Merge branch 'master' into cumcom

This commit is contained in:
Dahlular
2021-03-24 07:55:15 -06:00
111 changed files with 87427 additions and 2576 deletions
+2
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@@ -226,3 +226,5 @@
#define FORCE_BOOLEAN(x) ((x)? TRUE : FALSE)
#define TILES_TO_PIXELS(tiles) (tiles * PIXELS)
#define CLAMP(CLVALUE,CLMIN,CLMAX) clamp(CLVALUE, CLMIN, CLMAX)
+18 -17
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@@ -27,22 +27,23 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
//Human Overlays Indexes/////////
//LOTS OF CIT CHANGES HERE. BE CAREFUL WHEN UPSTREAM ADDS MORE LAYERS
#define MUTATIONS_LAYER 31 //mutations. Tk headglows, cold resistance glow, etc
#define GENITALS_BEHIND_LAYER 30 //Some genitalia needs to be behind everything, such as with taurs (Taurs use body_behind_layer
#define BODY_BEHIND_LAYER 29 //certain mutantrace features (tail when looking south) that must appear behind the body parts
#define BODYPARTS_LAYER 28 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
#define MARKING_LAYER 27 //Matrixed body markings because clashing with snouts?
#define BODY_ADJ_LAYER 26 //certain mutantrace features (snout, body markings) that must appear above the body parts
#define BODY_LAYER 25 //underwear, undershirts, socks, eyes, lips(makeup)
#define FRONT_MUTATIONS_LAYER 24 //mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
#define DAMAGE_LAYER 23 //damage indicators (cuts and burns)
#define UNIFORM_LAYER 22
#define ID_LAYER 21
#define HANDS_PART_LAYER 20
#define SHOES_LAYER 19
#define GLOVES_LAYER 18
#define EARS_LAYER 17
#define BODY_TAUR_LAYER 16
#define MUTATIONS_LAYER 32 //mutations. Tk headglows, cold resistance glow, etc
#define GENITALS_BEHIND_LAYER 31 //Some genitalia needs to be behind everything, such as with taurs (Taurs use body_behind_layer
#define BODY_BEHIND_LAYER 30 //certain mutantrace features (tail when looking south) that must appear behind the body parts
#define BODYPARTS_LAYER 29 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
#define MARKING_LAYER 28 //Matrixed body markings because clashing with snouts?
#define BODY_ADJ_LAYER 27 //certain mutantrace features (snout, body markings) that must appear above the body parts
#define BODY_LAYER 26 //underwear, undershirts, socks, eyes, lips(makeup)
#define FRONT_MUTATIONS_LAYER 25 //mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
#define DAMAGE_LAYER 24 //damage indicators (cuts and burns)
#define UNIFORM_LAYER 23
#define ID_LAYER 22
#define HANDS_PART_LAYER 21
#define SHOES_LAYER 20
#define GLOVES_LAYER 19
#define EARS_LAYER 18
#define BODY_TAUR_LAYER 17
#define GENITALS_UNDER_LAYER 16
#define SUIT_LAYER 15
#define GLASSES_LAYER 14
#define BELT_LAYER 13 //Possible make this an overlay of somethign required to wear a belt?
@@ -58,7 +59,7 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
#define HANDS_LAYER 3
#define BODY_FRONT_LAYER 2
#define FIRE_LAYER 1 //If you're on fire
#define TOTAL_LAYERS 31 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
#define TOTAL_LAYERS 32 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
//Human Overlay Index Shortcuts for alternate_worn_layer, layers
//Because I *KNOW* somebody will think layer+1 means "above"
+1
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@@ -15,6 +15,7 @@
#define DISABLE_DEATHRATTLE (1<<12)
#define DISABLE_ARRIVALRATTLE (1<<13)
#define COMBOHUD_LIGHTING (1<<14)
#define ANTAG_SYNC_WITH_CHARS (1<<15)
#define TOGGLES_DEFAULT (SOUND_ADMINHELP|SOUND_MIDI|SOUND_AMBIENCE|SOUND_LOBBY|MEMBER_PUBLIC|INTENT_STYLE|MIDROUND_ANTAG|SOUND_INSTRUMENTS|SOUND_SHIP_AMBIENCE|SOUND_PRAYERS|SOUND_ANNOUNCEMENTS)
+4 -1
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@@ -230,7 +230,8 @@
"womb_fluid" = "femcum",
"ipc_screen" = snowflake_ipc_antenna_list ? pick(snowflake_ipc_antenna_list) : "None",
"ipc_antenna" = "None",
"flavor_text" = ""))
"flavor_text" = "",
"ooc_text" = ""))
/proc/random_hair_style(gender)
switch(gender)
@@ -549,6 +550,8 @@ GLOBAL_LIST_EMPTY(species_list)
override = TRUE
if(isnewplayer(M) && !override)
continue
if(SSticker.current_state == GAME_STATE_FINISHED)
override = TRUE
if(M.stat != DEAD && !override)
continue
if(speaker_key && speaker_key in prefs.ignoring)
+1 -1
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@@ -10,7 +10,7 @@
announcement += "<br><h2 class='alert'>[html_encode(title)]</h2>"
else if(type == "Captain")
announcement += "<h1 class='alert'>Captain Announces</h1>"
GLOB.news_network.SubmitArticle(text, "Captain's Announcement", "Station Announcements", null)
GLOB.news_network.SubmitArticle(html_encode(text), "Captain's Announcement", "Station Announcements", null)
else
if(!sender_override)
+3
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@@ -189,6 +189,9 @@
CHECK_TICK
set_observer_default_invisibility(0, "<span class='warning'>The round is over! You are now visible to the living.</span>")
CHECK_TICK
// Stop eorg mech prepping.
for(var/obj/mecha/combat/Obj in world)
qdel(Obj)
+7 -7
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@@ -126,7 +126,7 @@
using.screen_loc = ui_movi
static_inventory += using
//CITADEL CHANGES - sprint button
/* //CITADEL CHANGES - sprint button
using = new /obj/screen/sprintbutton
using.icon = tg_ui_icon_to_cit_ui(ui_style)
using.icon_state = (owner.sprinting ? "act_sprint_on" : "act_sprint")
@@ -139,7 +139,7 @@
using.screen_loc = ui_sprintbufferloc
sprint_buffer = using
static_inventory += using
*/
using = new /obj/screen/drop()
using.icon = ui_style
@@ -323,12 +323,12 @@
arousal.icon_state = (owner.canbearoused == 1 ? "arousal0" : "")
infodisplay += arousal
staminas = new /obj/screen/staminas()
infodisplay += staminas
// staminas = new /obj/screen/staminas()
// infodisplay += staminas
if(!CONFIG_GET(flag/disable_stambuffer))
staminabuffer = new /obj/screen/staminabuffer()
infodisplay += staminabuffer
// if(!CONFIG_GET(flag/disable_stambuffer))
// staminabuffer = new /obj/screen/staminabuffer()
// infodisplay += staminabuffer
//END OF CIT CHANGES
healthdoll = new /obj/screen/healthdoll()
+1 -4
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@@ -390,6 +390,7 @@ SUBSYSTEM_DEF(job)
var/datum/job/job = GetJob(rank)
H.job = rank
equip_loadout(N, H)
//If we joined at roundstart we should be positioned at our workstation
if(!joined_late)
@@ -416,8 +417,6 @@ SUBSYSTEM_DEF(job)
H.mind.assigned_role = rank
if(job)
if(!job.dresscodecompliant)// CIT CHANGE - dress code compliance
equip_loadout(N, H) // CIT CHANGE - allows players to spawn with loadout items
var/new_mob = job.equip(H, null, null, joined_late)
if(ismob(new_mob))
H = new_mob
@@ -449,8 +448,6 @@ SUBSYSTEM_DEF(job)
H.add_memory("Your account ID is [wageslave.account_id].")
if(job && H)
if(job.dresscodecompliant)// CIT CHANGE - dress code compliance
equip_loadout(N, H) // CIT CHANGE - allows players to spawn with loadout items
job.after_spawn(H, M, joined_late) // note: this happens before the mob has a key! M will always have a client, H might not.
equip_loadout(N, H, TRUE)//CIT CHANGE - makes players spawn with in-backpack loadout items properly. A little hacky but it works
+1 -1
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@@ -35,7 +35,7 @@
e -= 5
steps++
if(steps >= 3)
if(steps >= 2)
steps = 0
else
+3 -3
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@@ -184,15 +184,15 @@
switch(sanity)
if(SANITY_INSANE to SANITY_CRAZY)
setInsanityEffect(MAJOR_INSANITY_PEN)
master.add_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE, 100, override=TRUE, multiplicative_slowdown=1.5) //Did we change something ? movetypes is runtiming, movetypes=(~FLYING))
master.add_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE, 100, override=TRUE, multiplicative_slowdown=1) //Did we change something ? movetypes is runtiming, movetypes=(~FLYING))
sanity_level = 6
if(SANITY_CRAZY to SANITY_UNSTABLE)
setInsanityEffect(MINOR_INSANITY_PEN)
master.add_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE, 100, override=TRUE, multiplicative_slowdown=1)//, movetypes=(~FLYING))
master.add_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE, 100, override=TRUE, multiplicative_slowdown=0.5)//, movetypes=(~FLYING))
sanity_level = 5
if(SANITY_UNSTABLE to SANITY_DISTURBED)
setInsanityEffect(0)
master.add_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE, 100, override=TRUE, multiplicative_slowdown=0.5)//, movetypes=(~FLYING))
master.add_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE, 100, override=TRUE, multiplicative_slowdown=0.25)//, movetypes=(~FLYING))
sanity_level = 4
if(SANITY_DISTURBED to SANITY_NEUTRAL)
setInsanityEffect(0)
+4 -2
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@@ -30,6 +30,7 @@
RegisterSignal(parent, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, .proc/orbiter_glide_size_update)
/datum/component/orbiter/UnregisterFromParent()
var/atom/target = parent
while(ismovableatom(target))
@@ -70,6 +71,7 @@
orbiter.orbiting = src
RegisterSignal(orbiter, COMSIG_MOVABLE_MOVED, orbiter_spy)
var/matrix/initial_transform = matrix(orbiter.transform)
orbiters[orbiter] = initial_transform
// Head first!
if(pre_rotation)
@@ -92,8 +94,6 @@
var/atom/movable/AM = parent
orbiter.glide_size = AM.glide_size
//we stack the orbits up client side, so we can assign this back to normal server side without it breaking the orbit
orbiter.transform = initial_transform
orbiter.forceMove(get_turf(parent))
to_chat(orbiter, "<span class='notice'>Now orbiting [parent].</span>")
@@ -103,6 +103,8 @@
SEND_SIGNAL(parent, COMSIG_ATOM_ORBIT_END, orbiter, refreshing)
UnregisterSignal(orbiter, COMSIG_MOVABLE_MOVED)
orbiter.SpinAnimation(0, 0)
if(istype(orbiters[orbiter],/matrix)) //This is ugly.
orbiter.transform = orbiters[orbiter]
orbiters -= orbiter
orbiter.stop_orbit(src)
orbiter.orbiting = null
+2
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@@ -55,6 +55,7 @@
var/mob/living/carbon/human/H = destination
H.give_genitals(TRUE)//This gives the body the genitals of this DNA. Used for any transformations based on DNA
destination.flavor_text = destination.dna.features["flavor_text"] //Update the flavor_text to use new dna text
destination.ooc_text = destination.dna.features["ooc_text"] //Update the flavor_text to use new dna text
if(transfer_SE)
destination.dna.mutation_index = mutation_index
@@ -356,6 +357,7 @@
if(newfeatures)
dna.features = newfeatures
flavor_text = dna.features["flavor_text"] //Update the flavor_text to use new dna text
ooc_text = dna.features["ooc_text"] //Update the flavor_text to use new dna text
if(mrace)
var/datum/species/newrace = new mrace.type
+25 -25
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@@ -40,31 +40,44 @@
//Start with uniform,suit,backpack for additional slots
if(uniform)
H.equip_to_slot_or_del(new uniform(H),SLOT_W_UNIFORM)
H.equip_to_slot_or_store_and_del(new uniform(H),SLOT_W_UNIFORM)
if(suit)
H.equip_to_slot_or_del(new suit(H),SLOT_WEAR_SUIT)
H.equip_to_slot_or_store_and_del(new suit(H),SLOT_WEAR_SUIT)
if(back)
H.equip_to_slot_or_del(new back(H),SLOT_BACK)
if(!visualsOnly) // Items in pockets or backpack don't show up on mob's icon.
if(l_pocket)
H.equip_to_slot_or_store_and_del(new l_pocket(H),SLOT_L_STORE)
if(r_pocket)
H.equip_to_slot_or_store_and_del(new r_pocket(H),SLOT_R_STORE)
if(backpack_contents)
for(var/path in backpack_contents)
var/number = backpack_contents[path]
if(!isnum(number))//Default to 1
number = 1
for(var/i in 1 to number)
H.equip_to_slot_or_del(new path(H),SLOT_IN_BACKPACK)
if(belt)
H.equip_to_slot_or_del(new belt(H),SLOT_BELT)
H.equip_to_slot_or_store_and_del(new belt(H),SLOT_BELT)
if(gloves)
H.equip_to_slot_or_del(new gloves(H),SLOT_GLOVES)
H.equip_to_slot_or_store_and_del(new gloves(H),SLOT_GLOVES)
if(shoes)
H.equip_to_slot_or_del(new shoes(H),SLOT_SHOES)
H.equip_to_slot_or_store_and_del(new shoes(H),SLOT_SHOES)
if(head)
H.equip_to_slot_or_del(new head(H),SLOT_HEAD)
H.equip_to_slot_or_store_and_del(new head(H),SLOT_HEAD)
if(mask)
H.equip_to_slot_or_del(new mask(H),SLOT_WEAR_MASK)
H.equip_to_slot_or_store_and_del(new mask(H),SLOT_WEAR_MASK)
if(neck)
H.equip_to_slot_or_del(new neck(H),SLOT_NECK)
H.equip_to_slot_or_store_and_del(new neck(H),SLOT_NECK)
if(ears)
H.equip_to_slot_or_del(new ears(H),SLOT_EARS)
H.equip_to_slot_or_store_and_del(new ears(H),SLOT_EARS)
if(glasses)
H.equip_to_slot_or_del(new glasses(H),SLOT_GLASSES)
H.equip_to_slot_or_store_and_del(new glasses(H),SLOT_GLASSES)
if(id)
H.equip_to_slot_or_del(new id(H),SLOT_WEAR_ID)
H.equip_to_slot_or_store_and_del(new id(H),SLOT_WEAR_ID)
if(suit_store)
H.equip_to_slot_or_del(new suit_store(H),SLOT_S_STORE)
H.equip_to_slot_or_store_and_del(new suit_store(H),SLOT_S_STORE)
if(accessory)
var/obj/item/clothing/under/U = H.w_uniform
@@ -78,19 +91,6 @@
if(r_hand)
H.put_in_r_hand(new r_hand(H))
if(!visualsOnly) // Items in pockets or backpack don't show up on mob's icon.
if(l_pocket)
H.equip_to_slot_or_del(new l_pocket(H),SLOT_L_STORE)
if(r_pocket)
H.equip_to_slot_or_del(new r_pocket(H),SLOT_R_STORE)
if(backpack_contents)
for(var/path in backpack_contents)
var/number = backpack_contents[path]
if(!isnum(number))//Default to 1
number = 1
for(var/i in 1 to number)
H.equip_to_slot_or_del(new path(H),SLOT_IN_BACKPACK)
if(!H.head && toggle_helmet && istype(H.wear_suit, /obj/item/clothing/suit/space/hardsuit))
var/obj/item/clothing/suit/space/hardsuit/HS = H.wear_suit
HS.ToggleHelmet()
+1
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@@ -20,6 +20,7 @@
this["name"] = spawner
this["short_desc"] = ""
this["flavor_text"] = ""
this["ooc_text"] = ""
this["important_warning"] = ""
this["refs"] = list()
for(var/spawner_obj in GLOB.mob_spawners[spawner])
+3
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@@ -315,6 +315,9 @@
/atom/proc/examine(mob/user)
. = list("[get_examine_string(user, TRUE)].")
if(!isliving(src))
user.visible_message("<span class='notice'>[user] examines [src].</span>",\
"<span class='notice'>You examine [src].</span>")
if(desc)
. += desc
+1 -1
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@@ -28,7 +28,7 @@
var/moving_diagonally = 0 //0: not doing a diagonal move. 1 and 2: doing the first/second step of the diagonal move
var/list/client_mobs_in_contents // This contains all the client mobs within this container
var/list/acted_explosions //for explosion dodging
glide_size = 8
glide_size = 4
appearance_flags = TILE_BOUND|PIXEL_SCALE|LONG_GLIDE
var/datum/forced_movement/force_moving = null //handled soley by forced_movement.dm
var/floating = FALSE
+1 -1
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@@ -11,7 +11,7 @@
var/obj/item/assembly/signaler/anomaly/aSignal
var/area/impact_area
var/lifespan = 1190
var/lifespan = 1690
var/death_time
var/countdown_colour
+1 -1
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@@ -240,7 +240,7 @@ GLOBAL_LIST_EMPTY(external_rsc_urls)
prefs.last_ip = address //these are gonna be used for banning
prefs.last_id = computer_id //these are gonna be used for banning
fps = 40
fps = prefs.clientfps
if(fexists(roundend_report_file()))
add_verb(src, /client/proc/show_previous_roundend_report)
+58 -5
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@@ -69,6 +69,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
var/pda_skin = PDA_SKIN_ALT
var/list/alt_titles_preferences = list()
var/static/preview_job_outfit = TRUE //shouldn't be something that's saved, but this is a preference option
var/uses_glasses_colour = 0
@@ -179,7 +180,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
"womb_fluid" = /datum/reagent/consumable/femcum,
"ipc_screen" = "Sunburst",
"ipc_antenna" = "None",
"flavor_text" = ""
"flavor_text" = "",
"ooc_text" = ""
)
/// Security record note section
@@ -382,7 +384,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
if(2)
update_preview_icon()
dat += "<table><tr><td width='340px' height='300px' valign='top'>"
dat += "<h2>Flavor Text</h2>"
dat += "<h2>General Examine Text</h2>"
dat += "<a href='?_src_=prefs;preference=flavor_text;task=input'><b>Set Examine Text</b></a><br>"
if(length(features["flavor_text"]) <= 40)
if(!length(features["flavor_text"]))
@@ -391,6 +393,16 @@ GLOBAL_LIST_EMPTY(preferences_datums)
dat += "[features["flavor_text"]]"
else
dat += "[TextPreview(features["flavor_text"])]...<BR>"
dat += "<h2>OOC Text</h2>"
dat += "<a href='?_src_=prefs;preference=ooc_text;task=input'><b>Set OOC Text</b></a><br>"
if(length(features["ooc_text"]) <= 40)
if(!length(features["ooc_text"]))
dat += "\[...\]"
else
dat += "[features["ooc_text"]]"
else
dat += "[TextPreview(features["ooc_text"])]...<BR>"
dat += "<h2>Body</h2>"
dat += "<b>Gender:</b><a style='display:block;width:100px' href='?_src_=prefs;preference=gender'>[gender == MALE ? "Male" : (gender == FEMALE ? "Female" : (gender == PLURAL ? "Non-binary" : "Object"))]</a><BR>"
dat += "<b>Species:</b><a style='display:block;width:100px' href='?_src_=prefs;preference=species;task=input'>[pref_species.id]</a><BR>"
@@ -1049,8 +1061,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
if(!gear_tab)
gear_tab = GLOB.loadout_items[1]
dat += "<table align='center' width='100%'>"
dat += "<tr><td colspan=4><center><b><font color='[gear_points == 0 ? "#E62100" : "#CCDDFF"]'>[gear_points]</font> loadout points remaining.</b> \[<a href='?_src_=prefs;preference=gear;clear_loadout=1'>Clear Loadout</a>\]</center></td></tr>"
dat += "<tr><td colspan=4><center>You can only choose one item per category, unless it's an item that spawns in your backpack or hands.</center></td></tr>"
dat += "<tr><td colspan=4><center><b><font color='[gear_points == 0 ? "#E62100" : "#CCDDFF"]'>[gear_points]</font> loadout points remaining.</b> \[<a href='?_src_=prefs;preference=gear;clear_loadout=1'>Clear Loadout</a>\] \[<a href='?_src_=prefs;preference=gear;toggle_outfit_visibility=1'>[preview_job_outfit ? "Enable" : "Disable"] Job Outfit Preview</a>\]</center></td></tr>"
dat += "<tr><td colspan=4><center>You can only choose two items per category, unless it's an item that spawns in your backpack or hands.</center></td></tr>"
dat += "<tr><td colspan=4><center><b>"
var/firstcat = TRUE
for(var/i in GLOB.loadout_items)
@@ -1102,6 +1114,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
dat += "</table>"
if(4) //Antag Preferences
dat += "<table><tr><td width='340px' height='300px' valign='top'>"
dat += "<h1>Special Role Settings</h1>"
if(jobban_isbanned(user, ROLE_SYNDICATE))
dat += "<font color=red><h3><b>You are banned from antagonist roles.</b></h3></font>"
@@ -1122,6 +1135,13 @@ GLOBAL_LIST_EMPTY(preferences_datums)
else
dat += "<b>Be [capitalize(i)]:</b> <a href='?_src_=prefs;preference=be_special;be_special_type=[i]'>[(i in be_special) ? "Enabled" : "Disabled"]</a><br>"
dat += "<b>Midround Antagonist:</b> <a href='?_src_=prefs;preference=allow_midround_antag'>[(toggles & MIDROUND_ANTAG) ? "Enabled" : "Disabled"]</a><br>"
dat += "</td><td width='340px' height='300px' valign='top'>"
dat += "<h1>Sync Settings</h1>"
dat += "<b>Sync</b> antag prefs. with all characters: <a href='?_src_=prefs;preference=sync_antag_with_chars'>[(toggles & ANTAG_SYNC_WITH_CHARS) ? "Yes" : "No"]</a><br>"
dat += "<b>Copy</b> and save antag prefs. to all characters: <a href='?_src_=prefs;preference=copy_antag_to_chars'>Copy</a><br>"
dat += "<b>Reset</b> antag prefs. for this character: <a href='?_src_=prefs;preference=reset_antag'>Reset</a><br>"
dat += "</td></tr></table>"
dat += "<hr><center>"
@@ -1686,11 +1706,18 @@ GLOBAL_LIST_EMPTY(preferences_datums)
medical_records = rec
if("flavor_text")
var/msg = stripped_multiline_input(usr, "Set the flavor text in your 'examine' verb. This can also be used for OOC notes and preferences!", "Flavor Text", html_decode(features["flavor_text"]), MAX_MESSAGE_LEN, TRUE)
var/msg = stripped_multiline_input(usr, "Set the flavor text in your 'examine' verb. This should be IC, and description people can deduce at a quick glance.", "Flavor Text", html_decode(features["flavor_text"]), MAX_MESSAGE_LEN, TRUE)
if(msg)
msg = msg
features["flavor_text"] = msg
if("ooc_text")
var/msg = stripped_multiline_input(usr, "Set the OOC text in your 'examine' verb. This should be OOC only!", "OOC Text", html_decode(features["ooc_text"]), MAX_MESSAGE_LEN, TRUE)
if(msg)
msg = msg
features["ooc_text"] = msg
if("hide_ckey")
hide_ckey = !hide_ckey
if(user)
@@ -2524,6 +2551,30 @@ GLOBAL_LIST_EMPTY(preferences_datums)
if("allow_midround_antag")
toggles ^= MIDROUND_ANTAG
if("sync_antag_with_chars")
toggles ^= ANTAG_SYNC_WITH_CHARS
if(!(toggles & ANTAG_SYNC_WITH_CHARS) && path)
var/savefile/S = new /savefile(path)
if(S)
S["special_roles"] >> be_special
if("copy_antag_to_chars")
if(path)
var/savefile/S = new /savefile(path)
if(S)
var/initial_cd = S.cd
for(var/i=1, i<=max_save_slots, i++)
S.cd = "/character[i]"
if(S["real_name"])
WRITE_FILE(S["special_roles"], be_special)
S.cd = initial_cd
to_chat(parent, "<span class='notice'>Successfully copied antagonist preferences to all characters.</span>")
else
to_chat(parent, "<span class='notice'>Could not write to file.</span>")
if("reset_antag")
be_special = list()
if("parallaxup")
parallax = WRAP(parallax + 1, PARALLAX_INSANE, PARALLAX_DISABLE + 1)
if (parent && parent.mob && parent.mob.hud_used)
@@ -2610,6 +2661,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
if(gear_points >= initial(G.cost))
LAZYADD(chosen_gear, G.type)
gear_points -= initial(G.cost)
if(href_list["toggle_outfit_visibility"])
preview_job_outfit = !preview_job_outfit
ShowChoices(user)
return 1
+13 -3
View File
@@ -366,7 +366,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
S["job_engsec_low"] >> job_engsec_low
//Antags
S["special_roles"] >> be_special
if(!(toggles & ANTAG_SYNC_WITH_CHARS))
S["special_roles"] >> be_special
//Quirks
S["all_quirks"] >> all_quirks
@@ -427,7 +428,7 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
//flavor text
//Let's make our players NOT cry desperately as we wipe their savefiles of their special snowflake texts:
if((S["flavor_text"] != "") && (S["flavor_text"] != null) && S["flavor_text"]) //If old text isn't null and isn't "" but still exists.
S["flavor_text"] >> features["flavor_text"] //Load old flavortext as current dna-based flavortext
S["flavor_text"] >> features["flavor_text"] //Load old flavortext as current dna-based flavortext
WRITE_FILE(S["feature_flavor_text"], features["flavor_text"]) //Save it in our new type of flavor-text
WRITE_FILE(S["flavor_text"] , "") //Remove old flavortext, completing the cut-and-paste into the new format.
@@ -435,6 +436,14 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
else //We have no old flavortext, default to new
S["feature_flavor_text"] >> features["flavor_text"]
if((S["ooc_text"] != "") && (S["ooc_text"] != null) && S["ooc_text"])
S["ooc_text"] >> features["ooc_text"]
WRITE_FILE(S["feature_ooc_text"], features["ooc_text"]) //Save it in our new type of flavor-text
WRITE_FILE(S["ooc_text"], "") //Remove old flavortext, completing the cut-and-paste into the new format.
else
S["feature_ooc_text"] >> features["ooc_text"]
//try to fix any outdated data if necessary
if(needs_update >= 0)
@@ -606,7 +615,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
WRITE_FILE(S["medical_records"] , medical_records)
//Misc.
WRITE_FILE(S["special_roles"] , be_special) //Preferences don't load every character change
if(!(toggles & ANTAG_SYNC_WITH_CHARS))
WRITE_FILE(S["special_roles"] , be_special) //Preferences don't load every character change
WRITE_FILE(S["hide_ckey"] , hide_ckey)
WRITE_FILE(S["all_quirks"] , all_quirks)
+9 -1
View File
@@ -963,4 +963,12 @@
icon_state = "enzojacket"
item_state = "enzojacket"
body_parts_covered = CHEST|ARMS
//End
//End
//Might get moved later since I have no clue where to put this stuff for now - Luke_vale
/obj/item/clothing/suit/toggle/labcoat/formallab
name = "winter labcoat"
desc = "A stark white labcoat, thicker and kitted out with extra fluff to keep you warm even on the coldest of mad sceinctist nights."
icon_state = "labcoat_formal"
item_state = "labcoat_formal"
body_parts_covered = CHEST|ARMS
+6
View File
@@ -24,6 +24,8 @@
var/list/gamemode_blacklist = list() // Event won't happen in these gamemodes
var/list/gamemode_whitelist = list() // Event will happen ONLY in these gamemodes if not empty
var/list/map_blacklist = list() //Event won't run if this contains the current station map. Must be contain something like "BoxStation.dmm". Capitalization matters.
var/list/map_whitelist = list() //Same as above, except only for these maps
var/triggering //admin cancellation
@@ -50,6 +52,10 @@
return FALSE
if(gamemode_whitelist.len && !(gamemode in gamemode_whitelist))
return FALSE
if(map_blacklist.len && (SSmapping.config.map_file in map_blacklist)) //HYPER EDIT: certain maps will get special events
return FALSE
if(map_whitelist.len && !(SSmapping.config.map_file in map_whitelist))
return FALSE
if(holidayID && (!SSevents.holidays || !SSevents.holidays[holidayID]))
return FALSE
return TRUE
@@ -79,7 +79,9 @@
for(var/I in assembly_components)
var/obj/item/integrated_circuit/IC = I
. += IC.external_examine(user)
var/stringy_string = IC.external_examine(user)
if(stringy_string)
. += stringy_string
if(opened)
interact(user)
@@ -174,43 +174,6 @@
)
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/integrated_circuit/output/sound/beepsky
name = "securitron sound circuit"
desc = "Takes a sound name as an input, and will play said sound when pulsed. This circuit is similar to those used in Securitrons."
sounds = list(
"creep" = 'sound/voice/beepsky/creep.ogg',
"criminal" = 'sound/voice/beepsky/criminal.ogg',
"freeze" = 'sound/voice/beepsky/freeze.ogg',
"god" = 'sound/voice/beepsky/god.ogg',
"i am the law" = 'sound/voice/beepsky/iamthelaw.ogg',
"insult" = 'sound/voice/beepsky/insult.ogg',
"radio" = 'sound/voice/beepsky/radio.ogg',
"secure day" = 'sound/voice/beepsky/secureday.ogg',
)
spawn_flags = IC_SPAWN_RESEARCH
/obj/item/integrated_circuit/output/sound/medbot
name = "medbot sound circuit"
desc = "Takes a sound name as an input, and will play said sound when pulsed. This circuit is often found in medical robots."
sounds = list(
"surgeon" = 'sound/voice/medbot/surgeon.ogg',
"radar" = 'sound/voice/medbot/radar.ogg',
"feel better" = 'sound/voice/medbot/feelbetter.ogg',
"patched up" = 'sound/voice/medbot/patchedup.ogg',
"injured" = 'sound/voice/medbot/injured.ogg',
"insult" = 'sound/voice/medbot/insult.ogg',
"coming" = 'sound/voice/medbot/coming.ogg',
"help" = 'sound/voice/medbot/help.ogg',
"live" = 'sound/voice/medbot/live.ogg',
"lost" = 'sound/voice/medbot/lost.ogg',
"flies" = 'sound/voice/medbot/flies.ogg',
"catch" = 'sound/voice/medbot/catch.ogg',
"delicious" = 'sound/voice/medbot/delicious.ogg',
"apple" = 'sound/voice/medbot/apple.ogg',
"no" = 'sound/voice/medbot/no.ogg',
)
spawn_flags = IC_SPAWN_RESEARCH
/obj/item/integrated_circuit/output/sound/vox
name = "ai vox sound circuit"
desc = "Takes a sound name as an input, and will play said sound when pulsed. This circuit is often found in AI announcement systems."
+1 -1
View File
@@ -224,7 +224,7 @@
if(!J)
J = SSjob.GetJob(H.job)
if(H.nameless && J.dresscodecompliant)
if(H.nameless)
if(J.title in GLOB.command_positions)
H.real_name = J.title
else
@@ -56,25 +56,7 @@
return
stored.attack_hand(src) // take out thing from backpack
return
switch(_key)
if("Shift")
if(!user.prefs.sprint_spacebar)
user.prefs.sprint_toggle ? togglesprint() : sprint_hotkey(TRUE) //Yes, this looks hacky. Yes, this works.
return
if("Space")
if(user.prefs.sprint_spacebar)
user.prefs.sprint_toggle ? togglesprint() : sprint_hotkey(TRUE)
return
return ..()
/mob/living/carbon/human/key_up(_key, client/user)
switch(_key)
if("Shift")
if(!user.prefs.sprint_spacebar && !user.prefs.sprint_toggle)
sprint_hotkey(FALSE)
return
if("Space")
if(user.prefs.sprint_spacebar && !user.prefs.sprint_toggle)
sprint_hotkey(FALSE)
return
return ..()
@@ -9,14 +9,7 @@
if("Q")
uneq_active()
return
if("Shift")
sprint_hotkey(TRUE)
return
return ..()
/mob/living/silicon/robot/key_up(_key, client/user)
switch(_key)
if("Shift")
sprint_hotkey(FALSE)
return
return ..()
@@ -51,6 +51,12 @@
var/datum/job/previewJob
var/highRankFlag = job_civilian_high | job_medsci_high | job_engsec_high
if(chosen_gear && current_tab != 2)
for(var/A in chosen_gear)
var/datum/gear/G = new A //Shouldn't really be anything else, but byond fuckery
if(!mannequin.get_item_by_slot(G.category))
mannequin.equip_to_appropriate_slot(new G.path)
if(job_civilian_low & ASSISTANT)
previewJob = SSjob.GetJob("Assistant")
else if(highRankFlag)
@@ -67,7 +73,7 @@
previewJob = job
break
if(previewJob)
if(previewJob && preview_job_outfit)
if(current_tab != 2)
mannequin.job = previewJob.title
previewJob.equip(mannequin, TRUE)
@@ -22,4 +22,4 @@
/datum/sprite_accessory/body_markings/lbelly
name = "Light Belly"
icon_state = "lbelly"
gender_specific = 1
gender_specific = 1
@@ -21,4 +21,10 @@
name = "Cobra Hood"
icon_state = "cobrahood"
color_src = MATRIXED
icon = 'hyperstation/icons/mob/snek.dmi'
/datum/sprite_accessory/frills/cobraslim
name = "Narrow Cobra Hood"
icon_state = "cobraslim"
color_src = MATRIXED
icon = 'hyperstation/icons/mob/snek.dmi'
@@ -15,4 +15,5 @@
/datum/sprite_accessory/snouts/roundlight
name = "Round + Light"
icon_state = "roundlight"
icon_state = "roundlight"
@@ -74,6 +74,18 @@
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails/lizard/gecko
name = "Gecko"
icon_state = "gecko"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails_animated/lizard/gecko
name = "Gecko"
icon_state = "gecko"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails/lizard/snaketail
name = "Snaketail"
icon_state = "snaketail"
@@ -8,6 +8,7 @@
var/t_is = p_are()
var/obscure_name
var/dispSize = round(12*size_multiplier) // gets the character's sprite size percent and converts it to the nearest half foot
var/output = ""
if(isliving(user))
var/mob/living/L = user
@@ -23,11 +24,16 @@
if (vassDesc != "")
. += vassDesc
output = "<center>"
var/list/obscured = check_obscured_slots()
var/skipface = (wear_mask && (wear_mask.flags_inv & HIDEFACE)) || (head && (head.flags_inv & HIDEFACE))
if(ishuman(src)) //user just returned, y'know, the user's own species. dumb.
var/mob/living/carbon/human/H = src
if(gender)
output += "[icon2html('hyperstation/icons/chat/gender.dmi', world, gender)]"
output += "<b>[src.name]</b>"
var/datum/species/pref_species = H.dna.species
if(get_visible_name() == "Unknown") // same as flavor text, but hey it works.
. += "You can't make out what species they are."
@@ -35,6 +41,8 @@
. += "You can't make out what species they are."
else
. += "[t_He] [t_is] a [H.dna.custom_species ? H.dna.custom_species : pref_species.name]!"
output += "([H.dna.custom_species ? H.dna.custom_species : pref_species.name])"
output += "</center>"
//uniform
if(w_uniform && !(SLOT_W_UNIFORM in obscured))
@@ -408,16 +416,30 @@
else if(isobserver(user) && traitstring)
. += "<span class='info'><b>Traits:</b> [traitstring]</span>"
if(print_flavor_text())
output += "<br><b>General</b>"
if(get_visible_name() == "Unknown") //Are we sure we know who this is? Don't show flavor text unless we can recognize them. Prevents certain metagaming with impersonation.
. += "...?"
output += "<br>...?"
else if(skipface) //Sometimes we're not unknown, but impersonating someone in a hardsuit, let's not reveal our flavor text then either.
. += "...?"
output += "<br>...?"
else
. += "[print_flavor_text()]"
output += "<br>[url_encode(flavor_text)]"
if(ooc_text)
output += "<br><br><i><b>OOC</b>"
output += "<br>[url_encode(ooc_text)]"
SEND_SIGNAL(src, COMSIG_PARENT_EXAMINE, user, msg)
. += "*---------*</span>"
//stat panel
if(ishuman(src))
user.client << output(output, "statbrowser:update_examine") //open the examine window
user.client << output(null, "statbrowser:create_mobexamine") //open the examine window
/mob/living/proc/status_effect_examines(pronoun_replacement) //You can include this in any mob's examine() to show the examine texts of status effects!
var/list/dat = list()
if(!pronoun_replacement)
@@ -29,9 +29,6 @@
. = ..()
if(CONFIG_GET(flag/disable_stambuffer))
togglesprint()
AddComponent(/datum/component/redirect, list(COMSIG_COMPONENT_CLEAN_ACT = CALLBACK(src, /mob/living/carbon/human/clean_blood)))
@@ -70,3 +70,4 @@
var/last_fire_update
var/account_id
can_be_held = "micro"
appearance_flags = KEEP_TOGETHER|TILE_BOUND|PIXEL_SCALE|LONG_GLIDE
@@ -10,6 +10,9 @@
mutantears = /obj/item/organ/ears/cat
mutanttail = /obj/item/organ/tail/cat
liked_food = MEAT | RAW | DAIRY
disliked_food = FRIED | FRUIT
/datum/species/human/felinid/qualifies_for_rank(rank, list/features)
return TRUE
+1 -1
View File
@@ -541,7 +541,7 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
/mob/living/carbon/handle_status_effects()
..()
if(getStaminaLoss() && !combatmode)//CIT CHANGE - prevents stamina regen while combat mode is active
adjustStaminaLoss(resting ? (recoveringstam ? -7.5 : -3) : -1.5)//CIT CHANGE - decreases adjuststaminaloss to stop stamina damage from being such a joke
adjustStaminaLoss(resting ? (recoveringstam ? -7.5 : -3) : -1.5)
if(!recoveringstam && incomingstammult != 1)
incomingstammult = max(0.01, incomingstammult)
@@ -85,7 +85,7 @@
ranged = 1
retreat_distance = 5
minimum_distance = 5
move_to_delay = 4
move_to_delay = 7
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab/xeno = 4,
/obj/item/stack/sheet/animalhide/xeno = 1)
projectiletype = /obj/item/projectile/neurotox
@@ -133,7 +133,7 @@
icon_living = "alienq"
icon_dead = "alienq_dead"
bubble_icon = "alienroyal"
move_to_delay = 4
move_to_delay = 7
maxHealth = 400
health = 400
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab/xeno = 10,
@@ -30,7 +30,7 @@
health = 10
spacewalk = TRUE
faction = list("hostile")
move_to_delay = 0
move_to_delay = 1
obj_damage = 0
environment_smash = ENVIRONMENT_SMASH_NONE
mouse_opacity = MOUSE_OPACITY_OPAQUE
@@ -87,7 +87,7 @@
melee_damage_lower += rand(4, 10)
melee_damage_upper += rand(10,20)
maxHealth += rand(40,60)
move_to_delay = rand(3,7)
move_to_delay = rand(5,8)
/mob/living/simple_animal/hostile/carp/cayenne
name = "Cayenne"
@@ -40,7 +40,7 @@
faction = list("spiders")
var/busy = SPIDER_IDLE
pass_flags = PASSTABLE
move_to_delay = 6
move_to_delay = 7
ventcrawler = VENTCRAWLER_ALWAYS
attacktext = "bites"
attack_sound = 'sound/weapons/bite.ogg'
@@ -140,7 +140,7 @@
melee_damage_lower = 10
melee_damage_upper = 20
poison_per_bite = 5
move_to_delay = 5
move_to_delay = 7
//vipers are the rare variant of the hunter, no IMMEDIATE damage but so much poison medical care will be needed fast.
/mob/living/simple_animal/hostile/poison/giant_spider/hunter/viper
@@ -154,7 +154,7 @@
melee_damage_lower = 1
melee_damage_upper = 1
poison_per_bite = 12
move_to_delay = 4
move_to_delay = 5
poison_type = /datum/reagent/toxin/venom //all in venom, glass cannon. you bite 5 times and they are DEFINITELY dead, but 40 health and you are extremely obvious. Ambush, maybe?
speed = 1
gold_core_spawnable = NO_SPAWN
@@ -171,7 +171,7 @@
melee_damage_lower = 35
melee_damage_upper = 40
poison_per_bite = 0
move_to_delay = 8
move_to_delay = 10
speed = 7
status_flags = NONE
mob_size = MOB_SIZE_LARGE
@@ -17,7 +17,7 @@
var/projectiletype //set ONLY it and NULLIFY casingtype var, if we have ONLY projectile
var/projectilesound
var/casingtype //set ONLY it and NULLIFY projectiletype, if we have projectile IN CASING
var/move_to_delay = 3 //delay for the automated movement.
var/move_to_delay = 5 //delay for the automated movement.
var/list/friends = list()
var/list/emote_taunt = list()
var/taunt_chance = 0
@@ -33,7 +33,7 @@ Difficulty: Medium
movement_type = GROUND
speak_emote = list("roars")
speed = 1
move_to_delay = 2
move_to_delay = 4
projectiletype = /obj/item/projectile/kinetic/miner
projectilesound = 'sound/weapons/kenetic_accel.ogg'
ranged = 1
@@ -40,7 +40,7 @@ Difficulty: Hard
melee_damage_lower = 40
melee_damage_upper = 40
speed = 1
move_to_delay = 10
move_to_delay = 15
ranged_cooldown_time = 10
ranged = 1
pixel_x = -32
@@ -38,7 +38,7 @@ Difficulty: Very Hard
melee_damage_lower = 40
melee_damage_upper = 40
speed = 1
move_to_delay = 10
move_to_delay = 14
ranged = 1
pixel_x = -32
del_on_death = 1
@@ -64,7 +64,7 @@ Difficulty: Very Hard
ranged_cooldown = world.time + 30
telegraph()
dir_shots(GLOB.alldirs)
move_to_delay = 3
move_to_delay = 5
return
else
move_to_delay = initial(move_to_delay)
@@ -48,7 +48,7 @@ Difficulty: Medium
melee_damage_lower = 40
melee_damage_upper = 40
speed = 1
move_to_delay = 5
move_to_delay = 8
ranged = 1
pixel_x = -16
crusher_loot = list(/obj/structure/closet/crate/necropolis/dragon/crusher)
@@ -138,7 +138,7 @@ Difficulty: Medium
/mob/living/simple_animal/hostile/megafauna/dragon/proc/fire_wall(dir)
var/list/hit_things = list(src)
var/turf/E = get_edge_target_turf(src, dir)
var/range = 10
var/range = 8
var/turf/previousturf = get_turf(src)
for(var/turf/J in getline(src,E))
if(!range || (J != previousturf && (!previousturf.atmos_adjacent_turfs || !previousturf.atmos_adjacent_turfs[J])))
@@ -52,7 +52,7 @@ Difficulty: Normal
melee_damage_upper = 20
blood_volume = 0
speed = 1
move_to_delay = 11
move_to_delay = 15
ranged = 1
ranged_cooldown_time = 40
aggro_vision_range = 21 //so it can see to one side of the arena to the other
@@ -66,9 +66,9 @@ Difficulty: Normal
var/burst_range = 3 //range on burst aoe
var/beam_range = 5 //range on cross blast beams
var/chaser_speed = 2 //how fast chasers are currently
var/chaser_speed = 1 //how fast chasers are currently
var/chaser_cooldown = 50 //base cooldown/cooldown var between spawning chasers
var/major_attack_cooldown = 40 //base cooldown for major attacks
var/major_attack_cooldown = 60 //base cooldown for major attacks
var/arena_cooldown = 200 //base cooldown/cooldown var for creating an arena
var/blinking = FALSE //if we're doing something that requires us to stand still and not attack
var/obj/effect/hierophant/spawned_beacon //the beacon we teleport back to
@@ -32,7 +32,7 @@ Difficulty: Medium
melee_damage_lower = 25
melee_damage_upper = 25
speed = 1
move_to_delay = 2
move_to_delay = 4
ranged = 1
del_on_death = 1
retreat_distance = 5
@@ -88,7 +88,7 @@ Difficulty: Medium
retreat_distance = 0
minimum_distance = 0
speed = 0
move_to_delay = 1
move_to_delay = 2
charging = 1
addtimer(CALLBACK(src, .proc/reset_charge), 50)
@@ -97,7 +97,7 @@ Difficulty: Medium
retreat_distance = 5
minimum_distance = 5
speed = 1
move_to_delay = 2
move_to_delay = 4
charging = 0
/mob/living/simple_animal/hostile/megafauna/legion/death()
@@ -7,7 +7,7 @@
icon_aggro = "curseblob"
mob_biotypes = MOB_SPIRIT
movement_type = FLYING
move_to_delay = 5
move_to_delay = 7
vision_range = 20
aggro_vision_range = 20
maxHealth = 40 //easy to kill, but oh, will you be seeing a lot of them.
@@ -11,7 +11,7 @@
mob_biotypes = MOB_ORGANIC|MOB_BEAST
vision_range = 2
aggro_vision_range = 9
move_to_delay = 5
move_to_delay = 7
friendly = "harmlessly rolls into"
maxHealth = 45
health = 45
@@ -65,7 +65,7 @@
icon_dead = "Hivelordbrood"
icon_gib = "syndicate_gib"
mouse_opacity = MOUSE_OPACITY_OPAQUE
move_to_delay = 1
move_to_delay = 3
friendly = "buzzes near"
vision_range = 10
speed = 3
@@ -10,7 +10,7 @@
icon_gib = "syndicate_gib"
mob_biotypes = MOB_ORGANIC|MOB_BEAST
mouse_opacity = MOUSE_OPACITY_ICON
move_to_delay = 5
move_to_delay = 8
friendly = "floats near"
speak_emote = list("puffs")
vision_range = 5
@@ -88,7 +88,7 @@
F.throw_message = "is absorbed by the girth of the"
F.retreat_distance = null
F.minimum_distance = 1
F.move_to_delay = 6
F.move_to_delay = 8
F.environment_smash = ENVIRONMENT_SMASH_WALLS
F.mob_size = MOB_SIZE_LARGE
F.speed = 1
@@ -106,7 +106,7 @@
throw_message = "is avoided by the"
retreat_distance = 9
minimum_distance = 9
move_to_delay = 2
move_to_delay = 3
inflate_cooldown = 4
environment_smash = ENVIRONMENT_SMASH_NONE
mob_size = MOB_SIZE_SMALL
+14 -4
View File
@@ -235,15 +235,19 @@ mob/visible_message(message, self_message, blind_message, vision_distance = DEFA
//set qdel_on_fail to have it delete W if it fails to equip
//set disable_warning to disable the 'you are unable to equip that' warning.
//unset redraw_mob to prevent the mob from being redrawn at the end.
/mob/proc/equip_to_slot_if_possible(obj/item/W, slot, qdel_on_fail = FALSE, disable_warning = FALSE, redraw_mob = TRUE, bypass_equip_delay_self = FALSE)
/mob/proc/equip_to_slot_if_possible(obj/item/W, slot, qdel_on_fail = FALSE, disable_warning = FALSE, redraw_mob = TRUE, bypass_equip_delay_self = FALSE, store = FALSE)
if(!istype(W))
return FALSE
if(!W.mob_can_equip(src, null, slot, disable_warning, bypass_equip_delay_self))
if(store && istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
var/obj/item/storage/backpack/BP = H.back
if(BP)
return SEND_SIGNAL(BP, COMSIG_TRY_STORAGE_INSERT, W, null, TRUE, TRUE)
if(qdel_on_fail)
qdel(W)
else
if(!disable_warning)
to_chat(src, "<span class='warning'>You are unable to equip that!</span>")
else if(!disable_warning)
to_chat(src, "<span class='warning'>You are unable to equip that!</span>")
return FALSE
equip_to_slot(W, slot, redraw_mob) //This proc should not ever fail.
return TRUE
@@ -258,6 +262,12 @@ mob/visible_message(message, self_message, blind_message, vision_distance = DEFA
/mob/proc/equip_to_slot_or_del(obj/item/W, slot)
return equip_to_slot_if_possible(W, slot, TRUE, TRUE, FALSE, TRUE)
/mob/proc/equip_to_slot_or_store(obj/item/W, slot)
return equip_to_slot_if_possible(W, slot, FALSE, TRUE, FALSE, TRUE, TRUE)
/mob/proc/equip_to_slot_or_store_and_del(obj/item/W, slot)
return equip_to_slot_if_possible(W, slot, TRUE, TRUE, FALSE, TRUE, TRUE)
//puts the item "W" into an appropriate slot in a human's inventory
//returns 0 if it cannot, 1 if successful
/mob/proc/equip_to_appropriate_slot(obj/item/W)
+1
View File
@@ -130,6 +130,7 @@
var/updating_glide_size = TRUE
var/flavor_text = ""
var/ooc_text = ""
var/flavor_text_2 = "" //version of the above that only lasts for the current round.
///////TYPING INDICATORS///////
+1 -1
View File
@@ -108,7 +108,7 @@
. = ..()
if((direct & (direct - 1)) && mob.loc == n) //moved diagonally successfully
add_delay *= 2
add_delay *= 1.66
move_delay += add_delay
mob.set_glide_size(DELAY_TO_GLIDE_SIZE(add_delay))
if(.) // If mob is null here, we deserve the runtime
+1 -1
View File
@@ -6,7 +6,7 @@
set src in usr
if(usr != src)
to_chat(usr, "No.")
var/msg = stripped_multiline_input(usr, "Set the flavor text in your 'examine' verb. This can also be used for OOC notes and preferences!", "Flavor Text", html_decode(flavor_text), MAX_MESSAGE_LEN, TRUE)
var/msg = stripped_multiline_input(usr, "Set the flavor text in your 'examine' verb. IC only!", "Flavor Text", html_decode(flavor_text), MAX_MESSAGE_LEN, TRUE)
if(msg)
flavor_text = html_encode(msg)
+1 -1
View File
@@ -9,7 +9,7 @@
/obj/vehicle/ridden/atv/Initialize()
. = ..()
var/datum/component/riding/D = LoadComponent(/datum/component/riding)
D.vehicle_move_delay = 1
D.vehicle_move_delay = 1.5
D.set_riding_offsets(RIDING_OFFSET_ALL, list(TEXT_NORTH = list(0, 4), TEXT_SOUTH = list(0, 4), TEXT_EAST = list(0, 4), TEXT_WEST = list( 0, 4)))
D.set_vehicle_dir_layer(SOUTH, ABOVE_MOB_LAYER)
D.set_vehicle_dir_layer(NORTH, OBJ_LAYER)
+1 -1
View File
@@ -12,7 +12,7 @@
. = ..()
var/datum/component/riding/D = LoadComponent(/datum/component/riding)
D.set_riding_offsets(RIDING_OFFSET_ALL, list(TEXT_NORTH = list(0, 4), TEXT_SOUTH = list(0, 4), TEXT_EAST = list(0, 4), TEXT_WEST = list( 0, 4)))
D.vehicle_move_delay = 0
D.vehicle_move_delay = 1.5
/obj/vehicle/ridden/bicycle/buckle_mob(mob/living/M, force = 0, check_loc = 1)
if(prob(easter_egg_chance) || (SSevents.holidays && SSevents.holidays[APRIL_FOOLS]))
+1 -1
View File
@@ -64,6 +64,6 @@
/obj/vehicle/ridden/lavaboat/dragon/Initialize()
. = ..()
var/datum/component/riding/D = LoadComponent(/datum/component/riding)
D.vehicle_move_delay = 1
D.vehicle_move_delay = 1.5
D.set_riding_offsets(RIDING_OFFSET_ALL, list(TEXT_NORTH = list(1, 2), TEXT_SOUTH = list(1, 2), TEXT_EAST = list(1, 2), TEXT_WEST = list( 1, 2)))
D.keytype = null
+4 -4
View File
@@ -49,7 +49,7 @@
/obj/vehicle/ridden/scooter/skateboard/Initialize()
. = ..()
var/datum/component/riding/D = LoadComponent(/datum/component/riding)
D.vehicle_move_delay = 1
D.vehicle_move_delay = 2
D.set_vehicle_dir_layer(SOUTH, ABOVE_MOB_LAYER)
D.set_vehicle_dir_layer(NORTH, OBJ_LAYER)
D.set_vehicle_dir_layer(EAST, OBJ_LAYER)
@@ -97,11 +97,11 @@
. = ..()
var/datum/component/riding/R = src.GetComponent(/datum/component/riding)
if (!adjusted_speed)
R.vehicle_move_delay = 0
R.vehicle_move_delay = 1.5
to_chat(user, "<span class='notice'>You adjust the wheels on [src] to make it go faster.</span>")
adjusted_speed = TRUE
else
R.vehicle_move_delay = 1
R.vehicle_move_delay = 2
to_chat(user, "<span class='notice'>You adjust the wheels on [src] to make it go slower.</span>")
adjusted_speed = FALSE
return TRUE
@@ -176,7 +176,7 @@
/obj/vehicle/ridden/scooter/wheelys/Initialize()
. = ..()
var/datum/component/riding/D = LoadComponent(/datum/component/riding)
D.vehicle_move_delay = 0
D.vehicle_move_delay = 2
D.set_vehicle_dir_layer(SOUTH, ABOVE_MOB_LAYER)
D.set_vehicle_dir_layer(NORTH, OBJ_LAYER)
D.set_vehicle_dir_layer(EAST, OBJ_LAYER)
+2 -2
View File
@@ -21,7 +21,7 @@
add_overlay(overlay)
var/datum/component/riding/D = LoadComponent(/datum/component/riding)
D.set_riding_offsets(RIDING_OFFSET_ALL, list(TEXT_NORTH = list(0, -8), TEXT_SOUTH = list(0, 4), TEXT_EAST = list(-10, 5), TEXT_WEST = list( 10, 5)))
D.vehicle_move_delay = 0
D.vehicle_move_delay = 1
D.set_vehicle_dir_offsets(NORTH, -16, -16)
D.set_vehicle_dir_offsets(SOUTH, -16, -16)
D.set_vehicle_dir_offsets(EAST, -18, 0)
@@ -54,7 +54,7 @@
. = ..()
add_overlay(overlay)
var/datum/component/riding/D = LoadComponent(/datum/component/riding)
D.vehicle_move_delay = 0
D.vehicle_move_delay = 1
D.set_riding_offsets(1, list(TEXT_NORTH = list(-10, -4), TEXT_SOUTH = list(16, 3), TEXT_EAST = list(-4, 30), TEXT_WEST = list(4, -3)))
D.set_riding_offsets(2, list(TEXT_NORTH = list(19, -5, 4), TEXT_SOUTH = list(-13, 3, 4), TEXT_EAST = list(-4, -3, 4.1), TEXT_WEST = list(4, 28, 3.9)))
D.set_riding_offsets(3, list(TEXT_NORTH = list(-10, -18, 4.2), TEXT_SOUTH = list(16, 25, 3.9), TEXT_EAST = list(-22, 30), TEXT_WEST = list(22, -3, 4.1)))
+1 -1
View File
@@ -15,7 +15,7 @@
/obj/vehicle/ridden/wheelchair/Initialize()
. = ..()
var/datum/component/riding/D = LoadComponent(/datum/component/riding)
D.vehicle_move_delay = 0
D.vehicle_move_delay = 1
D.set_vehicle_dir_layer(SOUTH, OBJ_LAYER)
D.set_vehicle_dir_layer(NORTH, ABOVE_MOB_LAYER)
D.set_vehicle_dir_layer(EAST, OBJ_LAYER)
+2 -1
View File
@@ -123,7 +123,8 @@
/obj/item/clothing/head/cowboyhat/white = 3,
/obj/item/clothing/head/cowboyhat/pink = 3,
/obj/item/clothing/shoes/cowboyboots = 3,
/obj/item/clothing/shoes/cowboyboots/black = 3)
/obj/item/clothing/shoes/cowboyboots/black = 3,
/obj/item/clothing/under/polychromic/vsweater = 3)
contraband = list(/obj/item/clothing/under/syndicate/tacticool = 3,
/obj/item/clothing/under/syndicate/tacticool/skirt = 3,
/obj/item/clothing/mask/balaclava = 3,