weapon/dice/d4( src )
|
||||
new /obj/item/weapon/dice( src )
|
||||
new /obj/item/weapon/dice/d8( src )
|
||||
new /obj/item/weapon/dice/d10( src )
|
||||
new /obj/item/weapon/dice/d12( src )
|
||||
new /obj/item/weapon/dice/d20( src )
|
||||
new /obj/item/weapon/dice/d100( src )
|
||||
|
||||
/*
|
||||
* Donut Box
|
||||
|
||||
@@ -122,7 +122,7 @@
|
||||
var/mob/living/carbon/human/H = target
|
||||
affecting = H.get_organ(hit_zone)
|
||||
|
||||
if(user.a_intent == I_HURT)
|
||||
if(user.a_intent == I_HURT || user.a_intent == I_DISARM)
|
||||
. = ..()
|
||||
//whacking someone causes a much poorer electrical contact than deliberately prodding them.
|
||||
agony *= 0.5
|
||||
|
||||
Reference in New Issue
Block a user