mirror of
https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-08-22 03:26:21 +01:00
Merge branch 'dev-freeze' of https://github.com/Baystation12/Baystation12 into newmalf-merge
This commit is contained in:
@@ -0,0 +1,163 @@
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/*
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adds a dizziness amount to a mob
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use this rather than directly changing var/dizziness
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since this ensures that the dizzy_process proc is started
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currently only humans get dizzy
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value of dizziness ranges from 0 to 1000
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below 100 is not dizzy
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*/
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/mob/var/dizziness = 0//Carbon
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/mob/var/is_dizzy = 0
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/mob/proc/make_dizzy(var/amount)
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if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
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return
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dizziness = min(1000, dizziness + amount) // store what will be new value
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// clamped to max 1000
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if(dizziness > 100 && !is_dizzy)
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spawn(0)
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dizzy_process()
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/*
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dizzy process - wiggles the client's pixel offset over time
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spawned from make_dizzy(), will terminate automatically when dizziness gets <100
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note dizziness decrements automatically in the mob's Life() proc.
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*/
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/mob/proc/dizzy_process()
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is_dizzy = 1
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while(dizziness > 100)
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if(client)
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var/amplitude = dizziness*(sin(dizziness * 0.044 * world.time) + 1) / 70
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client.pixel_x = amplitude * sin(0.008 * dizziness * world.time)
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client.pixel_y = amplitude * cos(0.008 * dizziness * world.time)
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sleep(1)
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//endwhile - reset the pixel offsets to zero
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is_dizzy = 0
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if(client)
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client.pixel_x = 0
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client.pixel_y = 0
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// jitteriness - copy+paste of dizziness
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/mob/var/is_jittery = 0
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/mob/var/jitteriness = 0//Carbon
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/mob/proc/make_jittery(var/amount)
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if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
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return
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jitteriness = min(1000, jitteriness + amount) // store what will be new value
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// clamped to max 1000
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if(jitteriness > 100 && !is_jittery)
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spawn(0)
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jittery_process()
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// Typo from the oriignal coder here, below lies the jitteriness process. So make of his code what you will, the previous comment here was just a copypaste of the above.
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/mob/proc/jittery_process()
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//var/old_x = pixel_x
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//var/old_y = pixel_y
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is_jittery = 1
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while(jitteriness > 100)
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// var/amplitude = jitteriness*(sin(jitteriness * 0.044 * world.time) + 1) / 70
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// pixel_x = amplitude * sin(0.008 * jitteriness * world.time)
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// pixel_y = amplitude * cos(0.008 * jitteriness * world.time)
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var/amplitude = min(4, jitteriness / 100)
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pixel_x = old_x + rand(-amplitude, amplitude)
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pixel_y = old_y + rand(-amplitude/3, amplitude/3)
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sleep(1)
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//endwhile - reset the pixel offsets to zero
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is_jittery = 0
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pixel_x = old_x
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pixel_y = old_y
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//handles up-down floaty effect in space
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/mob/var/is_floating = 0
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/mob/var/floatiness = 0
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/mob/proc/make_floating(var/n)
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floatiness = n
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if(floatiness && !is_floating)
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start_floating()
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else if(!floatiness && is_floating)
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stop_floating()
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/mob/proc/start_floating()
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is_floating = 1
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var/amplitude = 2 //maximum displacement from original position
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var/period = 36 //time taken for the mob to go up >> down >> original position, in deciseconds. Should be multiple of 4
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var/top = old_y + amplitude
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var/bottom = old_y - amplitude
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var/half_period = period / 2
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var/quarter_period = period / 4
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animate(src, pixel_y = top, time = quarter_period, easing = SINE_EASING | EASE_OUT, loop = -1) //up
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animate(pixel_y = bottom, time = half_period, easing = SINE_EASING, loop = -1) //down
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animate(pixel_y = old_y, time = quarter_period, easing = SINE_EASING | EASE_IN, loop = -1) //back
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/mob/proc/stop_floating()
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animate(src, pixel_y = old_y, time = 5, easing = SINE_EASING | EASE_IN) //halt animation
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//reset the pixel offsets to zero
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is_floating = 0
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/atom/movable/proc/do_attack_animation(atom/A)
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var/pixel_x_diff = 0
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var/pixel_y_diff = 0
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var/direction = get_dir(src, A)
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switch(direction)
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if(NORTH)
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pixel_y_diff = 8
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if(SOUTH)
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pixel_y_diff = -8
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if(EAST)
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pixel_x_diff = 8
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if(WEST)
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pixel_x_diff = -8
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if(NORTHEAST)
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pixel_x_diff = 8
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pixel_y_diff = 8
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if(NORTHWEST)
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pixel_x_diff = -8
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pixel_y_diff = 8
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if(SOUTHEAST)
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pixel_x_diff = 8
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pixel_y_diff = -8
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if(SOUTHWEST)
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pixel_x_diff = -8
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pixel_y_diff = -8
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animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, time = 2)
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animate(pixel_x = initial(pixel_x), pixel_y = initial(pixel_y), time = 2)
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/mob/do_attack_animation(atom/A)
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..()
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is_floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
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/mob/proc/spin(spintime, speed)
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spawn()
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var/D = dir
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while(spintime >= speed)
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sleep(speed)
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switch(D)
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if(NORTH)
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D = EAST
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if(SOUTH)
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D = WEST
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if(EAST)
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D = SOUTH
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if(WEST)
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D = NORTH
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set_dir(D)
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spintime -= speed
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return
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@@ -218,7 +218,7 @@ var/list/slot_equipment_priority = list( \
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drop_from_inventory(I)
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return 1
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//Attemps to remove an object on a mob. Will not move it to another area or such, just removes from the mob.
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//Attemps to remove an object on a mob.
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/mob/proc/remove_from_mob(var/obj/O)
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src.u_equip(O)
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if (src.client)
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@@ -227,6 +227,7 @@ var/list/slot_equipment_priority = list( \
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O.screen_loc = null
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if(istype(O, /obj/item))
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var/obj/item/I = O
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I.loc = src.loc
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I.dropped(src)
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return 1
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@@ -228,6 +228,7 @@
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switch(action)
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if("weed")
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flick("farmbot_hoe", src)
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do_attack_animation(A)
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if(prob(50))
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visible_message("<span class='danger'>[src] swings wildly at [A] with a minihoe, missing completely!</span>")
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return
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@@ -241,7 +242,7 @@
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visible_message("<span class='danger'>[src] blows apart!</span>")
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var/turf/Tsec = get_turf(src)
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new /obj/item/weapon/minihoe(Tsec)
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new /obj/item/weapon/material/minihoe(Tsec)
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new /obj/item/weapon/reagent_containers/glass/bucket(Tsec)
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new /obj/item/device/assembly/prox_sensor(Tsec)
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new /obj/item/device/analyzer/plant_analyzer(Tsec)
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@@ -326,7 +327,7 @@
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user.remove_from_mob(W)
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qdel(W)
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else if((istype(W, /obj/item/weapon/minihoe)) && (build_step == 2))
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else if((istype(W, /obj/item/weapon/material/minihoe)) && (build_step == 2))
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build_step++
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user << "You add a minihoe to [src]."
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name = "farmbot assembly with bucket and minihoe"
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@@ -154,7 +154,7 @@
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target = T
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break
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if(maketiles && !target)
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for(var/obj/item/stack/sheet/metal/T in view(src))
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for(var/obj/item/stack/material/steel/T in view(src))
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if(T in ignorelist)
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continue
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target = T
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@@ -249,8 +249,8 @@
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target = null
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repairing = 0
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update_icons()
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else if(istype(A, /obj/item/stack/sheet/metal) && amount + 3 < maxAmount)
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var/obj/item/stack/sheet/metal/M = A
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else if(istype(A, /obj/item/stack/material/steel) && amount + 3 < maxAmount)
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var/obj/item/stack/material/steel/M = A
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visible_message("<span class='notice'>[src] begins to make tiles.</span>")
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repairing = 1
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update_icons()
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@@ -103,8 +103,7 @@
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update_icons()
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if(do_mob(src, H, 30))
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if(t == 1)
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reagent_glass.reagents.trans_to(H, injection_amount)
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reagent_glass.reagents.reaction(H, 2)
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reagent_glass.reagents.trans_to_mob(H, injection_amount, CHEM_BLOOD)
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else
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H.reagents.add_reagent(t, injection_amount)
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visible_message("<span class='warning'>[src] injects [H] with the syringe!</span>")
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@@ -264,6 +264,7 @@
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if(!cuff)
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C.stun_effect_act(0, 60, null)
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playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
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do_attack_animation(C)
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is_attacking = 1
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update_icons()
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spawn(2)
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@@ -283,6 +284,7 @@
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var/mob/living/simple_animal/S = M
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S.AdjustStunned(10)
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S.adjustBruteLoss(15)
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do_attack_animation(M)
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playsound(loc, "swing_hit", 50, 1, -1)
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is_attacking = 1
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update_icons()
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@@ -23,10 +23,6 @@
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verbs += /mob/living/proc/ventcrawl
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verbs += /mob/living/proc/hide
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var/datum/reagents/R = new/datum/reagents(100)
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reagents = R
|
||||
R.my_atom = src
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name = "[initial(name)] ([rand(1, 1000)])"
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real_name = name
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regenerate_icons()
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@@ -1,16 +1,7 @@
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/mob/living/carbon/alien/diona/attack_hand(mob/living/carbon/human/M as mob)
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if(istype(M))
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//Let people pick the little buggers up.
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if(M.a_intent == I_HELP)
|
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if(M.species && M.species.name == "Diona")
|
||||
M << "You feel your being twine with that of [src] as it merges with your biomass."
|
||||
src << "You feel your being twine with that of [M] as you merge with its biomass."
|
||||
src.verbs += /mob/living/carbon/alien/diona/proc/split
|
||||
src.verbs -= /mob/living/carbon/alien/diona/proc/merge
|
||||
src.loc = M
|
||||
else
|
||||
get_scooped(M)
|
||||
if(istype(M) && M.a_intent == I_HELP)
|
||||
if(M.species && M.species.name == "Diona" && do_merge(M))
|
||||
return
|
||||
|
||||
get_scooped(M)
|
||||
return
|
||||
..()
|
||||
@@ -24,18 +24,21 @@
|
||||
|
||||
var/mob/living/M = input(src,"Who do you wish to merge with?") in null|choices
|
||||
|
||||
if(!M || !src || !(src.Adjacent(M))) return
|
||||
if(!M)
|
||||
src << "There is nothing nearby to merge with."
|
||||
else if(!do_merge(M))
|
||||
src << "You fail to merge with \the [M]..."
|
||||
|
||||
if(istype(M,/mob/living/carbon/human))
|
||||
M << "You feel your being twine with that of [src] as it merges with your biomass."
|
||||
M.status_flags |= PASSEMOTES
|
||||
|
||||
src << "You feel your being twine with that of [M] as you merge with its biomass."
|
||||
src.loc = M
|
||||
src.verbs += /mob/living/carbon/alien/diona/proc/split
|
||||
src.verbs -= /mob/living/carbon/alien/diona/proc/merge
|
||||
else
|
||||
return
|
||||
/mob/living/carbon/alien/diona/proc/do_merge(var/mob/living/carbon/human/H)
|
||||
if(!istype(H) || !src || !(src.Adjacent(H)))
|
||||
return 0
|
||||
H << "You feel your being twine with that of \the [src] as it merges with your biomass."
|
||||
H.status_flags |= PASSEMOTES
|
||||
src << "You feel your being twine with that of \the [H] as you merge with its biomass."
|
||||
loc = H
|
||||
verbs += /mob/living/carbon/alien/diona/proc/split
|
||||
verbs -= /mob/living/carbon/alien/diona/proc/merge
|
||||
return 1
|
||||
|
||||
/mob/living/carbon/alien/diona/proc/split()
|
||||
|
||||
|
||||
@@ -35,6 +35,7 @@
|
||||
|
||||
var/locked = 0
|
||||
var/mob/living/carbon/brain/brainmob = null//The current occupant.
|
||||
var/obj/item/organ/brain/brainobj = null //The current brain organ.
|
||||
var/obj/mecha = null//This does not appear to be used outside of reference in mecha.dm.
|
||||
|
||||
attackby(var/obj/item/O as obj, var/mob/user as mob)
|
||||
@@ -60,7 +61,8 @@
|
||||
living_mob_list += brainmob
|
||||
|
||||
user.drop_item()
|
||||
qdel(O)
|
||||
brainobj = O
|
||||
brainobj.loc = src
|
||||
|
||||
name = "Man-Machine Interface: [brainmob.real_name]"
|
||||
icon_state = "mmi_full"
|
||||
@@ -91,7 +93,13 @@
|
||||
user << "\red You upend the MMI, but the brain is clamped into place."
|
||||
else
|
||||
user << "\blue You upend the MMI, spilling the brain onto the floor."
|
||||
var/obj/item/organ/brain/brain = new(user.loc)
|
||||
var/obj/item/organ/brain/brain
|
||||
if (brainobj) //Pull brain organ out of MMI.
|
||||
brainobj.loc = user.loc
|
||||
brain = brainobj
|
||||
brainobj = null
|
||||
else //Or make a new one if empty.
|
||||
brain = new(user.loc)
|
||||
brainmob.container = null//Reset brainmob mmi var.
|
||||
brainmob.loc = brain//Throw mob into brain.
|
||||
living_mob_list -= brainmob//Get outta here
|
||||
|
||||
@@ -105,7 +105,18 @@
|
||||
|
||||
proc/handle_chemicals_in_body()
|
||||
|
||||
if(reagents) reagents.metabolize(src)
|
||||
chem_effects.Cut()
|
||||
analgesic = 0
|
||||
|
||||
if(touching)
|
||||
touching.metabolize(0, CHEM_TOUCH)
|
||||
if(ingested)
|
||||
ingested.metabolize(0, CHEM_INGEST)
|
||||
if(reagents)
|
||||
reagents.metabolize(0, CHEM_BLOOD)
|
||||
|
||||
if(CE_PAINKILLER in chem_effects)
|
||||
analgesic = chem_effects[CE_PAINKILLER]
|
||||
|
||||
confused = max(0, confused - 1)
|
||||
// decrement dizziness counter, clamped to 0
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
var/datum/gas_mixture/breath = null
|
||||
|
||||
//First, check if we can breathe at all
|
||||
if(health < config.health_threshold_crit && !reagents.has_reagent("inaprovaline")) //crit aka circulatory shock
|
||||
if(health < config.health_threshold_crit && !(CE_STABLE in chem_effects)) //crit aka circulatory shock
|
||||
losebreath++
|
||||
|
||||
if(losebreath>0) //Suffocating so do not take a breath
|
||||
@@ -65,11 +65,9 @@
|
||||
|
||||
for(var/obj/effect/effect/smoke/chem/smoke in view(1, src))
|
||||
if(smoke.reagents.total_volume)
|
||||
smoke.reagents.reaction(src, INGEST)
|
||||
spawn(5)
|
||||
if(smoke)
|
||||
//maybe check air pressure here or something to see if breathing in smoke is even possible.
|
||||
smoke.reagents.copy_to(src, 10) // I dunno, maybe the reagents enter the blood stream through the lungs?
|
||||
smoke.reagents.trans_to_mob(src, 10, CHEM_INGEST, copy = 1)
|
||||
//maybe check air pressure here or something to see if breathing in smoke is even possible.
|
||||
// I dunno, maybe the reagents enter the blood stream through the lungs?
|
||||
break // If they breathe in the nasty stuff once, no need to continue checking
|
||||
|
||||
/mob/living/carbon/proc/handle_breath(datum/gas_mixture/breath)
|
||||
|
||||
@@ -1,3 +1,13 @@
|
||||
/mob/living/carbon/New()
|
||||
create_reagents(1000)
|
||||
var/datum/reagents/R1 = new/datum/reagents(1000)
|
||||
var/datum/reagents/R2 = new/datum/reagents(1000)
|
||||
ingested = R1
|
||||
touching = R2
|
||||
R1.my_atom = src
|
||||
R2.my_atom = src
|
||||
..()
|
||||
|
||||
/mob/living/carbon/Life()
|
||||
..()
|
||||
|
||||
@@ -122,7 +132,7 @@
|
||||
/mob/living/carbon/proc/swap_hand()
|
||||
var/obj/item/item_in_hand = src.get_active_hand()
|
||||
if(item_in_hand) //this segment checks if the item in your hand is twohanded.
|
||||
if(istype(item_in_hand,/obj/item/weapon/twohanded))
|
||||
if(istype(item_in_hand,/obj/item/weapon/material/twohanded))
|
||||
if(item_in_hand:wielded == 1)
|
||||
usr << "<span class='warning'>Your other hand is too busy holding the [item_in_hand.name]</span>"
|
||||
return
|
||||
@@ -163,7 +173,7 @@
|
||||
)
|
||||
|
||||
for(var/obj/item/organ/external/org in H.organs)
|
||||
var/status = ""
|
||||
var/list/status = list()
|
||||
var/brutedamage = org.brute_dam
|
||||
var/burndamage = org.burn_dam
|
||||
if(halloss > 0)
|
||||
@@ -171,29 +181,39 @@
|
||||
brutedamage += halloss
|
||||
if(prob(30))
|
||||
burndamage += halloss
|
||||
switch(brutedamage)
|
||||
if(1 to 20)
|
||||
status += "bruised"
|
||||
if(20 to 40)
|
||||
status += "wounded"
|
||||
if(40 to INFINITY)
|
||||
status += "mangled"
|
||||
|
||||
if(brutedamage > 0)
|
||||
status = "bruised"
|
||||
if(brutedamage > 20)
|
||||
status = "bleeding"
|
||||
if(brutedamage > 40)
|
||||
status = "mangled"
|
||||
if(brutedamage > 0 && burndamage > 0)
|
||||
status += " and "
|
||||
if(burndamage > 40)
|
||||
status += "peeling away"
|
||||
switch(burndamage)
|
||||
if(1 to 10)
|
||||
status += "numb"
|
||||
if(10 to 40)
|
||||
status += "blistered"
|
||||
if(40 to INFINITY)
|
||||
status += "peeling away"
|
||||
|
||||
else if(burndamage > 10)
|
||||
status += "blistered"
|
||||
else if(burndamage > 0)
|
||||
status += "numb"
|
||||
if(org.status & ORGAN_DESTROYED)
|
||||
status = "MISSING!"
|
||||
status += "MISSING"
|
||||
if(org.status & ORGAN_MUTATED)
|
||||
status = "weirdly shapen."
|
||||
if(status == "")
|
||||
status = "OK"
|
||||
src.show_message(text("\t []My [] is [].",status=="OK"?"\blue ":"\red ",org.name,status),1)
|
||||
status += "weirdly shapen"
|
||||
if(org.dislocated == 2)
|
||||
status += "dislocated"
|
||||
if(org.status & ORGAN_BROKEN)
|
||||
status += "hurts when touched"
|
||||
if(org.status & ORGAN_DEAD)
|
||||
status += "is bruised and necrotic"
|
||||
if(!org.is_usable())
|
||||
status += "dangling uselessly"
|
||||
if(status.len)
|
||||
src.show_message("My [org.name] is <span class='warning'> [english_list(status)].",1)
|
||||
else
|
||||
src.show_message("My [org.name] is <span class='notice'> OK.",1)
|
||||
|
||||
if((SKELETON in H.mutations) && (!H.w_uniform) && (!H.wear_suit))
|
||||
H.play_xylophone()
|
||||
else if (on_fire)
|
||||
@@ -391,25 +411,6 @@
|
||||
|
||||
return
|
||||
|
||||
/mob/living/carbon/show_inv(mob/living/carbon/user as mob)
|
||||
user.set_machine(src)
|
||||
var/dat = {"
|
||||
<B><HR><FONT size=3>[name]</FONT></B>
|
||||
<BR><HR>
|
||||
<BR><B>Head(Mask):</B> <A href='?src=\ref[src];item=mask'>[(wear_mask ? wear_mask : "Nothing")]</A>
|
||||
<BR><B>Left Hand:</B> <A href='?src=\ref[src];item=l_hand'>[(l_hand ? l_hand : "Nothing")]</A>
|
||||
<BR><B>Right Hand:</B> <A href='?src=\ref[src];item=r_hand'>[(r_hand ? r_hand : "Nothing")]</A>
|
||||
<BR><B>Back:</B> <A href='?src=\ref[src];item=back'>[(back ? back : "Nothing")]</A> [((istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal'>Set Internal</A>", src) : "")]
|
||||
<BR>[(handcuffed ? text("<A href='?src=\ref[src];item=handcuff'>Handcuffed</A>") : text("<A href='?src=\ref[src];item=handcuff'>Not Handcuffed</A>"))]
|
||||
<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
|
||||
<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
|
||||
<BR><A href='?src=\ref[user];refresh=1'>Refresh</A>
|
||||
<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>
|
||||
<BR>"}
|
||||
user << browse(dat, text("window=mob[];size=325x500", name))
|
||||
onclose(user, "mob[name]")
|
||||
return
|
||||
|
||||
//generates realistic-ish pulse output based on preset levels
|
||||
/mob/living/carbon/proc/get_pulse(var/method) //method 0 is for hands, 1 is for machines, more accurate
|
||||
var/temp = 0 //see setup.dm:694
|
||||
@@ -462,6 +463,12 @@
|
||||
Weaken(Floor(stun_duration/2))
|
||||
return 1
|
||||
|
||||
/mob/living/carbon/proc/add_chemical_effect(var/effect, var/magnitude = 1)
|
||||
if(effect in chem_effects)
|
||||
chem_effects[effect] += magnitude
|
||||
else
|
||||
chem_effects[effect] = magnitude
|
||||
|
||||
/mob/living/carbon/get_default_language()
|
||||
if(default_language)
|
||||
return default_language
|
||||
|
||||
@@ -17,5 +17,8 @@
|
||||
var/datum/surgery_status/op_stage = new/datum/surgery_status
|
||||
//Active emote/pose
|
||||
var/pose = null
|
||||
var/list/chem_effects = list()
|
||||
var/datum/reagents/ingested = null
|
||||
var/datum/reagents/touching = null
|
||||
|
||||
var/pulse = PULSE_NORM //current pulse level
|
||||
|
||||
@@ -34,7 +34,8 @@
|
||||
handle_hud_list()
|
||||
|
||||
//Handle species-specific deaths.
|
||||
if(species) species.handle_death(src)
|
||||
species.handle_death(src)
|
||||
animate_tail_stop()
|
||||
|
||||
//Handle brain slugs.
|
||||
var/obj/item/organ/external/head = get_organ("head")
|
||||
|
||||
@@ -541,8 +541,24 @@
|
||||
message = "<B>[src]</B> makes a very loud noise."
|
||||
m_type = 2
|
||||
|
||||
if("swish")
|
||||
src.animate_tail_once()
|
||||
|
||||
if("wag", "sway")
|
||||
src.animate_tail_start()
|
||||
|
||||
if("qwag", "fastsway")
|
||||
src.animate_tail_fast()
|
||||
|
||||
if("swag", "stopsway")
|
||||
src.animate_tail_stop()
|
||||
|
||||
if ("help")
|
||||
src << "blink, blink_r, blush, bow-(none)/mob, burp, choke, chuckle, clap, collapse, cough,\ncry, custom, deathgasp, drool, eyebrow, frown, gasp, giggle, groan, grumble, handshake, hug-(none)/mob, glare-(none)/mob,\ngrin, laugh, look-(none)/mob, moan, mumble, nod, pale, point-atom, raise, salute, shake, shiver, shrug,\nsigh, signal-#1-10, smile, sneeze, sniff, snore, stare-(none)/mob, tremble, twitch, twitch_s, whimper,\nwink, yawn"
|
||||
src << {"blink, blink_r, blush, bow-(none)/mob, burp, choke, chuckle, clap, collapse, cough,
|
||||
cry, custom, deathgasp, drool, eyebrow, frown, gasp, giggle, groan, grumble, handshake, hug-(none)/mob, glare-(none)/mob,
|
||||
grin, laugh, look-(none)/mob, moan, mumble, nod, pale, point-atom, raise, salute, shake, shiver, shrug,
|
||||
sigh, signal-#1-10, smile, sneeze, sniff, snore, stare-(none)/mob, tremble, twitch, twitch_s, whimper,
|
||||
wink, yawn, swish, sway/wag, fastsway/qwag, stopsway/swag"}
|
||||
|
||||
else
|
||||
src << "\blue Unusable emote '[act]'. Say *help for a list."
|
||||
|
||||
@@ -274,76 +274,17 @@
|
||||
wound_flavor_text["[temp.name]"] = "<span class='warning'>[t_He] has a robot [temp.name]!</span>\n"
|
||||
continue
|
||||
else
|
||||
wound_flavor_text["[temp.name]"] = "<span class='warning'>[t_He] has a robot [temp.name]. It has"
|
||||
if(temp.brute_dam) switch(temp.brute_dam)
|
||||
if(0 to 20)
|
||||
wound_flavor_text["[temp.name]"] += " some dents"
|
||||
if(21 to INFINITY)
|
||||
wound_flavor_text["[temp.name]"] += pick(" a lot of dents"," severe denting")
|
||||
if(temp.brute_dam && temp.burn_dam)
|
||||
wound_flavor_text["[temp.name]"] += " and"
|
||||
if(temp.burn_dam) switch(temp.burn_dam)
|
||||
if(0 to 20)
|
||||
wound_flavor_text["[temp.name]"] += " some burns"
|
||||
if(21 to INFINITY)
|
||||
wound_flavor_text["[temp.name]"] += pick(" a lot of burns"," severe melting")
|
||||
if(wound_flavor_text["[temp.name]"])
|
||||
wound_flavor_text["[temp.name]"] += "!</span>\n"
|
||||
else if(temp.wounds.len > 0)
|
||||
var/list/wound_descriptors = list()
|
||||
for(var/datum/wound/W in temp.wounds)
|
||||
if(W.internal && !temp.open) continue // can't see internal wounds
|
||||
var/this_wound_desc = W.desc
|
||||
if(W.damage_type == BURN && W.salved) this_wound_desc = "salved [this_wound_desc]"
|
||||
if(W.bleeding()) this_wound_desc = "bleeding [this_wound_desc]"
|
||||
else if(W.bandaged) this_wound_desc = "bandaged [this_wound_desc]"
|
||||
if(W.germ_level > 600) this_wound_desc = "badly infected [this_wound_desc]"
|
||||
else if(W.germ_level > 330) this_wound_desc = "lightly infected [this_wound_desc]"
|
||||
if(this_wound_desc in wound_descriptors)
|
||||
wound_descriptors[this_wound_desc] += W.amount
|
||||
continue
|
||||
wound_descriptors[this_wound_desc] = W.amount
|
||||
if(wound_descriptors.len)
|
||||
var/list/flavor_text = list()
|
||||
var/list/no_exclude = list("gaping wound", "big gaping wound", "massive wound", "large bruise",\
|
||||
"huge bruise", "massive bruise", "severe burn", "large burn", "deep burn", "carbonised area")
|
||||
for(var/wound in wound_descriptors)
|
||||
switch(wound_descriptors[wound])
|
||||
if(1)
|
||||
if(!flavor_text.len)
|
||||
flavor_text += "<span class='warning'>[t_He] has[prob(10) && !(wound in no_exclude) ? " what might be" : ""] a [wound]"
|
||||
else
|
||||
flavor_text += "[prob(10) && !(wound in no_exclude) ? " what might be" : ""] a [wound]"
|
||||
if(2)
|
||||
if(!flavor_text.len)
|
||||
flavor_text += "<span class='warning'>[t_He] has[prob(10) && !(wound in no_exclude) ? " what might be" : ""] a pair of [wound]s"
|
||||
else
|
||||
flavor_text += "[prob(10) && !(wound in no_exclude) ? " what might be" : ""] a pair of [wound]s"
|
||||
if(3 to 5)
|
||||
if(!flavor_text.len)
|
||||
flavor_text += "<span class='warning'>[t_He] has several [wound]s"
|
||||
else
|
||||
flavor_text += " several [wound]s"
|
||||
if(6 to INFINITY)
|
||||
if(!flavor_text.len)
|
||||
flavor_text += "<span class='warning'>[t_He] has a bunch of [wound]s"
|
||||
else
|
||||
flavor_text += " a ton of [wound]\s"
|
||||
var/flavor_text_string = ""
|
||||
for(var/text = 1, text <= flavor_text.len, text++)
|
||||
if(text == flavor_text.len && flavor_text.len > 1)
|
||||
flavor_text_string += ", and"
|
||||
else if(flavor_text.len > 1 && text > 1)
|
||||
flavor_text_string += ","
|
||||
flavor_text_string += flavor_text[text]
|
||||
flavor_text_string += " on [t_his] [temp.name].</span><br>"
|
||||
wound_flavor_text["[temp.name]"] = flavor_text_string
|
||||
else
|
||||
wound_flavor_text["[temp.name]"] = ""
|
||||
wound_flavor_text["[temp.name]"] = "<span class='warning'>[t_He] has a robot [temp.name]. It has[temp.get_wounds_desc()]!</span>\n"
|
||||
else if(temp.wounds.len > 0 || temp.open)
|
||||
wound_flavor_text["[temp.name]"] = "<span class='warning'>[t_He] has [temp.get_wounds_desc()] on [t_his] [temp.name].</span><br>"
|
||||
if(temp.status & ORGAN_BLEEDING)
|
||||
is_bleeding["[temp.name]"] = 1
|
||||
else
|
||||
wound_flavor_text["[temp.name]"] = ""
|
||||
if(temp.dislocated == 2)
|
||||
wound_flavor_text["[temp.name]"] += "<span class='warning'>[capitalize(t_his)] [temp.joint] is dislocated!</span><br>"
|
||||
if(((temp.status & ORGAN_BROKEN) && temp.brute_dam > temp.min_broken_damage) || (temp.status & ORGAN_MUTATED))
|
||||
wound_flavor_text["[temp.name]"] += "<span class='warning'>[capitalize(t_his)] [temp.name] is dented and swollen!</span><br>"
|
||||
|
||||
//Handles the text strings being added to the actual description.
|
||||
//If they have something that covers the limb, and it is not missing, put flavortext. If it is covered but bleeding, add other flavortext.
|
||||
@@ -354,9 +295,9 @@
|
||||
msg += wound_flavor_text["head"]
|
||||
else if(is_bleeding["head"])
|
||||
msg += "<span class='warning'>[src] has blood running down [t_his] face!</span>\n"
|
||||
if(wound_flavor_text["chest"] && !w_uniform && !skipjumpsuit) //No need. A missing chest gibs you.
|
||||
msg += wound_flavor_text["chest"]
|
||||
else if(is_bleeding["chest"])
|
||||
if(wound_flavor_text["upper body"] && !w_uniform && !skipjumpsuit) //No need. A missing chest gibs you.
|
||||
msg += wound_flavor_text["upper body"]
|
||||
else if(is_bleeding["upper body"])
|
||||
display_chest = 1
|
||||
if(wound_flavor_text["left arm"] && (is_destroyed["left arm"] || (!w_uniform && !skipjumpsuit)))
|
||||
msg += wound_flavor_text["left arm"]
|
||||
@@ -374,9 +315,9 @@
|
||||
msg += wound_flavor_text["right hand"]
|
||||
else if(is_bleeding["right hand"])
|
||||
display_gloves = 1
|
||||
if(wound_flavor_text["groin"] && (is_destroyed["groin"] || (!w_uniform && !skipjumpsuit)))
|
||||
msg += wound_flavor_text["groin"]
|
||||
else if(is_bleeding["groin"])
|
||||
if(wound_flavor_text["lower body"] && (is_destroyed["lower body"] || (!w_uniform && !skipjumpsuit)))
|
||||
msg += wound_flavor_text["lower body"]
|
||||
else if(is_bleeding["lower body"])
|
||||
display_chest = 1
|
||||
if(wound_flavor_text["left leg"] && (is_destroyed["left leg"] || (!w_uniform && !skipjumpsuit)))
|
||||
msg += wound_flavor_text["left leg"]
|
||||
|
||||
@@ -26,10 +26,6 @@
|
||||
if(mind)
|
||||
mind.name = real_name
|
||||
|
||||
var/datum/reagents/R = new/datum/reagents(1000)
|
||||
reagents = R
|
||||
R.my_atom = src
|
||||
|
||||
hud_list[HEALTH_HUD] = image('icons/mob/hud.dmi', src, "hudhealth100")
|
||||
hud_list[STATUS_HUD] = image('icons/mob/hud.dmi', src, "hudhealthy")
|
||||
hud_list[LIFE_HUD] = image('icons/mob/hud.dmi', src, "hudhealthy")
|
||||
@@ -231,33 +227,41 @@
|
||||
suit = w_uniform
|
||||
|
||||
user.set_machine(src)
|
||||
var/dat = {"
|
||||
<B><HR><FONT size=3>[name]</FONT></B>
|
||||
<BR><HR>
|
||||
<BR><B>Head(Mask):</B> <A href='?src=\ref[src];item=mask'>[(wear_mask ? wear_mask : "Nothing")]</A>
|
||||
<BR><B>Left Hand:</B> <A href='?src=\ref[src];item=l_hand'>[(l_hand ? l_hand : "Nothing")]</A>
|
||||
<BR><B>Right Hand:</B> <A href='?src=\ref[src];item=r_hand'>[(r_hand ? r_hand : "Nothing")]</A>
|
||||
<BR><B>Gloves:</B> <A href='?src=\ref[src];item=gloves'>[(gloves ? gloves : "Nothing")]</A>
|
||||
<BR><B>Eyes:</B> <A href='?src=\ref[src];item=eyes'>[(glasses ? glasses : "Nothing")]</A>
|
||||
<BR><B>Left Ear:</B> <A href='?src=\ref[src];item=l_ear'>[(l_ear ? l_ear : "Nothing")]</A>
|
||||
<BR><B>Right Ear:</B> <A href='?src=\ref[src];item=r_ear'>[(r_ear ? r_ear : "Nothing")]</A>
|
||||
<BR><B>Head:</B> <A href='?src=\ref[src];item=head'>[(head ? head : "Nothing")]</A>
|
||||
<BR><B>Shoes:</B> <A href='?src=\ref[src];item=shoes'>[(shoes ? shoes : "Nothing")]</A>
|
||||
<BR><B>Belt:</B> <A href='?src=\ref[src];item=belt'>[(belt ? belt : "Nothing")]</A> [((istype(wear_mask, /obj/item/clothing/mask) && istype(belt, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal'>Set Internal</A>", src) : "")]
|
||||
<BR><B>Uniform:</B> <A href='?src=\ref[src];item=uniform'>[(w_uniform ? w_uniform : "Nothing")]</A> [(suit) ? ((suit.has_sensor == 1) ? text(" <A href='?src=\ref[];item=sensor'>Sensors</A>", src) : "") :]
|
||||
<BR><B>(Exo)Suit:</B> <A href='?src=\ref[src];item=suit'>[(wear_suit ? wear_suit : "Nothing")]</A>
|
||||
<BR><B>Back:</B> <A href='?src=\ref[src];item=back'>[(back ? back : "Nothing")]</A> [((istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal'>Set Internal</A>", src) : "")]
|
||||
<BR><B>ID:</B> <A href='?src=\ref[src];item=id'>[(wear_id ? wear_id : "Nothing")]</A>
|
||||
<BR><B>Suit Storage:</B> <A href='?src=\ref[src];item=s_store'>[(s_store ? s_store : "Nothing")]</A> [((istype(wear_mask, /obj/item/clothing/mask) && istype(s_store, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal'>Set Internal</A>", src) : "")]
|
||||
<BR>[(handcuffed ? text("<A href='?src=\ref[src];item=handcuff'>Handcuffed</A>") : text("<A href='?src=\ref[src];item=handcuff'>Not Handcuffed</A>"))]
|
||||
<BR>[(legcuffed ? text("<A href='?src=\ref[src];item=legcuff'>Legcuffed</A>") : text(""))]
|
||||
<BR>[(suit) ? ((suit.accessories.len) ? text(" <A href='?src=\ref[];item=tie'>Remove Accessory</A>", src) : "") :]
|
||||
<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
|
||||
<BR><A href='?src=\ref[src];item=splints'>Remove Splints</A>
|
||||
<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
|
||||
<BR><A href='?src=\ref[user];refresh=1'>Refresh</A>
|
||||
<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>
|
||||
<BR>"}
|
||||
var/dat = "<B><HR><FONT size=3>[name]</FONT></B><BR><HR>"
|
||||
|
||||
for(var/entry in species.hud.gear)
|
||||
var/list/slot_ref = species.hud.gear[entry]
|
||||
if((slot_ref["slot"] in list(slot_l_store, slot_r_store)))
|
||||
continue
|
||||
var/obj/item/thing_in_slot = get_equipped_item(slot_ref["slot"])
|
||||
dat += "<BR><B>[slot_ref["name"]]:</b> <a href='?src=\ref[src];item=[slot_ref["slot"]]'>[istype(thing_in_slot) ? thing_in_slot : "nothing"]</a>"
|
||||
|
||||
dat += "<BR><HR>"
|
||||
|
||||
if(species.hud.has_hands)
|
||||
dat += "<BR><b>Left hand:</b> <A href='?src=\ref[src];item=[slot_l_hand]'>[istype(l_hand) ? l_hand : "nothing"]</A>"
|
||||
dat += "<BR><b>Right hand:</b> <A href='?src=\ref[src];item=[slot_r_hand]'>[istype(r_hand) ? r_hand : "nothing"]</A>"
|
||||
|
||||
// Do they get an option to set internals?
|
||||
if(istype(wear_mask, /obj/item/clothing/mask) || istype(head, /obj/item/clothing/head/helmet/space))
|
||||
if(istype(back, /obj/item/weapon/tank) || istype(belt, /obj/item/weapon/tank) || istype(s_store, /obj/item/weapon/tank))
|
||||
dat += "<BR><A href='?src=\ref[src];item=internals'>Toggle internals.</A>"
|
||||
|
||||
// Other incidentals.
|
||||
if(istype(suit) && suit.has_sensor == 1)
|
||||
dat += "<BR><A href='?src=\ref[src];item=sensors'>Set sensors.</A>"
|
||||
if(handcuffed)
|
||||
dat += "<BR><A href='?src=\ref[src];item=[slot_handcuffed]'>Handcuffed</A>"
|
||||
if(legcuffed)
|
||||
dat += "<BR><A href='?src=\ref[src];item=[slot_legcuffed]'>Legcuffed</A>"
|
||||
|
||||
if(suit && suit.accessories.len)
|
||||
dat += "<BR><A href='?src=\ref[src];item=tie'>Remove accessory</A>"
|
||||
dat += "<BR><A href='?src=\ref[src];item=splints'>Remove splints</A>"
|
||||
dat += "<BR><A href='?src=\ref[src];item=pockets'>Empty pockets</A>"
|
||||
dat += "<BR><A href='?src=\ref[user];refresh=1'>Refresh</A>"
|
||||
dat += "<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>"
|
||||
|
||||
user << browse(dat, text("window=mob[name];size=340x540"))
|
||||
onclose(user, "mob[name]")
|
||||
return
|
||||
@@ -372,6 +376,7 @@
|
||||
|
||||
|
||||
/mob/living/carbon/human/Topic(href, href_list)
|
||||
|
||||
if (href_list["refresh"])
|
||||
if((machine)&&(in_range(src, usr)))
|
||||
show_inv(machine)
|
||||
@@ -381,18 +386,8 @@
|
||||
unset_machine()
|
||||
src << browse(null, t1)
|
||||
|
||||
if ((href_list["item"] && !( usr.stat ) && usr.canmove && !( usr.restrained() ) && in_range(src, usr) && ticker)) //if game hasn't started, can't make an equip_e
|
||||
var/obj/effect/equip_e/human/O = new /obj/effect/equip_e/human( )
|
||||
O.source = usr
|
||||
O.target = src
|
||||
O.item = usr.get_active_hand()
|
||||
O.s_loc = usr.loc
|
||||
O.t_loc = loc
|
||||
O.place = href_list["item"]
|
||||
requests += O
|
||||
spawn( 0 )
|
||||
O.process()
|
||||
return
|
||||
if(href_list["item"])
|
||||
handle_strip(href_list["item"],usr)
|
||||
|
||||
if (href_list["criminal"])
|
||||
if(hasHUD(usr,"security"))
|
||||
@@ -1028,7 +1023,7 @@
|
||||
var/list/visible_implants = list()
|
||||
for(var/obj/item/organ/external/organ in src.organs)
|
||||
for(var/obj/item/weapon/O in organ.implants)
|
||||
if(!istype(O,/obj/item/weapon/implant) && (O.w_class > class) && !istype(O,/obj/item/weapon/shard/shrapnel))
|
||||
if(!istype(O,/obj/item/weapon/implant) && (O.w_class > class) && !istype(O,/obj/item/weapon/material/shard/shrapnel))
|
||||
visible_implants += O
|
||||
|
||||
return(visible_implants)
|
||||
@@ -1293,7 +1288,7 @@
|
||||
/mob/living/carbon/human/has_eyes()
|
||||
if(internal_organs_by_name["eyes"])
|
||||
var/obj/item/organ/eyes = internal_organs_by_name["eyes"]
|
||||
if(eyes && istype(eyes) && !eyes.status & ORGAN_CUT_AWAY)
|
||||
if(eyes && istype(eyes) && !(eyes.status & ORGAN_CUT_AWAY))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
@@ -1323,7 +1318,6 @@
|
||||
var/mob/S = src
|
||||
var/mob/U = usr
|
||||
var/self = null
|
||||
|
||||
if(S == U)
|
||||
self = 1 // Removing object from yourself.
|
||||
|
||||
@@ -1332,8 +1326,7 @@
|
||||
var/obj/item/organ/external/current_limb = organs_by_name[limb]
|
||||
if(current_limb && current_limb.dislocated == 2)
|
||||
limbs |= limb
|
||||
|
||||
var/choice = input(src,"Which joint do you wish to relocate?") as null|anything in limbs
|
||||
var/choice = input(usr,"Which joint do you wish to relocate?") as null|anything in limbs
|
||||
|
||||
if(!choice)
|
||||
return
|
||||
|
||||
@@ -15,10 +15,11 @@
|
||||
if(istype(H))
|
||||
if((H != src) && check_shields(0, H.name))
|
||||
visible_message("\red <B>[H] attempted to touch [src]!</B>")
|
||||
H.do_attack_animation(src)
|
||||
return 0
|
||||
|
||||
if(istype(H.gloves, /obj/item/clothing/gloves/boxing/hologlove))
|
||||
|
||||
H.do_attack_animation(src)
|
||||
var/damage = rand(0, 9)
|
||||
if(!damage)
|
||||
playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
|
||||
@@ -46,25 +47,32 @@
|
||||
|
||||
switch(M.a_intent)
|
||||
if(I_HELP)
|
||||
|
||||
if(istype(H) && health < config.health_threshold_crit)
|
||||
|
||||
if(istype(H) && health < config.health_threshold_crit && health > config.health_threshold_dead)
|
||||
if((H.head && (H.head.flags & HEADCOVERSMOUTH)) || (H.wear_mask && (H.wear_mask.flags & MASKCOVERSMOUTH)))
|
||||
H << "\blue <B>Remove your mask!</B>"
|
||||
H << "<span class='notice'>Remove your mask!</span>"
|
||||
return 0
|
||||
if((head && (head.flags & HEADCOVERSMOUTH)) || (wear_mask && (wear_mask.flags & MASKCOVERSMOUTH)))
|
||||
H << "\blue <B>Remove [src]'s mask!</B>"
|
||||
H << "<span class='notice'>Remove [src]'s mask!</span>"
|
||||
return 0
|
||||
|
||||
var/obj/effect/equip_e/human/O = new /obj/effect/equip_e/human()
|
||||
O.source = M
|
||||
O.target = src
|
||||
O.s_loc = M.loc
|
||||
O.t_loc = loc
|
||||
O.place = "CPR"
|
||||
requests += O
|
||||
spawn(0)
|
||||
O.process()
|
||||
if (!cpr_time)
|
||||
return 0
|
||||
|
||||
cpr_time = 0
|
||||
spawn(30)
|
||||
cpr_time = 1
|
||||
|
||||
H.visible_message("<span class='danger'>\The [H] is trying perform CPR on \the [src]!</span>")
|
||||
|
||||
if(!do_after(H, 30))
|
||||
return
|
||||
|
||||
adjustOxyLoss(-(min(getOxyLoss(), 5)))
|
||||
updatehealth()
|
||||
H.visible_message("<span class='danger'>\The [H] performs CPR on \the [src]!</span>")
|
||||
src << "<span class='notice'>You feel a breath of fresh air enter your lungs. It feels good.</span>"
|
||||
H << "<span class='warning'>Repeat at least every 7 seconds.</span>"
|
||||
|
||||
else
|
||||
help_shake_act(M)
|
||||
return 1
|
||||
@@ -88,6 +96,7 @@
|
||||
G.synch()
|
||||
LAssailant = M
|
||||
|
||||
H.do_attack_animation(src)
|
||||
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
|
||||
visible_message("<span class='warning'>[M] has grabbed [src] passively!</span>")
|
||||
return 1
|
||||
@@ -179,6 +188,7 @@
|
||||
if(!attack)
|
||||
return 0
|
||||
|
||||
H.do_attack_animation(src)
|
||||
if(!attack_message)
|
||||
attack.show_attack(H, src, hit_zone, rand_damage)
|
||||
else
|
||||
@@ -213,6 +223,7 @@
|
||||
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been disarmed by [M.name] ([M.ckey])</font>")
|
||||
|
||||
msg_admin_attack("[key_name(M)] disarmed [src.name] ([src.ckey])")
|
||||
M.do_attack_animation(src)
|
||||
|
||||
if(w_uniform)
|
||||
w_uniform.add_fingerprint(M)
|
||||
@@ -271,6 +282,7 @@
|
||||
user.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [src.name] ([src.ckey])</font>")
|
||||
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>was attacked by [user.name] ([user.ckey])</font>")
|
||||
src.visible_message("<span class='danger'>[user] has [attack_message] [src]!</span>")
|
||||
user.do_attack_animation(src)
|
||||
|
||||
var/dam_zone = pick("head", "chest", "l_arm", "r_arm", "l_leg", "r_leg", "groin")
|
||||
var/obj/item/organ/external/affecting = get_organ(ran_zone(dam_zone))
|
||||
@@ -293,7 +305,7 @@
|
||||
var/dislocation_str
|
||||
if(prob(W.force))
|
||||
dislocation_str = "[src]'s [organ.joint] [pick("gives way","caves in","crumbles","collapses")]!"
|
||||
organ.dislocate()
|
||||
organ.dislocate(1)
|
||||
return dislocation_str
|
||||
|
||||
//Used to attack a joint through grabbing
|
||||
@@ -317,7 +329,7 @@
|
||||
|
||||
user.visible_message("<span class='warning'>[user] begins to dislocate [src]'s [organ.joint]!</span>")
|
||||
if(do_after(user, 100))
|
||||
organ.dislocate()
|
||||
organ.dislocate(1)
|
||||
src.visible_message("<span class='danger'>[src]'s [organ.joint] [pick("gives way","caves in","crumbles","collapses")]!</span>")
|
||||
return 1
|
||||
return 0
|
||||
|
||||
@@ -43,7 +43,7 @@ emp_act
|
||||
if(P.can_embed())
|
||||
var/armor = getarmor_organ(organ, "bullet")
|
||||
if(prob(20 + max(P.damage - armor, -10)))
|
||||
var/obj/item/weapon/shard/shrapnel/SP = new()
|
||||
var/obj/item/weapon/material/shard/shrapnel/SP = new()
|
||||
SP.name = (P.name != "shrapnel")? "[P.name] shrapnel" : "shrapnel"
|
||||
SP.desc = "[SP.desc] It looks like it was fired from [P.shot_from]."
|
||||
SP.loc = organ
|
||||
|
||||
@@ -10,9 +10,8 @@
|
||||
if(embedded_flag)
|
||||
handle_embedded_objects() //Moving with objects stuck in you can cause bad times.
|
||||
|
||||
if(reagents.has_reagent("hyperzine")) return -1
|
||||
|
||||
if(reagents.has_reagent("nuka_cola")) return -1
|
||||
if(CE_SPEEDBOOST in chem_effects)
|
||||
return -1
|
||||
|
||||
var/health_deficiency = (100 - health)
|
||||
if(health_deficiency >= 40) tally += (health_deficiency / 25)
|
||||
|
||||
@@ -253,6 +253,6 @@
|
||||
|
||||
visible_message("<span class='warning'>\The [src] quivers slightly, then splits apart with a wet slithering noise.</span>")
|
||||
|
||||
del(src)
|
||||
qdel(src)
|
||||
|
||||
|
||||
|
||||
@@ -116,7 +116,7 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
update_inv_glasses()
|
||||
else if (W == head)
|
||||
head = null
|
||||
|
||||
|
||||
var/update_hair = 0
|
||||
if((W.flags & BLOCKHAIR) || (W.flags & BLOCKHEADHAIR))
|
||||
update_hair = 1
|
||||
@@ -128,7 +128,7 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
update_hair(0) //rebuild hair
|
||||
update_inv_ears(0)
|
||||
update_inv_wear_mask(0)
|
||||
|
||||
|
||||
update_inv_head()
|
||||
else if (W == l_ear)
|
||||
l_ear = null
|
||||
@@ -168,9 +168,9 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
back = null
|
||||
update_inv_back()
|
||||
else if (W == handcuffed)
|
||||
handcuffed = null
|
||||
handcuffed = null
|
||||
if(buckled && buckled.buckle_require_restraints)
|
||||
buckled.unbuckle_mob()
|
||||
buckled.unbuckle_mob()
|
||||
update_inv_handcuffed()
|
||||
else if (W == legcuffed)
|
||||
legcuffed = null
|
||||
@@ -183,7 +183,7 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
update_inv_l_hand()
|
||||
else
|
||||
return 0
|
||||
|
||||
|
||||
update_action_buttons()
|
||||
return 1
|
||||
|
||||
@@ -321,7 +321,7 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
/mob/living/carbon/human/slot_is_accessible(var/slot, var/obj/item/I, mob/user=null)
|
||||
var/obj/item/covering = null
|
||||
var/check_flags = 0
|
||||
|
||||
|
||||
switch(slot)
|
||||
if(slot_wear_mask)
|
||||
covering = src.head
|
||||
@@ -331,7 +331,7 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
check_flags = HEADCOVERSEYES
|
||||
if(slot_gloves, slot_w_uniform)
|
||||
covering = src.wear_suit
|
||||
|
||||
|
||||
if(covering)
|
||||
if((covering.body_parts_covered & I.body_parts_covered) || (covering.flags & check_flags))
|
||||
user << "<span class='warning'>\The [covering] is in the way.</span>"
|
||||
@@ -340,473 +340,23 @@ This saves us from having to call add_fingerprint() any time something is put in
|
||||
|
||||
/mob/living/carbon/human/get_equipped_item(var/slot)
|
||||
switch(slot)
|
||||
if(slot_wear_suit) return wear_suit
|
||||
if(slot_gloves) return gloves
|
||||
if(slot_shoes) return shoes
|
||||
if(slot_belt) return belt
|
||||
if(slot_glasses) return glasses
|
||||
if(slot_head) return head
|
||||
if(slot_l_ear) return l_ear
|
||||
if(slot_r_ear) return r_ear
|
||||
if(slot_w_uniform) return w_uniform
|
||||
if(slot_wear_id) return wear_id
|
||||
if(slot_l_store) return l_store
|
||||
if(slot_r_store) return r_store
|
||||
if(slot_s_store) return s_store
|
||||
if(slot_back) return back
|
||||
if(slot_legcuffed) return legcuffed
|
||||
if(slot_handcuffed) return handcuffed
|
||||
if(slot_legcuffed) return legcuffed
|
||||
if(slot_l_store) return l_store
|
||||
if(slot_r_store) return r_store
|
||||
if(slot_wear_mask) return wear_mask
|
||||
if(slot_l_hand) return l_hand
|
||||
if(slot_r_hand) return r_hand
|
||||
if(slot_wear_id) return wear_id
|
||||
if(slot_glasses) return glasses
|
||||
if(slot_gloves) return gloves
|
||||
if(slot_head) return head
|
||||
if(slot_shoes) return shoes
|
||||
if(slot_belt) return belt
|
||||
if(slot_wear_suit) return wear_suit
|
||||
if(slot_w_uniform) return w_uniform
|
||||
if(slot_s_store) return s_store
|
||||
if(slot_l_ear) return l_ear
|
||||
if(slot_r_ear) return r_ear
|
||||
return ..()
|
||||
|
||||
///Bizarre equip effect system below
|
||||
|
||||
/*
|
||||
MouseDrop human inventory menu
|
||||
*/
|
||||
|
||||
/obj/effect/equip_e
|
||||
name = "equip e"
|
||||
var/mob/source = null
|
||||
var/s_loc = null //source location
|
||||
var/t_loc = null //target location
|
||||
var/obj/item/item = null
|
||||
var/place = null
|
||||
|
||||
/obj/effect/equip_e/human
|
||||
name = "human"
|
||||
var/mob/living/carbon/human/target = null
|
||||
|
||||
/obj/effect/equip_e/process()
|
||||
return
|
||||
|
||||
/obj/effect/equip_e/proc/done()
|
||||
return
|
||||
|
||||
/obj/effect/equip_e/New()
|
||||
if (!ticker)
|
||||
qdel(src)
|
||||
spawn(100)
|
||||
qdel(src)
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/effect/equip_e/human/process()
|
||||
if (item)
|
||||
item.add_fingerprint(source)
|
||||
else
|
||||
switch(place)
|
||||
if("mask")
|
||||
if (!( target.wear_mask ))
|
||||
qdel(src)
|
||||
if("l_hand")
|
||||
if (!( target.l_hand ))
|
||||
qdel(src)
|
||||
if("r_hand")
|
||||
if (!( target.r_hand ))
|
||||
qdel(src)
|
||||
if("suit")
|
||||
if (!( target.wear_suit ))
|
||||
qdel(src)
|
||||
if("uniform")
|
||||
if (!( target.w_uniform ))
|
||||
qdel(src)
|
||||
if("back")
|
||||
if (!( target.back ))
|
||||
qdel(src)
|
||||
if("syringe")
|
||||
return
|
||||
if("pill")
|
||||
return
|
||||
if("fuel")
|
||||
return
|
||||
if("drink")
|
||||
return
|
||||
if("dnainjector")
|
||||
return
|
||||
if("handcuff")
|
||||
if (!( target.handcuffed ))
|
||||
qdel(src)
|
||||
if("id")
|
||||
if ((!( target.wear_id ) || !( target.w_uniform )))
|
||||
qdel(src)
|
||||
if("splints")
|
||||
var/count = 0
|
||||
for(var/organ in list("l_leg","r_leg","l_arm","r_arm"))
|
||||
var/obj/item/organ/external/o = target.organs_by_name[organ]
|
||||
if(o.status & ORGAN_SPLINTED)
|
||||
count = 1
|
||||
break
|
||||
if(count == 0)
|
||||
qdel(src)
|
||||
return
|
||||
if("sensor")
|
||||
if (! target.w_uniform )
|
||||
qdel(src)
|
||||
if("internal")
|
||||
if ((!( (istype(target.wear_mask, /obj/item/clothing/mask) && (istype(target.back, /obj/item/weapon/tank) || istype(target.belt, /obj/item/weapon/tank) || istype(target.s_store, /obj/item/weapon/tank)) && !( target.internal )) ) && !( target.internal )))
|
||||
qdel(src)
|
||||
|
||||
var/list/L = list( "syringe", "pill", "drink", "dnainjector", "fuel", "sensor", "internal", "tie")
|
||||
if ((item && !( L.Find(place) )))
|
||||
if(isrobot(source) && place != "handcuff")
|
||||
qdel(src)
|
||||
for(var/mob/O in viewers(target, null))
|
||||
O.show_message("\red <B>[source] is trying to put \a [item] on [target]</B>", 1)
|
||||
else
|
||||
|
||||
var/target_part = null
|
||||
var/obj/item/target_item = null
|
||||
var/message = null
|
||||
|
||||
switch(place)
|
||||
if("mask")
|
||||
target_part = "head"
|
||||
target_item = target.wear_mask
|
||||
if("l_hand")
|
||||
target_part = "left hand"
|
||||
target_item = target.l_hand
|
||||
if("r_hand")
|
||||
target_part = "right hand"
|
||||
target_item = target.r_hand
|
||||
if("gloves")
|
||||
target_part = "hands"
|
||||
target_item = target.gloves
|
||||
if("eyes")
|
||||
target_part = "eyes"
|
||||
target_item = target.glasses
|
||||
if("l_ear")
|
||||
target_part = "left ear"
|
||||
target_item = target.l_ear
|
||||
if("r_ear")
|
||||
target_part = "right ear"
|
||||
target_item = target.r_ear
|
||||
if("head")
|
||||
target_part = "head"
|
||||
target_item = target.head
|
||||
if("shoes")
|
||||
target_part = "feet"
|
||||
target_item = target.shoes
|
||||
if("belt")
|
||||
target_part = "waist"
|
||||
target_item = target.belt
|
||||
if("suit")
|
||||
target_part = "body"
|
||||
target_item = target.wear_suit
|
||||
if("back")
|
||||
target_part = "back"
|
||||
target_item = target.back
|
||||
if("s_store")
|
||||
target_part = "suit"
|
||||
target_item = target.s_store
|
||||
if("id")
|
||||
target_part = "uniform"
|
||||
target_item = target.wear_id
|
||||
|
||||
if("syringe")
|
||||
message = "\red <B>[source] is trying to inject [target]!</B>"
|
||||
if("pill")
|
||||
message = "\red <B>[source] is trying to force [target] to swallow [item]!</B>"
|
||||
if("drink")
|
||||
message = "\red <B>[source] is trying to force [target] to swallow a gulp of [item]!</B>"
|
||||
if("dnainjector")
|
||||
message = "\red <B>[source] is trying to inject [target] with the [item]!</B>"
|
||||
if("uniform")
|
||||
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their uniform ([target.w_uniform]) removed by [source.name] ([source.ckey])</font>")
|
||||
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) uniform ([target.w_uniform])</font>")
|
||||
if(target.w_uniform && !target.w_uniform.canremove)
|
||||
message = "\red <B>[source] fails to take off \a [target.w_uniform] from [target]'s body!</B>"
|
||||
return
|
||||
else
|
||||
message = "\red <B>[source] is trying to take off \a [target.w_uniform] from [target]'s body!</B>"
|
||||
for(var/obj/item/I in list(target.l_store, target.r_store))
|
||||
if(I.on_found(source))
|
||||
return
|
||||
if("handcuff")
|
||||
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Was unhandcuffed by [source.name] ([source.ckey])</font>")
|
||||
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to unhandcuff [target.name]'s ([target.ckey])</font>")
|
||||
message = "\red <B>[source] is trying to unhandcuff [target]!</B>"
|
||||
if("legcuff")
|
||||
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Was unlegcuffed by [source.name] ([source.ckey])</font>")
|
||||
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to unlegcuff [target.name]'s ([target.ckey])</font>")
|
||||
message = "\red <B>[source] is trying to unlegcuff [target]!</B>"
|
||||
if("tie")
|
||||
var/obj/item/clothing/under/suit = target.w_uniform
|
||||
if(suit.accessories.len)
|
||||
var/obj/item/clothing/accessory/A = suit.accessories[1]
|
||||
target.attack_log += "\[[time_stamp()]\] <font color='orange'>Has had their accessory ([A]) removed by [source.name] ([source.ckey])</font>"
|
||||
source.attack_log += "\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) accessory ([A])</font>"
|
||||
if(istype(A, /obj/item/clothing/accessory/holobadge) || istype(A, /obj/item/clothing/accessory/medal))
|
||||
for(var/mob/M in viewers(target, null))
|
||||
M.show_message("\red <B>[source] tears off \the [A] from [target]'s [suit]!</B>" , 1)
|
||||
done()
|
||||
return
|
||||
else
|
||||
message = "\red <B>[source] is trying to take off \a [A] from [target]'s [suit]!</B>"
|
||||
if("pockets")
|
||||
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their pockets emptied by [source.name] ([source.ckey])</font>")
|
||||
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to empty [target.name]'s ([target.ckey]) pockets</font>")
|
||||
for(var/obj/item/I in list(target.l_store, target.r_store))
|
||||
if(I.on_found(source))
|
||||
return
|
||||
message = "\red <B>[source] is trying to empty [target]'s pockets.</B>"
|
||||
if("CPR")
|
||||
if (!target.cpr_time)
|
||||
qdel(src)
|
||||
target.cpr_time = 0
|
||||
message = "\red <B>[source] is trying perform CPR on [target]!</B>"
|
||||
if("internal")
|
||||
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their internals toggled by [source.name] ([source.ckey])</font>")
|
||||
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to toggle [target.name]'s ([target.ckey]) internals</font>")
|
||||
if (target.internal)
|
||||
message = "\red <B>[source] is trying to remove [target]'s internals</B>"
|
||||
else
|
||||
message = "\red <B>[source] is trying to set on [target]'s internals.</B>"
|
||||
if("splints")
|
||||
message = text("\red <B>[] is trying to remove []'s splints!</B>", source, target)
|
||||
if("sensor")
|
||||
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their sensors toggled by [source.name] ([source.ckey])</font>")
|
||||
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to toggle [target.name]'s ([target.ckey]) sensors</font>")
|
||||
var/obj/item/clothing/under/suit = target.w_uniform
|
||||
if (suit.has_sensor >= 2)
|
||||
source << "The controls are locked."
|
||||
return
|
||||
message = "\red <B>[source] is trying to set [target]'s suit sensors!</B>"
|
||||
|
||||
if(target_item)
|
||||
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Had their [target_item] removed by [source.name] ([source.ckey])</font>")
|
||||
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) [target_item]</font>")
|
||||
|
||||
if(target_item.canremove)
|
||||
message = "<span class='danger'>[source] is trying to take off \a [target_item] from [target]'s [target_part]!</span>"
|
||||
else
|
||||
source.visible_message("<span class='danger'>[source] fails to take off \a [target_item] from [target]'s [target_part]!</span>")
|
||||
return
|
||||
|
||||
source.visible_message(message)
|
||||
|
||||
spawn( HUMAN_STRIP_DELAY )
|
||||
done()
|
||||
return
|
||||
return
|
||||
|
||||
/*
|
||||
This proc equips stuff (or does something else) when removing stuff manually from the character window when you click and drag.
|
||||
It works in conjuction with the process() above.
|
||||
This proc works for humans only. Aliens stripping humans and the like will all use this proc. Stripping monkeys or somesuch will use their version of this proc.
|
||||
The first if statement for "mask" and such refers to items that are already equipped and un-equipping them.
|
||||
The else statement is for equipping stuff to empty slots.
|
||||
!canremove refers to variable of /obj/item/clothing which either allows or disallows that item to be removed.
|
||||
It can still be worn/put on as normal.
|
||||
*/
|
||||
/obj/effect/equip_e/human/done() //TODO: And rewrite this :< ~Carn
|
||||
target.cpr_time = 1
|
||||
if(isanimal(source)) return //animals cannot strip people
|
||||
if(!source || !target) return //Target or source no longer exist
|
||||
if(source.loc != s_loc) return //source has moved
|
||||
if(target.loc != t_loc) return //target has moved
|
||||
if(LinkBlocked(s_loc,t_loc)) return //Use a proxi!
|
||||
if(item && source.get_active_hand() != item) return //Swapped hands / removed item from the active one
|
||||
if ((source.restrained() || source.stat)) return //Source restrained or unconscious / dead
|
||||
|
||||
var/slot_to_process
|
||||
var/obj/item/strip_item //this will tell us which item we will be stripping - if any.
|
||||
|
||||
switch(place) //here we go again...
|
||||
if("mask")
|
||||
slot_to_process = slot_wear_mask
|
||||
if (target.wear_mask && target.wear_mask.canremove)
|
||||
strip_item = target.wear_mask
|
||||
if("gloves")
|
||||
slot_to_process = slot_gloves
|
||||
if (target.gloves && target.gloves.canremove)
|
||||
strip_item = target.gloves
|
||||
if("eyes")
|
||||
slot_to_process = slot_glasses
|
||||
if (target.glasses)
|
||||
strip_item = target.glasses
|
||||
if("belt")
|
||||
slot_to_process = slot_belt
|
||||
if (target.belt)
|
||||
strip_item = target.belt
|
||||
if("s_store")
|
||||
slot_to_process = slot_s_store
|
||||
if (target.s_store)
|
||||
strip_item = target.s_store
|
||||
if("head")
|
||||
slot_to_process = slot_head
|
||||
if (target.head && target.head.canremove)
|
||||
strip_item = target.head
|
||||
if("l_ear")
|
||||
slot_to_process = slot_l_ear
|
||||
if (target.l_ear)
|
||||
strip_item = target.l_ear
|
||||
if("r_ear")
|
||||
slot_to_process = slot_r_ear
|
||||
if (target.r_ear)
|
||||
strip_item = target.r_ear
|
||||
if("shoes")
|
||||
slot_to_process = slot_shoes
|
||||
if (target.shoes && target.shoes.canremove)
|
||||
strip_item = target.shoes
|
||||
if("l_hand")
|
||||
if (istype(target, /obj/item/clothing/suit/straight_jacket))
|
||||
qdel(src)
|
||||
slot_to_process = slot_l_hand
|
||||
if (target.l_hand)
|
||||
strip_item = target.l_hand
|
||||
if("r_hand")
|
||||
if (istype(target, /obj/item/clothing/suit/straight_jacket))
|
||||
qdel(src)
|
||||
slot_to_process = slot_r_hand
|
||||
if (target.r_hand)
|
||||
strip_item = target.r_hand
|
||||
if("uniform")
|
||||
slot_to_process = slot_w_uniform
|
||||
if(target.w_uniform && target.w_uniform.canremove)
|
||||
strip_item = target.w_uniform
|
||||
if("suit")
|
||||
slot_to_process = slot_wear_suit
|
||||
if (target.wear_suit && target.wear_suit.canremove)
|
||||
strip_item = target.wear_suit
|
||||
if("tie")
|
||||
var/obj/item/clothing/under/suit = target.w_uniform
|
||||
//var/obj/item/clothing/accessory/tie = suit.hastie
|
||||
/*if(tie)
|
||||
if (istype(tie,/obj/item/clothing/accessory/storage))
|
||||
var/obj/item/clothing/accessory/storage/W = tie
|
||||
if (W.hold)
|
||||
W.hold.close(usr)
|
||||
usr.put_in_hands(tie)
|
||||
suit.hastie = null*/
|
||||
if(suit && suit.accessories.len)
|
||||
var/obj/item/clothing/accessory/A = suit.accessories[1]
|
||||
A.on_removed(usr)
|
||||
suit.accessories -= A
|
||||
target.update_inv_w_uniform()
|
||||
if("id")
|
||||
slot_to_process = slot_wear_id
|
||||
if (target.wear_id)
|
||||
strip_item = target.wear_id
|
||||
if("back")
|
||||
slot_to_process = slot_back
|
||||
if (target.back)
|
||||
strip_item = target.back
|
||||
if("handcuff")
|
||||
slot_to_process = slot_handcuffed
|
||||
if (target.handcuffed)
|
||||
strip_item = target.handcuffed
|
||||
else if (source != target && ishuman(source))
|
||||
//check that we are still grabbing them
|
||||
var/grabbing = 0
|
||||
for (var/obj/item/weapon/grab/G in target.grabbed_by)
|
||||
if (G.loc == source && G.state >= GRAB_AGGRESSIVE)
|
||||
grabbing = 1
|
||||
break
|
||||
if (!grabbing)
|
||||
slot_to_process = null
|
||||
source << "\red Your grasp was broken before you could restrain [target]!"
|
||||
|
||||
if("legcuff")
|
||||
slot_to_process = slot_legcuffed
|
||||
if (target.legcuffed)
|
||||
strip_item = target.legcuffed
|
||||
if("splints")
|
||||
var/can_reach_splints = 1
|
||||
if(target.wear_suit && istype(target.wear_suit,/obj/item/clothing/suit/space))
|
||||
var/obj/item/clothing/suit/space/suit = target.wear_suit
|
||||
if(suit.supporting_limbs && suit.supporting_limbs.len)
|
||||
source << "You cannot remove the splints - [target]'s [suit] is supporting some of the breaks."
|
||||
can_reach_splints = 0
|
||||
|
||||
if(can_reach_splints)
|
||||
for(var/organ in list("l_leg","r_leg","l_arm","r_arm"))
|
||||
var/obj/item/organ/external/o = target.get_organ(organ)
|
||||
if (o && o.status & ORGAN_SPLINTED)
|
||||
var/obj/item/W = new /obj/item/stack/medical/splint(amount=1)
|
||||
o.status &= ~ORGAN_SPLINTED
|
||||
if (W)
|
||||
W.loc = target.loc
|
||||
W.layer = initial(W.layer)
|
||||
W.add_fingerprint(source)
|
||||
if("CPR")
|
||||
if ((target.health > config.health_threshold_dead && target.health < config.health_threshold_crit))
|
||||
var/suff = min(target.getOxyLoss(), 5) //Pre-merge level, less healing, more prevention of dieing.
|
||||
target.adjustOxyLoss(-suff)
|
||||
target.updatehealth()
|
||||
for(var/mob/O in viewers(source, null))
|
||||
O.show_message("\red [source] performs CPR on [target]!", 1)
|
||||
target << "\blue <b>You feel a breath of fresh air enter your lungs. It feels good.</b>"
|
||||
source << "\red Repeat at least every 7 seconds."
|
||||
if("dnainjector")
|
||||
var/obj/item/weapon/dnainjector/S = item
|
||||
if(S)
|
||||
S.add_fingerprint(source)
|
||||
if (!( istype(S, /obj/item/weapon/dnainjector) ))
|
||||
S.inuse = 0
|
||||
qdel(src)
|
||||
S.inject(target, source)
|
||||
if (S.s_time >= world.time + 30)
|
||||
S.inuse = 0
|
||||
qdel(src)
|
||||
S.s_time = world.time
|
||||
for(var/mob/O in viewers(source, null))
|
||||
O.show_message("\red [source] injects [target] with the DNA Injector!", 1)
|
||||
S.inuse = 0
|
||||
if("pockets")
|
||||
if (!item || (target.l_store && target.r_store)) // Only empty pockets when hand is empty or both pockets are full
|
||||
slot_to_process = slot_l_store
|
||||
strip_item = target.l_store //We'll do both
|
||||
else if (target.l_store)
|
||||
slot_to_process = slot_r_store
|
||||
else
|
||||
slot_to_process = slot_l_store
|
||||
if("sensor")
|
||||
var/obj/item/clothing/under/suit = target.w_uniform
|
||||
if (suit)
|
||||
if(suit.has_sensor >= 2)
|
||||
source << "The controls are locked."
|
||||
else
|
||||
suit.set_sensors(source)
|
||||
if("internal")
|
||||
if (target.internal)
|
||||
target.internal.add_fingerprint(source)
|
||||
target.internal = null
|
||||
if (target.internals)
|
||||
target.internals.icon_state = "internal0"
|
||||
else
|
||||
if (!( istype(target.wear_mask, /obj/item/clothing/mask) ))
|
||||
return
|
||||
else
|
||||
if (istype(target.back, /obj/item/weapon/tank))
|
||||
target.internal = target.back
|
||||
else if (istype(target.s_store, /obj/item/weapon/tank))
|
||||
target.internal = target.s_store
|
||||
else if (istype(target.belt, /obj/item/weapon/tank))
|
||||
target.internal = target.belt
|
||||
if (target.internal)
|
||||
for(var/mob/M in viewers(target, 1))
|
||||
M.show_message("[target] is now running on internals.", 1)
|
||||
target.internal.add_fingerprint(source)
|
||||
if (target.internals)
|
||||
target.internals.icon_state = "internal1"
|
||||
if(slot_to_process)
|
||||
if(strip_item) //Stripping an item from the mob
|
||||
if(strip_item.mob_can_unequip(target, slot_to_process, 0))
|
||||
target.drop_from_inventory(strip_item)
|
||||
source.put_in_hands(strip_item)
|
||||
strip_item.add_fingerprint(source)
|
||||
if(slot_to_process == slot_l_store) //pockets! Needs to process the other one too. Snowflake code, wooo! It's not like anyone will rewrite this anytime soon. If I'm wrong then... CONGRATULATIONS! ;)
|
||||
if(target.r_store)
|
||||
target.drop_from_inventory(target.r_store) //At this stage l_store is already processed by the code above, we only need to process r_store.
|
||||
else
|
||||
source << "<span class='warning'>You fail to remove \the [strip_item] from [target]!</span>"
|
||||
else if(item)
|
||||
if(target.has_organ_for_slot(slot_to_process) && item.mob_can_equip(target, slot_to_process, 0)) //Placing an item on the mob
|
||||
source.drop_from_inventory(item)
|
||||
target.equip_to_slot_if_possible(item, slot_to_process, 0, 1, 1)
|
||||
else
|
||||
source << "<span class='warning'>You fail to place \the [item] on [target]!</span>"
|
||||
|
||||
if(source && target)
|
||||
if(source.machine == target)
|
||||
target.show_inv(source)
|
||||
qdel(src)
|
||||
@@ -859,10 +859,16 @@
|
||||
proc/handle_chemicals_in_body()
|
||||
|
||||
if(reagents && !(species.flags & IS_SYNTHETIC)) //Synths don't process reagents.
|
||||
chem_effects.Cut()
|
||||
analgesic = 0
|
||||
var/alien = 0
|
||||
if(species && species.reagent_tag)
|
||||
alien = species.reagent_tag
|
||||
reagents.metabolize(src,alien)
|
||||
touching.metabolize(alien, CHEM_TOUCH)
|
||||
ingested.metabolize(alien, CHEM_INGEST)
|
||||
reagents.metabolize(alien, CHEM_BLOOD)
|
||||
if(CE_PAINKILLER in chem_effects)
|
||||
analgesic = chem_effects[CE_PAINKILLER]
|
||||
|
||||
var/total_phoronloss = 0
|
||||
for(var/obj/item/I in src)
|
||||
@@ -951,9 +957,6 @@
|
||||
silent = 0
|
||||
return 1
|
||||
|
||||
// the analgesic effect wears off slowly
|
||||
analgesic = max(0, analgesic - 1)
|
||||
|
||||
//UNCONSCIOUS. NO-ONE IS HOME
|
||||
if( (getOxyLoss() > 50) || (config.health_threshold_crit > health) )
|
||||
Paralyse(3)
|
||||
@@ -989,6 +992,7 @@
|
||||
AdjustParalysis(-1)
|
||||
blinded = 1
|
||||
stat = UNCONSCIOUS
|
||||
animate_tail_reset()
|
||||
if(halloss > 0)
|
||||
adjustHalLoss(-3)
|
||||
else if(sleeping)
|
||||
@@ -1003,6 +1007,7 @@
|
||||
sleeping = max(sleeping-1, 0)
|
||||
blinded = 1
|
||||
stat = UNCONSCIOUS
|
||||
animate_tail_reset()
|
||||
if( prob(2) && health && !hal_crit )
|
||||
spawn(0)
|
||||
emote("snore")
|
||||
@@ -1257,7 +1262,7 @@
|
||||
see_invisible = SEE_INVISIBLE_LIVING
|
||||
|
||||
if(healths)
|
||||
if (analgesic)
|
||||
if (analgesic > 100)
|
||||
healths.icon_state = "health_health_numb"
|
||||
else
|
||||
switch(hal_screwyhud)
|
||||
@@ -1449,7 +1454,7 @@
|
||||
handle_shock()
|
||||
..()
|
||||
if(status_flags & GODMODE) return 0 //godmode
|
||||
if(analgesic || (species && species.flags & NO_PAIN)) return // analgesic avoids all traumatic shock temporarily
|
||||
if(species && species.flags & NO_PAIN) return
|
||||
|
||||
if(health < config.health_threshold_softcrit)// health 0 makes you immediately collapse
|
||||
shock_stage = max(shock_stage, 61)
|
||||
|
||||
@@ -54,6 +54,25 @@
|
||||
var/datum/language/species_language = all_languages[default_language]
|
||||
return species_language.get_random_name(gender)
|
||||
|
||||
/datum/species/vox/equip_survival_gear(var/mob/living/carbon/human/H)
|
||||
H.equip_to_slot_or_del(new /obj/item/clothing/mask/breath(H), slot_wear_mask)
|
||||
if(!H.back)
|
||||
H.equip_to_slot_or_del(new /obj/item/weapon/tank/nitrogen(H), slot_back)
|
||||
H.internal = H.back
|
||||
else if(!H.r_hand)
|
||||
H.equip_to_slot_or_del(new /obj/item/weapon/tank/nitrogen(H), slot_r_hand)
|
||||
H.internal = H.r_hand
|
||||
else if (!H.l_hand)
|
||||
H.equip_to_slot_or_del(new /obj/item/weapon/tank/nitrogen(H), slot_l_hand)
|
||||
H.internal = H.l_hand
|
||||
H.internals.icon_state = "internal1"
|
||||
|
||||
if(H.backbag == 1)
|
||||
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival/vox(H), slot_r_hand)
|
||||
else
|
||||
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival/vox(H.back), slot_in_backpack)
|
||||
|
||||
|
||||
/datum/species/vox/can_shred(var/mob/living/carbon/human/H, var/ignore_intent)
|
||||
if(!H.mind || !H.mind.special_role) // Pariah check.
|
||||
return 0
|
||||
|
||||
@@ -23,7 +23,8 @@
|
||||
var/blood_color = "#A10808" // Red.
|
||||
var/flesh_color = "#FFC896" // Pink.
|
||||
var/base_color // Used by changelings. Should also be used for icon previes..
|
||||
var/tail // Name of tail image in species effects icon file.
|
||||
var/tail // Name of tail state in species effects icon file.
|
||||
var/tail_animation // If set, the icon to obtain tail animation states from.
|
||||
var/race_key = 0 // Used for mob icon cache string.
|
||||
var/icon/icon_template // Used for mob icon generation for non-32x32 species.
|
||||
var/is_small
|
||||
@@ -174,6 +175,12 @@
|
||||
return "unknown"
|
||||
return species_language.get_random_name(gender)
|
||||
|
||||
/datum/species/proc/equip_survival_gear(var/mob/living/carbon/human/H)
|
||||
if(H.backbag == 1)
|
||||
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
|
||||
else
|
||||
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
|
||||
|
||||
/datum/species/proc/create_organs(var/mob/living/carbon/human/H) //Handles creation of mob organs.
|
||||
|
||||
for(var/obj/item/organ/organ in H.contents)
|
||||
@@ -259,10 +266,6 @@
|
||||
/datum/species/proc/build_hud(var/mob/living/carbon/human/H)
|
||||
return
|
||||
|
||||
// Grabs the window recieved when you click-drag someone onto you.
|
||||
/datum/species/proc/get_inventory_dialogue(var/mob/living/carbon/human/H)
|
||||
return
|
||||
|
||||
//Used by xenos understanding larvae and dionaea understanding nymphs.
|
||||
/datum/species/proc/can_understand(var/mob/other)
|
||||
return
|
||||
|
||||
@@ -17,21 +17,21 @@
|
||||
// to be drawn for the mob. This is fairly delicate, try to avoid messing with it
|
||||
// unless you know exactly what it does.
|
||||
var/list/gear = list(
|
||||
"i_clothing" = list("loc" = ui_iclothing, "slot" = slot_w_uniform, "state" = "center", "toggle" = 1, "dir" = SOUTH),
|
||||
"o_clothing" = list("loc" = ui_oclothing, "slot" = slot_wear_suit, "state" = "equip", "toggle" = 1, "dir" = SOUTH),
|
||||
"mask" = list("loc" = ui_mask, "slot" = slot_wear_mask, "state" = "equip", "toggle" = 1, "dir" = NORTH),
|
||||
"gloves" = list("loc" = ui_gloves, "slot" = slot_gloves, "state" = "gloves", "toggle" = 1),
|
||||
"eyes" = list("loc" = ui_glasses, "slot" = slot_glasses, "state" = "glasses","toggle" = 1),
|
||||
"l_ear" = list("loc" = ui_l_ear, "slot" = slot_l_ear, "state" = "ears", "toggle" = 1),
|
||||
"r_ear" = list("loc" = ui_r_ear, "slot" = slot_r_ear, "state" = "ears", "toggle" = 1),
|
||||
"head" = list("loc" = ui_head, "slot" = slot_head, "state" = "hair", "toggle" = 1),
|
||||
"shoes" = list("loc" = ui_shoes, "slot" = slot_shoes, "state" = "shoes", "toggle" = 1),
|
||||
"suit storage" = list("loc" = ui_sstore1, "slot" = slot_s_store, "state" = "belt", "dir" = 8),
|
||||
"back" = list("loc" = ui_back, "slot" = slot_back, "state" = "back", "dir" = NORTH),
|
||||
"id" = list("loc" = ui_id, "slot" = slot_wear_id, "state" = "id", "dir" = NORTH),
|
||||
"storage1" = list("loc" = ui_storage1, "slot" = slot_l_store, "state" = "pocket"),
|
||||
"storage2" = list("loc" = ui_storage2, "slot" = slot_r_store, "state" = "pocket"),
|
||||
"belt" = list("loc" = ui_belt, "slot" = slot_belt, "state" = "belt")
|
||||
"i_clothing" = list("loc" = ui_iclothing, "name" = "Uniform", "slot" = slot_w_uniform, "state" = "center", "toggle" = 1, "dir" = SOUTH),
|
||||
"o_clothing" = list("loc" = ui_oclothing, "name" = "Suit", "slot" = slot_wear_suit, "state" = "equip", "toggle" = 1, "dir" = SOUTH),
|
||||
"mask" = list("loc" = ui_mask, "name" = "Mask", "slot" = slot_wear_mask, "state" = "equip", "toggle" = 1, "dir" = NORTH),
|
||||
"gloves" = list("loc" = ui_gloves, "name" = "Gloves", "slot" = slot_gloves, "state" = "gloves", "toggle" = 1),
|
||||
"eyes" = list("loc" = ui_glasses, "name" = "Glasses", "slot" = slot_glasses, "state" = "glasses","toggle" = 1),
|
||||
"l_ear" = list("loc" = ui_l_ear, "name" = "Left Ear", "slot" = slot_l_ear, "state" = "ears", "toggle" = 1),
|
||||
"r_ear" = list("loc" = ui_r_ear, "name" = "Right Ear", "slot" = slot_r_ear, "state" = "ears", "toggle" = 1),
|
||||
"head" = list("loc" = ui_head, "name" = "Hat", "slot" = slot_head, "state" = "hair", "toggle" = 1),
|
||||
"shoes" = list("loc" = ui_shoes, "name" = "Shoes", "slot" = slot_shoes, "state" = "shoes", "toggle" = 1),
|
||||
"suit storage" = list("loc" = ui_sstore1, "name" = "Suit Storage", "slot" = slot_s_store, "state" = "belt", "dir" = 8),
|
||||
"back" = list("loc" = ui_back, "name" = "Back", "slot" = slot_back, "state" = "back", "dir" = NORTH),
|
||||
"id" = list("loc" = ui_id, "name" = "ID", "slot" = slot_wear_id, "state" = "id", "dir" = NORTH),
|
||||
"storage1" = list("loc" = ui_storage1, "name" = "Left Pocket", "slot" = slot_l_store, "state" = "pocket"),
|
||||
"storage2" = list("loc" = ui_storage2, "name" = "Right Pocket", "slot" = slot_r_store, "state" = "pocket"),
|
||||
"belt" = list("loc" = ui_belt, "name" = "Belt", "slot" = slot_belt, "state" = "belt")
|
||||
)
|
||||
|
||||
/datum/hud_data/New()
|
||||
@@ -55,20 +55,20 @@
|
||||
/datum/hud_data/diona
|
||||
has_internals = 0
|
||||
gear = list(
|
||||
"i_clothing" = list("loc" = ui_iclothing, "slot" = slot_w_uniform, "state" = "center", "toggle" = 1, "dir" = SOUTH),
|
||||
"o_clothing" = list("loc" = ui_shoes, "slot" = slot_wear_suit, "state" = "equip", "toggle" = 1, "dir" = SOUTH),
|
||||
"l_ear" = list("loc" = ui_gloves, "slot" = slot_l_ear, "state" = "ears", "toggle" = 1),
|
||||
"head" = list("loc" = ui_oclothing, "slot" = slot_head, "state" = "hair", "toggle" = 1),
|
||||
"suit storage" = list("loc" = ui_sstore1, "slot" = slot_s_store, "state" = "belt", "dir" = 8),
|
||||
"back" = list("loc" = ui_back, "slot" = slot_back, "state" = "back", "dir" = NORTH),
|
||||
"id" = list("loc" = ui_id, "slot" = slot_wear_id, "state" = "id", "dir" = NORTH),
|
||||
"storage1" = list("loc" = ui_storage1, "slot" = slot_l_store, "state" = "pocket"),
|
||||
"storage2" = list("loc" = ui_storage2, "slot" = slot_r_store, "state" = "pocket"),
|
||||
"belt" = list("loc" = ui_belt, "slot" = slot_belt, "state" = "belt")
|
||||
"i_clothing" = list("loc" = ui_iclothing, "name" = "Uniform", "slot" = slot_w_uniform, "state" = "center", "toggle" = 1, "dir" = SOUTH),
|
||||
"o_clothing" = list("loc" = ui_shoes, "name" = "Suit", "slot" = slot_wear_suit, "state" = "equip", "toggle" = 1, "dir" = SOUTH),
|
||||
"l_ear" = list("loc" = ui_gloves, "name" = "Ear", "slot" = slot_l_ear, "state" = "ears", "toggle" = 1),
|
||||
"head" = list("loc" = ui_oclothing, "name" = "Hat", "slot" = slot_head, "state" = "hair", "toggle" = 1),
|
||||
"suit storage" = list("loc" = ui_sstore1, "name" = "Suit Storage", "slot" = slot_s_store, "state" = "belt", "dir" = 8),
|
||||
"back" = list("loc" = ui_back, "name" = "Back", "slot" = slot_back, "state" = "back", "dir" = NORTH),
|
||||
"id" = list("loc" = ui_id, "name" = "ID", "slot" = slot_wear_id, "state" = "id", "dir" = NORTH),
|
||||
"storage1" = list("loc" = ui_storage1, "name" = "Left Pocket", "slot" = slot_l_store, "state" = "pocket"),
|
||||
"storage2" = list("loc" = ui_storage2, "name" = "Right Pocket", "slot" = slot_r_store, "state" = "pocket"),
|
||||
"belt" = list("loc" = ui_belt, "name" = "Belt", "slot" = slot_belt, "state" = "belt")
|
||||
)
|
||||
|
||||
/datum/hud_data/monkey
|
||||
gear = list(
|
||||
"mask" = list("loc" = ui_shoes, "slot" = slot_wear_mask, "state" = "equip", "toggle" = 1, "dir" = NORTH),
|
||||
"back" = list("loc" = ui_sstore1, "slot" = slot_back, "state" = "back", "dir" = NORTH),
|
||||
"mask" = list("loc" = ui_shoes, "name" = "Mask", "slot" = slot_wear_mask, "state" = "equip", "toggle" = 1, "dir" = NORTH),
|
||||
"back" = list("loc" = ui_sstore1, "name" = "Back", "slot" = slot_back, "state" = "back", "dir" = NORTH),
|
||||
)
|
||||
@@ -29,6 +29,20 @@
|
||||
swap_flags = MONKEY|SLIME|SIMPLE_ANIMAL
|
||||
push_flags = MONKEY|SLIME|SIMPLE_ANIMAL
|
||||
|
||||
has_limbs = list(
|
||||
"chest" = list("path" = /obj/item/organ/external/chest/slime),
|
||||
"groin" = list("path" = /obj/item/organ/external/groin/slime),
|
||||
"head" = list("path" = /obj/item/organ/external/head/slime),
|
||||
"l_arm" = list("path" = /obj/item/organ/external/arm/slime),
|
||||
"r_arm" = list("path" = /obj/item/organ/external/arm/right/slime),
|
||||
"l_leg" = list("path" = /obj/item/organ/external/leg/slime),
|
||||
"r_leg" = list("path" = /obj/item/organ/external/leg/right/slime),
|
||||
"l_hand" = list("path" = /obj/item/organ/external/hand/slime),
|
||||
"r_hand" = list("path" = /obj/item/organ/external/hand/right/slime),
|
||||
"l_foot" = list("path" = /obj/item/organ/external/foot/slime),
|
||||
"r_foot" = list("path" = /obj/item/organ/external/foot/right/slime)
|
||||
)
|
||||
|
||||
/datum/species/slime/handle_death(var/mob/living/carbon/human/H)
|
||||
spawn(1)
|
||||
if(H)
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
deform = 'icons/mob/human_races/r_def_lizard.dmi'
|
||||
language = "Sinta'unathi"
|
||||
tail = "sogtail"
|
||||
tail_animation = 'icons/mob/species/unathi/tail.dmi'
|
||||
unarmed_types = list(/datum/unarmed_attack/stomp, /datum/unarmed_attack/kick, /datum/unarmed_attack/claws, /datum/unarmed_attack/bite/sharp)
|
||||
primitive_form = "Stok"
|
||||
darksight = 3
|
||||
@@ -59,6 +60,10 @@
|
||||
"Your scales bristle against the cold."
|
||||
)
|
||||
|
||||
/datum/species/unathi/equip_survival_gear(var/mob/living/carbon/human/H)
|
||||
..()
|
||||
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(H),slot_shoes,1)
|
||||
|
||||
/datum/species/tajaran
|
||||
name = "Tajara"
|
||||
name_plural = "Tajaran"
|
||||
@@ -66,6 +71,7 @@
|
||||
deform = 'icons/mob/human_races/r_def_tajaran.dmi'
|
||||
language = "Siik'tajr"
|
||||
tail = "tajtail"
|
||||
tail_animation = 'icons/mob/species/tajaran/tail.dmi'
|
||||
unarmed_types = list(/datum/unarmed_attack/stomp, /datum/unarmed_attack/kick, /datum/unarmed_attack/claws, /datum/unarmed_attack/bite/sharp)
|
||||
darksight = 8
|
||||
slowdown = -1
|
||||
@@ -100,6 +106,10 @@
|
||||
)
|
||||
cold_discomfort_level = 275
|
||||
|
||||
/datum/species/tajaran/equip_survival_gear(var/mob/living/carbon/human/H)
|
||||
..()
|
||||
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(H),slot_shoes,1)
|
||||
|
||||
/datum/species/skrell
|
||||
name = "Skrell"
|
||||
name_plural = "Skrell"
|
||||
@@ -198,6 +208,12 @@
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/datum/species/diona/equip_survival_gear(var/mob/living/carbon/human/H)
|
||||
if(H.backbag == 1)
|
||||
H.equip_to_slot_or_del(new /obj/item/device/flashlight/flare(H), slot_r_hand)
|
||||
else
|
||||
H.equip_to_slot_or_del(new /obj/item/device/flashlight/flare(H.back), slot_in_backpack)
|
||||
|
||||
/datum/species/diona/handle_post_spawn(var/mob/living/carbon/human/H)
|
||||
H.gender = NEUTER
|
||||
return ..()
|
||||
@@ -251,6 +267,8 @@
|
||||
|
||||
has_organ = list() //TODO: Positronic brain.
|
||||
|
||||
/datum/species/machine/equip_survival_gear(var/mob/living/carbon/human/H)
|
||||
|
||||
/datum/species/machine/handle_death(var/mob/living/carbon/human/H)
|
||||
..()
|
||||
if(flags & IS_SYNTHETIC)
|
||||
|
||||
@@ -54,8 +54,10 @@ var/const/MAX_ACTIVE_TIME = 400
|
||||
user << "\red \b It looks like the proboscis has been removed."
|
||||
return
|
||||
|
||||
/obj/item/clothing/mask/facehugger/attackby()
|
||||
Die()
|
||||
/obj/item/clothing/mask/facehugger/attackby(obj/item/I, mob/user)
|
||||
if(I.force)
|
||||
user.do_attack_animation(src)
|
||||
Die()
|
||||
return
|
||||
|
||||
/obj/item/clothing/mask/facehugger/bullet_act()
|
||||
@@ -63,7 +65,7 @@ var/const/MAX_ACTIVE_TIME = 400
|
||||
return
|
||||
|
||||
/obj/item/clothing/mask/facehugger/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
if(exposed_temperature > 300)
|
||||
if(exposed_temperature > T0C+80)
|
||||
Die()
|
||||
return
|
||||
|
||||
|
||||
@@ -142,7 +142,7 @@
|
||||
else
|
||||
if(istype(O, /turf/simulated/wall))
|
||||
var/turf/simulated/wall/W = O
|
||||
if(W.material.unmeltable)
|
||||
if(W.material.flags & MATERIAL_UNMELTABLE)
|
||||
cannot_melt = 1
|
||||
else if(istype(O, /turf/simulated/floor/engine))
|
||||
cannot_melt = 1
|
||||
@@ -210,7 +210,7 @@
|
||||
visible_message("<span class='warning'><B>[src] vomits up a thick purple substance and begins to shape it!</B></span>", "<span class='alium'>You shape a [choice].</span>")
|
||||
switch(choice)
|
||||
if("resin door")
|
||||
new /obj/structure/mineral_door/resin(loc)
|
||||
new /obj/structure/simple_door/resin(loc)
|
||||
if("resin wall")
|
||||
new /obj/effect/alien/resin/wall(loc)
|
||||
if("resin membrane")
|
||||
|
||||
@@ -303,8 +303,8 @@
|
||||
has_internals = 0
|
||||
|
||||
gear = list(
|
||||
"o_clothing" = list("loc" = ui_belt, "slot" = slot_wear_suit, "state" = "equip", "dir" = SOUTH),
|
||||
"head" = list("loc" = ui_id, "slot" = slot_head, "state" = "hair"),
|
||||
"storage1" = list("loc" = ui_storage1, "slot" = slot_l_store, "state" = "pocket"),
|
||||
"storage2" = list("loc" = ui_storage2, "slot" = slot_r_store, "state" = "pocket"),
|
||||
"o_clothing" = list("loc" = ui_belt, "name" = "Suit", "slot" = slot_wear_suit, "state" = "equip", "dir" = SOUTH),
|
||||
"head" = list("loc" = ui_id, "name" = "Hat", "slot" = slot_head, "state" = "hair"),
|
||||
"storage1" = list("loc" = ui_storage1, "name" = "Left Pocket", "slot" = slot_l_store, "state" = "pocket"),
|
||||
"storage2" = list("loc" = ui_storage2, "name" = "Right Pocket", "slot" = slot_r_store, "state" = "pocket"),
|
||||
)
|
||||
@@ -47,42 +47,3 @@ Des: Removes all infected images from the alien.
|
||||
if(dd_hasprefix_case(I.icon_state, "infected"))
|
||||
qdel(I)
|
||||
return
|
||||
|
||||
/* TODO: Convert this over.
|
||||
/mob/living/carbon/human/alien/show_inv(mob/user as mob)
|
||||
|
||||
user.set_machine(src)
|
||||
var/dat = {"
|
||||
<B><HR><FONT size=3>[name]</FONT></B>
|
||||
<BR><HR>
|
||||
<BR><B>Left Hand:</B> <A href='?src=\ref[src];item=l_hand'>[(l_hand ? text("[]", l_hand) : "Nothing")]</A>
|
||||
<BR><B>Right Hand:</B> <A href='?src=\ref[src];item=r_hand'>[(r_hand ? text("[]", r_hand) : "Nothing")]</A>
|
||||
<BR><B>Head:</B> <A href='?src=\ref[src];item=head'>[(head ? text("[]", head) : "Nothing")]</A>
|
||||
<BR><B>(Exo)Suit:</B> <A href='?src=\ref[src];item=suit'>[(wear_suit ? text("[]", wear_suit) : "Nothing")]</A>
|
||||
<BR><A href='?src=\ref[src];item=pockets'>Empty Pouches</A>
|
||||
<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>
|
||||
<BR>"}
|
||||
user << browse(dat, text("window=mob[name];size=340x480"))
|
||||
onclose(user, "mob[name]")
|
||||
return
|
||||
*/
|
||||
|
||||
/* TODO: Convert this over.
|
||||
/mob/living/carbon/human/alien/queen/large
|
||||
icon = 'icons/mob/alienqueen.dmi'
|
||||
icon_state = "queen_s"
|
||||
pixel_x = -16
|
||||
|
||||
/mob/living/carbon/human/alien/queen/large/update_icons()
|
||||
lying_prev = lying //so we don't update overlays for lying/standing unless our stance changes again
|
||||
update_hud() //TODO: remove the need for this to be here
|
||||
overlays.Cut()
|
||||
if(lying)
|
||||
if(resting) icon_state = "queen_sleep"
|
||||
else icon_state = "queen_l"
|
||||
for(var/image/I in overlays_lying)
|
||||
overlays += I
|
||||
else
|
||||
icon_state = "queen_s"
|
||||
for(var/image/I in overlays_standing)
|
||||
overlays += I*/
|
||||
@@ -0,0 +1,158 @@
|
||||
/mob/living/carbon/human/proc/handle_strip(var/slot_to_strip,var/mob/living/user)
|
||||
|
||||
if(!slot_to_strip || !istype(user))
|
||||
return
|
||||
|
||||
var/obj/item/target_slot = get_equipped_item(text2num(slot_to_strip))
|
||||
|
||||
switch(slot_to_strip)
|
||||
// Handle things that are part of this interface but not removing/replacing a given item.
|
||||
if("pockets")
|
||||
visible_message("<span class='danger'>\The [user] is trying to empty \the [src]'s pockets!</span>")
|
||||
if(do_after(user,HUMAN_STRIP_DELAY))
|
||||
empty_pockets(user)
|
||||
return
|
||||
if("splints")
|
||||
visible_message("<span class='danger'>\The [user] is trying to remove \the [src]'s splints!</span>")
|
||||
if(do_after(user,HUMAN_STRIP_DELAY))
|
||||
remove_splints(user)
|
||||
return
|
||||
if("sensors")
|
||||
visible_message("<span class='danger'>\The [user] is trying to set \the [src]'s sensors!</span>")
|
||||
if(do_after(user,HUMAN_STRIP_DELAY))
|
||||
toggle_sensors(user)
|
||||
return
|
||||
if("internals")
|
||||
visible_message("<span class='danger'>\The [usr] is trying to set \the [src]'s internals!</span>")
|
||||
if(do_after(user,HUMAN_STRIP_DELAY))
|
||||
toggle_internals(user)
|
||||
return
|
||||
if("tie")
|
||||
var/obj/item/clothing/under/suit = w_uniform
|
||||
if(!istype(suit) || !suit.accessories.len)
|
||||
return
|
||||
var/obj/item/clothing/accessory/A = suit.accessories[1]
|
||||
if(!istype(A))
|
||||
return
|
||||
visible_message("<span class='danger'>\The [usr] is trying to remove \the [src]'s [A.name]!</span>")
|
||||
|
||||
if(!do_after(user,HUMAN_STRIP_DELAY))
|
||||
return
|
||||
|
||||
if(!A || suit.loc != src || !(A in suit.accessories))
|
||||
return
|
||||
|
||||
if(istype(A, /obj/item/clothing/accessory/badge) || istype(A, /obj/item/clothing/accessory/medal))
|
||||
user.visible_message("<span class='danger'>\The [user] tears off \the [A] from [src]'s [suit.name]!</span>")
|
||||
attack_log += "\[[time_stamp()]\] <font color='orange'>Has had \the [A] removed by [user.name] ([user.ckey])</font>"
|
||||
user.attack_log += "\[[time_stamp()]\] <font color='red'>Attempted to remove [name]'s ([ckey]) [A.name]</font>"
|
||||
A.on_removed(user)
|
||||
suit.accessories -= A
|
||||
update_inv_w_uniform()
|
||||
return
|
||||
|
||||
// Are we placing or stripping?
|
||||
var/stripping
|
||||
var/obj/item/held = user.get_active_hand()
|
||||
if(!istype(held) || is_robot_module(held))
|
||||
if(!istype(target_slot)) // They aren't holding anything valid and there's nothing to remove, why are we even here?
|
||||
return
|
||||
if(!target_slot.canremove)
|
||||
user << "<span class='warning'>You cannot remove \the [src]'s [target_slot.name].</span>"
|
||||
stripping = 1
|
||||
|
||||
if(stripping)
|
||||
visible_message("<span class='danger'>\The [user] is trying to remove \the [src]'s [target_slot.name]!</span>")
|
||||
else
|
||||
visible_message("<span class='danger'>\The [user] is trying to put \a [held] on \the [src]!</span>")
|
||||
|
||||
if(!do_after(user,HUMAN_STRIP_DELAY))
|
||||
return
|
||||
|
||||
if(!stripping && user.get_active_hand() != held)
|
||||
return
|
||||
|
||||
if(stripping)
|
||||
attack_log += "\[[time_stamp()]\] <font color='orange'>Has had \the [target_slot] removed by [user.name] ([user.ckey])</font>"
|
||||
user.attack_log += "\[[time_stamp()]\] <font color='red'>Attempted to remove [name]'s ([ckey]) [target_slot.name]</font>"
|
||||
drop_from_inventory(target_slot)
|
||||
else
|
||||
user.drop_from_inventory(held)
|
||||
equip_to_slot_if_possible(held, text2num(slot_to_strip), 0, 1, 1)
|
||||
if(held.loc != src)
|
||||
user.put_in_hands(held)
|
||||
|
||||
// Empty out everything in the target's pockets.
|
||||
/mob/living/carbon/human/proc/empty_pockets(var/mob/living/user)
|
||||
if(!r_store && !l_store)
|
||||
user << "<span class='warning'>\The [src] has nothing in their pockets.</span>"
|
||||
return
|
||||
if(r_store)
|
||||
drop_from_inventory(r_store)
|
||||
if(l_store)
|
||||
drop_from_inventory(l_store)
|
||||
visible_message("<span class='danger'>\The [user] empties \the [src]'s pockets!</span>")
|
||||
|
||||
// Modify the current target sensor level.
|
||||
/mob/living/carbon/human/proc/toggle_sensors(var/mob/living/user)
|
||||
var/obj/item/clothing/under/suit = w_uniform
|
||||
if(!suit)
|
||||
user << "<span class='warning'>\The [src] is not wearing a suit with sensors.</span>"
|
||||
return
|
||||
if (suit.has_sensor >= 2)
|
||||
user << "<span class='warning'>\The [src]'s suit sensor controls are locked.</span>"
|
||||
return
|
||||
attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their sensors toggled by [user.name] ([user.ckey])</font>")
|
||||
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to toggle [name]'s ([ckey]) sensors</font>")
|
||||
suit.set_sensors(user)
|
||||
|
||||
// Remove all splints.
|
||||
/mob/living/carbon/human/proc/remove_splints(var/mob/living/user)
|
||||
|
||||
var/can_reach_splints = 1
|
||||
if(istype(wear_suit,/obj/item/clothing/suit/space))
|
||||
var/obj/item/clothing/suit/space/suit = wear_suit
|
||||
if(suit.supporting_limbs && suit.supporting_limbs.len)
|
||||
user << "<span class='warning'>You cannot remove the splints - [src]'s [suit] is supporting some of the breaks.</span>"
|
||||
can_reach_splints = 0
|
||||
|
||||
if(can_reach_splints)
|
||||
var/removed_splint
|
||||
for(var/organ in list("l_leg","r_leg","l_arm","r_arm"))
|
||||
var/obj/item/organ/external/o = get_organ(organ)
|
||||
if (o && o.status & ORGAN_SPLINTED)
|
||||
var/obj/item/W = new /obj/item/stack/medical/splint(get_turf(src), 1)
|
||||
o.status &= ~ORGAN_SPLINTED
|
||||
W.add_fingerprint(user)
|
||||
removed_splint = 1
|
||||
if(removed_splint)
|
||||
visible_message("<span class='danger'>\The [user] removes \the [src]'s splints!</span>")
|
||||
else
|
||||
user << "<span class='warning'>\The [src] has no splints to remove.</span>"
|
||||
|
||||
// Set internals on or off.
|
||||
/mob/living/carbon/human/proc/toggle_internals(var/mob/living/user)
|
||||
if(internal)
|
||||
internal.add_fingerprint(user)
|
||||
internal = null
|
||||
if(internals)
|
||||
internals.icon_state = "internal0"
|
||||
else
|
||||
// Check for airtight mask/helmet.
|
||||
if(!(istype(wear_mask, /obj/item/clothing/mask) || istype(head, /obj/item/clothing/head/helmet/space)))
|
||||
return
|
||||
// Find an internal source.
|
||||
if(istype(back, /obj/item/weapon/tank))
|
||||
internal = back
|
||||
else if(istype(s_store, /obj/item/weapon/tank))
|
||||
internal = s_store
|
||||
else if(istype(belt, /obj/item/weapon/tank))
|
||||
internal = belt
|
||||
|
||||
if(internal)
|
||||
visible_message("<span class='warning'>\The [src] is now running on internals!</span>")
|
||||
internal.add_fingerprint(user)
|
||||
if (internals)
|
||||
internals.icon_state = "internal1"
|
||||
else
|
||||
visible_message("<span class='danger'>\The [user] disables \the [src]'s internals!</span>")
|
||||
@@ -5,6 +5,7 @@
|
||||
icon_key is [species.race_key][g][husk][fat][hulk][skeleton][s_tone]
|
||||
*/
|
||||
var/global/list/human_icon_cache = list()
|
||||
var/global/list/tail_icon_cache = list() //key is [species.race_key][r_skin][g_skin][b_skin]
|
||||
var/global/list/light_overlay_cache = list()
|
||||
|
||||
///////////////////////
|
||||
@@ -330,7 +331,7 @@ var/global/list/damage_icon_parts = list()
|
||||
overlays_standing[HAIR_LAYER] = null
|
||||
|
||||
var/obj/item/organ/external/head/head_organ = get_organ("head")
|
||||
if( !head_organ || (head_organ.status & ORGAN_DESTROYED) )
|
||||
if(!head_organ || head_organ.is_stump() || (head_organ.status & ORGAN_DESTROYED) )
|
||||
if(update_icons) update_icons()
|
||||
return
|
||||
|
||||
@@ -468,7 +469,7 @@ var/global/list/damage_icon_parts = list()
|
||||
under_icon = w_uniform.item_icons[slot_w_uniform_str]
|
||||
else
|
||||
under_icon = INV_W_UNIFORM_DEF_ICON
|
||||
|
||||
|
||||
//determine state to use
|
||||
var/under_state
|
||||
if(w_uniform.item_state_slots && w_uniform.item_state_slots[slot_w_uniform_str])
|
||||
@@ -480,7 +481,7 @@ var/global/list/damage_icon_parts = list()
|
||||
|
||||
//need to append _s to the icon state for legacy compatibility
|
||||
var/image/standing = image(icon = under_icon, icon_state = "[under_state]_s")
|
||||
|
||||
|
||||
//apply blood overlay
|
||||
if(w_uniform.blood_DNA)
|
||||
var/image/bloodsies = image(icon = species.blood_mask, icon_state = "uniformblood")
|
||||
@@ -491,15 +492,14 @@ var/global/list/damage_icon_parts = list()
|
||||
var/obj/item/clothing/under/under = w_uniform
|
||||
if(under.accessories.len)
|
||||
for(var/obj/item/clothing/accessory/A in under.accessories)
|
||||
var/accessory_state = A.overlay_state? A.overlay_state : A.icon_state
|
||||
standing.overlays += image(icon = INV_ACCESSORIES_DEF_ICON, icon_state = accessory_state)
|
||||
standing.overlays |= A.get_inv_mob_overlay()
|
||||
|
||||
overlays_standing[UNIFORM_LAYER] = standing
|
||||
else
|
||||
overlays_standing[UNIFORM_LAYER] = null
|
||||
|
||||
if(update_icons)
|
||||
update_icons()
|
||||
update_icons()
|
||||
|
||||
/mob/living/carbon/human/update_inv_wear_id(var/update_icons=1)
|
||||
if(wear_id)
|
||||
@@ -754,7 +754,7 @@ var/global/list/damage_icon_parts = list()
|
||||
/mob/living/carbon/human/update_inv_back(var/update_icons=1)
|
||||
if(back)
|
||||
back.screen_loc = ui_back //TODO
|
||||
|
||||
|
||||
//determine the icon to use
|
||||
var/icon/overlay_icon
|
||||
if(back.icon_override)
|
||||
@@ -769,7 +769,7 @@ var/global/list/damage_icon_parts = list()
|
||||
overlay_icon = back.item_icons[slot_back_str]
|
||||
else
|
||||
overlay_icon = INV_BACK_DEF_ICON
|
||||
|
||||
|
||||
//determine state to use
|
||||
var/overlay_state
|
||||
if(back.item_state_slots && back.item_state_slots[slot_back_str])
|
||||
@@ -778,13 +778,13 @@ var/global/list/damage_icon_parts = list()
|
||||
overlay_state = back.item_state
|
||||
else
|
||||
overlay_state = back.icon_state
|
||||
|
||||
|
||||
//create the image
|
||||
overlays_standing[BACK_LAYER] = image(icon = overlay_icon, icon_state = overlay_state)
|
||||
else
|
||||
overlays_standing[BACK_LAYER] = null
|
||||
|
||||
if(update_icons)
|
||||
if(update_icons)
|
||||
update_icons()
|
||||
|
||||
|
||||
@@ -822,15 +822,6 @@ var/global/list/damage_icon_parts = list()
|
||||
if(r_hand)
|
||||
r_hand.screen_loc = ui_rhand //TODO
|
||||
|
||||
//determine icon to use
|
||||
var/icon/t_icon
|
||||
if(r_hand.icon_override)
|
||||
t_icon = r_hand.icon_override
|
||||
else if(r_hand.item_icons && (slot_r_hand_str in r_hand.item_icons))
|
||||
t_icon = r_hand.item_icons[slot_r_hand_str]
|
||||
else
|
||||
t_icon = INV_R_HAND_DEF_ICON
|
||||
|
||||
//determine icon state to use
|
||||
var/t_state
|
||||
if(r_hand.item_state_slots && r_hand.item_state_slots[slot_r_hand_str])
|
||||
@@ -839,7 +830,17 @@ var/global/list/damage_icon_parts = list()
|
||||
t_state = r_hand.item_state
|
||||
else
|
||||
t_state = r_hand.icon_state
|
||||
|
||||
|
||||
//determine icon to use
|
||||
var/icon/t_icon
|
||||
if(r_hand.icon_override)
|
||||
t_state += "_r"
|
||||
t_icon = r_hand.icon_override
|
||||
else if(r_hand.item_icons && (slot_r_hand_str in r_hand.item_icons))
|
||||
t_icon = r_hand.item_icons[slot_r_hand_str]
|
||||
else
|
||||
t_icon = INV_R_HAND_DEF_ICON
|
||||
|
||||
overlays_standing[R_HAND_LAYER] = image(icon = t_icon, icon_state = t_state)
|
||||
|
||||
if (handcuffed) drop_r_hand() //this should be moved out of icon code
|
||||
@@ -853,15 +854,6 @@ var/global/list/damage_icon_parts = list()
|
||||
if(l_hand)
|
||||
l_hand.screen_loc = ui_lhand //TODO
|
||||
|
||||
//determine icon to use
|
||||
var/icon/t_icon
|
||||
if(l_hand.icon_override)
|
||||
t_icon = l_hand.icon_override
|
||||
else if(l_hand.item_icons && (slot_l_hand_str in l_hand.item_icons))
|
||||
t_icon = l_hand.item_icons[slot_l_hand_str]
|
||||
else
|
||||
t_icon = INV_L_HAND_DEF_ICON
|
||||
|
||||
//determine icon state to use
|
||||
var/t_state
|
||||
if(l_hand.item_state_slots && l_hand.item_state_slots[slot_l_hand_str])
|
||||
@@ -870,7 +862,17 @@ var/global/list/damage_icon_parts = list()
|
||||
t_state = l_hand.item_state
|
||||
else
|
||||
t_state = l_hand.icon_state
|
||||
|
||||
|
||||
//determine icon to use
|
||||
var/icon/t_icon
|
||||
if(l_hand.icon_override)
|
||||
t_state += "_l"
|
||||
t_icon = l_hand.icon_override
|
||||
else if(l_hand.item_icons && (slot_l_hand_str in l_hand.item_icons))
|
||||
t_icon = l_hand.item_icons[slot_l_hand_str]
|
||||
else
|
||||
t_icon = INV_L_HAND_DEF_ICON
|
||||
|
||||
overlays_standing[L_HAND_LAYER] = image(icon = t_icon, icon_state = t_state)
|
||||
|
||||
if (handcuffed) drop_l_hand() //This probably should not be here
|
||||
@@ -882,13 +884,81 @@ var/global/list/damage_icon_parts = list()
|
||||
/mob/living/carbon/human/proc/update_tail_showing(var/update_icons=1)
|
||||
overlays_standing[TAIL_LAYER] = null
|
||||
|
||||
if(species.tail)
|
||||
if(!wear_suit || !(wear_suit.flags_inv & HIDETAIL) && !istype(wear_suit, /obj/item/clothing/suit/space))
|
||||
var/icon/tail_s = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.tail]_s")
|
||||
tail_s.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
|
||||
if(species.tail && !(wear_suit && wear_suit.flags_inv & HIDETAIL))
|
||||
var/icon/tail_s = get_tail_icon()
|
||||
overlays_standing[TAIL_LAYER] = image(tail_s, icon_state = "[species.tail]_s")
|
||||
animate_tail_reset(0)
|
||||
|
||||
overlays_standing[TAIL_LAYER] = image(tail_s)
|
||||
if(update_icons)
|
||||
update_icons()
|
||||
|
||||
/mob/living/carbon/human/proc/get_tail_icon()
|
||||
var/icon_key = "[species.race_key][r_skin][g_skin][b_skin]"
|
||||
|
||||
var/icon/tail_icon = tail_icon_cache[icon_key]
|
||||
if(!tail_icon)
|
||||
|
||||
//generate a new one
|
||||
tail_icon = new/icon(icon = (species.tail_animation? species.tail_animation : 'icons/effects/species.dmi'))
|
||||
tail_icon.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
|
||||
|
||||
tail_icon_cache[icon_key] = tail_icon
|
||||
|
||||
return tail_icon
|
||||
|
||||
|
||||
/mob/living/carbon/human/proc/set_tail_state(var/t_state)
|
||||
var/image/tail_overlay = overlays_standing[TAIL_LAYER]
|
||||
|
||||
if(tail_overlay && species.tail_animation)
|
||||
tail_overlay.icon_state = t_state
|
||||
return tail_overlay
|
||||
return null
|
||||
|
||||
//Not really once, since BYOND can't do that.
|
||||
//Update this if the ability to flick() images or make looping animation start at the first frame is ever added.
|
||||
/mob/living/carbon/human/proc/animate_tail_once(var/update_icons=1)
|
||||
var/t_state = "[species.tail]_once"
|
||||
|
||||
var/image/tail_overlay = overlays_standing[TAIL_LAYER]
|
||||
if(tail_overlay && tail_overlay.icon_state == t_state)
|
||||
return //let the existing animation finish
|
||||
|
||||
tail_overlay = set_tail_state(t_state)
|
||||
if(tail_overlay)
|
||||
spawn(15)
|
||||
//check that the animation hasn't changed in the meantime
|
||||
if(overlays_standing[TAIL_LAYER] == tail_overlay && tail_overlay.icon_state == t_state)
|
||||
animate_tail_stop()
|
||||
|
||||
if(update_icons)
|
||||
update_icons()
|
||||
|
||||
/mob/living/carbon/human/proc/animate_tail_start(var/update_icons=1)
|
||||
set_tail_state("[species.tail]_slow[rand(0,9)]")
|
||||
|
||||
if(update_icons)
|
||||
update_icons()
|
||||
|
||||
/mob/living/carbon/human/proc/animate_tail_fast(var/update_icons=1)
|
||||
set_tail_state("[species.tail]_loop[rand(0,9)]")
|
||||
|
||||
if(update_icons)
|
||||
update_icons()
|
||||
|
||||
/mob/living/carbon/human/proc/animate_tail_reset(var/update_icons=1)
|
||||
if(stat != DEAD)
|
||||
set_tail_state("[species.tail]_idle[rand(0,9)]")
|
||||
else
|
||||
set_tail_state("[species.tail]_static")
|
||||
|
||||
|
||||
if(update_icons)
|
||||
update_icons()
|
||||
|
||||
/mob/living/carbon/human/proc/animate_tail_stop(var/update_icons=1)
|
||||
set_tail_state("[species.tail]_static")
|
||||
|
||||
if(update_icons)
|
||||
update_icons()
|
||||
|
||||
|
||||
@@ -82,8 +82,18 @@
|
||||
return temp_change
|
||||
|
||||
/mob/living/carbon/slime/proc/handle_chemicals_in_body()
|
||||
chem_effects.Cut()
|
||||
analgesic = 0
|
||||
|
||||
if(reagents) reagents.metabolize(src)
|
||||
if(touching)
|
||||
touching.metabolize(0, CHEM_TOUCH)
|
||||
if(ingested)
|
||||
ingested.metabolize(0, CHEM_INGEST)
|
||||
if(reagents)
|
||||
reagents.metabolize(0, CHEM_BLOOD)
|
||||
|
||||
if(CE_PAINKILLER in chem_effects)
|
||||
analgesic = chem_effects[CE_PAINKILLER]
|
||||
|
||||
src.updatehealth()
|
||||
|
||||
|
||||
@@ -61,8 +61,6 @@
|
||||
|
||||
verbs += /mob/living/proc/ventcrawl
|
||||
|
||||
create_reagents(100)
|
||||
|
||||
src.colour = colour
|
||||
number = rand(1, 1000)
|
||||
name = "[colour] [is_adult ? "adult" : "baby"] slime ([number])"
|
||||
@@ -398,9 +396,6 @@
|
||||
/mob/living/carbon/slime/var/co2overloadtime = null
|
||||
/mob/living/carbon/slime/var/temperature_resistance = T0C+75
|
||||
|
||||
/mob/living/carbon/slime/show_inv(mob/user)
|
||||
return
|
||||
|
||||
/mob/living/carbon/slime/toggle_throw_mode()
|
||||
return
|
||||
|
||||
@@ -413,14 +408,6 @@
|
||||
adjustToxLoss(-10)
|
||||
nutrition = max(nutrition, get_max_nutrition())
|
||||
|
||||
/mob/living/carbon/slime/proc/apply_water(var/amount)
|
||||
adjustToxLoss(15 + amount)
|
||||
if (!client)
|
||||
if (Target) // Like cats
|
||||
Target = null
|
||||
++Discipline
|
||||
return
|
||||
|
||||
/mob/living/carbon/slime/can_use_vents()
|
||||
if(Victim)
|
||||
return "You cannot ventcrawl while feeding."
|
||||
|
||||
@@ -118,7 +118,7 @@
|
||||
|
||||
say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
|
||||
|
||||
del(handcuffed)
|
||||
qdel(handcuffed)
|
||||
handcuffed = null
|
||||
if(buckled && buckled.buckle_require_restraints)
|
||||
buckled.unbuckle_mob()
|
||||
@@ -139,7 +139,7 @@
|
||||
|
||||
say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
|
||||
|
||||
del(legcuffed)
|
||||
qdel(legcuffed)
|
||||
legcuffed = null
|
||||
update_inv_legcuffed()
|
||||
|
||||
|
||||
@@ -13,24 +13,11 @@
|
||||
1.5 * src.getFireLoss() + \
|
||||
1.2 * src.getBruteLoss() + \
|
||||
1.7 * src.getCloneLoss() + \
|
||||
2 * src.halloss
|
||||
2 * src.halloss + \
|
||||
-1 * src.analgesic
|
||||
|
||||
if(reagents.has_reagent("alkysine"))
|
||||
src.traumatic_shock -= 10
|
||||
if(reagents.has_reagent("inaprovaline"))
|
||||
src.traumatic_shock -= 25
|
||||
if(reagents.has_reagent("synaptizine"))
|
||||
src.traumatic_shock -= 40
|
||||
if(reagents.has_reagent("paracetamol"))
|
||||
src.traumatic_shock -= 50
|
||||
if(reagents.has_reagent("tramadol"))
|
||||
src.traumatic_shock -= 80
|
||||
if(reagents.has_reagent("oxycodone"))
|
||||
src.traumatic_shock -= 200
|
||||
if(src.slurring)
|
||||
src.traumatic_shock -= 20
|
||||
if(src.analgesic)
|
||||
src.traumatic_shock = 0
|
||||
|
||||
// broken or ripped off organs will add quite a bit of pain
|
||||
if(istype(src,/mob/living/carbon/human))
|
||||
|
||||
@@ -777,20 +777,3 @@ default behaviour is:
|
||||
return
|
||||
..()
|
||||
|
||||
/mob/living/carbon/proc/spin(spintime, speed)
|
||||
spawn()
|
||||
var/D = dir
|
||||
while(spintime >= speed)
|
||||
sleep(speed)
|
||||
switch(D)
|
||||
if(NORTH)
|
||||
D = EAST
|
||||
if(SOUTH)
|
||||
D = WEST
|
||||
if(EAST)
|
||||
D = SOUTH
|
||||
if(WEST)
|
||||
D = NORTH
|
||||
set_dir(D)
|
||||
spintime -= speed
|
||||
return
|
||||
|
||||
@@ -194,6 +194,7 @@
|
||||
user.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [src.name] ([src.ckey])</font>")
|
||||
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>was attacked by [user.name] ([user.ckey])</font>")
|
||||
src.visible_message("<span class='danger'>[user] has [attack_message] [src]!</span>")
|
||||
user.do_attack_animation(src)
|
||||
spawn(1) updatehealth()
|
||||
return 1
|
||||
|
||||
|
||||
@@ -265,6 +265,13 @@
|
||||
return 0
|
||||
else if(istype(card.loc,/mob))
|
||||
var/mob/holder = card.loc
|
||||
if(ishuman(holder))
|
||||
var/mob/living/carbon/human/H = holder
|
||||
for(var/obj/item/organ/external/affecting in H.organs)
|
||||
if(affecting.hidden == card)
|
||||
affecting.take_damage(rand(30,50))
|
||||
H.visible_message("<span class='danger'>\The [src] explodes out of \the [H]'s [affecting.name] in shower of gore!</span>")
|
||||
break
|
||||
holder.drop_from_inventory(card)
|
||||
else if(istype(card.loc,/obj/item/device/pda))
|
||||
var/obj/item/device/pda/holder = card.loc
|
||||
|
||||
@@ -125,16 +125,12 @@
|
||||
|
||||
var/data[0]
|
||||
// This is dumb, but NanoUI breaks if it has no data to send
|
||||
data["a"] = "a"
|
||||
|
||||
if(ui)
|
||||
ui.load_cached_data(ManifestJSON)
|
||||
data["manifest"] = list("__json_cache" = ManifestJSON)
|
||||
|
||||
ui = nanomanager.try_update_ui(user, user, id, ui, data, force_open)
|
||||
if(!ui)
|
||||
// Don't copy-paste this unless you're making a pAI software module!
|
||||
ui = new(user, user, id, "pai_manifest.tmpl", "Crew Manifest", 450, 600)
|
||||
ui.load_cached_data(ManifestJSON)
|
||||
ui.set_initial_data(data)
|
||||
ui.open()
|
||||
ui.set_auto_update(1)
|
||||
@@ -499,7 +495,6 @@
|
||||
if(!ui)
|
||||
// Don't copy-paste this unless you're making a pAI software module!
|
||||
ui = new(user, user, id, "pai_signaller.tmpl", "Signaller", 320, 150)
|
||||
ui.load_cached_data(ManifestJSON)
|
||||
ui.set_initial_data(data)
|
||||
ui.open()
|
||||
|
||||
|
||||
@@ -17,8 +17,6 @@
|
||||
/obj/item/weapon/module/power_control,
|
||||
/obj/item/weapon/stock_parts,
|
||||
/obj/item/frame,
|
||||
/obj/item/weapon/table_parts,
|
||||
/obj/item/weapon/table_parts/rack,
|
||||
/obj/item/weapon/camera_assembly,
|
||||
/obj/item/weapon/tank,
|
||||
/obj/item/weapon/circuitboard,
|
||||
@@ -94,7 +92,7 @@
|
||||
icon_state = "gripper-sheet"
|
||||
|
||||
can_hold = list(
|
||||
/obj/item/stack/sheet
|
||||
/obj/item/stack/material
|
||||
)
|
||||
|
||||
/obj/item/weapon/gripper/attack_self(mob/user as mob)
|
||||
@@ -330,10 +328,10 @@
|
||||
else if(istype(W,/obj/item/ammo_casing))
|
||||
if(metal)
|
||||
metal.add_charge(1000)
|
||||
else if(istype(W,/obj/item/weapon/shard/shrapnel))
|
||||
else if(istype(W,/obj/item/weapon/material/shard/shrapnel))
|
||||
if(metal)
|
||||
metal.add_charge(1000)
|
||||
else if(istype(W,/obj/item/weapon/shard))
|
||||
else if(istype(W,/obj/item/weapon/material/shard))
|
||||
if(glass)
|
||||
glass.add_charge(1000)
|
||||
else if(istype(W,/obj/item/weapon/reagent_containers/food/snacks/grown))
|
||||
|
||||
@@ -1068,8 +1068,9 @@
|
||||
if(cell.charge == 0)
|
||||
return 0
|
||||
|
||||
if(cell.use(amount * CELLRATE * CYBORG_POWER_USAGE_MULTIPLIER))
|
||||
used_power_this_tick += amount * CYBORG_POWER_USAGE_MULTIPLIER
|
||||
var/power_use = amount * CYBORG_POWER_USAGE_MULTIPLIER
|
||||
if(cell.checked_use(CELLRATE * power_use))
|
||||
used_power_this_tick += power_use
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
@@ -37,8 +37,8 @@
|
||||
for(var/obj/I in contents)
|
||||
for(var/mob/M in I.contents)
|
||||
M.death()
|
||||
if(istype(I,/obj/item/stack/sheet))//Only deconsturcts one sheet at a time instead of the entire stack
|
||||
var/obj/item/stack/sheet/S = I
|
||||
if(istype(I,/obj/item/stack/material))//Only deconsturcts one sheet at a time instead of the entire stack
|
||||
var/obj/item/stack/material/S = I
|
||||
if(S.get_amount() > 1)
|
||||
S.use(1)
|
||||
loaded_item = S
|
||||
@@ -129,7 +129,10 @@
|
||||
return
|
||||
if(istype(target,/obj/machinery/portable_atmospherics/hydroponics))
|
||||
var/obj/machinery/portable_atmospherics/hydroponics/T = target
|
||||
T.harvest(user)
|
||||
if(T.harvest) //Try to harvest, assuming it's alive.
|
||||
T.harvest(user)
|
||||
else if(T.dead) //It's probably dead otherwise.
|
||||
T.remove_dead(user)
|
||||
else
|
||||
user << "Harvesting \a [target] is not the purpose of this tool. The [src] is for plants being grown."
|
||||
|
||||
|
||||
@@ -230,7 +230,7 @@ var/global/list/robot_modules = list(
|
||||
src.modules += new /obj/item/roller_holder(src)
|
||||
src.modules += new /obj/item/weapon/reagent_containers/borghypo/crisis(src)
|
||||
src.modules += new /obj/item/weapon/reagent_containers/glass/beaker/large(src)
|
||||
src.modules += new /obj/item/weapon/reagent_containers/robodropper(src)
|
||||
src.modules += new /obj/item/weapon/reagent_containers/dropper/industrial(src)
|
||||
src.modules += new /obj/item/weapon/reagent_containers/syringe(src)
|
||||
src.modules += new /obj/item/weapon/extinguisher/mini(src)
|
||||
src.emag = new /obj/item/weapon/reagent_containers/spray(src)
|
||||
@@ -310,7 +310,7 @@ var/global/list/robot_modules = list(
|
||||
synths += plasteel
|
||||
synths += glass
|
||||
|
||||
var/obj/item/stack/sheet/metal/cyborg/M = new /obj/item/stack/sheet/metal/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/steel/M = new (src)
|
||||
M.synths = list(metal)
|
||||
src.modules += M
|
||||
|
||||
@@ -318,11 +318,11 @@ var/global/list/robot_modules = list(
|
||||
R.synths = list(metal)
|
||||
src.modules += R
|
||||
|
||||
var/obj/item/stack/sheet/plasteel/cyborg/S = new /obj/item/stack/sheet/plasteel/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/plasteel/S = new (src)
|
||||
S.synths = list(plasteel)
|
||||
src.modules += S
|
||||
|
||||
var/obj/item/stack/sheet/glass/reinforced/cyborg/RG = new /obj/item/stack/sheet/glass/reinforced/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/glass/reinforced/RG = new (src)
|
||||
RG.synths = list(metal, glass)
|
||||
src.modules += RG
|
||||
|
||||
@@ -356,11 +356,11 @@ var/global/list/robot_modules = list(
|
||||
MD.glass = glass
|
||||
src.modules += MD
|
||||
|
||||
var/obj/item/stack/sheet/metal/cyborg/M = new /obj/item/stack/sheet/metal/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/steel/M = new (src)
|
||||
M.synths = list(metal)
|
||||
src.modules += M
|
||||
|
||||
var/obj/item/stack/sheet/glass/cyborg/G = new /obj/item/stack/sheet/glass/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/glass/G = new (src)
|
||||
G.synths = list(glass)
|
||||
src.modules += G
|
||||
|
||||
@@ -376,7 +376,7 @@ var/global/list/robot_modules = list(
|
||||
S.synths = list(metal)
|
||||
src.modules += S
|
||||
|
||||
var/obj/item/stack/sheet/glass/reinforced/cyborg/RG = new /obj/item/stack/sheet/glass/reinforced/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/glass/reinforced/RG = new (src)
|
||||
RG.synths = list(metal, glass)
|
||||
src.modules += RG
|
||||
|
||||
@@ -484,8 +484,8 @@ var/global/list/robot_modules = list(
|
||||
src.modules += new /obj/item/device/flash(src)
|
||||
src.modules += new /obj/item/weapon/gripper/service(src)
|
||||
src.modules += new /obj/item/weapon/reagent_containers/glass/bucket(src)
|
||||
src.modules += new /obj/item/weapon/minihoe(src)
|
||||
src.modules += new /obj/item/weapon/hatchet(src)
|
||||
src.modules += new /obj/item/weapon/material/minihoe(src)
|
||||
src.modules += new /obj/item/weapon/material/hatchet(src)
|
||||
src.modules += new /obj/item/device/analyzer/plant_analyzer(src)
|
||||
src.modules += new /obj/item/weapon/storage/bag/plants(src)
|
||||
src.modules += new /obj/item/weapon/robot_harvester(src)
|
||||
@@ -494,7 +494,7 @@ var/global/list/robot_modules = list(
|
||||
M.stored_matter = 30
|
||||
src.modules += M
|
||||
|
||||
src.modules += new /obj/item/weapon/reagent_containers/robodropper(src)
|
||||
src.modules += new /obj/item/weapon/reagent_containers/dropper/industrial(src)
|
||||
|
||||
var/obj/item/weapon/flame/lighter/zippo/L = new /obj/item/weapon/flame/lighter/zippo(src)
|
||||
L.lit = 1
|
||||
@@ -676,11 +676,11 @@ var/global/list/robot_modules = list(
|
||||
MD.plastic = plastic
|
||||
src.modules += MD
|
||||
|
||||
var/obj/item/stack/sheet/metal/cyborg/M = new /obj/item/stack/sheet/metal/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/steel/M = new (src)
|
||||
M.synths = list(metal)
|
||||
src.modules += M
|
||||
|
||||
var/obj/item/stack/sheet/glass/cyborg/G = new /obj/item/stack/sheet/glass/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/glass/G = new (src)
|
||||
G.synths = list(glass)
|
||||
src.modules += G
|
||||
|
||||
@@ -696,7 +696,7 @@ var/global/list/robot_modules = list(
|
||||
S.synths = list(metal)
|
||||
src.modules += S
|
||||
|
||||
var/obj/item/stack/sheet/glass/reinforced/cyborg/RG = new /obj/item/stack/sheet/glass/reinforced/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/glass/reinforced/RG = new (src)
|
||||
RG.synths = list(metal, glass)
|
||||
src.modules += RG
|
||||
|
||||
@@ -704,11 +704,11 @@ var/global/list/robot_modules = list(
|
||||
WT.synths = list(wood)
|
||||
src.modules += WT
|
||||
|
||||
var/obj/item/stack/sheet/wood/cyborg/W = new /obj/item/stack/sheet/wood/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/wood/W = new (src)
|
||||
W.synths = list(wood)
|
||||
src.modules += W
|
||||
|
||||
var/obj/item/stack/sheet/mineral/plastic/cyborg/P = new /obj/item/stack/sheet/mineral/plastic/cyborg(src)
|
||||
var/obj/item/stack/material/cyborg/plastic/P = new (src)
|
||||
P.synths = list(plastic)
|
||||
src.modules += P
|
||||
|
||||
|
||||
@@ -56,6 +56,10 @@
|
||||
if(src.Adjacent(C))
|
||||
choices += C
|
||||
|
||||
if(!choices.len)
|
||||
src << "There are no viable hosts within range..."
|
||||
return
|
||||
|
||||
var/mob/living/carbon/M = input(src,"Who do you wish to infest?") in null|choices
|
||||
|
||||
if(!M || !src) return
|
||||
|
||||
@@ -228,6 +228,23 @@
|
||||
icon_dead = "kitten_dead"
|
||||
gender = NEUTER
|
||||
|
||||
// Leaving this here for now.
|
||||
/obj/item/weapon/holder/cat/fluff/bones
|
||||
name = "Bones"
|
||||
desc = "It's Bones! Meow."
|
||||
gender = MALE
|
||||
icon_state = "cat3"
|
||||
|
||||
/mob/living/simple_animal/cat/fluff/bones
|
||||
name = "Bones"
|
||||
desc = "That's Bones the cat. He's a laid back, black cat. Meow."
|
||||
gender = MALE
|
||||
icon_state = "cat3"
|
||||
icon_living = "cat3"
|
||||
icon_dead = "cat3_dead"
|
||||
holder_type = /obj/item/weapon/holder/cat/fluff/bones
|
||||
var/friend_name = "Erstatz Vryroxes"
|
||||
|
||||
/mob/living/simple_animal/cat/kitten/New()
|
||||
gender = pick(MALE, FEMALE)
|
||||
..()
|
||||
|
||||
@@ -40,240 +40,3 @@
|
||||
response_help = "pets"
|
||||
response_disarm = "gently pushes aside"
|
||||
response_harm = "stomps"
|
||||
|
||||
//LOOK AT THIS - ..()??
|
||||
/*/mob/living/simple_animal/crab/attackby(var/obj/item/O as obj, var/mob/user as mob)
|
||||
if(istype(O, /obj/item/weapon/wirecutters))
|
||||
if(prob(50))
|
||||
user << "\red \b This kills the crab."
|
||||
health -= 20
|
||||
death()
|
||||
else
|
||||
GetMad()
|
||||
get
|
||||
if(istype(O, /obj/item/stack/medical))
|
||||
if(stat != DEAD)
|
||||
var/obj/item/stack/medical/MED = O
|
||||
if(health < maxHealth)
|
||||
if(MED.amount >= 1)
|
||||
health = min(maxHealth, health + MED.heal_brute)
|
||||
MED.amount -= 1
|
||||
if(MED.amount <= 0)
|
||||
qdel(MED)
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\blue [user] applies the [MED] on [src]")
|
||||
else
|
||||
user << "\blue this [src] is dead, medical items won't bring it back to life."
|
||||
else
|
||||
if(O.force)
|
||||
health -= O.force
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
|
||||
else
|
||||
usr << "\red This weapon is ineffective, it does no damage."
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red [user] gently taps [src] with the [O]. ")
|
||||
|
||||
/mob/living/simple_animal/crab/Topic(href, href_list)
|
||||
if(usr.stat) return
|
||||
|
||||
//Removing from inventory
|
||||
if(href_list["remove_inv"])
|
||||
if(get_dist(src,usr) > 1 || !(ishuman(usr) || issmall(usr) || isrobot(usr) || isalienadult(usr)))
|
||||
return
|
||||
var/remove_from = href_list["remove_inv"]
|
||||
switch(remove_from)
|
||||
if("head")
|
||||
if(inventory_head)
|
||||
name = real_name
|
||||
desc = initial(desc)
|
||||
speak_emote = list("clicks")
|
||||
emote_hear = list("clicks")
|
||||
emote_see = list("clacks")
|
||||
desc = "Free crabs!"
|
||||
src.sd_set_light(0)
|
||||
inventory_head.loc = src.loc
|
||||
inventory_head = null
|
||||
else
|
||||
usr << "\red There is nothing to remove from its [remove_from]."
|
||||
return
|
||||
if("mask")
|
||||
if(inventory_mask)
|
||||
inventory_mask.loc = src.loc
|
||||
inventory_mask = null
|
||||
else
|
||||
usr << "\red There is nothing to remove from its [remove_from]."
|
||||
return
|
||||
|
||||
//show_inv(usr) //Commented out because changing Ian's name and then calling up his inventory opens a new inventory...which is annoying.
|
||||
|
||||
//Adding things to inventory
|
||||
else if(href_list["add_inv"])
|
||||
if(get_dist(src,usr) > 1 || !(ishuman(usr) || issmall(usr) || isrobot(usr) || isalienadult(usr)))
|
||||
return
|
||||
var/add_to = href_list["add_inv"]
|
||||
if(!usr.get_active_hand())
|
||||
usr << "\red You have nothing in your hand to put on its [add_to]."
|
||||
return
|
||||
switch(add_to)
|
||||
if("head")
|
||||
if(inventory_head)
|
||||
usr << "\red It's is already wearing something."
|
||||
return
|
||||
else
|
||||
var/obj/item/item_to_add = usr.get_active_hand()
|
||||
if(!item_to_add)
|
||||
return
|
||||
|
||||
//Corgis are supposed to be simpler, so only a select few objects can actually be put
|
||||
//to be compatible with them. The objects are below.
|
||||
//Many hats added, Some will probably be removed, just want to see which ones are popular.
|
||||
|
||||
var/list/allowed_types = list(
|
||||
/obj/item/clothing/head/helmet,
|
||||
/obj/item/clothing/glasses/sunglasses,
|
||||
/obj/item/clothing/head/caphat,
|
||||
/obj/item/clothing/head/collectable/captain,
|
||||
/obj/item/clothing/head/that,
|
||||
/obj/item/clothing/head/that,
|
||||
/obj/item/clothing/head/kitty,
|
||||
/obj/item/clothing/head/collectable/kitty,
|
||||
/obj/item/clothing/head/rabbitears,
|
||||
/obj/item/clothing/head/collectable/rabbitears,
|
||||
/obj/item/clothing/head/beret,
|
||||
/obj/item/clothing/head/collectable/beret,
|
||||
/obj/item/clothing/head/det_hat,
|
||||
/obj/item/clothing/head/nursehat,
|
||||
/obj/item/clothing/head/pirate,
|
||||
/obj/item/clothing/head/collectable/pirate,
|
||||
/obj/item/clothing/head/chefhat,
|
||||
/obj/item/clothing/head/collectable/chef,
|
||||
/obj/item/clothing/head/collectable/police,
|
||||
/obj/item/clothing/head/wizard/fake,
|
||||
/obj/item/clothing/head/wizard,
|
||||
/obj/item/clothing/head/collectable/wizard,
|
||||
/obj/item/clothing/head/hardhat,
|
||||
/obj/item/clothing/head/collectable/hardhat,
|
||||
/obj/item/clothing/head/hardhat/white,
|
||||
/obj/item/weapon/bedsheet,
|
||||
/obj/item/clothing/head/soft
|
||||
)
|
||||
|
||||
if( ! ( item_to_add.type in allowed_types ) )
|
||||
usr << "\red It doesn't seem too keen on wearing that item."
|
||||
return
|
||||
|
||||
usr.drop_item()
|
||||
item_to_add.loc = src
|
||||
src.inventory_head = item_to_add
|
||||
regenerate_icons()
|
||||
|
||||
//Various hats and items (worn on his head) change Ian's behaviour. His attributes are reset when a HAT is removed.
|
||||
|
||||
|
||||
switch(inventory_head && inventory_head.type)
|
||||
if(/obj/item/clothing/head/caphat, /obj/item/clothing/head/collectable/captain)
|
||||
name = "Captain [real_name]"
|
||||
desc = "Probably better than the last captain."
|
||||
if(/obj/item/clothing/head/kitty, /obj/item/clothing/head/collectable/kitty)
|
||||
name = "Runtime"
|
||||
emote_see = list("coughs up a furball", "stretches")
|
||||
emote_hear = list("purrs")
|
||||
speak = list("Purrr", "Meow!", "MAOOOOOW!", "HISSSSS", "MEEEEEEW")
|
||||
desc = "It's a cute little kitty-cat! ... wait ... what the hell?"
|
||||
if(/obj/item/clothing/head/rabbitears, /obj/item/clothing/head/collectable/rabbitears)
|
||||
name = "Hoppy"
|
||||
emote_see = list("twitches its nose", "hops around a bit")
|
||||
desc = "This is hoppy. It's a corgi-...urmm... bunny rabbit"
|
||||
if(/obj/item/clothing/head/beret, /obj/item/clothing/head/collectable/beret)
|
||||
name = "Yann"
|
||||
desc = "Mon dieu! C'est un chien!"
|
||||
speak = list("le woof!", "le bark!", "JAPPE!!")
|
||||
emote_see = list("cowers in fear", "surrenders", "plays dead","looks as though there is a wall in front of /him")
|
||||
if(/obj/item/clothing/head/det_hat)
|
||||
name = "Detective [real_name]"
|
||||
desc = "[name] sees through your lies..."
|
||||
emote_see = list("investigates the area","sniffs around for clues","searches for scooby snacks")
|
||||
if(/obj/item/clothing/head/nursehat)
|
||||
name = "Nurse [real_name]"
|
||||
desc = "[name] needs 100cc of beef jerky...STAT!"
|
||||
if(/obj/item/clothing/head/pirate, /obj/item/clothing/head/collectable/pirate)
|
||||
name = "'[pick("Ol'","Scurvy","Black","Rum","Gammy","Bloody","Gangrene","Death","Long-John")] [pick("kibble","leg","beard","tooth","poop-deck","Threepwood","Le Chuck","corsair","Silver","Crusoe")]'"
|
||||
desc = "Yaarghh!! Thar' be a scurvy dog!"
|
||||
emote_see = list("hunts for treasure","stares coldly...","gnashes his tiny corgi teeth")
|
||||
emote_hear = list("growls ferociously", "snarls")
|
||||
speak = list("Arrrrgh!!","Grrrrrr!")
|
||||
if(/obj/item/clothing/head/collectable/police)
|
||||
name = "Officer [real_name]"
|
||||
emote_see = list("drools","looks for donuts")
|
||||
desc = "Stop right there criminal scum!"
|
||||
if(/obj/item/clothing/head/wizard/fake, /obj/item/clothing/head/wizard, /obj/item/clothing/head/collectable/wizard)
|
||||
name = "Grandwizard [real_name]"
|
||||
speak = list("YAP", "Woof!", "Bark!", "AUUUUUU", "EI NATH!")
|
||||
if(/obj/item/weapon/bedsheet)
|
||||
name = "\improper Ghost"
|
||||
speak = list("WoooOOOooo~","AUUUUUUUUUUUUUUUUUU")
|
||||
emote_see = list("stumbles around", "shivers")
|
||||
emote_hear = list("howls","groans")
|
||||
desc = "Spooky!"
|
||||
if(/obj/item/clothing/head/soft)
|
||||
name = "Corgi Tech [real_name]"
|
||||
speak = list("Needs a stamp!", "Request DENIED!", "Fill these out in triplicate!")
|
||||
desc = "The reason your yellow gloves have chew-marks."
|
||||
|
||||
if("mask")
|
||||
if(inventory_mask)
|
||||
usr << "\red It's already wearing something."
|
||||
return
|
||||
else
|
||||
var/obj/item/item_to_add = usr.get_active_hand()
|
||||
if(!item_to_add)
|
||||
return
|
||||
|
||||
//Corgis are supposed to be simpler, so only a select few objects can actually be put
|
||||
//to be compatible with them. The objects are below.
|
||||
|
||||
var/list/allowed_types = list(
|
||||
/obj/item/clothing/suit/armor/vest,
|
||||
/obj/item/device/radio
|
||||
)
|
||||
|
||||
if( ! ( item_to_add.type in allowed_types ) )
|
||||
usr << "\red This object won't fit."
|
||||
return
|
||||
|
||||
usr.drop_item()
|
||||
item_to_add.loc = src
|
||||
src.inventory_mask = item_to_add
|
||||
regenerate_icons()
|
||||
|
||||
//show_inv(usr) //Commented out because changing Ian's name and then calling up his inventory opens a new inventory...which is annoying.
|
||||
else
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/crab/GetMad()
|
||||
name = "MEGAMADCRAB"
|
||||
real_name = "MEGAMADCRAB"
|
||||
desc = "OH NO YOU DUN IT NOW."
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "madcrab"
|
||||
icon_living = "madcrab"
|
||||
icon_dead = "madcrab_dead"
|
||||
speak_emote = list("clicks")
|
||||
emote_hear = list("clicks with fury", "clicks angrily")
|
||||
emote_see = list("clacks")
|
||||
speak_chance = 1
|
||||
turns_per_move = 15//Gotta go fast
|
||||
maxHealth = 100//So they don't die as quickly
|
||||
health = 100
|
||||
melee_damage_lower = 3
|
||||
melee_damage_upper = 10//Kill them. Kill them all
|
||||
if(inventory_head)//Drops inventory so it doesn't have to be dealt with
|
||||
inventory_head.loc = src.loc
|
||||
inventory_head = null
|
||||
if(inventory_mask)
|
||||
inventory_mask.loc = src.loc
|
||||
inventory_mask = null*/
|
||||
@@ -49,12 +49,16 @@
|
||||
var/obj/effect/plant/SV = locate() in loc
|
||||
SV.die_off(1)
|
||||
|
||||
if(locate(/obj/machinery/portable_atmospherics/hydroponics/soil/invisible) in loc)
|
||||
var/obj/machinery/portable_atmospherics/hydroponics/soil/invisible/SP = locate() in loc
|
||||
qdel(SP)
|
||||
|
||||
if(!pulledby)
|
||||
for(var/direction in shuffle(list(1,2,4,8,5,6,9,10)))
|
||||
var/step = get_step(src, direction)
|
||||
if(step)
|
||||
if(locate(/obj/effect/plant) in step)
|
||||
Move(step)
|
||||
var/obj/effect/plant/food
|
||||
food = locate(/obj/effect/plant) in oview(5,loc)
|
||||
if(food)
|
||||
var/step = get_step_to(src, food, 0)
|
||||
Move(step)
|
||||
|
||||
/mob/living/simple_animal/hostile/retaliate/goat/Retaliate()
|
||||
..()
|
||||
|
||||
@@ -135,19 +135,7 @@
|
||||
spawn(300) src.explode()
|
||||
|
||||
else
|
||||
if(O.force)
|
||||
var/damage = O.force
|
||||
if (O.damtype == HALLOSS)
|
||||
damage = 0
|
||||
adjustBruteLoss(damage)
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
|
||||
else
|
||||
usr << "\red This weapon is ineffective, it does no damage."
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red [user] gently taps [src] with the [O]. ")
|
||||
attacked_with_item(O, user)
|
||||
|
||||
/mob/living/simple_animal/spiderbot/proc/transfer_personality(var/obj/item/device/mmi/M as obj)
|
||||
|
||||
|
||||
@@ -91,3 +91,82 @@
|
||||
..()
|
||||
visible_message("[src] lets out a waning guttural screech, green blood bubbling from its maw...")
|
||||
playsound(src, 'sound/voice/hiss6.ogg', 100, 1)
|
||||
|
||||
// Xenoarch aliens.
|
||||
/mob/living/simple_animal/hostile/samak
|
||||
name = "samak"
|
||||
desc = "A fast, armoured predator accustomed to hiding and ambushing in cold terrain."
|
||||
faction = "samak"
|
||||
icon_state = "samak"
|
||||
icon_living = "samak"
|
||||
icon_dead = "samak_dead"
|
||||
icon = 'icons/jungle.dmi'
|
||||
move_to_delay = 2
|
||||
maxHealth = 125
|
||||
health = 125
|
||||
speed = 2
|
||||
melee_damage_lower = 5
|
||||
melee_damage_upper = 15
|
||||
attacktext = "mauled"
|
||||
cold_damage_per_tick = 0
|
||||
speak_chance = 5
|
||||
speak = list("Hruuugh!","Hrunnph")
|
||||
emote_see = list("paws the ground","shakes its mane","stomps")
|
||||
emote_hear = list("snuffles")
|
||||
|
||||
/mob/living/simple_animal/hostile/diyaab
|
||||
name = "diyaab"
|
||||
desc = "A small pack animal. Although omnivorous, it will hunt meat on occasion."
|
||||
faction = "diyaab"
|
||||
icon_state = "diyaab"
|
||||
icon_living = "diyaab"
|
||||
icon_dead = "diyaab_dead"
|
||||
icon = 'icons/jungle.dmi'
|
||||
move_to_delay = 1
|
||||
maxHealth = 25
|
||||
health = 25
|
||||
speed = 1
|
||||
melee_damage_lower = 1
|
||||
melee_damage_upper = 8
|
||||
attacktext = "gouged"
|
||||
cold_damage_per_tick = 0
|
||||
speak_chance = 5
|
||||
speak = list("Awrr?","Aowrl!","Worrl")
|
||||
emote_see = list("sniffs the air cautiously","looks around")
|
||||
emote_hear = list("snuffles")
|
||||
|
||||
/mob/living/simple_animal/hostile/shantak
|
||||
name = "shantak"
|
||||
desc = "A piglike creature with a bright iridiscent mane that sparkles as though lit by an inner light. Don't be fooled by its beauty though."
|
||||
faction = "shantak"
|
||||
icon_state = "shantak"
|
||||
icon_living = "shantak"
|
||||
icon_dead = "shantak_dead"
|
||||
icon = 'icons/jungle.dmi'
|
||||
move_to_delay = 1
|
||||
maxHealth = 75
|
||||
health = 75
|
||||
speed = 1
|
||||
melee_damage_lower = 3
|
||||
melee_damage_upper = 12
|
||||
attacktext = "gouged"
|
||||
cold_damage_per_tick = 0
|
||||
speak_chance = 5
|
||||
speak = list("Shuhn","Shrunnph?","Shunpf")
|
||||
emote_see = list("scratches the ground","shakes out it's mane","tinkles gently")
|
||||
|
||||
/mob/living/simple_animal/yithian
|
||||
name = "yithian"
|
||||
desc = "A friendly creature vaguely resembling an oversized snail without a shell."
|
||||
icon_state = "yithian"
|
||||
icon_living = "yithian"
|
||||
icon_dead = "yithian_dead"
|
||||
icon = 'icons/jungle.dmi'
|
||||
|
||||
/mob/living/simple_animal/tindalos
|
||||
name = "tindalos"
|
||||
desc = "It looks like a large, flightless grasshopper."
|
||||
icon_state = "tindalos"
|
||||
icon_living = "tindalos"
|
||||
icon_dead = "tindalos_dead"
|
||||
icon = 'icons/jungle.dmi'
|
||||
|
||||
@@ -118,7 +118,7 @@
|
||||
var/list/L = hearers(src, dist)
|
||||
|
||||
for (var/obj/mecha/M in mechas_list)
|
||||
if (get_dist(src, M) <= dist)
|
||||
if (M.z == src.z && get_dist(src, M) <= dist)
|
||||
L += M
|
||||
|
||||
return L
|
||||
@@ -232,13 +232,13 @@
|
||||
if(istype(A,/obj/machinery/door/airlock))
|
||||
var/obj/machinery/door/airlock/D = A
|
||||
D.open(1)
|
||||
else if(istype(A,/obj/structure/mineral_door))
|
||||
var/obj/structure/mineral_door/D = A
|
||||
else if(istype(A,/obj/structure/simple_door))
|
||||
var/obj/structure/simple_door/D = A
|
||||
if(D.density)
|
||||
D.Open()
|
||||
else if(istype(A,/obj/structure/cult/pylon))
|
||||
A.attack_generic(src, rand(melee_damage_lower, melee_damage_upper))
|
||||
else if(istype(A, /obj/structure/window) || istype(A, /obj/structure/closet) || istype(A, /obj/structure/table) || istype(A, /obj/structure/grille) || istype(A, /obj/structure/table/rack))
|
||||
else if(istype(A, /obj/structure/window) || istype(A, /obj/structure/closet) || istype(A, /obj/structure/table) || istype(A, /obj/structure/grille))
|
||||
A.attack_generic(src, rand(melee_damage_lower, melee_damage_upper))
|
||||
Move(T)
|
||||
FindTarget()
|
||||
|
||||
@@ -170,16 +170,16 @@
|
||||
var/obj/O
|
||||
|
||||
//shards
|
||||
O = new /obj/item/weapon/shard(src.loc)
|
||||
O = new /obj/item/weapon/material/shard(src.loc)
|
||||
step_to(O, get_turf(pick(view(7, src))))
|
||||
if(prob(75))
|
||||
O = new /obj/item/weapon/shard(src.loc)
|
||||
O = new /obj/item/weapon/material/shard(src.loc)
|
||||
step_to(O, get_turf(pick(view(7, src))))
|
||||
if(prob(50))
|
||||
O = new /obj/item/weapon/shard(src.loc)
|
||||
O = new /obj/item/weapon/material/shard(src.loc)
|
||||
step_to(O, get_turf(pick(view(7, src))))
|
||||
if(prob(25))
|
||||
O = new /obj/item/weapon/shard(src.loc)
|
||||
O = new /obj/item/weapon/material/shard(src.loc)
|
||||
step_to(O, get_turf(pick(view(7, src))))
|
||||
|
||||
//rods
|
||||
@@ -196,16 +196,16 @@
|
||||
step_to(O, get_turf(pick(view(7, src))))
|
||||
|
||||
//plasteel
|
||||
O = new /obj/item/stack/sheet/plasteel(src.loc)
|
||||
O = new /obj/item/stack/material/plasteel(src.loc)
|
||||
step_to(O, get_turf(pick(view(7, src))))
|
||||
if(prob(75))
|
||||
O = new /obj/item/stack/sheet/plasteel(src.loc)
|
||||
O = new /obj/item/stack/material/plasteel(src.loc)
|
||||
step_to(O, get_turf(pick(view(7, src))))
|
||||
if(prob(50))
|
||||
O = new /obj/item/stack/sheet/plasteel(src.loc)
|
||||
O = new /obj/item/stack/material/plasteel(src.loc)
|
||||
step_to(O, get_turf(pick(view(7, src))))
|
||||
if(prob(25))
|
||||
O = new /obj/item/stack/sheet/plasteel(src.loc)
|
||||
O = new /obj/item/stack/material/plasteel(src.loc)
|
||||
step_to(O, get_turf(pick(view(7, src))))
|
||||
|
||||
//also drop dummy circuit boards deconstructable for research (loot)
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
attacktext = "punched"
|
||||
a_intent = I_HURT
|
||||
var/corpse = /obj/effect/landmark/mobcorpse/russian
|
||||
var/weapon1 = /obj/item/weapon/kitchenknife
|
||||
var/weapon1 = /obj/item/weapon/material/knife
|
||||
min_oxy = 5
|
||||
max_oxy = 0
|
||||
min_tox = 0
|
||||
|
||||
@@ -68,6 +68,7 @@
|
||||
visible_message("\red \b [src] has been attacked with the [O] by [user]. ")
|
||||
else
|
||||
visible_message("\red \b [src] blocks the [O] with its shield! ")
|
||||
//user.do_attack_animation(src)
|
||||
else
|
||||
usr << "\red This weapon is ineffective, it does no damage."
|
||||
visible_message("\red [user] gently taps [src] with the [O]. ")
|
||||
|
||||
@@ -52,5 +52,5 @@
|
||||
|
||||
/mob/living/simple_animal/hostile/tree/death()
|
||||
..(null,"is hacked into pieces!")
|
||||
new /obj/item/stack/sheet/wood(loc)
|
||||
new /obj/item/stack/material/wood(loc)
|
||||
qdel(src)
|
||||
@@ -92,7 +92,7 @@
|
||||
return 0
|
||||
|
||||
|
||||
if(health < 1)
|
||||
if(health <= 0)
|
||||
death()
|
||||
return
|
||||
|
||||
@@ -240,6 +240,7 @@
|
||||
|
||||
if(I_DISARM)
|
||||
M.visible_message("\blue [M] [response_disarm] \the [src]")
|
||||
M.do_attack_animation(src)
|
||||
//TODO: Push the mob away or something
|
||||
|
||||
if(I_GRAB)
|
||||
@@ -257,10 +258,12 @@
|
||||
LAssailant = M
|
||||
|
||||
M.visible_message("\red [M] has grabbed [src] passively!")
|
||||
M.do_attack_animation(src)
|
||||
|
||||
if(I_HURT)
|
||||
adjustBruteLoss(harm_intent_damage)
|
||||
M.visible_message("\red [M] [response_harm] \the [src]")
|
||||
M.do_attack_animation(src)
|
||||
|
||||
return
|
||||
|
||||
@@ -279,28 +282,33 @@
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("<span class='notice'>[user] applies the [MED] on [src].</span>")
|
||||
else
|
||||
user << "<span class='notice'>\The [src] is dead, medical items won't bring it back to life.</span>"
|
||||
user << "<span class='notice'>\The [src] is dead, medical items won't bring \him back to life.</span>"
|
||||
if(meat_type && (stat == DEAD)) //if the animal has a meat, and if it is dead.
|
||||
if(istype(O, /obj/item/weapon/kitchenknife) || istype(O, /obj/item/weapon/butch))
|
||||
if(istype(O, /obj/item/weapon/material/knife) || istype(O, /obj/item/weapon/material/knife/butch))
|
||||
harvest(user)
|
||||
else
|
||||
user.changeNext_move(8)
|
||||
if(O.force > resistance)
|
||||
var/damage = O.force
|
||||
if (O.damtype == HALLOSS)
|
||||
damage = 0
|
||||
if(supernatural && istype(O,/obj/item/weapon/nullrod))
|
||||
damage *= 2
|
||||
purge = 3
|
||||
adjustBruteLoss(damage)
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("<span class='danger>[src] has been attacked with the [O] by [user].</span>")
|
||||
else
|
||||
usr << "<span class='danger>This weapon is ineffective, it does no damage.</span>"
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("<span class='notice'>[user] gently taps [src] with \the [O].</span>")
|
||||
attacked_with_item(O, user)
|
||||
|
||||
//TODO: refactor mob attackby(), attacked_by(), and friends.
|
||||
/mob/living/simple_animal/proc/attacked_with_item(var/obj/item/O, var/mob/user)
|
||||
user.changeNext_move(8)
|
||||
if(!O.force)
|
||||
visible_message("<span class='notice'>[user] gently taps [src] with \the [O].</span>")
|
||||
return
|
||||
|
||||
if(O.force > resistance)
|
||||
var/damage = O.force
|
||||
if (O.damtype == HALLOSS)
|
||||
damage = 0
|
||||
if(supernatural && istype(O,/obj/item/weapon/nullrod))
|
||||
damage *= 2
|
||||
purge = 3
|
||||
adjustBruteLoss(damage)
|
||||
else
|
||||
usr << "<span class='danger>This weapon is ineffective, it does no damage.</span>"
|
||||
|
||||
visible_message("<span class='danger>[src] has been attacked with the [O] by [user].</span>")
|
||||
user.do_attack_animation(src)
|
||||
|
||||
/mob/living/simple_animal/movement_delay()
|
||||
var/tally = 0 //Incase I need to add stuff other than "speed" later
|
||||
|
||||
@@ -175,18 +175,18 @@
|
||||
for(var/atom/movable/stomachContent in contents)
|
||||
if(prob(digestionProbability))
|
||||
if(istype(stomachContent,/obj/item/stack)) //converts to plasma, keeping the stack value
|
||||
if(!istype(stomachContent,/obj/item/stack/sheet/mineral/phoron))
|
||||
if(!istype(stomachContent,/obj/item/stack/material/phoron))
|
||||
var/obj/item/stack/oldStack = stomachContent
|
||||
new /obj/item/stack/sheet/mineral/phoron(src, oldStack.get_amount())
|
||||
new /obj/item/stack/material/phoron(src, oldStack.get_amount())
|
||||
qdel(oldStack)
|
||||
continue
|
||||
else if(istype(stomachContent,/obj/item)) //converts to plasma, keeping the w_class
|
||||
var/obj/item/oldItem = stomachContent
|
||||
new /obj/item/stack/sheet/mineral/phoron(src, oldItem.w_class)
|
||||
new /obj/item/stack/material/phoron(src, oldItem.w_class)
|
||||
qdel(oldItem)
|
||||
continue
|
||||
else
|
||||
new /obj/item/stack/sheet/mineral/phoron(src, flatPlasmaValue) //just flat amount
|
||||
new /obj/item/stack/material/phoron(src, flatPlasmaValue) //just flat amount
|
||||
qdel(stomachContent)
|
||||
continue
|
||||
|
||||
|
||||
+7
-126
@@ -52,12 +52,13 @@
|
||||
|
||||
/mob/visible_message(var/message, var/self_message, var/blind_message)
|
||||
for(var/mob/M in viewers(src))
|
||||
if(M.see_invisible < invisibility)
|
||||
continue // Cannot view the invisible
|
||||
var/msg = message
|
||||
if(self_message && M==src)
|
||||
msg = self_message
|
||||
M.show_message( msg, 1, blind_message, 2)
|
||||
M.show_message(self_message, 1, blind_message, 2)
|
||||
else if(M.see_invisible < invisibility) // Cannot view the invisible, but you can hear it.
|
||||
if(blind_message)
|
||||
M.show_message(blind_message, 2)
|
||||
else
|
||||
M.show_message(message, 1, blind_message, 2)
|
||||
|
||||
// Show a message to all mobs in sight of this atom
|
||||
// Use for objects performing visible actions
|
||||
@@ -136,23 +137,8 @@
|
||||
client.eye = loc
|
||||
return
|
||||
|
||||
|
||||
// This is not needed short of simple_animal and carbon/alien / carbon/human, who reimplement it.
|
||||
/mob/proc/show_inv(mob/user as mob)
|
||||
user.set_machine(src)
|
||||
var/dat = {"
|
||||
<B><HR><FONT size=3>[name]</FONT></B>
|
||||
<BR><HR>
|
||||
<BR><B>Head(Mask):</B> <A href='?src=\ref[src];item=mask'>[(wear_mask ? wear_mask : "Nothing")]</A>
|
||||
<BR><B>Left Hand:</B> <A href='?src=\ref[src];item=l_hand'>[(l_hand ? l_hand : "Nothing")]</A>
|
||||
<BR><B>Right Hand:</B> <A href='?src=\ref[src];item=r_hand'>[(r_hand ? r_hand : "Nothing")]</A>
|
||||
<BR><B>Back:</B> <A href='?src=\ref[src];item=back'>[(back ? back : "Nothing")]</A> [((istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal'>Set Internal</A>", src) : "")]
|
||||
<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
|
||||
<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
|
||||
<BR><A href='?src=\ref[user];refresh=1'>Refresh</A>
|
||||
<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>
|
||||
<BR>"}
|
||||
user << browse(dat, text("window=mob[];size=325x500", name))
|
||||
onclose(user, "mob[name]")
|
||||
return
|
||||
|
||||
//mob verbs are faster than object verbs. See http://www.byond.com/forum/?post=1326139&page=2#comment8198716 for why this isn't atom/verb/examine()
|
||||
@@ -615,111 +601,6 @@
|
||||
for(var/mob/M in viewers())
|
||||
M.see(message)
|
||||
|
||||
/*
|
||||
adds a dizziness amount to a mob
|
||||
use this rather than directly changing var/dizziness
|
||||
since this ensures that the dizzy_process proc is started
|
||||
currently only humans get dizzy
|
||||
|
||||
value of dizziness ranges from 0 to 1000
|
||||
below 100 is not dizzy
|
||||
*/
|
||||
/mob/proc/make_dizzy(var/amount)
|
||||
if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
|
||||
return
|
||||
|
||||
dizziness = min(1000, dizziness + amount) // store what will be new value
|
||||
// clamped to max 1000
|
||||
if(dizziness > 100 && !is_dizzy)
|
||||
spawn(0)
|
||||
dizzy_process()
|
||||
|
||||
|
||||
/*
|
||||
dizzy process - wiggles the client's pixel offset over time
|
||||
spawned from make_dizzy(), will terminate automatically when dizziness gets <100
|
||||
note dizziness decrements automatically in the mob's Life() proc.
|
||||
*/
|
||||
/mob/proc/dizzy_process()
|
||||
is_dizzy = 1
|
||||
while(dizziness > 100)
|
||||
if(client)
|
||||
var/amplitude = dizziness*(sin(dizziness * 0.044 * world.time) + 1) / 70
|
||||
client.pixel_x = amplitude * sin(0.008 * dizziness * world.time)
|
||||
client.pixel_y = amplitude * cos(0.008 * dizziness * world.time)
|
||||
|
||||
sleep(1)
|
||||
//endwhile - reset the pixel offsets to zero
|
||||
is_dizzy = 0
|
||||
if(client)
|
||||
client.pixel_x = 0
|
||||
client.pixel_y = 0
|
||||
|
||||
// jitteriness - copy+paste of dizziness
|
||||
|
||||
/mob/proc/make_jittery(var/amount)
|
||||
if(!istype(src, /mob/living/carbon/human)) // for the moment, only humans get dizzy
|
||||
return
|
||||
|
||||
jitteriness = min(1000, jitteriness + amount) // store what will be new value
|
||||
// clamped to max 1000
|
||||
if(jitteriness > 100 && !is_jittery)
|
||||
spawn(0)
|
||||
jittery_process()
|
||||
|
||||
|
||||
// Typo from the oriignal coder here, below lies the jitteriness process. So make of his code what you will, the previous comment here was just a copypaste of the above.
|
||||
/mob/proc/jittery_process()
|
||||
//var/old_x = pixel_x
|
||||
//var/old_y = pixel_y
|
||||
is_jittery = 1
|
||||
while(jitteriness > 100)
|
||||
// var/amplitude = jitteriness*(sin(jitteriness * 0.044 * world.time) + 1) / 70
|
||||
// pixel_x = amplitude * sin(0.008 * jitteriness * world.time)
|
||||
// pixel_y = amplitude * cos(0.008 * jitteriness * world.time)
|
||||
|
||||
var/amplitude = min(4, jitteriness / 100)
|
||||
pixel_x = old_x + rand(-amplitude, amplitude)
|
||||
pixel_y = old_y + rand(-amplitude/3, amplitude/3)
|
||||
|
||||
sleep(1)
|
||||
//endwhile - reset the pixel offsets to zero
|
||||
is_jittery = 0
|
||||
pixel_x = old_x
|
||||
pixel_y = old_y
|
||||
|
||||
|
||||
//handles up-down floaty effect in space
|
||||
/mob/proc/make_floating(var/n)
|
||||
|
||||
floatiness = n
|
||||
|
||||
if(floatiness && !is_floating)
|
||||
start_floating()
|
||||
else if(!floatiness && is_floating)
|
||||
stop_floating()
|
||||
|
||||
/mob/proc/start_floating()
|
||||
|
||||
is_floating = 1
|
||||
|
||||
var/amplitude = 2 //maximum displacement from original position
|
||||
var/period = 36 //time taken for the mob to go up >> down >> original position, in deciseconds. Should be multiple of 4
|
||||
|
||||
var/top = old_y + amplitude
|
||||
var/bottom = old_y - amplitude
|
||||
var/half_period = period / 2
|
||||
var/quarter_period = period / 4
|
||||
|
||||
animate(src, pixel_y = top, time = quarter_period, easing = SINE_EASING | EASE_OUT, loop = -1) //up
|
||||
animate(pixel_y = bottom, time = half_period, easing = SINE_EASING, loop = -1) //down
|
||||
animate(pixel_y = old_y, time = quarter_period, easing = SINE_EASING | EASE_IN, loop = -1) //back
|
||||
|
||||
/mob/proc/stop_floating()
|
||||
animate(src, pixel_y = old_y, time = 5, easing = SINE_EASING | EASE_IN) //halt animation
|
||||
//reset the pixel offsets to zero
|
||||
is_floating = 0
|
||||
|
||||
/mob/Stat()
|
||||
..()
|
||||
|
||||
|
||||
@@ -108,12 +108,6 @@
|
||||
var/old_x = 0
|
||||
var/old_y = 0
|
||||
var/drowsyness = 0.0//Carbon
|
||||
var/dizziness = 0//Carbon
|
||||
var/is_dizzy = 0
|
||||
var/is_jittery = 0
|
||||
var/jitteriness = 0//Carbon
|
||||
var/is_floating = 0
|
||||
var/floatiness = 0
|
||||
var/charges = 0.0
|
||||
var/nutrition = 400.0//Carbon
|
||||
|
||||
|
||||
@@ -71,10 +71,13 @@
|
||||
|
||||
|
||||
/obj/item/weapon/grab/process()
|
||||
if(gcDestroyed) // GC is trying to delete us, we'll kill our processing so we can cleanly GC
|
||||
return PROCESS_KILL
|
||||
|
||||
confirm()
|
||||
if(!assailant)
|
||||
qdel(src)
|
||||
return
|
||||
qdel(src) // Same here, except we're trying to delete ourselves.
|
||||
return PROCESS_KILL
|
||||
|
||||
if(assailant.client)
|
||||
assailant.client.screen -= hud
|
||||
@@ -294,6 +297,44 @@
|
||||
assailant << "<span class='warning'>You are no longer pinning [affecting] to the ground.</span>"
|
||||
force_down = 0
|
||||
return
|
||||
var/mob/living/carbon/human/H = M
|
||||
var/obj/item/organ/external/E = H.get_organ(hit_zone)
|
||||
if(E && !(E.status & ORGAN_DESTROYED))
|
||||
assailant.visible_message("<span class='notice'>[assailant] starts inspecting [affecting]'s [E.name] carefully.</span>")
|
||||
if(do_mob(assailant,H, 10))
|
||||
if(E.wounds.len)
|
||||
assailant << "<span class='warning'>You find [E.get_wounds_desc()]</span>"
|
||||
else
|
||||
assailant << "<span class='notice'>You find no visible wounds.</span>"
|
||||
else
|
||||
assailant << "<span class='notice'>You must stand still to inspect [E] for wounds.</span>"
|
||||
assailant << "<span class='notice'>Checking bones now...</span>"
|
||||
if(do_mob(assailant, H, 20))
|
||||
if(E.status & ORGAN_BROKEN)
|
||||
assailant << "<span class='warning'>The [E.encased ? E.encased : "bone in the [E.name]"] moves slightly when you poke it!</span>"
|
||||
H.custom_pain("Your [E.name] hurts where it's poked.")
|
||||
else
|
||||
assailant << "<span class='notice'>The [E.encased ? E.encased : "bones in the [E.name]"] seem to be fine.</span>"
|
||||
else
|
||||
assailant << "<span class='notice'>You must stand still to feel [E] for fractures.</span>"
|
||||
assailant << "<span class='notice'>Checking skin now...</span>"
|
||||
if(do_mob(assailant, H, 10))
|
||||
var/bad = 0
|
||||
if(H.getToxLoss() >= 40)
|
||||
assailant << "<span class='warning'>[H] has an unhealthy skin discoloration.</span>"
|
||||
bad = 1
|
||||
if(H.getOxyLoss() >= 20)
|
||||
assailant << "<span class='warning'>[H]'s skin is unusaly pale.</span>"
|
||||
bad = 1
|
||||
if(E.status & ORGAN_DEAD)
|
||||
assailant << "<span class='warning'>[E] is decaying!</span>"
|
||||
bad = 1
|
||||
if(!bad)
|
||||
assailant << "<span class='notice'>[H]'s skin is normal.</span>"
|
||||
else
|
||||
assailant << "<span class='notice'>You must stand still to check [H]'s skin for abnormalities.</span>"
|
||||
else
|
||||
assailant << "<span class='notice'>[H] is missing that bodypart.</span>"
|
||||
if(I_GRAB)
|
||||
if(state < GRAB_AGGRESSIVE)
|
||||
assailant << "<span class='warning'>You require a better grab to do this.</span>"
|
||||
@@ -407,7 +448,11 @@
|
||||
|
||||
/obj/item/weapon/grab/dropped()
|
||||
loc = null
|
||||
qdel(src)
|
||||
if(!destroying)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/grab
|
||||
var/destroying = 0
|
||||
|
||||
/obj/item/weapon/grab/Destroy()
|
||||
animate(affecting, pixel_x = 0, pixel_y = 0, 4, 1, LINEAR_EASING)
|
||||
@@ -421,4 +466,5 @@
|
||||
assailant = null
|
||||
qdel(hud)
|
||||
hud = null
|
||||
..()
|
||||
destroying = 1 // stops us calling qdel(src) on dropped()
|
||||
..()
|
||||
|
||||
@@ -314,7 +314,7 @@
|
||||
var/mob/living/character = create_character() //creates the human and transfers vars and mind
|
||||
character = job_master.EquipRank(character, rank, 1) //equips the human
|
||||
UpdateFactionList(character)
|
||||
EquipCustomItems(character)
|
||||
equip_custom_items(character)
|
||||
|
||||
// AIs don't need a spawnpoint, they must spawn at an empty core
|
||||
if(character.mind.assigned_role == "AI")
|
||||
|
||||
@@ -184,7 +184,10 @@ datum/preferences
|
||||
dummy.set_species(species)
|
||||
dummy.flags |= GODMODE
|
||||
copy_to(dummy)
|
||||
|
||||
for (var/obj/item/I in dummy)
|
||||
dummy.drop_from_inventory(I)
|
||||
if(I.loc != dummy)
|
||||
qdel(I)
|
||||
var/jobflag
|
||||
var/dept
|
||||
if(job_civilian_high)
|
||||
|
||||
@@ -106,7 +106,8 @@
|
||||
O.add_ai_verbs()
|
||||
|
||||
O.rename_self("ai",1)
|
||||
qdel(src)
|
||||
spawn(0) // Mobs still instantly del themselves, thus we need to spawn or O will never be returned
|
||||
qdel(src)
|
||||
return O
|
||||
|
||||
//human -> robot
|
||||
@@ -158,7 +159,8 @@
|
||||
callHook("borgify", list(O))
|
||||
O.Namepick()
|
||||
|
||||
qdel(src)
|
||||
spawn(0) // Mobs still instantly del themselves, thus we need to spawn or O will never be returned
|
||||
qdel(src)
|
||||
return O
|
||||
|
||||
//human -> alien
|
||||
|
||||
Reference in New Issue
Block a user