Merge branch 'virgoMaster' into virgoPull

This commit is contained in:
Reddeyfish
2018-05-19 17:16:17 -07:00
203 changed files with 11021 additions and 7365 deletions
-1
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@@ -31,7 +31,6 @@ var/datum/admin_secrets/admin_secrets = new()
var/list/datum/admin_secret_item/items
/datum/admin_secret_category
..()
items = list()
/datum/admin_secret_category/proc/can_view(var/mob/user)
+2 -2
View File
@@ -365,7 +365,7 @@
icon_state = "da"
/obj/structure/symbol/em
desc = "It looks like the letter 'Y' with an underline."
desc = "It looks kind of like a cup. Specifically, a martini glass."
icon_state = "em"
/obj/structure/symbol/es
@@ -381,7 +381,7 @@
icon_state = "gu"
/obj/structure/symbol/lo
desc = "It looks kind of like a cup. Specifically, a martini glass."
desc = "It looks like the letter 'Y' with an underline."
icon_state = "lo"
/obj/structure/symbol/pr
+1 -1
View File
@@ -64,7 +64,7 @@
//Logs all hrefs
if(config && config.log_hrefs && href_logfile)
href_logfile << "<small>[time2text(world.timeofday,"hh:mm")] [src] (usr:[usr])</small> || [hsrc ? "[hsrc] " : ""][href]<br>"
href_logfile << "[src] (usr:[usr])</small> || [hsrc ? "[hsrc] " : ""][href]"
switch(href_list["_src_"])
if("holder") hsrc = holder
@@ -8,6 +8,7 @@
S["UI_style_alpha"] >> pref.UI_style_alpha
S["ooccolor"] >> pref.ooccolor
S["tooltipstyle"] >> pref.tooltipstyle
S["client_fps"] >> pref.client_fps
/datum/category_item/player_setup_item/player_global/ui/save_preferences(var/savefile/S)
S["UI_style"] << pref.UI_style
@@ -15,6 +16,7 @@
S["UI_style_alpha"] << pref.UI_style_alpha
S["ooccolor"] << pref.ooccolor
S["tooltipstyle"] << pref.tooltipstyle
S["client_fps"] << pref.client_fps
/datum/category_item/player_setup_item/player_global/ui/sanitize_preferences()
pref.UI_style = sanitize_inlist(pref.UI_style, all_ui_styles, initial(pref.UI_style))
@@ -22,6 +24,7 @@
pref.UI_style_alpha = sanitize_integer(pref.UI_style_alpha, 0, 255, initial(pref.UI_style_alpha))
pref.ooccolor = sanitize_hexcolor(pref.ooccolor, initial(pref.ooccolor))
pref.tooltipstyle = sanitize_inlist(pref.tooltipstyle, all_tooltip_styles, initial(pref.tooltipstyle))
pref.client_fps = sanitize_integer(pref.client_fps, 0, MAX_CLIENT_FPS, initial(pref.client_fps))
/datum/category_item/player_setup_item/player_global/ui/content(var/mob/user)
. = "<b>UI Style:</b> <a href='?src=\ref[src];select_style=1'><b>[pref.UI_style]</b></a><br>"
@@ -29,6 +32,7 @@
. += "-Color: <a href='?src=\ref[src];select_color=1'><b>[pref.UI_style_color]</b></a> <table style='display:inline;' bgcolor='[pref.UI_style_color]'><tr><td>__</td></tr></table> <a href='?src=\ref[src];reset=ui'>reset</a><br>"
. += "-Alpha(transparency): <a href='?src=\ref[src];select_alpha=1'><b>[pref.UI_style_alpha]</b></a> <a href='?src=\ref[src];reset=alpha'>reset</a><br>"
. += "<b>Tooltip Style:</b> <a href='?src=\ref[src];select_tooltip_style=1'><b>[pref.tooltipstyle]</b></a><br>"
. += "<b>Client FPS:</b> <a href='?src=\ref[src];select_client_fps=1'><b>[pref.client_fps]</b></a><br>"
if(can_select_ooc_color(user))
. += "<b>OOC Color:</b> "
if(pref.ooccolor == initial(pref.ooccolor))
@@ -62,11 +66,20 @@
return TOPIC_REFRESH
else if(href_list["select_tooltip_style"])
var/tooltip_style_new = input(user, "Choose tooltip style.", "Character Preference", pref.tooltipstyle) as null|anything in all_tooltip_styles
var/tooltip_style_new = input(user, "Choose tooltip style.", "Global Preference", pref.tooltipstyle) as null|anything in all_tooltip_styles
if(!tooltip_style_new || !CanUseTopic(user)) return TOPIC_NOACTION
pref.tooltipstyle = tooltip_style_new
return TOPIC_REFRESH
else if(href_list["select_client_fps"])
var/fps_new = input(user, "Input Client FPS (1-200, 0 uses server FPS)", "Global Preference", pref.client_fps) as null|num
if(isnull(fps_new) || !CanUseTopic(user)) return TOPIC_NOACTION
if(fps_new < 0 || fps_new > MAX_CLIENT_FPS) return TOPIC_NOACTION
pref.client_fps = fps_new
if(pref.client)
pref.client.fps = fps_new
return TOPIC_REFRESH
else if(href_list["reset"])
switch(href_list["reset"])
if("ui")
@@ -193,6 +193,20 @@ var/list/_client_preferences_by_type
enabled_description = "Fancy"
disabled_description = "Plain"
/datum/client_preference/ambient_occlusion
description = "Fake Ambient Occlusion"
key = "AMBIENT_OCCLUSION_PREF"
enabled_by_default = FALSE
enabled_description = "On"
disabled_description = "Off"
/datum/client_preference/ambient_occlusion/toggled(var/mob/preference_mob, var/enabled)
. = ..()
if(preference_mob && preference_mob.plane_holder)
var/datum/plane_holder/PH = preference_mob.plane_holder
PH.set_ao(VIS_OBJS, enabled)
PH.set_ao(VIS_MOBS, enabled)
/********************
* Staff Preferences *
********************/
@@ -455,4 +455,4 @@ datum/gear/suit/duster
/datum/gear/suit/snowsuit/cargo
display_name = "snowsuit, supply"
path = /obj/item/clothing/suit/storage/snowsuit/cargo
allowed_roles = list("Quartermaster","shaft Miner","Cargo Technician","Head of Personnel")
allowed_roles = list("Quartermaster","Shaft Miner","Cargo Technician","Head of Personnel")
+1
View File
@@ -22,6 +22,7 @@ datum/preferences
var/UI_style_color = "#ffffff"
var/UI_style_alpha = 255
var/tooltipstyle = "Midnight" //Style for popup tooltips
var/client_fps = 0
//character preferences
var/real_name //our character's name
+24 -2
View File
@@ -99,11 +99,33 @@
)
//"Spider" = 'icons/mob/species/spider/mask_vr.dmi' Add this later when they have custom mask sprites and everything.
//Switch to taur sprites if a taur equips
/obj/item/clothing/suit
var/taurized = FALSE //Easier than trying to 'compare icons' to see if it's a taur suit
/obj/item/clothing/suit/equipped(var/mob/user, var/slot)
var/normalize = TRUE
//Pyramid of doom-y. Improve somehow?
if(!taurized && slot == slot_wear_suit && ishuman(user))
var/mob/living/carbon/human/H = user
if(isTaurTail(H.tail_style))
var/datum/sprite_accessory/tail/taur/taurtail = H.tail_style
if(taurtail.suit_sprites && (get_worn_icon_state(slot_wear_suit_str) in icon_states(taurtail.suit_sprites)))
icon_override = taurtail.suit_sprites
normalize = FALSE
taurized = TRUE
if(normalize && taurized)
icon_override = initial(icon_override)
taurized = FALSE
return ..()
// Taur suits need to be shifted so its centered on their taur half.
// TODO - Instead of just assuming this junk, shift some of the data onto the taur tail datum.
/obj/item/clothing/suit/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer = 0)
var/image/standing = ..()
if(icon_override && icon_override == 'icons/mob/taursuits_vr.dmi')
if(taurized) //Special snowflake var on suits
standing.pixel_x = -16
standing.layer = BODY_LAYER + 15 // 15 is above tail layer, so will not be covered by taurbody.
return standing
+2 -2
View File
@@ -99,7 +99,7 @@
slot_l_hand_str = "engiewelding",
slot_r_hand_str = "engiewelding",
)
.
/*
* Cakehat
@@ -272,4 +272,4 @@
/obj/item/clothing/head/psy_crown/wrath/activate_ability(var/mob/living/wearer)
..()
wearer.add_modifier(/datum/modifier/berserk, 30 SECONDS)
wearer.add_modifier(/datum/modifier/berserk, 30 SECONDS)
@@ -32,300 +32,6 @@
SPECIES_VOX = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/space/rig
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(icon_state == "security_rig_sealed")
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "breacher_rig_cheap-horse_sealed" //They have to toggle the chest piece off then on again for this to show up.
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "breacher_rig_cheap-wolf_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "breacher_rig_cheap-naga_sealed"
pixel_x = -16
update_icon()
return 1
else
icon = 'icons/obj/clothing/suits.dmi'
icon_override = null
icon_state = "security_rig_sealed"
pixel_x = 0
update_icon()
return 1
else if(icon_state == "engineering_rig_sealed")
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "industrial_rig-horse_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "industrial_rig-wolf_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "industrial_rig-naga_sealed"
pixel_x = -16
update_icon()
return 1
else
icon = 'icons/obj/clothing/suits.dmi'
icon_override = null
icon_state = "engineering_rig_sealed"
pixel_x = 0
update_icon()
return 1
else if(icon_state == "science_rig_sealed")
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "science_rig-horse_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "science_rig-wolf_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "science_rig-naga_sealed"
pixel_x = -16
update_icon()
return 1
else
icon = 'icons/obj/clothing/suits.dmi'
icon_override = null
icon_state = "science_rig_sealed"
pixel_x = 0
update_icon()
return 1
else if(icon_state == "medical_rig_sealed")
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medical_rig-horse_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medical_rig-wolf_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medical_rig-naga_sealed"
pixel_x = -16
update_icon()
return 1
else
icon = 'icons/obj/clothing/suits.dmi'
icon_override = null
icon_state = "medical_rig_sealed"
pixel_x = 0
update_icon()
return 1
else if(icon_state == "security_rig")
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "breacher_rig_cheap-horse_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "breacher_rig_cheap-wolf_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "breacher_rig_cheap-naga_sealed"
pixel_x = -16
update_icon()
return 1
else
icon = 'icons/obj/clothing/suits.dmi'
icon_override = null
icon_state = "security_rig"
pixel_x = 0
update_icon()
return 1
else if(icon_state == "engineering_rig")
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "industrial_rig-horse_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "industrial_rig-wolf_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "industrial_rig-naga_sealed"
pixel_x = -16
update_icon()
return 1
else
icon = 'icons/obj/clothing/suits.dmi'
icon_override = null
icon_state = "engineering_rig"
pixel_x = 0
update_icon()
return 1
else if(icon_state == "science_rig")
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "science_rig-horse_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "science_rig-wolf_sealed"
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "science_rig-naga_sealed"
pixel_x = -16
update_icon()
return 1
else
icon = 'icons/obj/clothing/suits.dmi'
icon_override = null
icon_state = "science_rig"
pixel_x = 0
update_icon()
return 1
else if(icon_state == "medical_rig")
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medical_rig-horse_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medical_rig-wolf_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medical_rig-naga_sealed"
pixel_x = -16
update_icon()
return 1
else
icon = 'icons/obj/clothing/suits.dmi'
icon_override = null
icon_state = "medical_rig"
pixel_x = 0
update_icon()
return 1
else
return 1
/obj/item/clothing/suit/space/rig/ce
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(icon_state == "ce_rig")
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "ce_rig-horse"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "ce_rig-wolf"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "ce_rig-naga"
pixel_x = -16
update_icon()
return 1
else
icon = 'icons/obj/clothing/suits.dmi'
icon_override = null
icon_state = "ce_rig"
pixel_x = 0
update_icon()
return 1
else if(icon_state == "ce_rig_sealed")
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "ce_rig-horse_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "ce_rig-wolf_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "ce_rig-naga_sealed"
pixel_x = -16
update_icon()
return 1
else
icon = 'icons/obj/clothing/suits.dmi'
icon_override = null
icon_state = "ce_rig_sealed"
pixel_x = 0
update_icon()
return 1
else
return 1
/obj/item/clothing/head/helmet/space/rig
phoronproof = 1
/obj/item/clothing/gloves/gauntlets/rig
@@ -103,7 +103,6 @@
/obj/item/rig_module/self_destruct
)
..()
/obj/item/clothing/gloves/gauntlets/rig/light/ninja
name = "insulated gloves"
+46 -293
View File
@@ -74,297 +74,50 @@
// however the species spritesheet now means we no longer need that anyway!
sprite_sheets_refit = list()
/obj/item/clothing/suit/space/void/explorer
desc = "A classy red voidsuit for the needs of any semi-retro-futuristic spaceperson! This one is rather loose fitting."
species_restricted = list(
SPECIES_HUMAN,
SPECIES_SKRELL,
SPECIES_UNATHI,
SPECIES_TAJ,
SPECIES_TESHARI,
SPECIES_AKULA,
SPECIES_ALRAUNE,
SPECIES_NEVREAN,
SPECIES_RAPALA,
SPECIES_SERGAL,
SPECIES_VASILISSAN,
SPECIES_VULPKANIN,
SPECIES_XENOCHIMERA,
SPECIES_XENOHYBRID,
SPECIES_ZORREN_FLAT,
SPECIES_ZORREN_HIGH
)
/obj/item/clothing/suit/space/void/explorer/initialize()
. = ..()
sprite_sheets += sprite_sheets_refit
/obj/item/clothing/suit/space/void/merc/taur
name = "taur specific blood-red voidsuit"
desc = "A high-tech space suit. It says has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
species_restricted = null //Species restricted since all it cares about is a taur half
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "syndie-horse"
item_state = "syndie-horse"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "syndie-wolf"
item_state = "syndie-wolf"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "syndie-naga"
item_state = "syndie-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
/obj/item/clothing/suit/space/void/medical/taur
name = "taur specific medical voidsuit"
desc = "A high-tech space suit. It says has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medical-horse"
item_state = "medical-horse"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medical-wolf"
item_state = "medical-wolf"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medical-naga"
item_state = "medical-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
/obj/item/clothing/suit/space/void/medical/alt/taur
name = "taur specific streamlined medical voidsuit"
desc = "A more recent model of Vey-Med voidsuit, featuring the latest in radiation shielding technology. It has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medicalalt-horse"
item_state = "medicalalt-horse"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medicalalt-wolf"
item_state = "medicalalt-wolf"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medicalalt-naga"
item_state = "medicalalt-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
/obj/item/clothing/suit/space/void/engineering/taur
name = "taur specific engineering voidsuit"
desc = "A high-tech space suit. It says has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "engineering-horse"
item_state = "engineering-horse"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "engineering-wolf"
item_state = "engineering-wolf"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "engineering-naga"
item_state = "engineering-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
/obj/item/clothing/suit/space/void/security/taur
name = "taur specific security voidsuit"
desc = "A high-tech space suit. It says has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "security-horse"
item_state = "security-horse"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "security-wolf"
item_state = "security-wolf"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "security-naga"
item_state = "security-naga"
pixel_x = -16
update_icon()
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
/obj/item/clothing/suit/space/void/security/alt/taur
name = "taur specific riot security voidsuit"
desc = "A heavily armored voidsuit. It has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
armor = list(melee = 70, bullet = 20, laser = 30, energy = 5, bomb = 35, bio = 100, rad = 10)
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "securityalt-horse"
item_state = "securityalt-horse"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "securityalt-wolf"
item_state = "securityalt-wolf"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "securityalt-naga"
item_state = "securityalt-naga"
pixel_x = -16
update_icon()
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
/obj/item/clothing/suit/space/void/security/riot/taur
name = "taur specific crowd control voidsuit"
desc = "A high-tech space suit. It has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "securityriot-horse"
item_state = "securityriot-horse"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "securityriot-wolf"
item_state = "securityriot-wolf"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "securityriot-naga"
item_state = "securityriot-naga"
pixel_x = -16
update_icon()
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
/obj/item/clothing/suit/space/void/atmos/taur
name = "taur specific atmospherics voidsuit"
desc = "A high-tech space suit. It says has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "atmos-horse"
item_state = "atmos-horse"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "atmos-wolf"
item_state = "atmos-wolf"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "atmos-naga"
item_state = "atmos-naga"
pixel_x = -16
update_icon()
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
/obj/item/clothing/suit/space/void/mining/taur
name = "taur specific mining voidsuit"
desc = "A high-tech space suit. It says has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "mining-horse"
item_state = "mining-horse"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "mining-wolf"
item_state = "mining-wolf"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "mining-naga"
item_state = "mining-naga"
pixel_x = -16
update_icon()
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
/obj/item/clothing/head/helmet/space/void/explorer
desc = "A helmet that matches a red voidsuit! So classy."
species_restricted = list(
SPECIES_HUMAN,
SPECIES_SKRELL,
SPECIES_UNATHI,
SPECIES_TAJ,
SPECIES_TESHARI,
SPECIES_AKULA,
SPECIES_ALRAUNE,
SPECIES_NEVREAN,
SPECIES_RAPALA,
SPECIES_SERGAL,
SPECIES_VASILISSAN,
SPECIES_VULPKANIN,
SPECIES_XENOCHIMERA,
SPECIES_XENOHYBRID,
SPECIES_ZORREN_FLAT,
SPECIES_ZORREN_HIGH
)
/obj/item/clothing/head/helmet/space/void/explorer/initialize()
. = ..()
sprite_sheets += sprite_sheets_refit
+3 -8
View File
@@ -16,20 +16,15 @@
name = "wolf-taur armor vest"
desc = "An armored vest that protects against some damage. It appears to be created for a wolf-taur."
species_restricted = null //Species restricted since all it cares about is a taur half
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon = 'icons/mob/taursuits_wolf_vr.dmi'
icon_state = "heavy_wolf_armor"
item_state = "heavy_wolf_armor"
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
if(icon_state == "serdy_armor") //This is to prevent Serdy's custom armor from turning into heavy_wolf_armor
return ..()
icon_override = 'icons/mob/taursuits_vr.dmi' //Just in case
icon_state = "heavy_wolf_armor" //Just in case
pixel_x = -16
return ..()
else
H << "<span class='warning'>You need to have a wolf-taur half to wear this.</span>"
to_chat(H,"<span class='warning'>You need to have a wolf-taur half to wear this.</span>")
return 0
// HoS armor improved by Vorestation to be slightly better than normal security stuff.
-101
View File
@@ -1,101 +0,0 @@
//Biosuits for use with taurs (Currently only nagas)
//Virology biosuit, green stripe
/obj/item/clothing/suit/bio_suit/virology/taur
name = "taur specific bio suit"
desc = "A suit that protects against biological contamination. It has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER
species_restricted = null //Species restricted since all it cares about is a taur half
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "bioviro-naga"
item_state = "bioviro-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
//Security biosuit, grey with red stripe across the chest
/obj/item/clothing/suit/bio_suit/security/taur
name = "taur specific bio suit"
desc = "A suit that protects against biological contamination. It has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER
species_restricted = null //Species restricted since all it cares about is a taur half
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "biosec-naga"
item_state = "biosec-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
//Janitor's biosuit, grey with purple arms
/obj/item/clothing/suit/bio_suit/janitor/taur
name = "taur specific bio suit"
desc = "A suit that protects against biological contamination. It has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER
species_restricted = null //Species restricted since all it cares about is a taur half
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "biojan-naga"
item_state = "biojan-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
//Scientist's biosuit, white with a pink-ish hue
/obj/item/clothing/suit/bio_suit/scientist/taur
name = "taur specific bio suit"
desc = "A suit that protects against biological contamination. It has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER
species_restricted = null //Species restricted since all it cares about is a taur half
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "biosci-naga"
item_state = "biosci-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
//CMO's biosuit, blue stripe
/obj/item/clothing/suit/bio_suit/cmo/taur
name = "taur specific bio suit"
desc = "A suit that protects against biological contamination. It has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER
species_restricted = null //Species restricted since all it cares about is a taur half
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "biocmo-naga"
item_state = "biocmo-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
-127
View File
@@ -1,130 +1,3 @@
/*
* Contains:
* Bomb protection
* Radiation protection
*/
/*
* Bomb protection
*/
/obj/item/clothing/suit/bomb_suit/taur
name = "taur specific bomb suit"
desc = "A suit designed for safety when handling explosives. It has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
w_class = ITEMSIZE_LARGE//bulky item
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
slowdown = 2
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER
heat_protection = UPPER_TORSO|LOWER_TORSO
max_heat_protection_temperature = ARMOR_MAX_HEAT_PROTECTION_TEMPERATURE
siemens_coefficient = 0
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "bombsuit-horse"
item_state = "bombsuit-horse"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "bombsuit-wolf"
item_state = "bombsuit-wolf"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "bombsuit-naga"
item_state = "bombsuit-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
/obj/item/clothing/head/bomb_hood/security
icon_state = "bombsuitsec"
body_parts_covered = HEAD
/obj/item/clothing/suit/bomb_suit/taur/security
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "bombsuit-horse"
item_state = "bombsuit-horse"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "bombsuit-wolf"
item_state = "bombsuit-wolf"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "bombsuit-naga"
item_state = "bombsuit-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
/*
* Radiation protection
*/
/obj/item/clothing/suit/radiation/taur
name = "taur specific radiation suit"
desc = "A suit that protects against radiation. Label: Made with lead, do not eat insulation. It has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
w_class = ITEMSIZE_LARGE//bulky item
gas_transfer_coefficient = 0.90
permeability_coefficient = 0.50
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS|FEET
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency/oxygen,/obj/item/clothing/head/radiation,/obj/item/clothing/mask/gas)
slowdown = 1.5
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
flags_inv = HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "radsuit-horse"
item_state = "radsuit-horse"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "radsuit-wolf"
item_state = "radsuit-wolf"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "radsuit-naga"
item_state = "radsuit-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
-7
View File
@@ -519,28 +519,21 @@
/obj/machinery/cash_register/command
account_to_connect = "Command"
..()
/obj/machinery/cash_register/medical
account_to_connect = "Medical"
..()
/obj/machinery/cash_register/engineering
account_to_connect = "Engineering"
..()
/obj/machinery/cash_register/science
account_to_connect = "Science"
..()
/obj/machinery/cash_register/security
account_to_connect = "Security"
..()
/obj/machinery/cash_register/cargo
account_to_connect = "Cargo"
..()
/obj/machinery/cash_register/civilian
account_to_connect = "Civilian"
..()
-7
View File
@@ -401,28 +401,21 @@
/obj/item/device/retail_scanner/command
account_to_connect = "Command"
..()
/obj/item/device/retail_scanner/medical
account_to_connect = "Medical"
..()
/obj/item/device/retail_scanner/engineering
account_to_connect = "Engineering"
..()
/obj/item/device/retail_scanner/science
account_to_connect = "Science"
..()
/obj/item/device/retail_scanner/security
account_to_connect = "Security"
..()
/obj/item/device/retail_scanner/cargo
account_to_connect = "Cargo"
..()
/obj/item/device/retail_scanner/civilian
account_to_connect = "Civilian"
..()
+2 -1
View File
@@ -19,7 +19,8 @@
var/light_range_on = 2
light_color = "#64C864"
layer = ABOVE_WINDOW_LAYER
plane = TURF_PLANE
layer = ABOVE_TURF_LAYER
var/mob/watching_mob = null
var/image/small_station_map = null
@@ -20,7 +20,7 @@
/obj/item/integrated_circuit/input/button/ask_for_input(mob/user) //Bit misleading name for this specific use.
to_chat(user, "<span class='notice'>You press the button labeled '[src.name]'.</span>")
to_chat(user, "<span class='notice'>You press the button labeled '[src.displayed_name]'.</span>")
activate_pin(1)
/obj/item/integrated_circuit/input/toggle_button
@@ -38,7 +38,7 @@
set_pin_data(IC_OUTPUT, 1, !get_pin_data(IC_OUTPUT, 1))
push_data()
activate_pin(1)
to_chat(user, "<span class='notice'>You toggle the button labeled '[src.name]' [get_pin_data(IC_OUTPUT, 1) ? "on" : "off"].</span>")
to_chat(user, "<span class='notice'>You toggle the button labeled '[src.displayed_name]' [get_pin_data(IC_OUTPUT, 1) ? "on" : "off"].</span>")
/obj/item/integrated_circuit/input/numberpad
name = "number pad"
+1 -1
View File
@@ -563,7 +563,7 @@ var/list/mining_overlay_cache = list()
new /obj/item/stack/material/uranium(src, rand(5,25))
/turf/simulated/mineral/proc/make_ore(var/rare_ore)
if(mineral)
if(mineral || ignore_mapgen) //VOREStation Edit - Makes sense, doesn't it?
return
var/mineral_name
+47 -3
View File
@@ -15,12 +15,14 @@
w_class = ITEMSIZE_TINY
var/template_id = "shelter_alpha"
var/datum/map_template/shelter/template
var/datum/map_template/shelter/template_roof
var/used = FALSE
/obj/item/device/survivalcapsule/proc/get_template()
if(template)
return
template = SSmapping.shelter_templates[template_id]
template_roof = SSmapping.shelter_templates[template.roof]
if(!template)
throw EXCEPTION("Shelter template ([template_id]) not found!")
qdel(src)
@@ -41,19 +43,26 @@
if(!used)
loc.visible_message("<span class='warning'>\The [src] begins to shake. Stand back!</span>")
used = TRUE
sleep(5 SECONDS)
var/turf/deploy_location = get_turf(src)
var/status = template.check_deploy(deploy_location)
var/turf/above_location = GetAbove(deploy_location)
if(above_location && status == SHELTER_DEPLOY_ALLOWED)
status = template.check_deploy(above_location)
switch(status)
//Not allowed due to /area technical reasons
if(SHELTER_DEPLOY_BAD_AREA)
src.loc.visible_message("<span class='warning'>\The [src] will not function in this area.</span>")
//Anchored objects or no space
if(SHELTER_DEPLOY_BAD_TURFS, SHELTER_DEPLOY_ANCHORED_OBJECTS)
var/width = template.width
var/height = template.height
src.loc.visible_message("<span class='warning'>\The [src] doesn't have room to deploy! You need to clear a [width]x[height] area!</span>")
if(status != SHELTER_DEPLOY_ALLOWED)
used = FALSE
return
@@ -68,6 +77,8 @@
playsound(get_turf(src), 'sound/effects/phasein.ogg', 100, 1)
log_and_message_admins("[key_name_admin(usr)] activated a bluespace capsule at [get_area(T)]!")
if(above_location && template_roof)
template_roof.load(above_location, centered = TRUE)
template.load(deploy_location, centered = TRUE)
qdel(src)
@@ -87,6 +98,23 @@
name = "survival airlock"
block_air_zones = 1
//Door access setter button
/obj/machinery/button/remote/airlock/survival_pod
name = "shelter privacy control"
desc = "You can secure yourself inside the shelter here."
specialfunctions = 4 // 4 is bolts
id = "placeholder_id_do_not_use" //This has to be this way, otherwise it will control ALL doors if left blank.
var/obj/machinery/door/airlock/voidcraft/survival_pod/door
/obj/machinery/button/remote/airlock/survival_pod/attack_hand(obj/item/weapon/W, mob/user as mob)
if(..()) return 1 //1 is failure on machines (for whatever reason)
if(!door)
var/turf/dT = get_step(src,dir)
door = locate() in dT
if(door)
door.glass = !door.glass
door.opacity = !door.opacity
//Windows
/obj/structure/window/reinforced/survival_pod
name = "pod window"
@@ -112,12 +140,25 @@
name = "table"
icon = 'icons/obj/survival_pod.dmi'
icon_state = "table"
can_reinforce = FALSE
can_plate = FALSE
/obj/structure/table/survival_pod/update_icon()
icon_state = "table"
/obj/structure/table/survival_pod/New()
material = get_material_by_name(DEFAULT_WALL_MATERIAL)
verbs -= /obj/structure/table/verb/do_flip
verbs -= /obj/structure/table/proc/do_put
..()
/obj/structure/table/survival_pod/dismantle(obj/item/weapon/wrench/W, mob/user)
to_chat(user, "<span class='warning'>You cannot dismantle \the [src].</span>")
return
//Sleeper
/obj/machinery/sleeper/survival_pod
desc = "A limited functionality sleeper, all it can do is put patients into stasis. It lacks the medication and configuration of the larger units."
icon = 'icons/obj/survival_pod.dmi'
icon_state = "sleeper"
stasis_level = 100 //Just one setting
@@ -178,6 +219,9 @@
for(var/i in 1 to 5)
var/obj/item/weapon/reagent_containers/food/snacks/liquidfood/W = new(src)
stock(W)
for(var/i in 1 to 2)
var/obj/item/device/fbp_backup_cell/W = new(src)
stock(W)
if(prob(50))
var/obj/item/weapon/storage/pill_bottle/dice/D = new(src)
stock(D)
+12
View File
@@ -5,6 +5,7 @@
var/whitelisted_turfs
var/banned_areas
var/banned_objects
var/roof
/datum/map_template/shelter/New()
. = ..()
@@ -38,6 +39,11 @@
sleeping area! Order now, and we'll throw in a TINY FAN, \
absolutely free!"
mappath = "maps/submaps/shelters/shelter_1.dmm"
roof = "roof_alpha"
/datum/map_template/shelter/alpha_roof
shelter_id = "roof_alpha"
mappath = "maps/submaps/shelters/shelter_1_roof.dmm"
/datum/map_template/shelter/alpha/New()
. = ..()
@@ -53,8 +59,14 @@
and a deluxe companion to keep you from getting lonely during \
an ash storm."
mappath = "maps/submaps/shelters/shelter_2.dmm"
roof = "roof_beta"
/datum/map_template/shelter/beta_roof
shelter_id = "roof_beta"
mappath = "maps/submaps/shelters/shelter_2_roof.dmm"
/datum/map_template/shelter/beta/New()
. = ..()
whitelisted_turfs = typecacheof(/turf/simulated/mineral)
banned_objects = list()
+19 -1
View File
@@ -82,4 +82,22 @@
name = "Smaller"
desc = "Your body is smaller than average."
icon_scale_percent = 0.9
icon_scale_percent = 0.9
/datum/modifier/trait/colorblind_taj
name = "Colorblind - B+R"
desc = "You are colorblind. You have a minor issue with blue colors and have difficulty recognizing them from red colors."
client_color = MATRIX_Taj_Colorblind
/datum/modifier/trait/colorblind_vulp
name = "Colorblind - G+R"
desc = "You are colorblind. You have a severe issue with green colors and have difficulty recognizing them from red colors."
client_color = MATRIX_Vulp_Colorblind
/datum/modifier/trait/colorblind_mono
name = "Colorblind - Mono"
desc = "You are colorblind. Your condition is rare, but you can see no colors at all."
client_color = MATRIX_Monochromia
+2 -2
View File
@@ -11,7 +11,7 @@
var/input
if(!message)
input = sanitize(input(src,"Choose an emote to display.") as text|null)
input = sanitize_or_reflect(input(src,"Choose an emote to display.") as text|null, src) //VOREStation Edit - Reflect too long messages, within reason
else
input = message
if(input)
@@ -70,7 +70,7 @@
var/input
if(!message)
input = sanitize(input(src, "Choose an emote to display.") as text|null)
input = sanitize_or_reflect(input(src, "Choose an emote to display.") as text|null, src) //VOREStation Edit - Reflect too long messages, within reason
else
input = message
+14
View File
@@ -0,0 +1,14 @@
/datum/gender/herm
key = "herm"
He = "Shi"
he = "shi"
His = "Hir"
his = "hir"
him = "hir"
has = "has"
is = "is"
does = "does"
himself = "hirself"
s = "s"
hes = "shi's"
@@ -99,7 +99,7 @@
set name = "Set Gender Identity"
set desc = "Sets the pronouns when examined and performing an emote."
set category = "IC"
var/new_gender_identity = input("Please select a gender Identity.") as null|anything in list(FEMALE, MALE, NEUTER, PLURAL)
var/new_gender_identity = input("Please select a gender Identity.") as null|anything in list(FEMALE, MALE, NEUTER, PLURAL, HERM)
if(!new_gender_identity)
return 0
change_gender_identity(new_gender_identity)
@@ -110,4 +110,4 @@
set category = "IC"
set desc = "Switch tail layer on top."
tail_alt = !tail_alt
update_tail_showing()
update_tail_showing()
@@ -35,6 +35,12 @@
t_he = "it"
t_His = "Its"
t_his = "its"
if(HERM)
t_He = "Shi"
t_he = "shi"
t_His = "Hir"
t_his = "hir"
t_heavy = "curvy"
switch(weight_examine)
if(0 to 74)
@@ -88,6 +94,10 @@
t_He = "It"
t_his = "its"
t_His = "Its"
if(HERM)
t_He = "Shi"
t_his = "hir"
t_His = "Hir"
switch(nutrition_examine)
if(0 to 49)
message = "<span class='warning'>[t_He] [t_is] starving! You can hear [t_his] stomach snarling from across the room!</span>\n"
+1 -1
View File
@@ -3,7 +3,7 @@
if(name != GetVoice())
alt_name = "(as [get_id_name("Unknown")])"
message = sanitize(message)
message = sanitize_or_reflect(message,src) //VOREStation Edit - Reflect too-long messages, within reason
..(message, alt_name = alt_name, whispering = whispering)
/mob/living/carbon/human/proc/forcesay(list/append)
@@ -130,7 +130,7 @@ var/list/wrapped_species_by_ref = list()
if(!new_gender)
return
var/new_gender_identity = input("Please select a gender Identity.", "Shapeshifter Gender Identity") as null|anything in list(FEMALE, MALE, NEUTER, PLURAL)
var/new_gender_identity = input("Please select a gender Identity.", "Shapeshifter Gender Identity") as null|anything in list(FEMALE, MALE, NEUTER, PLURAL, HERM) //VOREStation Edit
if(!new_gender_identity)
return
@@ -33,9 +33,10 @@
var/type = H.nif.type
var/durability = H.nif.durability
var/list/nifsofts = H.nif.nifsofts
var/list/nif_savedata = H.nif.save_data.Copy()
..()
var/obj/item/device/nif/nif = new type(H,durability)
var/obj/item/device/nif/nif = new type(H,durability,nif_savedata)
nif.nifsofts = nifsofts
else
..()
@@ -184,6 +184,8 @@ VOREStation Removal End */
t_she = "They are"
else if(H.identifying_gender == NEUTER)
t_she = "It is"
else if(H.identifying_gender == HERM) //VOREStation Edit
t_she = "Shi is"
switch(stored_shock_by_ref["\ref[H]"])
if(1 to 10)
@@ -1,137 +1,151 @@
/mob/living/carbon/human/proc/begin_reconstitute_form() //Scree's race ability.in exchange for: No cloning.
/mob/living/carbon/human/proc/reconstitute_form() //Scree's race ability.in exchange for: No cloning.
set name = "Reconstitute Form"
set category = "Abilities"
if(world.time < last_special)
return
last_special = world.time + 50 //To prevent button spam.
// Sanity is mostly handled in chimera_regenerate()
var/confirm = alert(usr, "Are you sure you want to completely reconstruct your form? This process can take up to twenty minutes, depending on how hungry you are, and you will be unable to move.", "Confirm Regeneration", "Yes", "No")
if(confirm == "Yes")
chimera_regenerate()
/mob/living/carbon/human/proc/chimera_regenerate()
var/nutrition_used = nutrition/2
if(reviving == TRUE) //If they're already unable to
to_chat(src, "You are already reconstructing, or your body is currently recovering from the intense process of your previous reconstitution.")
return
if(stat == DEAD) //Uh oh, you died!
if(hasnutriment()) //Let's hope you have nutriment in you.... If not
var/time = (240+960/(1 + nutrition_used/75))
reviving = TRUE
to_chat(src, "You begin to reconstruct your form. You will not be able to move during this time. It should take aproximately [round(time)] seconds.")
//don't need all the weakened, does_not_breathe, canmove, heal IB crap here like you do for live ones'cause they're DEAD.
spawn(time SECONDS)
if(src) //Runtime prevention.
if (stat == DEAD) // let's make sure they've not been defibbed or whatever
to_chat(src, "<span class='notice'>Consciousness begins to stir as your new body awakens, ready to hatch.</span>")
verbs += /mob/living/carbon/human/proc/hatch
return
else // their revive got aborted by being made not-dead. Remove their cooldown.
to_chat(src, "<span class='notice'>Your body has recovered from its ordeal, ready to regenerate itself again.</span>")
reviving = FALSE
return
else
return //Something went wrong.
else //Dead until nutrition injected.
to_chat(src, "Your body is too damaged to regenerate without additional nutrients to feed what few living cells remain.")
//If they're already regenerating
switch(reviving)
if(REVIVING_NOW)
to_chat(src, "You are already reconstructing, just wait for the reconstruction to finish!")
return
if(REVIVING_DONE)
to_chat(src, "Your reconstruction is done, but you need to hatch now.")
return
if(REVIVING_COOLDOWN)
to_chat(src, "You can't use that ability again so soon!")
return
else if(stat != DEAD) //If they're alive at the time of regenerating.
var/time = (240+960/(1 + nutrition_used/75))
weakened = 10000 //Since it takes 1 tick to lose one weaken. Due to prior rounding errors, you'd sometimes unweaken before regenning. This fixes that.
reviving = TRUE
canmove = 0 //Make them unable to move. In case they somehow get up before the delay.
to_chat(src, "You begin to reconstruct your form. You will not be able to move during this time. It should take aproximately [round(time)] seconds.")
does_not_breathe = 1 //effectively makes them spaceworthy while regenning
var/nutrition_used = nutrition * 0.5
var/time = (240+960/(1 + nutrition_used/75))
spawn(time SECONDS)
if(stat != DEAD) //If they're still alive after regenning.
to_chat(src, "<span class='notice'>Consciousness begins to stir as your new body awakens, ready to hatch..</span>")
verbs += /mob/living/carbon/human/proc/hatch
return
else if(stat == DEAD)
if(hasnutriment()) //Let's hope you have nutriment in you.... If not
to_chat(src, "<span class='notice'>Consciousness begins to stir as your new body awakens, ready to hatch..</span>")
verbs += /mob/living/carbon/human/proc/hatch
return
else //Dead until nutrition injected.
to_chat(src, "Your body was unable to regenerate, what few living cells remain require additional nutrients to complete the process.")
reviving = FALSE // so they can try again when they're given a kickstart
return
else
return //Something went wrong
//Clicked regen while dead.
if(stat == DEAD)
//Has nutrition and dead, allow regen.
if(hasnutriment())
to_chat(src, "You begin to reconstruct your form. You will not be able to move during this time. It should take aproximately [round(time)] seconds.")
//Scary spawnerization.
reviving = REVIVING_NOW
spawn(time SECONDS)
// Was dead, now not dead.
if(stat != DEAD)
to_chat(src, "<span class='notice'>Your body has recovered from its ordeal, ready to regenerate itself again.</span>")
reviving = 0 //Not bool
// Was dead, still dead.
else
to_chat(src, "<span class='notice'>Consciousness begins to stir as your new body awakens, ready to hatch.</span>")
verbs |= /mob/living/carbon/human/proc/hatch
reviving = REVIVING_DONE
//Dead until nutrition injected.
else
to_chat(src, "<span class='warning'>Your body is too damaged to regenerate without additional nutrients to feed what few living cells remain.</span>")
//Clicked regen while NOT dead
else
return //Something went wrong
to_chat(src, "You begin to reconstruct your form. You will not be able to move during this time. It should take aproximately [round(time)] seconds.")
//Waiting for regen after being alive
reviving = REVIVING_NOW
spawn(time SECONDS)
//If they're still alive after regenning.
if(stat != DEAD)
to_chat(src, "<span class='notice'>Consciousness begins to stir as your new body awakens, ready to hatch..</span>")
verbs |= /mob/living/carbon/human/proc/hatch
reviving = REVIVING_DONE
//Was alive, now dead
else if(hasnutriment())
to_chat(src, "<span class='notice'>Consciousness begins to stir as your new body awakens, ready to hatch..</span>")
verbs |= /mob/living/carbon/human/proc/hatch
reviving = REVIVING_DONE
//Dead until nutrition injected.
else
to_chat(src, "<span class='warning'>Your body was unable to regenerate, what few living cells remain require additional nutrients to complete the process.</span>")
reviving = 0 //Not boolean
/mob/living/carbon/human/proc/hasnutriment()
if (bloodstr.has_reagent("nutriment", 30) || src.bloodstr.has_reagent("protein", 15)) //protein needs half as much. For reference, a steak contains 9u protein.
return 1
return TRUE
else if (ingested.has_reagent("nutriment", 60) || src.ingested.has_reagent("protein", 30)) //try forcefeeding them, why not. Less effective.
return 1
else return 0
return TRUE
else return FALSE
/mob/living/carbon/human/proc/hatch()
set name = "Hatch"
set category = "Abilities"
if(world.time < last_special)
if(reviving != REVIVING_DONE)
//Hwhat?
verbs -= /mob/living/carbon/human/proc/hatch
return
last_special = world.time + 50 //To prevent button spam.
var/confirm = alert(usr, "Are you sure you want to hatch right now? This will be very obvious to anyone in view.", "Confirm Regeneration", "Yes", "No")
if(confirm == "Yes")
if(stat == DEAD) //Uh oh, you died!
if(hasnutriment()) //Let's hope you have nutriment in you.... If not
if(src) //Runtime prevention.
chimera_hatch()
visible_message("<span class='danger'><p><font size=4>The lifeless husk of [src] bursts open, revealing a new, intact copy in the pool of viscera.</font></p></span>") //Bloody hell...
brainloss += 10 //Reviving from dead means you take a lil' brainloss on top of whatever was healed in the revive.
return
else
return //Runtime prevention
else //don't have nutriment to hatch! Or you somehow died in between completing your revive and hitting hatch.
to_chat(src, "Your body was unable to regenerate, what few living cells remain require additional nutrients to complete the process.")
reviving = FALSE // so they can try again when they're given a kickstart
//Dead when hatching
if(stat == DEAD)
//Check again for nutriment (necessary?)
if(hasnutriment())
chimera_hatch()
adjustBrainLoss(10) // if they're reviving from dead, they come back with 10 brainloss on top of whatever's unhealed.
visible_message("<span class='danger'><p><font size=4>The lifeless husk of [src] bursts open, revealing a new, intact copy in the pool of viscera.</font></p></span>") //Bloody hell...
return
else if(stat != DEAD) //If they're alive at the time of regenerating.
//Don't have nutriment to hatch! Or you somehow died in between completing your revive and hitting hatch.
else
to_chat(src, "Your body was unable to regenerate, what few living cells remain require additional nutrients to complete the process.")
verbs -= /mob/living/carbon/human/proc/hatch
reviving = 0 //So they can try again when they're given a kickstart
//Alive when hatching
else
chimera_hatch()
visible_message("<span class='danger'><p><font size=4>The dormant husk of [src] bursts open, revealing a new, intact copy in the pool of viscera.</font></p></span>") //Bloody hell...
return
else
return //Runtime prevention.
/mob/living/carbon/human/proc/chimera_hatch()
nutrition -= nutrition/2 //Cut their nutrition in half.
var/old_nutrition = nutrition //Since the game is being annoying.
verbs -= /mob/living/carbon/human/proc/hatch
to_chat(src, "<span class='notice'>Your new body awakens, bursting free from your old skin.</span>")
var/T = get_turf(src)
new /obj/effect/gibspawner/human/scree(T)
var/braindamage = brainloss/2 //If you have 100 brainloss, it gives you 50.
does_not_breathe = 0 //start breathing again
revive() // I did have special snowflake code, but this is easier.
weakened = 2 //Not going to let you get up immediately. 2 ticks before you get up. Overrides the above 10000 weaken.
//Modify and record values (half nutrition and braindamage)
var/old_nutrition = nutrition * 0.5
var/braindamage = (brainloss * 0.5) //Can only heal half brain damage.
//I did have special snowflake code, but this is easier.
revive()
mutations.Remove(HUSK)
nutrition = old_nutrition
brainloss = braindamage //Gives them half their prior brain damage.
update_canmove()
setBrainLoss(braindamage)
//Drop everything
for(var/obj/item/W in src)
drop_from_inventory(W)
spawn(3600 SECONDS) //1 hour wait until you can revive.
reviving = FALSE
to_chat(src, "Your body has recovered from the strenuous effort of rebuilding itself.")
verbs -= /mob/living/carbon/human/proc/hatch
return
/obj/effect/gibspawner/human/scree
fleshcolor = "#14AD8B" //Scree blood.
//Unfreeze some things
does_not_breathe = FALSE
update_canmove()
weakened = 2
//Visual effects
var/T = get_turf(src)
new /obj/effect/gibspawner/human/xenochimera(T)
reviving = REVIVING_COOLDOWN
schedule_callback_in(1 HOUR, VARSET_CALLBACK(src, reviving, 0))
/obj/effect/gibspawner/human/xenochimera
fleshcolor = "#14AD8B"
bloodcolor = "#14AD8B"
/mob/living/carbon/human/proc/getlightlevel() //easier than having the same code in like three places
@@ -141,7 +155,7 @@
else return 0
/mob/living/carbon/human/proc/handle_feral()
if(handling_hal) return //avoid conflict with actual hallucinations
if(handling_hal) return
handling_hal = 1
if(client && feral >= 10) // largely a copy of handle_hallucinations() without the fake attackers. Unlike hallucinations, only fires once - if they're still feral they'll get hit again anyway.
@@ -734,6 +748,12 @@
add_attack_logs(src,T,"Shredded (hardvore)")
/mob/living/proc/shred_limb_temp()
set name = "Damage/Remove Prey's Organ (beartrap)"
set desc = "Severely damages prey's organ. If the limb is already severely damaged, it will be torn off."
set category = "Abilities"
shred_limb()
/mob/living/proc/flying_toggle()
set name = "Toggle Flight"
set desc = "While flying over open spaces, you will use up some nutrition. If you run out nutrition, you will fall. Additionally, you can't fly if you are too heavy."
@@ -22,7 +22,7 @@
tail = "tail" //Scree's tail. Can be disabled in the vore tab by choosing "hide species specific tail sprite"
icobase_tail = 1
inherent_verbs = list(
/mob/living/carbon/human/proc/begin_reconstitute_form,
/mob/living/carbon/human/proc/reconstitute_form,
/mob/living/carbon/human/proc/sonar_ping,
/mob/living/carbon/human/proc/succubus_drain,
/mob/living/carbon/human/proc/succubus_drain_finalize,
@@ -40,9 +40,9 @@
Most, if not all chimeras possess the ability to undergo some type of regeneration process, at the cost of energy."
hazard_low_pressure = -1 //Prevents them from dying normally in space. Special code handled below.
cold_level_1 = -5000 // All cold debuffs are handled below in handle_environment_special
cold_level_2 = -5000
cold_level_3 = -5000
cold_level_1 = -1 // All cold debuffs are handled below in handle_environment_special
cold_level_2 = -1
cold_level_3 = -1
//primitive_form = "Farwa"
@@ -56,142 +56,198 @@
/datum/species/xenochimera/handle_environment_special(var/mob/living/carbon/human/H)
if(H.stat == 2) // If they're dead they won't think about being all feral and won't need all the code below.
return
//If they're KO'd/dead, they're probably not thinking a lot about much of anything.
if(!H.stat)
handle_feralness(H)
//handle feral triggers
if(H.nutrition <= 200||H.traumatic_shock > min(60, H.nutrition/10)) // Stress factors are in play
// If they're hungry, give nag messages.
if (!istype(H.loc, /mob)) // if they're in a mob, skip the hunger stuff so it doesn't mess with drain/absorption modes.
if(H.nutrition < 200 && H.nutrition > 150)
if(prob(0.5)) //A bit of an issue, not too bad.
H << "<span class='info'>You feel rather hungry. It might be a good idea to find some some food...</span>"
else if(H.nutrition <= 150 && H.nutrition > 100)
if(prob(0.5)) //Getting closer, should probably eat some food about now...
H << "<span class='warning'>You feel like you're going to snap and give in to your hunger soon... It would be for the best to find some [pick("food","prey")] to eat...</span>"
else if(H.nutrition <= 100) //Should've eaten sooner!
if(H.feral == 0)
H << "<span class='danger'><big>Something in your mind flips, your instincts taking over, no longer able to fully comprehend your surroundings as survival becomes your primary concern - you must feed, survive, there is nothing else. Hunt. Eat. Hide. Repeat.</big></span>"
log_and_message_admins("has gone feral due to hunger.", H)
H.feral += 5 //just put them over the threshold by a decent amount for the first chunk.
if(H.stat == CONSCIOUS)
H.emote("twitch")
if(H.feral + H.nutrition < 150) //Feralness increases while this hungry, capped at 50-150 depending on hunger.
H.feral += 1
// If they're hurt, chance of snapping. Not if they're straight-up KO'd though.
if (H.stat == CONSCIOUS && H.traumatic_shock >=min(60, H.nutrition/10)) //at 360 nutrition, this is 30 brute/burn, or 18 halloss. Capped at 50 brute/30 halloss - if they take THAT much, no amount of satiation will help them. Also they're fat.
if (2.5*H.halloss >= H.traumatic_shock) //If the majority of their shock is due to halloss, greater chance of snapping.
if(prob(min(10,(0.2 * H.traumatic_shock))))
if(H.feral == 0)
H << "<span class='danger'><big>The pain! It stings! Got to get away! Your instincts take over, urging you to flee, to hide, to go to ground, get away from here...</big></span>"
log_and_message_admins("has gone feral due to halloss.", H)
H.feral = max(H.feral, H.halloss) //if already more feral than their halloss justifies, don't increase it.
H.emote("twitch")
else if(prob(min(10,(0.1 * H.traumatic_shock))))
H.emote("twitch")
if(H.feral == 0)
H << "<span class='danger'><big>Your fight-or-flight response kicks in, your injuries too much to simply ignore - you need to flee, to hide, survive at all costs - or destroy whatever is threatening you.</big></span>"
H.feral = 2*H.traumatic_shock //Make 'em snap.
log_and_message_admins("has gone feral due to injury.", H)
else
H.feral = max(H.feral, H.traumatic_shock * 2) //keep feralness up to match the current injury state.
else if (H.jitteriness >= 100) //No stress factors, but there's coffee. Keeps them mildly feral while they're all jittery.
if(H.feral == 0)
H << "<span class='warning'><big>Suddenly, something flips - everything that moves is... potential prey. A plaything. This is great! Time to hunt!</big></span>"
log_and_message_admins("has gone feral due to jitteriness.", H)
if(H.stat == CONSCIOUS)
H.emote("twitch")
H.feral = max(H.feral, H.jitteriness-100) //they'll be twitchy and pouncy while they're under the influence, and feralness won't wear off until they're calm.
//While regenerating
if(H.reviving && H.reviving != REVIVING_COOLDOWN)
H.weakened = 5
H.canmove = 0
H.does_not_breathe = TRUE
//Cold/pressure effects when not regenerating
else
if (H.feral > 0) //still feral, but all stress factors are gone. Calm them down.
H.feral -= 1
if (H.feral <=0) //check if they're unferalled
H.feral = 0
H << "<span class='info'>Your thoughts start clearing, your feral urges having passed - for the time being, at least.</span>"
log_and_message_admins("is no longer feral.", H)
var/datum/gas_mixture/environment = H.loc.return_air()
var/pressure2 = environment.return_pressure()
var/adjusted_pressure2 = H.calculate_affecting_pressure(pressure2)
// handle what happens while feral
//Very low pressure damage
if(adjusted_pressure2 <= 20)
H.take_overall_damage(brute=LOW_PRESSURE_DAMAGE, used_weapon = "Low Pressure")
if(H.feral > 0) //do the following if feral, otherwise no effects.
var/light_amount = H.getlightlevel() //how much light there is in the place
//Cold hurts and gives them pain messages, eventually weakening and paralysing, but doesn't damage or trigger feral.
//NB: 'body_temperature' used here is the 'setpoint' species var
var/temp_diff = body_temperature - H.bodytemperature
if(temp_diff >= 50)
H.shock_stage = min(H.shock_stage + (temp_diff/20), 160) // Divided by 20 is the same as previous numbers, but a full scale
H.eye_blurry = max(5,H.eye_blurry)
H.shock_stage = max(H.shock_stage-(H.feral/20), 0) //if they lose enough health to hit softcrit, handle_shock() will keep resetting this. Otherwise, pissed off critters will lose shock faster than they gain it.
if(light_amount <= 0.5) // in the darkness. No need for custom scene-protection checks as it's just an occational infomessage.
if(prob(2)) //periodic nagmessages just to remind 'em they're still feral
if (H.traumatic_shock >=min(60, H.nutrition/10)) // if hurt, tell 'em to heal up
H << "<span class='info'> This place seems safe, secure, hidden, a place to lick your wounds and recover...</span>"
else if(H.nutrition <= 100) //If hungry, nag them to go and find someone or something to eat.
H << "<span class='info'> Secure in your hiding place, your hunger still gnaws at you. You need to catch some food...</span>"
else if(H.jitteriness >= 100)
H << "<span class='info'> sneakysneakyyesyesyescleverhidingfindthingsyessssss</span>"
else //otherwise, just tell them to keep hiding.
H << "<span class='info'> ...safe...</span>"
else // must be in a lit area
var/list/nearby = oviewers(H)
if (nearby.len) // someone's nearby
if(prob(1)) // 1 in 100 chance of doing something so as not to interrupt scenes
var/mob/M = pick(nearby)
if (H.traumatic_shock >=min(60, H.nutrition/10)) //tell 'em to be wary of a random person
H << "<span class='danger'> You're hurt, in danger, exposed, and [M] looks to be a little too close for comfort...</span>"
else if(H.nutrition <= 250 || H.jitteriness > 0) //tell them a random person in view looks like food. It CAN happen when you're not hungry enough to be feral, especially if coffee is involved.
H << "<span class='danger'> Every movement, every flick, every sight and sound has your full attention, your hunting instincts on high alert... In fact, [M] looks extremely appetizing...</span>"
if(H.stat == CONSCIOUS)
/datum/species/xenochimera/proc/handle_feralness(var/mob/living/carbon/human/H)
//Low-ish nutrition has messages and eventually feral
var/hungry = H.nutrition <= 200
//At 360 nutrition, this is 30 brute/burn, or 18 halloss. Capped at 50 brute/30 halloss - if they take THAT much, no amount of satiation will help them. Also they're fat.
var/shock = H.traumatic_shock > min(60, H.nutrition/10)
//Caffeinated xenochimera can become feral and have special messages
var/jittery = H.jitteriness >= 100
//To reduce distant object references
var/feral = H.feral
//Handle feral triggers and pre-feral messages
if(!feral && (hungry || shock || jittery))
// If they're hungry, give nag messages (when not bellied)
if(H.nutrition >= 100 && prob(0.5) && !isbelly(H.loc))
switch(H.nutrition)
if(150 to 200)
to_chat(H,"<span class='info'>You feel rather hungry. It might be a good idea to find some some food...</span>")
if(100 to 150)
to_chat(H,"<span class='warning'>You feel like you're going to snap and give in to your hunger soon... It would be for the best to find some [pick("food","prey")] to eat...</span>")
// Going feral due to hunger
else if(H.nutrition < 100 && !isbelly(H.loc))
to_chat(H,"<span class='danger'><big>Something in your mind flips, your instincts taking over, no longer able to fully comprehend your surroundings as survival becomes your primary concern - you must feed, survive, there is nothing else. Hunt. Eat. Hide. Repeat.</big></span>")
log_and_message_admins("has gone feral due to hunger.", H)
feral = 5
if(!H.stat)
H.emote("twitch")
// If they're hurt, chance of snapping.
else if(shock)
//If the majority of their shock is due to halloss, greater chance of snapping.
if(2.5*H.halloss >= H.traumatic_shock)
if(prob(min(10,(0.2 * H.traumatic_shock))))
to_chat(H,"<span class='danger'><big>The pain! It stings! Got to get away! Your instincts take over, urging you to flee, to hide, to go to ground, get away from here...</big></span>")
log_and_message_admins("has gone feral due to halloss.", H)
feral = 5
if(!H.stat)
H.emote("twitch")
//Majority due to other damage sources
else if(prob(min(10,(0.1 * H.traumatic_shock))))
to_chat(H,"<span class='danger'><big>Your fight-or-flight response kicks in, your injuries too much to simply ignore - you need to flee, to hide, survive at all costs - or destroy whatever is threatening you.</big></span>")
feral = 5
log_and_message_admins("has gone feral due to injury.", H)
if(!H.stat)
H.emote("twitch")
//No hungry or shock, but jittery
else if(jittery)
to_chat(H,"<span class='warning'><big>Suddenly, something flips - everything that moves is... potential prey. A plaything. This is great! Time to hunt!</big></span>")
feral = 5
log_and_message_admins("has gone feral due to jitteriness.", H)
if(!H.stat)
H.emote("twitch")
// Handle being feral
if(feral)
//Shock due to mostly halloss. More feral.
if(shock && 2.5*H.halloss >= H.traumatic_shock)
feral = max(feral, H.halloss)
//Shock due to mostly injury. More feral.
else if(shock)
feral = max(feral, H.traumatic_shock * 2)
//Still jittery? More feral.
if(jittery)
feral = max(feral, H.jitteriness-100)
//Still hungry? More feral.
if(H.feral + H.nutrition < 150)
feral++
else
feral = max(0,--feral)
//Set our real mob's var to our temp var
H.feral = feral
//Did we just finish being feral?
if(!feral)
to_chat(H,"<span class='info'>Your thoughts start clearing, your feral urges having passed - for the time being, at least.</span>")
log_and_message_admins("is no longer feral.", H)
return
//If they lose enough health to hit softcrit, handle_shock() will keep resetting this. Otherwise, pissed off critters will lose shock faster than they gain it.
H.shock_stage = max(H.shock_stage-(feral/20), 0)
//Handle light/dark areas
var/turf/T = get_turf(H)
if(!T)
return //Nullspace
var/darkish = T.get_lumcount() <= 0.1
//Don't bother doing heavy lifting if we weren't going to give emotes anyway.
if(!prob(1))
//This is basically the 'lite' version of the below block.
var/list/nearby = H.living_mobs(world.view)
//Not in the dark and out in the open.
if(!darkish && isturf(H.loc))
//Always handle feral if nobody's around and not in the dark.
if(!nearby.len)
H.handle_feral()
else // nobody around
H.handle_feral()
if(prob(2)) //periodic nagmessages
if(H.nutrition <= 100) //If hungry, nag them to go and find someone or something to eat.
H << "<span class='danger'> Confusing sights and sounds and smells surround you - scary and disorienting it may be, but the drive to hunt, to feed, to survive, compels you.</span>"
if(H.stat == CONSCIOUS)
H.emote("twitch")
else if(H.jitteriness >= 100)
H << "<span class='danger'> yesyesyesyesyesyesgetthethingGETTHETHINGfindfoodsfindpreypounceyesyesyes</span>"
if(H.stat == CONSCIOUS)
H.emote("twitch")
else //otherwise, just tell them to hide.
H << "<span class='danger'> Confusing sights and sounds and smells surround you, this place is wrong, confusing, frightening. You need to hide, go to ground...</span>"
if(H.stat == CONSCIOUS)
H.emote("twitch")
//Rarely handle feral if someone is around
else if(prob(1))
H.handle_feral()
//////////////////////////////////////////////////////////////////////////////////////////
///////////WIP CODE TO MAKE XENOCHIMERAS NOT DIE IN SPACE WHILE REGENNING BELOW/////////// //I put WIP, but what I really meant to put was "Finished"
//////////////////////////////////////////////////////////////////////////////////////////
//And bail
return
var/datum/gas_mixture/environment = H.loc.return_air()
var/pressure2 = environment.return_pressure()
var/adjusted_pressure2 = H.calculate_affecting_pressure(pressure2)
// In the darkness or "hidden". No need for custom scene-protection checks as it's just an occational infomessage.
if(darkish || !isturf(H.loc))
// If hurt, tell 'em to heal up
if (shock)
to_chat(H,"<span class='info'>This place seems safe, secure, hidden, a place to lick your wounds and recover...</span>")
if(adjusted_pressure2 <= 20 && H.does_not_breathe) //If they're in a enviroment with no pressure and are not breathing (See: regenerating), don't kill them.
//This is just to prevent them from taking damage if they're in stasis.
//If hungry, nag them to go and find someone or something to eat.
else if(hungry)
to_chat(H,"<span class='info'>Secure in your hiding place, your hunger still gnaws at you. You need to catch some food...</span>")
else if(adjusted_pressure2 <= 20) //If they're in an enviroment with no pressure and are NOT in stasis, damage them.
H.take_overall_damage(brute=LOW_PRESSURE_DAMAGE, used_weapon = "Low Pressure")
//If jittery, etc
else if(jittery)
to_chat(H,"<span class='info'>sneakysneakyyesyesyescleverhidingfindthingsyessssss</span>")
if(H.bodytemperature <= 260 && H.does_not_breathe) //If they're regenerating, don't give them them the negative cold effects
//This is just here to prevent them from getting cold effects
//Otherwise, just tell them to keep hiding.
else
to_chat(H,"<span class='info'>...safe...</span>")
// NOT in the darkness
else
//Twitch twitch
if(!H.stat)
H.emote("twitch")
var/list/nearby = H.living_mobs(world.view)
// Someone/something nearby
if(nearby.len)
var/M = pick(nearby)
if(shock)
to_chat(H,"<span class='danger'>You're hurt, in danger, exposed, and [M] looks to be a little too close for comfort...</span>")
else if(hungry || jittery)
to_chat(H,"<span class='danger'>Every movement, every flick, every sight and sound has your full attention, your hunting instincts on high alert... In fact, [M] looks extremely appetizing...</span>")
// Nobody around
else
if(hungry)
to_chat(H,"<span class='danger'>Confusing sights and sounds and smells surround you - scary and disorienting it may be, but the drive to hunt, to feed, to survive, compels you.</span>")
else if(jittery)
to_chat(H,"<span class='danger'>yesyesyesyesyesyesgetthethingGETTHETHINGfindfoodsfindpreypounceyesyesyes</span>")
else
to_chat(H,"<span class='danger'>Confusing sights and sounds and smells surround you, this place is wrong, confusing, frightening. You need to hide, go to ground...</span>")
else if(H.bodytemperature <= 260) //If they're not in stasis and are cold. Don't really have to add in an exception to cryo cells, as the effects aren't anything /too/ horrible.
var/coldshock = 0
if(H.bodytemperature <= 260 && H.bodytemperature >= 200) //Chilly.
coldshock = 4 //This will begin to knock them out until they run out of oxygen and suffocate or until someone finds them.
H.eye_blurry = 5 //Blurry vision in the cold.
if(H.bodytemperature <= 199 && H.bodytemperature >= 100) //Extremely cold. Even in somewhere like the server room it takes a while for bodytemp to drop this low.
coldshock = 8
H.eye_blurry = 5
if(H.bodytemperature <= 99) //Insanely cold.
coldshock = 16
H.eye_blurry = 5
H.shock_stage = min(H.shock_stage + coldshock, 160) //cold hurts and gives them pain messages, eventually weakening and paralysing, but doesn't damage or trigger feral.
return
/datum/species/xenochimera/proc/produceCopy(var/datum/species/to_copy,var/list/traits,var/mob/living/carbon/human/H)
ASSERT(to_copy)
@@ -272,10 +328,10 @@
Before they were found they built great cities out of their silk, being united and subjugated in warring factions under great “Star Queens” \
Who forced the working class to build huge, towering cities to attempt to reach the stars, which they worship as gems of great spiritual and magical significance."
hazard_low_pressure = -1 //Prevents them from dying normally in space. Special code handled below.
cold_level_1 = -5000 // All cold debuffs are handled below in handle_environment_special
cold_level_2 = -5000
cold_level_3 = -5000
hazard_low_pressure = 20 //Prevents them from dying normally in space. Special code handled below.
cold_level_1 = -1 // All cold debuffs are handled below in handle_environment_special
cold_level_2 = -1
cold_level_3 = -1
//primitive_form = "Monkey" //I dunno. Replace this in the future.
@@ -288,16 +344,9 @@
blood_color = "#0952EF" //Spiders have blue blood.
/datum/species/spider/handle_environment_special(var/mob/living/carbon/human/H)
if(H.stat == 2) // If they're dead they won't need anything.
if(H.stat == DEAD) // If they're dead they won't need anything.
return
var/datum/gas_mixture/environment = H.loc.return_air()
var/pressure2 = environment.return_pressure()
var/adjusted_pressure2 = H.calculate_affecting_pressure(pressure2)
if(adjusted_pressure2 <= 20) //If they're in an enviroment with no pressure and are NOT in stasis, like a stasis bodybag, damage them.
H.take_overall_damage(brute=LOW_PRESSURE_DAMAGE, used_weapon = "Low Pressure")
if(H.bodytemperature <= 260) //If they're really cold, they go into stasis.
var/coldshock = 0
if(H.bodytemperature <= 260 && H.bodytemperature >= 200) //Chilly.
@@ -118,11 +118,13 @@
desc = "You simply can't see colors at all, period. You are 100% colorblind."
cost = -1
/datum/modifier/colorblindness_mono
name = "Colorblindness (Monochromancy)"
desc = "You simply can't see colors at all, period. You are 100% colorblind."
/datum/trait/colorblind/apply(var/datum/species/S,var/mob/living/carbon/human/H)
..(S,H)
if(!H.plane_holder)
H.plane_holder = new(H)
H.plane_holder.set_vis(VIS_D_COLORBLIND,TRUE) //The default is monocrhomia, no need to set values
H.add_modifier(/datum/modifier/trait/colorblind_mono)
/datum/trait/colorblind/para_vulp
name = "Colorblindness (Para Vulp)"
@@ -131,7 +133,7 @@
/datum/trait/colorblind/para_vulp/apply(var/datum/species/S,var/mob/living/carbon/human/H)
..(S,H)
H.plane_holder.alter_values(VIS_D_COLORBLIND,list("variety" = "Paradise Vulp"))
H.add_modifier(/datum/modifier/trait/colorblind_vulp)
/datum/trait/colorblind/para_taj
name = "Colorblindness (Para Taj)"
@@ -140,4 +142,4 @@
/datum/trait/colorblind/para_taj/apply(var/datum/species/S,var/mob/living/carbon/human/H)
..(S,H)
H.plane_holder.alter_values(VIS_D_COLORBLIND,list("variety" = "Paradise Taj"))
H.add_modifier(/datum/modifier/trait/colorblind_taj)
+3
View File
@@ -1124,6 +1124,9 @@ default behaviour is:
var/list/colors_to_blend = list()
for(var/datum/modifier/M in modifiers)
if(!isnull(M.client_color))
if(islist(M.client_color)) //It's a color matrix! Forget it. Just use that one.
animate(client, color = M.client_color, time = 10)
return
colors_to_blend += M.client_color
if(colors_to_blend.len)
@@ -23,6 +23,8 @@
var/startdrain = 500
var/max_item_count = 1
var/gulpsound = 'sound/vore/gulp.ogg'
var/digest_brute = 2
var/digest_burn = 3
/obj/item/device/dogborg/sleeper/New()
..()
@@ -504,9 +506,14 @@
if((T.status_flags & GODMODE) || !T.digestable)
items_preserved += T
else
T.adjustBruteLoss(2)
T.adjustFireLoss(3)
drain(-100) //20*total loss as with voreorgan stats.
var/old_brute = T.getBruteLoss()
var/old_burn = T.getFireLoss()
T.adjustBruteLoss(digest_brute)
T.adjustFireLoss(digest_burn)
var/actual_brute = T.getBruteLoss() - old_brute
var/actual_burn = T.getFireLoss() - old_burn
var/damage_gain = actual_brute + actual_burn
drain(-25 * damage_gain) //25*total loss as with voreorgan stats.
update_patient()
//Pick a random item to deal with (if there are any)
@@ -1,9 +0,0 @@
/mob/living/silicon/robot/drone
can_enter_vent_with = list(
/obj/item/device/radio/borg,
/obj/machinery/camera,
/obj/item/device/camera/siliconcam/drone_camera,
/obj/item/weapon/robot_module/drone,
/obj/item/weapon/cell,
/obj/screen/movable/ability_master,
/obj/item/weapon/card/id/synthetic)
@@ -49,10 +49,7 @@
qdel(src)
/mob/living/simple_animal/hostile/mimic/MouseEntered(location, control, params)
..()
closeToolTip(usr)
// ideally, we'd remove the code in ..() that opens the tooltip,
// but then we'd need to duplicate all the other code in ..()
return // Do not call parent: Mimics shouldn't have tooltips!
//
// Crate Mimic
@@ -84,13 +84,16 @@ Nurse Family
var/atom/cocoon_target
var/egg_inject_chance = 5
// VOREStation Edit - Keep Nurse Hat Spiders
/mob/living/simple_animal/hostile/giant_spider/nurse/medical
/mob/living/simple_animal/hostile/giant_spider/nurse/hat
desc = "Furry and beige, it makes you shudder to look at it. This one has brilliant green eyes and a tiny nurse hat."
icon_state = "nursemed"
icon_living = "nursemed"
icon_dead = "nursemed_dead"
maxHealth = 50
health = 50
// VOREStation Edit
melee_damage_lower = 8
melee_damage_upper = 16
poison_type = "tramadol"
@@ -1,4 +1,4 @@
/mob/living/simple_animal/hostile/badboi
/mob/living/simple_animal/hostile/corrupthound
name = "corrupt hound"
desc = "Good boy machine broke. This is definitely no good news for the organic lifeforms in vicinity."
icon = 'icons/mob/vore64x32.dmi'
@@ -48,6 +48,9 @@
minbodytemp = 150
maxbodytemp = 900
var/image/eye_layer = null
vore_active = TRUE
vore_capacity = 1
vore_pounce_chance = 15
@@ -57,7 +60,7 @@
loot_list = list(/obj/item/borg/upgrade/syndicate = 6, /obj/item/borg/upgrade/vtec = 6, /obj/item/weapon/material/knife/ritual = 6, /obj/item/weapon/disk/nifsoft/compliance = 6)
/mob/living/simple_animal/hostile/badboi/prettyboi
/mob/living/simple_animal/hostile/corrupthound/prettyboi
name = "corrupt corrupt hound"
desc = "Bad boy machine broke as well. Seems an attempt was made to achieve a less threatening look, and this one is definitely having some conflicting feelings about it."
icon_state = "prettyboi"
@@ -76,18 +79,37 @@
say_got_target = list("HERE COMES BIG MEAN HUG MACHINE!", "I'LL BE GENTLE!", "FUEL ME FRIEND!", "I*M SO SORRY!", "YUMMY TREAT DETECTED!", "LOVE ME!", "Not again. NOT AGAIN!")
/mob/living/simple_animal/hostile/badboi/isSynthetic()
/mob/living/simple_animal/hostile/corrupthound/isSynthetic()
return TRUE
/mob/living/simple_animal/hostile/badboi/speech_bubble_appearance()
/mob/living/simple_animal/hostile/corrupthound/speech_bubble_appearance()
return "synthetic_evil"
/mob/living/simple_animal/hostile/badboi/PunchTarget()
/mob/living/simple_animal/hostile/corrupthound/PunchTarget()
if(istype(target_mob,/mob/living/simple_animal/mouse))
return EatTarget()
else ..()
/mob/living/simple_animal/hostile/badboi/death(gibbed, deathmessage = "shudders and collapses!")
/mob/living/simple_animal/hostile/corrupthound/proc/add_eyes()
if(!eye_layer)
eye_layer = image(icon, "badboi-eyes")
eye_layer.plane = PLANE_LIGHTING_ABOVE
add_overlay(eye_layer)
/mob/living/simple_animal/hostile/corrupthound/proc/remove_eyes()
cut_overlay(eye_layer)
/mob/living/simple_animal/hostile/corrupthound/New()
add_eyes()
..()
/mob/living/simple_animal/hostile/corrupthound/death(gibbed, deathmessage = "shudders and collapses!")
.=..()
resting = 0
icon_state = icon_dead
/mob/living/simple_animal/hostile/corrupthound/update_icon()
. = ..()
remove_eyes()
if(stat == CONSCIOUS && !resting)
add_eyes()
@@ -46,6 +46,9 @@
pixel_x = -16
pixel_y = 0
var/glowyeyes = FALSE
var/image/eye_layer = null
var/eyetype
var/mob/living/carbon/human/friend
var/tamed = 0
var/tame_chance = 50 //It's a fiddy-fiddy default you may get a buddy pal or you may get mauled and ate. Win-win!
@@ -78,6 +81,8 @@
max_co2 = 0
min_n2 = 0
max_n2 = 0
glowyeyes = TRUE
eyetype = "photie"
/mob/living/simple_animal/otie/friendly //gets the pet2tame feature and doesn't kill you right away
name = "otie"
@@ -116,6 +121,8 @@
max_co2 = 0
min_n2 = 0
max_n2 = 0
glowyeyes = TRUE
eyetype = "photie"
/mob/living/simple_animal/otie/security //tame by default unless you're a marked crimester. can be befriended to follow with pets tho.
name = "guard otie"
@@ -128,6 +135,8 @@
maxHealth = 200 //armored or something
health = 200
tamed = 1
glowyeyes = TRUE
eyetype = "sotie"
loot_list = list(/obj/item/clothing/glasses/sunglasses/sechud,/obj/item/clothing/suit/armor/vest/alt)
vore_pounce_chance = 60 // Good boys don't do too much police brutality.
@@ -151,6 +160,8 @@
max_co2 = 0
min_n2 = 0
max_n2 = 0
glowyeyes = TRUE
eyetype = "sotie"
/mob/living/simple_animal/otie/PunchTarget()
if(istype(target_mob,/mob/living/simple_animal/mouse))
@@ -322,8 +333,27 @@
else
..()
/mob/living/simple_animal/otie/death(gibbed, deathmessage = "dies!")
resting = 0
icon_state = icon_dead
update_icon()
/mob/living/simple_animal/otie/proc/add_eyes()
if(!eye_layer)
eye_layer = image(icon, "[eyetype]-eyes")
eye_layer.plane = PLANE_LIGHTING_ABOVE
add_overlay(eye_layer)
/mob/living/simple_animal/otie/proc/remove_eyes()
cut_overlay(eye_layer)
/mob/living/simple_animal/otie/New()
if(glowyeyes)
add_eyes()
..()
/mob/living/simple_animal/otie/update_icon()
. = ..()
remove_eyes()
if(glowyeyes && stat == CONSCIOUS && !resting)
add_eyes()
/mob/living/simple_animal/otie/death(gibbed, deathmessage = "dies!")
.=..()
resting = 0
icon_state = icon_dead
@@ -1,4 +1,4 @@
/mob/living/simple_animal/hostile/rous
/mob/living/simple_animal/hostile/rat
name = "giant rat"
desc = "In what passes for a hierarchy among verminous rodents, this one is king."
tt_desc = "Mus muscular"
@@ -41,6 +41,6 @@
vore_pounce_chance = 45
vore_icons = SA_ICON_LIVING | SA_ICON_REST
/mob/living/simple_animal/hostile/rous/death()
/mob/living/simple_animal/hostile/rat/death()
playsound(src, 'sound/effects/mouse_squeak_loud.ogg', 50, 1)
..()
@@ -1,4 +1,4 @@
/mob/living/simple_animal/wah
/mob/living/simple_animal/redpanda
name = "red panda"
desc = "It's a wah! Beware of doom pounce!"
tt_desc = "Ailurus fulgens"
@@ -29,7 +29,7 @@
emote_see = list("trundles around","rears up onto their hind legs and pounces a bug")
// Activate Noms!
/mob/living/simple_animal/wah
/mob/living/simple_animal/redpanda
vore_active = 1
vore_bump_chance = 10
vore_bump_emote = "playfully lunges at"
@@ -37,7 +37,7 @@
vore_default_mode = DM_HOLD // above will only matter if someone toggles it anyway
vore_icons = SA_ICON_LIVING
/mob/living/simple_animal/wah/fae
/mob/living/simple_animal/redpanda/fae
name = "dark wah"
desc = "Ominous, but still cute!"
tt_desc = "Ailurus brattus"
@@ -1,4 +1,4 @@
/mob/living/simple_animal/hostile/snake
/mob/living/simple_animal/hostile/giant_snake
name = "giant snake"
desc = "Snakes. Why did it have to be snakes?"
icon = 'icons/mob/vore64x64.dmi'
@@ -21,7 +21,7 @@
pixel_y = -16
// Activate Noms!
/mob/living/simple_animal/hostile/snake
/mob/living/simple_animal/hostile/giant_snake
vore_active = 1
vore_pounce_chance = 25
vore_icons = SA_ICON_LIVING
+10
View File
@@ -34,6 +34,11 @@
if(hud_used) qdel(hud_used) //remove the hud objects
hud_used = new /datum/hud(src)
if(client.prefs && client.prefs.client_fps)
client.fps = client.prefs.client_fps
else
client.fps = 0 // Results in using the server FPS
next_move = 1
disconnect_time = null //clear the disconnect time
sight |= SEE_SELF
@@ -56,6 +61,11 @@
client.screen += plane_holder.plane_masters
recalculate_vis()
// AO support
var/ao_enabled = client.is_preference_enabled(/datum/client_preference/ambient_occlusion)
plane_holder.set_ao(VIS_OBJS, ao_enabled)
plane_holder.set_ao(VIS_MOBS, ao_enabled)
//set macro to normal incase it was overriden (like cyborg currently does)
client.set_hotkeys_macro("macro", "hotkeymode")
+27 -54
View File
@@ -11,6 +11,8 @@
my_mob = this_guy
//It'd be nice to lazy init these but some of them are important to just EXIST. Like without ghost planemaster, you can see ghosts. Go figure.
// 'Utility' planes
plane_masters[VIS_FULLBRIGHT] = new /obj/screen/plane_master/fullbright //Lighting system (lighting_overlay objects)
plane_masters[VIS_LIGHTING] = new /obj/screen/plane_master/lighting //Lighting system (but different!)
plane_masters[VIS_GHOSTS] = new /obj/screen/plane_master/ghosts //Ghosts!
@@ -31,11 +33,13 @@
plane_masters[VIS_ADMIN2] = new /obj/screen/plane_master{plane = PLANE_ADMIN2} //For admin use
plane_masters[VIS_ADMIN3] = new /obj/screen/plane_master{plane = PLANE_ADMIN3} //For admin use
plane_masters[VIS_D_COLORBLIND] = new /obj/screen/plane_master/colorblindness //Colorblindness (affects world)
plane_masters[VIS_D_COLORBLINDI]= new /obj/screen/plane_master/colorblindness/items //Colorblindness (items in HUD, subplane of above, don't toggle)
plane_masters[VIS_MESONS] = new /obj/screen/plane_master{plane = PLANE_MESONS} //Meson-specific things like open ceilings.
// Real tangible stuff planes
plane_masters[VIS_TURFS] = new /obj/screen/plane_master/main{plane = TURF_PLANE}
plane_masters[VIS_OBJS] = new /obj/screen/plane_master/main{plane = OBJ_PLANE}
plane_masters[VIS_MOBS] = new /obj/screen/plane_master/main{plane = MOB_PLANE}
..()
/datum/plane_holder/Destroy()
@@ -70,6 +74,17 @@
for(var/SP in subplanes)
set_vis(which = SP, new_alpha = new_alpha)
/datum/plane_holder/proc/set_ao(var/which = null, var/enabled = FALSE)
ASSERT(which)
var/obj/screen/plane_master/PM = plane_masters[which]
if(!PM)
crash_with("Tried to set_ao [which] in plane_holder on [my_mob]!")
PM.set_ambient_occlusion(enabled)
if(PM.sub_planes)
var/list/subplanes = PM.sub_planes
for(var/SP in subplanes)
set_ao(SP, enabled)
/datum/plane_holder/proc/alter_values(var/which = null, var/list/values = null)
ASSERT(which)
var/obj/screen/plane_master/PM = plane_masters[which]
@@ -124,6 +139,11 @@
new_alpha = sanitize_integer(new_alpha, 0, 255, 255)
alpha = new_alpha
/obj/screen/plane_master/proc/set_ambient_occlusion(var/enabled = FALSE)
filters -= AMBIENT_OCCLUSION
if(enabled)
filters += AMBIENT_OCCLUSION
/obj/screen/plane_master/proc/alter_plane_values()
return //Stub
@@ -152,55 +172,8 @@
plane = PLANE_GHOSTS
desired_alpha = 127 //When enabled, they're like half-transparent
//'Normal'ness v v v
//Various types of colorblindness R2R R2G R2B G2R G2G G2B B2R B2G B2B
#define MATRIX_Monochromia list(0.33, 0.33, 0.33, 0.59, 0.59, 0.59, 0.11, 0.11, 0.11)
#define MATRIX_Protanopia list(0.57, 0.43, 0, 0.56, 0.44, 0, 0, 0.24, 0.76)
#define MATRIX_Protanomaly list(0.82, 0.18, 0, 0.33, 0.67, 0, 0, 0.13, 0.88)
#define MATRIX_Deuteranopia list(0.63, 0.38, 0, 0.70, 0.30, 0, 0, 0.30, 0.70)
#define MATRIX_Deuteranomaly list(0.80, 0.20, 0, 0.26, 0.74, 0, 0, 0.14, 0.86)
#define MATRIX_Tritanopia list(0.95, 0.05, 0, 0, 0.43, 0.57, 0, 0.48, 0.53)
#define MATRIX_Tritanomaly list(0.97, 0.03, 0, 0, 0.73, 0.27, 0, 0.18, 0.82)
#define MATRIX_Achromatopsia list(0.30, 0.59, 0.11, 0.30, 0.59, 0.11, 0.30, 0.59, 0.11)
#define MATRIX_Achromatomaly list(0.62, 0.32, 0.06, 0.16, 0.78, 0.06, 0.16, 0.32, 0.52)
#define MATRIX_Vulp_Colorblind list(0.50, 0.40, 0.10, 0.50, 0.40, 0.10, 0, 0.20, 0.80)
#define MATRIX_Taj_Colorblind list(0.40, 0.20, 0.40, 0.40, 0.60, 0, 0.20, 0.20, 0.60)
/////////////////
//Colorblindness uses special color shenanigans
/obj/screen/plane_master/colorblindness
plane = PLANE_WORLD //Affects the main game world
color = MATRIX_Monochromia
alpha = 255 //Starts out nice and opaque
invisibility = 101 //Can't see it usually
mouse_opacity = 1 //Don't make entire world not visible pls
invis_toggle = TRUE
sub_planes = list(VIS_D_COLORBLINDI)
var/list/varieties = list(
"Monochromia" = MATRIX_Monochromia,
"Protanopia" = MATRIX_Protanopia,
"Protanomaly" = MATRIX_Protanomaly,
"Deuteranopia" = MATRIX_Deuteranopia,
"Deuteranomaly" = MATRIX_Deuteranomaly,
"Tritanopia" = MATRIX_Tritanopia,
"Tritanomaly" = MATRIX_Tritanomaly,
"Achromatopsia" = MATRIX_Achromatopsia,
"Achromatomaly" = MATRIX_Achromatomaly,
"Paradise Vulp" = MATRIX_Vulp_Colorblind,
"Paradise Taj" = MATRIX_Taj_Colorblind
)
/obj/screen/plane_master/colorblindness/alter_plane_values(var/variety = null)
var/new_matrix = varieties[variety]
if(!new_matrix) return
color = new_matrix
/obj/screen/plane_master/colorblindness/proc/debug_variety()
var/choice = input(usr,"Pick a type of colorblindness","Which?") as null|anything in varieties
if(choice)
color = varieties[choice]
/obj/screen/plane_master/colorblindness/items
plane = PLANE_PLAYER_HUD_ITEMS
sub_planes = null
//The main game planes start normal and visible
/obj/screen/plane_master/main
alpha = 255
mouse_opacity = 1
+16 -3
View File
@@ -2,9 +2,10 @@
/mob/new_player
var/ready = 0
var/spawning = 0//Referenced when you want to delete the new_player later on in the code.
var/totalPlayers = 0 //Player counts for the Lobby tab
var/spawning = 0 //Referenced when you want to delete the new_player later on in the code.
var/totalPlayers = 0 //Player counts for the Lobby tab
var/totalPlayersReady = 0
var/show_hidden_jobs = 0 //Show jobs that are set to "Never" in preferences
var/datum/browser/panel
universal_speak = 1
@@ -115,7 +116,7 @@
if(alert(src,"Are you sure you wish to observe? You will have to wait 1 minute before being able to respawn!","Player Setup","Yes","No") == "Yes")
if(!client) return 1
//Make a new mannequin quickly, and allow the observer to take the appearance
var/mob/living/carbon/human/dummy/mannequin = new()
client.prefs.dress_preview_mob(mannequin)
@@ -291,6 +292,10 @@
handle_server_news()
return
if(href_list["hidden_jobs"])
show_hidden_jobs = !show_hidden_jobs
LateChoices()
/mob/new_player/proc/handle_server_news()
if(!client)
return
@@ -421,10 +426,18 @@
dat += "<font color='red'>The station is currently undergoing crew transfer procedures.</font><br>"
dat += "Choose from the following open/valid positions:<br>"
dat += "<a href='byond://?src=\ref[src];hidden_jobs=1'>[show_hidden_jobs ? "Hide":"Show"] Hidden Jobs.</a><br>"
for(var/datum/job/job in job_master.occupations)
if(job && IsJobAvailable(job.title))
// Checks for jobs with minimum age requirements
if(job.minimum_character_age && (client.prefs.age < job.minimum_character_age))
continue
// Checks for jobs set to "Never" in preferences //TODO: Figure out a better way to check for this
if(!(client.prefs.GetJobDepartment(job, 1) & job.flag))
if(!(client.prefs.GetJobDepartment(job, 2) & job.flag))
if(!(client.prefs.GetJobDepartment(job, 3) & job.flag))
if(!show_hidden_jobs && job.title != "Assistant") // Assistant is always an option
continue
var/active = 0
// Only players with the job assigned and AFK for less than 10 minutes count as active
for(var/mob/M in player_list) if(M.mind && M.client && M.mind.assigned_role == job.title && M.client.inactivity <= 10 * 60 * 10)
+2 -2
View File
@@ -21,8 +21,8 @@
if(say_disabled) //This is here to try to identify lag problems
usr << "<font color='red'>Speech is currently admin-disabled.</font>"
return
message = sanitize(message)
message = sanitize_or_reflect(message,src) //VOREStation Edit - Reflect too-long messages (within reason)
set_typing_indicator(FALSE)
if(use_me)
+32 -2
View File
@@ -11,7 +11,7 @@
usr << "Speech is currently admin-disabled."
return
message = sanitize(message)
message = sanitize_or_reflect(message,src) //VOREStation Edit - Reflect too-long messages (within reason)
if(!message)
return
@@ -31,7 +31,7 @@
var/input
if(!message)
input = sanitize(input(src,"Choose an emote to display.") as text|null)
input = sanitize_or_reflect(input(src,"Choose an emote to display.") as text|null, src)
else
input = message
@@ -42,6 +42,8 @@
return
if (message)
message = say_emphasis(message)
var/list/vis = get_mobs_and_objs_in_view_fast(get_turf(src),1,2) //Turf, Range, and type 2 is emote
var/list/vis_mobs = vis["mobs"]
var/list/vis_objs = vis["objs"]
@@ -59,3 +61,31 @@
/mob/proc/emote_vr(var/act, var/type, var/message) //This would normally go in say.dm
if(act == "me")
return custom_emote_vr(type, message)
#define MAX_HUGE_MESSAGE_LEN 8192
#define POST_DELIMITER_STR "\<\>"
/proc/sanitize_or_reflect(message,user)
//Way too long to send
if(length(message) > MAX_HUGE_MESSAGE_LEN)
fail_to_chat(user)
return
message = sanitize(message, max_length = MAX_HUGE_MESSAGE_LEN)
//Came back still too long to send
if(length(message) > MAX_MESSAGE_LEN)
fail_to_chat(user,message)
return null
else
return message
/proc/fail_to_chat(user,message)
if(!message)
to_chat(user,"<span class='danger'>Your message was NOT SENT, either because it was FAR too long, or sanitized to nothing at all.</span>")
return
var/length = length(message)
var/posts = Ceiling(length/MAX_MESSAGE_LEN)
to_chat(user,message)
to_chat(user,"<span class='danger'>^ This message was NOT SENT ^ -- It was [length] characters, and the limit is [MAX_MESSAGE_LEN]. It would fit in [posts] separate messages.</span>")
#undef MAX_HUGE_MESSAGE_LEN
@@ -230,6 +230,7 @@
if(ishuman(M))
var/mob/living/carbon/human/H = M
brainmob.dna = H.dna
brainmob.ooc_notes = H.ooc_notes
brainmob.timeofhostdeath = H.timeofdeath
SStranscore.m_backup(brainmob.mind,0) //It does ONE, so medical will hear about it.
@@ -356,12 +357,10 @@
return ..(direction)
/mob/living/carbon/brain/caught_soul/say(var/message)
if(parent_mob) return ..()
if(silent) return FALSE
soulcatcher.say_into(message,src,eyeobj)
/mob/living/carbon/brain/caught_soul/emote(var/act,var/m_type=1,var/message = null)
if(parent_mob) return ..()
if(silent) return FALSE
if (act == "me")
if(silent)
+1 -1
View File
@@ -42,7 +42,7 @@ var/const/standard_monitor_styles = "blank=ipc_blank;\
var/lifelike // If set, appears organic.
var/skin_tone // If set, applies skin tone rather than part color
var/blood_color = "#030303"
var/list/species_cannot_use = list(SPECIES_TESHARI, SPECIES_PROMETHEAN) //VOREStation Edit
var/list/species_cannot_use = list(SPECIES_TESHARI, SPECIES_PROMETHEAN, SPECIES_XENOCHIMERA) //VOREStation Edit
var/list/monitor_styles //If empty, the model of limbs offers a head compatible with monitors.
var/parts = BP_ALL //Defines what parts said brand can replace on a body.
var/health_hud_intensity = 1 // Intensity modifier for the health GUI indicator.
+3 -3
View File
@@ -2,8 +2,8 @@
name = "paper"
icon_state = "paper_stack"
item_state = "paper"
var copied = 0
var iscopy = 0
var/copied = 0
var/iscopy = 0
/obj/item/weapon/paper/carbon/update_icon()
@@ -48,4 +48,4 @@
copy.update_icon()
c.update_icon()
else
usr << "There are no more carbon copies attached to this paper!"
usr << "There are no more carbon copies attached to this paper!"
+2 -2
View File
@@ -131,7 +131,7 @@ var/global/photo_count = 0
var/icon_on = "camera"
var/icon_off = "camera_off"
var/size = 3
var/picture_planes = list(PLANE_WORLD)
var/picture_planes = list()
/obj/item/device/camera/verb/change_size()
set name = "Set Photo Focus"
@@ -182,7 +182,7 @@ var/global/photo_count = 0
// As well as anything that isn't invisible.
for(var/atom/A in the_turf)
if(A.invisibility) continue
if(!(A.plane in picture_planes)) continue
if(A.plane > 0 && !(A.plane in picture_planes)) continue
atoms.Add(A)
// Sort the atoms into their layers
+2
View File
@@ -64,6 +64,8 @@
desc = "A control terminal for the area electrical systems."
icon = 'icons/obj/power_vr.dmi' //VOREStation Edit - New Icon
icon_state = "apc0"
plane = TURF_PLANE
layer = ABOVE_TURF_LAYER
anchored = 1
use_power = 0
req_access = list(access_engine_equip)
+1 -1
View File
@@ -161,7 +161,7 @@
layer = ABOVE_MOB_LAYER
use_power = 2
idle_power_usage = 2
active_power_usage = 20
active_power_usage = 20 // VOREStation Edit - Keep lights at 20 power
power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
var/on = 0 // 1 if on, 0 if off
var/brightness_range = 10 // luminosity when on, also used in power calculation // VOREStation Edit - Put light range back how it was for now.
@@ -56,7 +56,6 @@ var/global/list/rad_collectors = list()
else
user << "<font color='red'>The controls are locked!</font>"
return
..()
/obj/machinery/power/rad_collector/attackby(obj/item/W, mob/user)
@@ -472,7 +472,7 @@
/obj/item/ammo_magazine/m44
name = "magazine (.44)"
icon_state = "44"
icon_state = "m44"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
caliber = ".44"
@@ -41,6 +41,9 @@
update_icon()
/obj/item/weapon/gun/projectile/shotgun/pump/slug
ammo_type = /obj/item/ammo_casing/a12g
/obj/item/weapon/gun/projectile/shotgun/pump/combat
name = "combat shotgun"
desc = "Built for close quarters combat, the Hephaestus Industries KS-40 is widely regarded as a weapon of choice for repelling boarders. Uses 12g rounds."
@@ -327,6 +327,12 @@
if(default_deconstruction_crowbar(user, O))
return
//vorestation edit start - for solargrubs
if (istype(O, /obj/item/device/multitool))
return ..()
//vorestation edit end
if (istype(O,/obj/item/weapon/reagent_containers/glass) || \
istype(O,/obj/item/weapon/reagent_containers/food/drinks/glass2) || \
istype(O,/obj/item/weapon/reagent_containers/food/drinks/shaker))
@@ -56,7 +56,7 @@
/datum/chemical_reaction/xenolazarus/on_reaction(var/datum/reagents/holder, var/created_volume) //literally all this does is mash the regenerate button
if(ishuman(holder.my_atom))
var/mob/living/carbon/human/H = holder.my_atom
if(H.stat == DEAD && (/mob/living/carbon/human/proc/begin_reconstitute_form in H.verbs)) //no magical regen for non-regenners, and can't force the reaction on live ones
if(H.stat == DEAD && (/mob/living/carbon/human/proc/reconstitute_form in H.verbs)) //no magical regen for non-regenners, and can't force the reaction on live ones
if(H.hasnutriment()) // make sure it actually has the conditions to revive
if(!H.reviving) // if it's not reviving, start doing so
H.visible_message("<span class='info'>[H] shudders briefly, then relaxes, faint movements stirring within.</span>")
@@ -320,7 +320,8 @@
var/mob_path = /mob/living/simple_animal
var/blocked = list(
/mob/living/simple_animal/hostile/mimic,
/mob/living/simple_animal/hostile/alien/queen
/mob/living/simple_animal/hostile/alien/queen,
/mob/living/simple_animal/shadekin
)//exclusion list for things you don't want the reaction to create.
var/list/voremobs = typesof(mob_path) - mob_path - blocked // list of possible hostile mobs
@@ -5,6 +5,8 @@
desc = "..."
icon = 'icons/obj/objects.dmi'
icon_state = "watertank"
plane = TURF_PLANE
layer = ABOVE_TURF_LAYER
density = 1
anchored = 0
pressure_resistance = 2*ONE_ATMOSPHERE
+55
View File
@@ -180,6 +180,61 @@
build_path = /obj/item/weapon/circuitboard/quantumpad
sort_string = "HABAH"
//////Micro mech stuff
/datum/design/circuit/mecha/gopher_main
name = "'Gopher' central control"
id = "gopher_main"
build_path = /obj/item/weapon/circuitboard/mecha/gopher/main
sort_string = "NAAEA"
/datum/design/circuit/mecha/gopher_peri
name = "'Gopher' peripherals control"
id = "gopher_peri"
build_path = /obj/item/weapon/circuitboard/mecha/gopher/peripherals
sort_string = "NAAEB"
/datum/design/circuit/mecha/polecat_main
name = "'Polecat' central control"
id = "polecat_main"
req_tech = list(TECH_DATA = 4)
build_path = /obj/item/weapon/circuitboard/mecha/polecat/main
sort_string = "NAAFA"
/datum/design/circuit/mecha/polecat_peri
name = "'Polecat' peripherals control"
id = "polecat_peri"
req_tech = list(TECH_DATA = 4)
build_path = /obj/item/weapon/circuitboard/mecha/polecat/peripherals
sort_string = "NAAFB"
/datum/design/circuit/mecha/polecat_targ
name = "'Polecat' weapon control and targeting"
id = "polecat_targ"
req_tech = list(TECH_DATA = 4, TECH_COMBAT = 2)
build_path = /obj/item/weapon/circuitboard/mecha/polecat/targeting
sort_string = "NAAFC"
/datum/design/circuit/mecha/weasel_main
name = "'Weasel' central control"
id = "weasel_main"
req_tech = list(TECH_DATA = 4)
build_path = /obj/item/weapon/circuitboard/mecha/weasel/main
sort_string = "NAAGA"
/datum/design/circuit/mecha/weasel_peri
name = "'Weasel' peripherals control"
id = "weasel_peri"
req_tech = list(TECH_DATA = 4)
build_path = /obj/item/weapon/circuitboard/mecha/weasel/peripherals
sort_string = "NAAGB"
/datum/design/circuit/mecha/weasel_targ
name = "'Weasel' weapon control and targeting"
id = "weasel_targ"
req_tech = list(TECH_DATA = 4, TECH_COMBAT = 2)
build_path = /obj/item/weapon/circuitboard/mecha/weasel/targeting
sort_string = "NAAGC"
////// RIGSuit Stuff
/*
/datum/design/item/rig
+11 -1
View File
@@ -26,6 +26,7 @@
var/nif_path
var/nif_durability
var/list/nif_software
var/list/nif_savedata = list()
var/one_time = FALSE
@@ -42,7 +43,7 @@
cryo_at = 0
//Mental stuff the game doesn't keep mentally
if(istype(M))
if(istype(M) || istype(M,/mob/living/carbon/brain/caught_soul))
id_gender = M.identifying_gender
languages = M.languages.Copy()
mind_oocnotes = M.ooc_notes
@@ -55,6 +56,7 @@
var/datum/nifsoft/nifsoft = N
nifsofts += nifsoft.type
nif_software = nifsofts
nif_savedata = M.nif.save_data.Copy()
last_update = world.time
@@ -76,6 +78,7 @@
var/body_oocnotes
var/list/limb_data = list(BP_HEAD, BP_L_HAND, BP_R_HAND, BP_L_ARM, BP_R_ARM, BP_L_FOOT, BP_R_FOOT, BP_L_LEG, BP_R_LEG, BP_GROIN, BP_TORSO)
var/list/organ_data = list(O_HEART, O_EYES, O_LUNGS, O_BRAIN)
var/list/genetic_modifiers = list()
var/toocomplex
var/sizemult
var/weight
@@ -174,6 +177,12 @@
//Just set the data to this. 0:normal, 1:assisted, 2:mechanical, 3:digital
organ_data[org] = I.robotic
//Genetic modifiers
for(var/modifier in M.modifiers)
var/datum/modifier/mod = modifier
if(mod.flags & MODIFIER_GENETIC)
genetic_modifiers.Add(mod.type)
if(add_to_db)
SStranscore.add_body(src)
@@ -204,6 +213,7 @@
src.body_oocnotes = orig.body_oocnotes
src.limb_data = orig.limb_data.Copy()
src.organ_data = orig.organ_data.Copy()
src.genetic_modifiers = orig.genetic_modifiers.Copy()
src.toocomplex = orig.toocomplex
src.sizemult = orig.sizemult
src.aflags = orig.aflags
+6 -1
View File
@@ -69,6 +69,10 @@
H.dna = R.dna.Clone()
H.original_player = current_project.ckey
//Apply genetic modifiers
for(var/modifier_type in R.genetic_modifiers)
H.add_modifier(modifier_type)
//Apply damage
H.adjustCloneLoss((H.getMaxHealth() - config.health_threshold_dead)*0.75)
H.Paralyse(4)
@@ -522,9 +526,10 @@
//Re-supply a NIF if one was backed up with them.
if(MR.nif_path)
var/obj/item/device/nif/nif = new MR.nif_path(occupant,MR.nif_durability)
var/obj/item/device/nif/nif = new MR.nif_path(occupant,null,MR.nif_savedata)
for(var/path in MR.nif_software)
new path(nif)
nif.durability = MR.nif_durability //Restore backed up durability after restoring the softs.
// If it was a custom sleeve (not owned by anyone), update namification sequences
if(!occupant.original_player)
+2 -2
View File
@@ -5,8 +5,8 @@
icon = 'icons/obj/machines/shielding.dmi'
icon_state = "fdiffuser_on"
use_power = 2
idle_power_usage = 100
active_power_usage = 2000
idle_power_usage = 25 // Previously 100.
active_power_usage = 500 // Previously 2000
anchored = 1
density = 0
level = 1
+2 -2
View File
@@ -47,7 +47,7 @@
req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4, TECH_PHORON = 4, TECH_BLUESPACE = 5)
build_path = /obj/item/weapon/circuitboard/telesci_pad
sort_string = "HAAEB"
/* Normal GPS has all the fancy features now
/datum/design/item/telesci_gps
name = "GPS device"
id = "telesci_gps"
@@ -55,7 +55,7 @@
materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 1000)
build_path = /obj/item/device/gps/advanced
sort_string = "HAAEB"
*/
/datum/design/circuit/quantum_pad
name = "Quantum Pad"
id = "quantum_pad"
+3
View File
@@ -1,3 +1,6 @@
// DEPRECATED - The normal GPS has the advanced features, now. This is obsolete.
// These are distinguished from the ordinary "Relay Position Devices" that just print your location
// In that they are also all networked with each other to show each other's locations.
/obj/item/device/gps/advanced
@@ -28,9 +28,9 @@
/datum/riding/taur/get_offsets(pass_index) // list(dir = x, y, layer)
var/mob/living/L = ridden
var/scale = L.size_multiplier
var/list/values = list(
"[NORTH]" = list(0, 8*scale, ABOVE_MOB_LAYER),
"[NORTH]" = list(0, 8*scale, ABOVE_MOB_LAYER),
"[SOUTH]" = list(0, 8*scale, BELOW_MOB_LAYER),
"[EAST]" = list(-10*scale, 8*scale, BELOW_MOB_LAYER),
"[WEST]" = list(10*scale, 8*scale, BELOW_MOB_LAYER))
@@ -53,6 +53,10 @@
return ..() // Skip our checks
if(!isTaurTail(tail_style))
return FALSE
else
var/datum/sprite_accessory/tail/taur/taurtype = tail_style
if(!taurtype.can_ride)
return FALSE
if(lying)
return FALSE
if(!ishuman(M))
@@ -60,13 +64,13 @@
if(M.size_multiplier > size_multiplier)
to_chat(M,"<span class='warning'>This isn't a pony show! They need to be bigger to ride.</span>")
return FALSE
var/mob/living/carbon/human/H = M
if(isTaurTail(H.tail_style))
to_chat(H,"<span class='warning'>Too many legs. TOO MANY LEGS!!</span>")
return FALSE
. = ..()
if(.)
buckled_mobs[M] = "riding"
@@ -105,6 +109,9 @@
do_colouration = 1 // Yes color, using tail color
color_blend_mode = ICON_MULTIPLY // The sprites for taurs are designed for ICON_MULTIPLY
var/icon/suit_sprites = null //File for suit sprites, if any.
var/can_ride = 1 //whether we're real rideable taur or just in that category
//Could do nested lists but it started becoming a nightmare. It'd be more fun for lookups of a_intent and m_intent, but then subtypes need to
//duplicate all the messages, and it starts getting awkward. These are singletons, anyway!
@@ -142,6 +149,7 @@
/datum/sprite_accessory/tail/taur/wolf
name = "Wolf (Taur)"
icon_state = "wolf_s"
suit_sprites = 'icons/mob/taursuits_wolf_vr.dmi'
/datum/sprite_accessory/tail/taur/wolf/wolf_2c
name = "Wolf dual-color (Taur)"
@@ -156,6 +164,7 @@
/datum/sprite_accessory/tail/taur/naga
name = "Naga (Taur)"
icon_state = "naga_s"
suit_sprites = 'icons/mob/taursuits_naga_vr.dmi'
msg_owner_help_walk = "You carefully slither around %prey."
msg_prey_help_walk = "%owner's huge tail slithers past beside you!"
@@ -192,6 +201,7 @@
/datum/sprite_accessory/tail/taur/horse
name = "Horse (Taur)"
icon_state = "horse_s"
suit_sprites = 'icons/mob/taursuits_horse_vr.dmi'
msg_owner_disarm_run = "You quickly push %prey to the ground with your hoof!"
msg_prey_disarm_run = "%owner pushes you down to the ground with their hoof!"
@@ -216,6 +226,7 @@
/datum/sprite_accessory/tail/taur/cow
name = "Cow (Taur)"
icon_state = "cow_s"
suit_sprites = 'icons/mob/taursuits_cow_vr.dmi'
msg_owner_disarm_run = "You quickly push %prey to the ground with your hoof!"
msg_prey_disarm_run = "%owner pushes you down to the ground with their hoof!"
@@ -255,6 +266,7 @@
/datum/sprite_accessory/tail/taur/lizard
name = "Lizard (Taur)"
icon_state = "lizard_s"
suit_sprites = 'icons/mob/taursuits_lizard_vr.dmi'
/datum/sprite_accessory/tail/taur/lizard/lizard_2c
name = "Lizard dual-color (Taur)"
@@ -288,6 +300,7 @@
/datum/sprite_accessory/tail/taur/tents
name = "Tentacles (Taur)"
icon_state = "tent_s"
can_ride = 0
msg_prey_stepunder = "You run between %prey's tentacles."
msg_owner_stepunder = "%owner runs between your tentacles."
@@ -410,18 +423,26 @@
ani_state = "alraune_closed_s"
ckeys_allowed = list("natje")
do_colouration = 0
can_ride = 0
msg_owner_disarm_run = "You quickly push %prey to the ground with your leg!"
msg_prey_disarm_run = "%owner pushes you down to the ground with their leg!"
msg_owner_disarm_walk = "You firmly push your leg down on %prey, painfully but harmlessly pinning them to the ground!"
msg_prey_disarm_walk = "%owner firmly pushes their leg down on you, quite painfully but harmlessly pinning you to the ground!"
msg_prey_stepunder = "You run between %prey's vines."
msg_owner_stepunder = "%owner runs between your vines."
msg_owner_harm_walk = "You methodically place your leg down upon %prey's body, slowly applying pressure, crushing them against the floor below!"
msg_prey_harm_walk = "%owner methodically places their leg upon your body, slowly applying pressure, crushing you against the floor below!"
msg_owner_disarm_run = "You quickly push %prey to the ground with some of your vines!"
msg_prey_disarm_run = "%owner pushes you down to the ground with some of their vines!"
msg_owner_grab_success = "You pin %prey down on the ground with your front leg before using your other leg to pick them up, trapping them between two of your front legs!"
msg_prey_grab_success = "%owner pins you down on the ground with their front leg before using their other leg to pick you up, trapping you between two of their front legs!"
msg_owner_disarm_walk = "You push down on %prey with some of your vines, pinning them down firmly under you!"
msg_prey_disarm_walk = "%owner pushes down on you with some of their vines, pinning you down firmly below them!"
msg_owner_grab_fail = "You step down onto %prey, squishing them and forcing them down to the ground!"
msg_prey_grab_fail = "%owner steps down and squishes you with their leg, forcing you down to the ground!"
msg_owner_harm_run = "Your vines carelessly slide past %prey, crushing them!"
msg_prey_harm_run = "%owner quickly goes over your body, carelessly crushing you with their vines!"
msg_owner_harm_walk = "Your vines methodically apply pressure on %prey's body, crushing them against the floor below!"
msg_prey_harm_walk = "%owner's thick vines methodically apply pressure on your body, crushing you into the floor below!"
msg_owner_grab_success = "You slide over %prey with your vines, smushing them against the ground before wrapping one up around them, trapping them within the tight confines of your vines!"
msg_prey_grab_success = "%owner slides over you with their vines, smushing you against the ground before wrapping one up around you, trapping you within the tight confines of their vines!"
msg_owner_grab_fail = "You step down onto %prey with one of your vines, forcing them onto the ground!"
msg_prey_grab_fail = "%owner steps down onto you with one of their vines, squishing you and forcing you onto the ground!"
@@ -1,6 +1,6 @@
/*
Hello and welcome to VOREStation sprite_accessories: For a more general overview
please read sprite_accessories.dm. This file is for ears, tails, and taur bodies!
please read sprite_accessories.dm. This file is for ears and tails.
This is intended to be friendly for people with little to no actual coding experience.
!!WARNING!!: changing existing accessory information can be VERY hazardous to savefiles,
to the point where you may completely corrupt a server's savefiles. Please refrain
@@ -815,6 +815,13 @@
icon_state = "tigresstail"
ckeys_allowed = list("hoodoo")
/datum/sprite_accessory/tail/satyr
name = "goat legs, colorable"
desc = ""
icon_state = "satyr"
color_blend_mode = ICON_MULTIPLY
do_colouration = 1
/datum/sprite_accessory/tail/tailmaw
name = "tailmaw, colorable"
desc = ""
+8 -4
View File
@@ -32,7 +32,8 @@
var/shrink_grow_size = 1 // This horribly named variable determines the minimum/maximum size it will shrink/grow prey to.
var/transferlocation // Location that the prey is released if they struggle and get dropped off.
var/release_sound = TRUE // Boolean for now, maybe replace with something else later
var/mode_flags = DM_FLAG_ITEMWEAK // Stripping, numbing, etc.
var/mode_flags = DM_FLAG_ITEMWEAK // Stripping, numbing, etc.
var/cont_flavor = "Generic" // Selected contamination mode.
//I don't think we've ever altered these lists. making them static until someone actually overrides them somewhere.
//Actual full digest modes
@@ -41,7 +42,7 @@
var/tmp/static/list/mode_flag_list = list("Numbing" = DM_FLAG_NUMBING, "Itemweak" = DM_FLAG_ITEMWEAK, "Stripping" = DM_FLAG_STRIPPING)
//Transformation modes
var/tmp/static/list/transform_modes = list(DM_TRANSFORM_MALE,DM_TRANSFORM_FEMALE,DM_TRANSFORM_KEEP_GENDER,DM_TRANSFORM_CHANGE_SPECIES_AND_TAUR,DM_TRANSFORM_CHANGE_SPECIES_AND_TAUR_EGG,DM_TRANSFORM_REPLICA,DM_TRANSFORM_REPLICA_EGG,DM_TRANSFORM_KEEP_GENDER_EGG,DM_TRANSFORM_MALE_EGG,DM_TRANSFORM_FEMALE_EGG, DM_EGG)
//List of slots that stripping handles strips
var/tmp/static/list/slots = list(slot_back,slot_handcuffed,slot_l_store,slot_r_store,slot_wear_mask,slot_l_hand,slot_r_hand,slot_wear_id,slot_glasses,slot_gloves,slot_head,slot_shoes,slot_belt,slot_wear_suit,slot_w_uniform,slot_s_store,slot_l_ear,slot_r_ear)
@@ -136,7 +137,8 @@
"digest_messages_prey",
"examine_messages",
"emote_lists",
"mode_flags"
"mode_flags",
"cont_flavor"
)
/obj/belly/New(var/newloc)
@@ -371,7 +373,7 @@
var/obj/item/I = M.get_equipped_item(slot = slot)
if(I)
M.unEquip(I,force = TRUE)
I.gurgle_contaminate(contents, owner) //We do an initial contamination pass to get stuff like IDs wet.
I.gurgle_contaminate(contents, cont_flavor) //We do an initial contamination pass to get stuff like IDs wet.
if(mode_flags & DM_FLAG_ITEMWEAK)
items_preserved |= I
@@ -576,6 +578,7 @@
if(!(content in src) || !istype(target))
return
content.forceMove(target)
items_preserved -= content
if(!silent && target.vore_sound && !recent_sound)
var/soundfile = vore_sounds[target.vore_sound]
if(soundfile)
@@ -611,6 +614,7 @@
dupe.bulge_size = bulge_size
dupe.shrink_grow_size = shrink_grow_size
dupe.mode_flags = mode_flags
dupe.cont_flavor = cont_flavor
//// Object-holding variables
//struggle_messages_outside - strings
+31 -16
View File
@@ -38,8 +38,9 @@
if(isitem(A) && !did_an_item)
var/obj/item/I = A
if(mode_flags & DM_FLAG_ITEMWEAK)
I.gurgle_contaminate(contents, owner)
I.gurgle_contaminate(contents, cont_flavor)
items_preserved |= I
to_update = TRUE
else
digest_item(I)
to_update = TRUE
@@ -52,11 +53,11 @@
if(L.absorbed)
L.Weaken(5)
//Handle 'human'
if(ishuman(L))
var/mob/living/carbon/human/H = L
//Numbing flag
if(mode_flags & DM_FLAG_NUMBING)
if(H.bloodstr.get_reagent_amount("numbenzyme") < 2)
@@ -69,7 +70,7 @@
if(I)
H.unEquip(I,force = TRUE)
if(mode_flags & DM_FLAG_ITEMWEAK)
I.gurgle_contaminate(contents, owner)
I.gurgle_contaminate(contents, cont_flavor)
items_preserved |= I
else
digest_item(I)
@@ -96,6 +97,7 @@
if(M.stat == DEAD)
var/digest_alert_owner = pick(digest_messages_owner)
var/digest_alert_prey = pick(digest_messages_prey)
var/compensation = M.getOxyLoss() //How much of the prey's damage was caused by passive crit oxyloss to compensate the lost nutrition.
//Replace placeholder vars
digest_alert_owner = replacetext(digest_alert_owner,"%pred",owner)
@@ -113,22 +115,35 @@
play_sound = pick(death_sounds)
digestion_death(M)
owner.update_icons()
if(compensation > 0)
if(isrobot(owner))
var/mob/living/silicon/robot/R = owner
R.cell.charge += 25*compensation
else
owner.nutrition += 4.5*compensation
to_update = TRUE
continue
// Deal digestion damage (and feed the pred)
var/old_brute = M.getBruteLoss()
var/old_burn = M.getFireLoss()
M.adjustBruteLoss(digest_brute)
M.adjustFireLoss(digest_burn)
var/actual_brute = M.getBruteLoss() - old_brute
var/actual_burn = M.getFireLoss() - old_burn
var/damage_gain = actual_brute + actual_burn
var/offset = (1 + ((M.weight - 137) / 137)) // 130 pounds = .95 140 pounds = 1.02
var/difference = owner.size_multiplier / M.size_multiplier
if(isrobot(owner))
var/mob/living/silicon/robot/R = owner
R.cell.charge += 20*(digest_brute+digest_burn)
R.cell.charge += 25*damage_gain
if(offset) // If any different than default weight, multiply the % of offset.
owner.nutrition += offset*(2*(digest_brute+digest_burn)/difference) // 9.5 nutrition per digestion tick if they're 130 pounds and it's same size. 10.2 per digestion tick if they're 140 and it's same size. Etc etc.
owner.nutrition += offset*(4.5*(damage_gain)/difference) //4.5 nutrition points per health point. Normal same size 100+100 health prey with average weight would give 900 points if the digestion was instant. With all the size/weight offset taxes plus over time oxyloss+hunger taxes deducted with non-instant digestion, this should be enough to not leave the pred starved.
else
owner.nutrition += 2*(digest_brute+digest_burn)/difference
owner.nutrition += 4.5*(damage_gain)/difference
//////////////////////////// DM_ABSORB ////////////////////////////
else if(digest_mode == DM_ABSORB)
@@ -154,7 +169,7 @@
for (var/target in touchable_mobs)
var/mob/living/M = target
if(M.absorbed && owner.nutrition >= 100)
M.absorbed = 0
to_chat(M,"<span class='notice'>You suddenly feel solid again </span>")
@@ -167,7 +182,7 @@
for (var/target in touchable_mobs)
var/mob/living/M = target
if(prob(10)) //Less often than gurgles. People might leave this on forever.
play_sound = pick(digestion_sounds)
@@ -181,13 +196,13 @@
for (var/target in touchable_mobs)
var/mob/living/M = target
if(prob(10)) //Infinite gurgles!
play_sound = pick(digestion_sounds)
if(M.size_multiplier > shrink_grow_size) //Shrink until smol.
M.resize(M.size_multiplier-0.01) //Shrink by 1% per tick.
if(M.nutrition >= 100) //Absorbing bodymass results in nutrition if possible.
var/oldnutrition = (M.nutrition * 0.05)
M.nutrition = (M.nutrition * 0.95)
@@ -198,7 +213,7 @@
for (var/target in touchable_mobs)
var/mob/living/M = target
if(prob(10))
play_sound = pick(digestion_sounds)
@@ -212,14 +227,14 @@
for (var/target in touchable_mobs)
var/mob/living/M = target
if(prob(10))
play_sound = pick(digestion_sounds)
if(M.size_multiplier > shrink_grow_size && owner.size_multiplier < 2) //Grow until either pred is large or prey is small.
owner.resize(owner.size_multiplier+0.01) //Grow by 1% per tick.
M.resize(M.size_multiplier-0.01) //Shrink by 1% per tick
if(M.nutrition >= 100)
var/oldnutrition = (M.nutrition * 0.05)
M.nutrition = (M.nutrition * 0.95)
@@ -227,7 +242,7 @@
///////////////////////////// DM_HEAL /////////////////////////////
else if(digest_mode == DM_HEAL)
if(prob(50)) //Wet heals! The secret is you can leave this on for gurgle noises for fun.
play_sound = pick(digestion_sounds)
@@ -260,5 +275,5 @@
M.updateVRPanel()
if(owner.client)
owner.updateVRPanel()
return SSBELLIES_PROCESSED
+8 -5
View File
@@ -5,20 +5,21 @@ var/image/gurgled_overlay = image('icons/effects/sludgeoverlay_vr.dmi')
var/cleanname
var/cleandesc
/obj/item/proc/gurgle_contaminate(var/atom/movable/item_storage = null)
/obj/item/proc/gurgle_contaminate(var/atom/movable/item_storage = null, var/cont_flavor = "Generic")
if(!can_gurgle())
return FALSE
if(!gurgled)
gurgled = TRUE
overlays += gurgled_overlay
var/gurgleflavor = pick("soggy","soaked","dirty","nasty","slimy","drenched","sloppy","grimy","sludgy","stinky","mucky","stained","soiled","filthy","saucy","foul","icky","tarnished","unsanitary","messy","begrimed","cruddy","funky","disgusting","repulsive","noxious","gruesome","gross","putrid","yucky","tainted","putrescent","unsavory","smelly","smutty","acrid","pungent","unclean","contaminated","gunky","gooey","sticky","drippy","oozing","sloshed","digested","sopping","damp","gloppy","begraggled","churned")
var/list/pickfrom = cont_flavors[cont_flavor]
var/gurgleflavor = pick(pickfrom)
cleanname = src.name
cleandesc = src.desc
name = "[gurgleflavor] [cleanname]"
desc = "[cleandesc] It seems to be covered in ominously foul residue and needs a wash."
for(var/obj/item/O in contents)
O.gurgle_contaminate(item_storage)
O.gurgle_contaminate(item_storage, cont_flavor)
return TRUE
/obj/item/proc/can_gurgle()
@@ -102,8 +103,10 @@ var/image/gurgled_overlay = image('icons/effects/sludgeoverlay_vr.dmi')
return TRUE
/obj/item/weapon/holder/gurgle_contaminate(var/atom/movable/item_storage = null)
digest_act(item_storage)
return TRUE
if(isbelly(loc))
digest_act(item_storage)
return TRUE
return FALSE
/obj/item/organ/gurgle_contaminate(var/atom/movable/item_storage = null)
digest_act(item_storage)
+1 -1
View File
@@ -111,7 +111,7 @@ V::::::V V::::::VO:::::::OOO:::::::ORR:::::R R:::::REE::::::EEEEEE
allowmobvore = json_from_file["allowmobvore"]
vore_taste = json_from_file["vore_taste"]
can_be_drop_prey = json_from_file["can_be_drop_prey"]
can_be_drop_prey = json_from_file["can_be_drop_pred"]
can_be_drop_pred = json_from_file["can_be_drop_pred"]
belly_prefs = json_from_file["belly_prefs"]
//Quick sanitize
+12 -2
View File
@@ -204,6 +204,9 @@
dat += " [english_list(flag_list)]"
else
dat += " None"
if(selected.mode_flags & DM_FLAG_ITEMWEAK)
dat += "<br><a href='?src=\ref[src];b_cont_flavor=\ref[selected]'>Contamination Mode:</a>"
dat += "[selected.cont_flavor]"
//Belly verb
dat += "<br><a href='?src=\ref[src];b_verb=\ref[selected]'>Vore Verb:</a>"
@@ -514,14 +517,14 @@
var/new_mode = input("Choose Mode (currently [selected.digest_mode])") as null|anything in menu_list
if(!new_mode)
return 0
if(new_mode == DM_TRANSFORM) //Snowflek submenu
var/list/tf_list = selected.transform_modes
var/new_tf_mode = input("Choose TF Mode (currently [selected.tf_mode])") as null|anything in tf_list
if(!new_tf_mode)
return 0
selected.tf_mode = new_tf_mode
selected.digest_mode = new_mode
selected.items_preserved.Cut() //Re-evaltuate all items in belly on belly-mode change
@@ -533,6 +536,13 @@
selected.mode_flags ^= selected.mode_flag_list[toggle_addon]
selected.items_preserved.Cut() //Re-evaltuate all items in belly on addon toggle
if(href_list["b_cont_flavor"])
var/list/menu_list = cont_flavors.Copy()
var/new_flavor = input("Choose Contamination Mode (currently [selected.cont_flavor])") as null|anything in menu_list
if(!new_flavor)
return 0
selected.cont_flavor = new_flavor
if(href_list["b_desc"])
var/new_desc = html_encode(input(usr,"Belly Description ([BELLIES_DESC_MAX] char limit):","New Description",selected.desc) as message|null)
@@ -1313,18 +1313,13 @@ Departamental Swimsuits, for general use
/obj/item/clothing/suit/storage/hooded/wintercoat/jessie
name = "Handmade Winter Suit"
desc = "A durable, but somewhat ragged lower portion of a snow suit fitted for a wolftaur."
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon = 'icons/mob/taursuits_wolf_vr.dmi'
icon_state = "jessiecoat"
item_state = "jessiecoat"
/obj/item/clothing/suit/storage/hooded/wintercoat/jessie/mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
if(icon_state == "jessiecoat")
return ..()
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "jessiecoat"
pixel_x = -16
return ..()
else
to_chat(H, "<span class='warning'>You need to have a wolf-taur half to wear this.</span>")
@@ -1335,19 +1330,13 @@ Departamental Swimsuits, for general use
name = "Kat's Fox Taur Armor"
desc = "A set of security armor, light weight and easy to run in for a Taur, this item protects the \
entire body."
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon = 'icons/mob/taursuits_wolf_vr.dmi'
icon_state = "katesuit"
item_state_slots = null
/obj/item/clothing/suit/armor/vest/wolftaur/kate/mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
if(icon_state == "katesuit")
return ..()
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "katesuit"
pixel_x = -16
return ..()
else
to_chat(H, "<span class='warning'>You need to have a wolf-taur half to wear this.</span>")
@@ -1359,25 +1348,12 @@ Departamental Swimsuits, for general use
desc = "Taur engineering voidsuit. Recolored navy blue and white. Slightly tweaked as well to \
get close to having security voidsuit protection as possible with a slight reduction in movement \
speed to compensate for custom padding and armor Kateryna made herself."
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon = 'icons/mob/taursuits_wolf_vr.dmi'
icon_state = "lilithsuit"
item_state = "lilithsuit"
species_restricted = null
armor = list(melee = 40, bullet = 20, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 20)
/obj/item/clothing/suit/space/void/engineering/kate/mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
if(icon_state == "lilithsuit")
return ..()
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "lilithsuit"
pixel_x = -16
return ..()
else
to_chat(H, "<span class='warning'>You need to have a wolf-taur half to wear this.</span>")
return 0
//samanthafyre:Kateryna Petrovitch
/obj/item/clothing/head/helmet/space/fluff/kate
name = "Kat's Navy Engineer Helmet"
@@ -1807,17 +1783,16 @@ Departamental Swimsuits, for general use
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
desc = "A series of armor plates painted black, deployed from a back-mounted module. They fit smoothly over the unit's armor plates and projects a skintight bubble shield over the unit's uncovered parts. Faceplate and coolant unit not included."
species_restricted = null
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon = 'icons/mob/taursuits_lizard_vr.dmi'
icon_state = "hasd_suit"
item_state = "hasd_suit"
pixel_x = -16
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..() && istype(H) && H.ckey == "silencedmp5a5" && istype(H.tail_style, /datum/sprite_accessory/tail/taur/lizard/synthlizard))
if(..() && istype(H) && H.ckey == "silencedmp5a5")
return 1
else
H << "<span class='warning'>This suit is not designed for you.</span>"
to_chat(H,"<span class='warning'>This suit is not designed for you.</span>")
return 0
//Zigfe:Zaoozaoo Xrimxuqmqixzix
@@ -355,15 +355,13 @@
name = "KSS-8 security armor"
desc = "A set of armor made from pieces of many other armors. There are two orange holobadges on it, one on the chestplate, one on the steel flank plates. The holobadges appear to be russian in origin. 'Kosmicheskaya Stantsiya-8' is printed in faded white letters on one side, along the spine. It smells strongly of dog."
species_restricted = null //Species restricted since all it cares about is a taur half
icon_override = 'icons/mob/taursuits_vr.dmi' //Needs to be this since it's 64*32
icon = 'icons/mob/taursuits_wolf_vr.dmi'
icon_state = "serdy_armor"
item_state = "serdy_armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS //It's a full body suit, minus hands and feet. Arms and legs should be protected, not just the torso. Retains normal security armor values still.
/obj/item/clothing/suit/armor/vest/wolftaur/serdy/mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon_override = 'icons/mob/taursuits_vr.dmi' //Just in case
icon_state = "serdy_armor" //Just in case
pixel_x = -16
return ..()
else
to_chat(H, "<span class='warning'>You need to have a wolf-taur half to wear this.</span>")
@@ -1995,7 +1993,26 @@
icon_state = "modkit"
from_helmet = /obj/item/clothing/head/helmet/space/void/security
from_suit = /obj/item/clothing/suit/space/void/security/taur
from_suit = /obj/item/clothing/suit/space/void/security
to_helmet = /obj/item/clothing/head/helmet/space/void/security/hasd
to_suit = /obj/item/clothing/suit/space/void/security/hasd
//InterroLouis - Kai Highlands
/obj/item/borg/upgrade/modkit/chassis_mod/kai
name = "kai chassis"
desc = "Makes your KA green. All the fun of having a more powerful KA without actually having a more powerful KA."
cost = 0
denied_type = /obj/item/borg/upgrade/modkit/chassis_mod
chassis_icon = "kineticgun_K"
chassis_name = "Kai-netic Accelerator"
var/chassis_desc = "A self recharging, ranged mining tool that does increased damage in low temperature. Capable of holding up to six slots worth of mod kits. It seems to have been painted an ugly green, and has a small image of a bird scratched crudely into the stock."
var/chassis_icon_file = 'icons/vore/custom_guns_vr.dmi'
/obj/item/borg/upgrade/modkit/chassis_mod/kai/install(obj/item/weapon/gun/energy/kinetic_accelerator/KA, mob/user)
KA.desc = chassis_desc
KA.icon = chassis_icon_file
..()
/obj/item/borg/upgrade/modkit/chassis_mod/kai/uninstall(obj/item/weapon/gun/energy/kinetic_accelerator/KA)
KA.desc = initial(KA.desc)
KA.icon = initial(KA.icon)
..()
+24 -24
View File
@@ -242,14 +242,14 @@ var/const/RESIZE_A_SMALLTINY = (RESIZE_SMALL + RESIZE_TINY) / 2
//Not a human, or not a taur, generic message only
if(!H || !isTaurTail(H.tail_style))
to_chat(src,"You quickly push [tmob] to the ground with your foot!")
to_chat(tmob,"[src] pushes you down to the ground with their foot!")
to_chat(src,"<span class='danger'>You quickly push [tmob] to the ground with your foot!</span>")
to_chat(tmob,"<span class='danger'>[src] pushes you down to the ground with their foot!</span>")
//Human with taur tail, special messages are sent
else
var/datum/sprite_accessory/tail/taur/tail = H.tail_style
to_chat(src,STEP_TEXT_OWNER(tail.msg_owner_disarm_run))
to_chat(tmob,STEP_TEXT_PREY(tail.msg_prey_disarm_run))
to_chat(src,STEP_TEXT_OWNER("<span class='danger'>[tail.msg_owner_disarm_run]</span>"))
to_chat(tmob,STEP_TEXT_PREY("<span class='danger'>[tail.msg_prey_disarm_run]</span>"))
//Walking on I_DISARM
else
@@ -264,14 +264,14 @@ var/const/RESIZE_A_SMALLTINY = (RESIZE_SMALL + RESIZE_TINY) / 2
//Not a human, or not a taur, generic message only
if(!H || !isTaurTail(H.tail_style))
to_chat(src,"You firmly push your foot down on [tmob], painfully but harmlessly pinning them to the ground!")
to_chat(tmob,"[src] firmly pushes their foot down on you, quite painfully but harmlessly pinning you to the ground!")
to_chat(src,"<span class='danger'>You firmly push your foot down on [tmob], painfully but harmlessly pinning them to the ground!</span>")
to_chat(tmob,"<span class='danger'>[src] firmly pushes their foot down on you, quite painfully but harmlessly pinning you to the ground!</span>")
//Human with taur tail, special messages are sent
else
var/datum/sprite_accessory/tail/taur/tail = H.tail_style
to_chat(src,STEP_TEXT_OWNER(tail.msg_owner_disarm_walk))
to_chat(tmob,STEP_TEXT_PREY(tail.msg_prey_disarm_walk))
to_chat(src,STEP_TEXT_OWNER("<span class='danger'>[tail.msg_owner_disarm_walk]</span>"))
to_chat(tmob,STEP_TEXT_PREY("<span class='danger'>[tail.msg_prey_disarm_walk]</span>"))
//Return true, the sizediff was enough that we handled it.
return TRUE
@@ -297,14 +297,14 @@ var/const/RESIZE_A_SMALLTINY = (RESIZE_SMALL + RESIZE_TINY) / 2
//Not a human, or not a taur, generic message only
if(!H || !isTaurTail(H.tail_style))
to_chat(src,"You carelessly step down onto [tmob], crushing them!")
to_chat(tmob,"[src] steps carelessly on your body, crushing you!")
to_chat(src,"<span class='danger'>You carelessly step down onto [tmob], crushing them!</span>")
to_chat(tmob,"<span class='danger'>[src] steps carelessly on your body, crushing you!</span>")
//Human with taur tail, special messages are sent
else
var/datum/sprite_accessory/tail/taur/tail = H.tail_style
to_chat(src,STEP_TEXT_OWNER(tail.msg_owner_harm_run))
to_chat(tmob,STEP_TEXT_PREY(tail.msg_prey_harm_run))
to_chat(src,STEP_TEXT_OWNER("<span class='danger'>[tail.msg_owner_harm_run]</span>"))
to_chat(tmob,STEP_TEXT_PREY("<span class='danger'>[tail.msg_prey_harm_run]</span>"))
//If they are a human, do damage (doesn't hurt other mobs...?)
if(Ht)
@@ -327,14 +327,14 @@ var/const/RESIZE_A_SMALLTINY = (RESIZE_SMALL + RESIZE_TINY) / 2
//Not a human, or not a taur, generic message only
if(!H || !isTaurTail(H.tail_style))
to_chat(src,"You methodically place your foot down upon [tmob]'s body, slowly applying pressure, crushing them against the floor below!")
to_chat(tmob,"[src] methodically places their foot upon your body, slowly applying pressure, crushing you against the floor below!")
to_chat(src,"<span class='danger'>You methodically place your foot down upon [tmob]'s body, slowly applying pressure, crushing them against the floor below!</span>")
to_chat(tmob,"<span class='danger'>[src] methodically places their foot upon your body, slowly applying pressure, crushing you against the floor below!</span>")
//Human with taur tail, special messages are sent
else
var/datum/sprite_accessory/tail/taur/tail = H.tail_style
to_chat(src,STEP_TEXT_OWNER(tail.msg_owner_harm_walk))
to_chat(tmob,STEP_TEXT_PREY(tail.msg_prey_harm_walk))
to_chat(src,STEP_TEXT_OWNER("<span class='danger'>[tail.msg_owner_harm_walk]</span>"))
to_chat(tmob,STEP_TEXT_PREY("<span class='danger'>[tail.msg_prey_harm_walk]</span>"))
//Return true, the sizediff was enough that we handled it.
return TRUE
@@ -353,29 +353,29 @@ var/const/RESIZE_A_SMALLTINY = (RESIZE_SMALL + RESIZE_TINY) / 2
//Not a human, or not a taur while wearing shoes = no grab
if(!H || (!isTaurTail(H.tail_style) && H.shoes))
to_chat(src,"You step down onto [tmob], squishing them and forcing them down to the ground!")
to_chat(tmob,"[src] steps down and squishes you with their foot, forcing you down to the ground!")
to_chat(src,"<span class='danger'>You step down onto [tmob], squishing them and forcing them down to the ground!</span>")
to_chat(tmob,"<span class='danger'>[src] steps down and squishes you with their foot, forcing you down to the ground!</span>")
add_attack_logs(src,tmob,"Grabbed underfoot (nontaur, shoes)")
//Human, not a taur, but not wearing shoes = yes grab
else if(H && (!isTaurTail(H.tail_style) && !H.shoes))
to_chat(src,"You pin [tmob] down onto the floor with your foot and curl your toes up around their body, trapping them inbetween them!")
to_chat(tmob,"[src] pins you down to the floor with their foot and curls their toes up around your body, trapping you inbetween them!")
to_chat(src,"<span class='danger'>You pin [tmob] down onto the floor with your foot and curl your toes up around their body, trapping them inbetween them!</span>")
to_chat(tmob,"<span class='danger'>[src] pins you down to the floor with their foot and curls their toes up around your body, trapping you inbetween them!</span>")
equip_to_slot_if_possible(tmob.get_scooped(H), slot_shoes, 0, 1)
add_attack_logs(src,tmob,"Grabbed underfoot (nontaur, no shoes)")
//Human, taur, shoes = no grab, special message
else if(H.shoes)
var/datum/sprite_accessory/tail/taur/tail = H.tail_style
to_chat(src,STEP_TEXT_OWNER(tail.msg_owner_grab_fail))
to_chat(tmob,STEP_TEXT_PREY(tail.msg_prey_grab_fail))
to_chat(src,STEP_TEXT_OWNER("<span class='danger'>[tail.msg_owner_grab_fail]</span>"))
to_chat(tmob,STEP_TEXT_PREY("<span class='danger'>[tail.msg_prey_grab_fail]</span>"))
add_attack_logs(src,tmob,"Grabbed underfoot (taur, shoes)")
//Human, taur, no shoes = yes grab, special message
else
var/datum/sprite_accessory/tail/taur/tail = H.tail_style
to_chat(src,STEP_TEXT_OWNER(tail.msg_owner_grab_success))
to_chat(tmob,STEP_TEXT_PREY(tail.msg_prey_grab_success))
to_chat(src,STEP_TEXT_OWNER("<span class='danger'>[tail.msg_owner_grab_success]</span>"))
to_chat(tmob,STEP_TEXT_PREY("<span class='danger'>[tail.msg_prey_grab_success]</span>"))
equip_to_slot_if_possible(tmob.get_scooped(H), slot_shoes, 0, 1)
add_attack_logs(src,tmob,"Grabbed underfoot (taur, no shoes)")
@@ -19,6 +19,20 @@
else
set_light(3, 3, "#33CC33")
/obj/machinery/crystal/alt
name = "Crystal"
icon = 'icons/obj/mining.dmi'
icon_state = "crystal"
density = TRUE
anchored = TRUE
/obj/machinery/crystal/alt/New()
if(prob(50))
icon_state = "crystal2"
set_light(3, 3, "#CC00CC")
else
set_light(3, 3, "#33CC33")
/obj/machinery/crystal/ice //slightly more thematic crystals
name = "ice crystal"
desc = "A large crystalline ice formation."