Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Dahlular
2021-04-17 21:05:19 -06:00
165 changed files with 9717 additions and 130362 deletions
+1
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@@ -66,6 +66,7 @@
#define ACCESS_CLONING 68 //Cloning room and clone pod ejection
#define ACCESS_ENTER_GENPOP 69
#define ACCESS_LEAVE_GENPOP 70
#define ACCESS_PSYCH 71
//BEGIN CENTCOM ACCESS
/*Should leave plenty of room if we need to add more access levels.
+3
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@@ -89,6 +89,9 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
#define isxenoperson(A) (is_species(A, /datum/species/xeno))
#define isstartjelly(A) (is_species(A, /datum/species/jelly/roundstartslime))
// Hyperstation Carbon Stuff
#define iswendigo(A) (istype(A, /mob/living/carbon/wendigo))
//more carbon mobs
#define ismonkey(A) (istype(A, /mob/living/carbon/monkey))
+1
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@@ -27,6 +27,7 @@
#define VIROLOGIST (1<<6)
#define JR_DOCTOR (1<<7)
#define JR_SCIENTIST (1<<9)
#define MED_PSYCH (1<<14)
#define CIVILIAN (1<<2)
-2
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@@ -226,5 +226,3 @@
#define FORCE_BOOLEAN(x) ((x)? TRUE : FALSE)
#define TILES_TO_PIXELS(tiles) (tiles * PIXELS)
#define CLAMP(CLVALUE,CLMIN,CLMAX) clamp(CLVALUE, CLMIN, CLMAX)
+1
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@@ -69,6 +69,7 @@
#define ALIEN_BODYPART "alien"
#define LARVA_BODYPART "larva"
#define DEVIL_BODYPART "devil"
#define WENDIGO_BODYPART "wendigo"
/*see __DEFINES/inventory.dm for bodypart bitflag defines*/
// Health/damage defines for carbon mobs
+58 -4
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@@ -5,10 +5,11 @@
#define CHANNEL_JUKEBOX 1021
#define CHANNEL_JUKEBOX_START 1016 //The gap between this and CHANNEL_JUKEBOX determines the amount of free jukebox channels. This currently allows 6 jukebox channels to exist.
#define CHANNEL_JUSTICAR_ARK 1015
#define CHANNEL_HEARTBEAT 1014 //sound channel for heartbeats
#define CHANNEL_AMBIENCE 1013
#define CHANNEL_BUZZ 1012
#define CHANNEL_BICYCLE 1011
#define CHANNEL_HEARTBEAT 1020 //sound channel for heartbeats
#define CHANNEL_AMBIENCE 1019
#define CHANNEL_BUZZ 1018
#define CHANNEL_BICYCLE 1017
//CIT CHANNELS - TRY NOT TO REGRESS
#define CHANNEL_PRED 1010
@@ -79,3 +80,56 @@
'sound/hallucinations/growl3.ogg', 'sound/hallucinations/im_here1.ogg', 'sound/hallucinations/im_here2.ogg', 'sound/hallucinations/i_see_you1.ogg', 'sound/hallucinations/i_see_you2.ogg',\
'sound/hallucinations/look_up1.ogg', 'sound/hallucinations/look_up2.ogg', 'sound/hallucinations/over_here1.ogg', 'sound/hallucinations/over_here2.ogg', 'sound/hallucinations/over_here3.ogg',\
'sound/hallucinations/turn_around1.ogg', 'sound/hallucinations/turn_around2.ogg', 'sound/hallucinations/veryfar_noise.ogg', 'sound/hallucinations/wail.ogg')
//default byond sound environments
#define SOUND_ENVIRONMENT_NONE -1
#define SOUND_ENVIRONMENT_GENERIC 0
#define SOUND_ENVIRONMENT_PADDED_CELL 1
#define SOUND_ENVIRONMENT_ROOM 2
#define SOUND_ENVIRONMENT_BATHROOM 3
#define SOUND_ENVIRONMENT_LIVINGROOM 4
#define SOUND_ENVIRONMENT_STONEROOM 5
#define SOUND_ENVIRONMENT_AUDITORIUM 6
#define SOUND_ENVIRONMENT_CONCERT_HALL 7
#define SOUND_ENVIRONMENT_CAVE 8
#define SOUND_ENVIRONMENT_ARENA 9
#define SOUND_ENVIRONMENT_HANGAR 10
#define SOUND_ENVIRONMENT_CARPETED_HALLWAY 11
#define SOUND_ENVIRONMENT_HALLWAY 12
#define SOUND_ENVIRONMENT_STONE_CORRIDOR 13
#define SOUND_ENVIRONMENT_ALLEY 14
#define SOUND_ENVIRONMENT_FOREST 15
#define SOUND_ENVIRONMENT_CITY 16
#define SOUND_ENVIRONMENT_MOUNTAINS 17
#define SOUND_ENVIRONMENT_QUARRY 18
#define SOUND_ENVIRONMENT_PLAIN 19
#define SOUND_ENVIRONMENT_PARKING_LOT 20
#define SOUND_ENVIRONMENT_SEWER_PIPE 21
#define SOUND_ENVIRONMENT_UNDERWATER 22
#define SOUND_ENVIRONMENT_DRUGGED 23
#define SOUND_ENVIRONMENT_DIZZY 24
#define SOUND_ENVIRONMENT_PSYCHOTIC 25
//If we ever make custom ones add them here
//"sound areas": easy way of keeping different types of areas consistent.
#define SOUND_AREA_STANDARD_STATION SOUND_ENVIRONMENT_PARKING_LOT
#define SOUND_AREA_LARGE_ENCLOSED SOUND_ENVIRONMENT_QUARRY
#define SOUND_AREA_SMALL_ENCLOSED SOUND_ENVIRONMENT_BATHROOM
#define SOUND_AREA_TUNNEL_ENCLOSED SOUND_ENVIRONMENT_STONEROOM
#define SOUND_AREA_LARGE_SOFTFLOOR SOUND_ENVIRONMENT_CARPETED_HALLWAY
#define SOUND_AREA_MEDIUM_SOFTFLOOR SOUND_ENVIRONMENT_LIVINGROOM
#define SOUND_AREA_SMALL_SOFTFLOOR SOUND_ENVIRONMENT_ROOM
#define SOUND_AREA_ASTEROID SOUND_ENVIRONMENT_CAVE
#define SOUND_AREA_SPACE SOUND_ENVIRONMENT_UNDERWATER
#define SOUND_AREA_LAVALAND SOUND_ENVIRONMENT_MOUNTAINS
#define SOUND_AREA_ICEMOON SOUND_ENVIRONMENT_CAVE
#define SOUND_AREA_WOODFLOOR SOUND_ENVIRONMENT_CITY
#define INTERACTION_SOUND_RANGE_MODIFIER -3
#define EQUIP_SOUND_VOLUME 30
#define PICKUP_SOUND_VOLUME 40
#define DROP_SOUND_VOLUME 50
#define YEET_SOUND_VOLUME 90
+3 -5
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@@ -522,10 +522,8 @@
used_key_list[input_key] = 1
return input_key
#if DM_VERSION > 513
#error Remie said that lummox was adding a way to get a lists
#error contents via list.values, if that is true remove this
#error otherwise, update the version and bug lummox
#if DM_VERSION < 513
#error For the love of god do not compile the server below 513
#endif
//Flattens a keyed list into a list of it's contents
/proc/flatten_list(list/key_list)
@@ -578,4 +576,4 @@
var/list/ret = list()
for(var/key in input)
ret += key
return ret
return ret
+2 -5
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@@ -444,11 +444,8 @@ Turf and target are separate in case you want to teleport some distance from a t
var/y = min(world.maxy, max(1, A.y + dy))
return locate(x,y,A.z)
#if DM_VERSION > 513
#warn if you're getting this warning it means 513 is stable
#warn and you should remove this tidbit
#endif
#if DM_VERSION < 513
#warn what the fuck are you doing? Compile on 513+ not below.
/proc/arctan(x)
var/y=arcsin(x/sqrt(1+x*x))
return y
@@ -1616,4 +1613,4 @@ GLOBAL_DATUM_INIT(dview_mob, /mob/dview, new)
if(190)
return "."
if(189)
return "-"
return "-"
+4 -4
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@@ -33,10 +33,10 @@ SUBSYSTEM_DEF(input)
"Tab" = "\".winset \\\"input.focus=true?map.focus=true input.background-color=[COLOR_INPUT_DISABLED]:input.focus=true input.background-color=[COLOR_INPUT_ENABLED]\\\"\"",
"O" = "ooc",
"Ctrl+O" = "looc",
"Ctrl+T" = "say",
"Ctrl+T" = "say_indicator",
"T" = "say_indicator",
"Y" = "whisper",
"Ctrl+M" = "me",
"Ctrl+M" = "me_indicato",
"M" = "me_indicator",
"Back" = "\".winset \\\"input.text=\\\"\\\"\\\"\"", // This makes it so backspace can remove default inputs
"Any" = "\"KeyDown \[\[*\]\]\"",
@@ -50,9 +50,9 @@ SUBSYSTEM_DEF(input)
"old_hotkeys" = list(
"Tab" = "\".winset \\\"mainwindow.macro=old_default input.focus=true input.background-color=[COLOR_INPUT_ENABLED]\\\"\"",
"O" = "ooc",
"T" = "say",
"T" = "say_indicator",
"Ctrl+T" = "say_indicator",
"M" = "me",
"M" = "me_indicator",
"Ctrl+M" = "me_indicator",
"Back" = "\".winset \\\"input.text=\\\"\\\"\\\"\"", // This makes it so backspace can remove default inputs
"Any" = "\"KeyDown \[\[*\]\]\"",
+8 -3
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@@ -149,9 +149,14 @@ SUBSYSTEM_DEF(vote)
if("5")
v += winners[option] //Add the number votes to the pool
numbers += (winners[option]*5) //Add the value of the vote to numbers
while (v < DYNAMIC_VOTE_NORMALIZATION) //For low low pop, low vote rounds.
numbers += DYNAMIC_DEFAULT_CHAOS //stops the one person voting from setting the chaos to five and flooding the station with anomalies
v += 1
if(v < DYNAMIC_VOTE_NORMALIZATION)
while (v < DYNAMIC_VOTE_NORMALIZATION) //For low low pop, low vote rounds.
numbers += DYNAMIC_DEFAULT_CHAOS //stops the one person voting from setting the chaos to five and flooding the station with anomalies
v += 1
else if (voted.len < GLOB.clients.len) //Have non-voters "vote" 2, if we're not lowpop
for(var/I in 1 to (GLOB.clients.len - voted.len))
v += 1
numbers += 2
var/total = 0
for (var/i in numbers)
total += i
@@ -134,7 +134,7 @@
if(ismob(parent.loc) && isitem(AM))
var/obj/item/I = AM
var/mob/M = parent.loc
I.dropped(M)
I.dropped(M, TRUE)
if(new_location)
//Reset the items values
_removal_reset(AM)
-6
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@@ -105,12 +105,6 @@
name = "Empty Shell"
description = "Cosy, rural property availible for young professional couple. Only twelve parsecs from the nearest hyperspace lane!"
/datum/map_template/ruin/space/gas_the_lizards
id = "gas-the-lizards"
suffix = "gasthelizards.dmm"
name = "Disposal Facility 17"
description = "Gas efficiency at 95.6%, fluid elimination at 96.2%. Will require renewed supplies of 'carpet' before the end of the quarter."
/datum/map_template/ruin/space/intact_empty_ship
id = "intact-empty-ship"
suffix = "intactemptyship.dmm"
+9
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@@ -792,6 +792,10 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
name = "Chemistry"
icon_state = "chem"
/area/medical/psych
name = "Psychology Office"
icon_state = "medbay"
/area/medical/surgery
name = "Surgery"
icon_state = "surgery"
@@ -1371,3 +1375,8 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
/area/crew_quarters/fitness/pool
name = "Pool Area"
icon_state = "pool"
/area/xenoarch/nothinghere
name = "Nothing Here"
icon_state = "yellow"
ambientsounds = SPOOKY
@@ -22,7 +22,7 @@
required_enemies = 2
recommended_enemies = 4
reroll_friendly = FALSE
enemy_minimum_age = 7
enemy_minimum_age = 21
round_ends_with_antag_death = FALSE
+1 -1
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@@ -136,7 +136,7 @@ Credit where due:
required_players = 35
required_enemies = 3
recommended_enemies = 5
enemy_minimum_age = 7
enemy_minimum_age = 28
protected_jobs = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain") //Silicons can eventually be converted
restricted_jobs = list("Chaplain", "Captain")
announce_span = "brass"
+1 -1
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@@ -43,7 +43,7 @@
required_players = 30
required_enemies = 3
recommended_enemies = 5
enemy_minimum_age = 7
enemy_minimum_age = 28
announce_span = "cult"
announce_text = "Some crew members are trying to start a cult to Nar'Sie!\n\
@@ -275,7 +275,7 @@
// LEWD //
// //
//////////////////////////////////////////
/* //Putting Lewd traitor on the backburner until we can buffer it a bit.
/datum/dynamic_ruleset/midround/autotraitor/lewd
name = "Horny Traitor"
persistent = TRUE
@@ -375,7 +375,7 @@
var/datum/antagonist/traitor/lewd/newTraitor = new
M.mind.add_antag_datum(newTraitor)
return TRUE
*/
//////////////////////////////////////////////
// //
// Malfunctioning AI //
@@ -66,7 +66,7 @@
// LEWD //
// //
//////////////////////////////////////////
/* //Putting Lewd traitor on the backburner until we can buffer it a bit.
/datum/dynamic_ruleset/roundstart/traitor/lewd
name = "Horny Traitor"
persistent = TRUE
@@ -115,7 +115,7 @@
M.mind.restricted_roles = restricted_roles
return TRUE
*/
//////////////////////////////////////////
// //
// BLOOD BROTHERS //
+1 -1
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@@ -34,7 +34,7 @@
var/round_converted = 0 //0: round not converted, 1: round going to convert, 2: round converted
var/reroll_friendly //During mode conversion only these are in the running
var/continuous_sanity_checked //Catches some cases where config options could be used to suggest that modes without antagonists should end when all antagonists die
var/enemy_minimum_age = 7 //How many days must players have been playing before they can play this antagonist
var/enemy_minimum_age = 21 //How many days must players have been playing before they can play this antagonist
var/announce_span = "warning" //The gamemode's name will be in this span during announcement.
var/announce_text = "This gamemode forgot to set a descriptive text! Uh oh!" //Used to describe a gamemode when it's announced.
+1 -1
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@@ -6,7 +6,7 @@
required_enemies = 2
recommended_enemies = 5
antag_flag = ROLE_OPERATIVE
enemy_minimum_age = 7
enemy_minimum_age = 21
announce_span = "danger"
announce_text = "Syndicate forces are approaching the station in an attempt to destroy it!\n\
+1 -1
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@@ -16,7 +16,7 @@
required_players = 30
required_enemies = 2
recommended_enemies = 3
enemy_minimum_age = 14
enemy_minimum_age = 28
announce_span = "danger"
announce_text = "Some crewmembers are attempting a coup!\n\
+1 -1
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@@ -16,7 +16,7 @@
required_enemies = 1
recommended_enemies = 4
reroll_friendly = 1
enemy_minimum_age = 0
enemy_minimum_age = 21
announce_span = "danger"
announce_text = "There are Syndicate agents on the station!\n\
+1 -1
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@@ -10,7 +10,7 @@
required_players = 20
required_enemies = 1
recommended_enemies = 1
enemy_minimum_age = 7
enemy_minimum_age = 21
round_ends_with_antag_death = 1
announce_span = "danger"
announce_text = "There is a space wizard attacking the station!\n\
@@ -285,7 +285,7 @@
// OMG CENTCOM LETTERHEAD
if("MessageCentCom")
if(authenticated==2)
if(authenticated)
if(!checkCCcooldown())
to_chat(usr, "<span class='warning'>Arrays recycling. Please stand by.</span>")
return
@@ -301,7 +301,7 @@
// OMG SYNDICATE ...LETTERHEAD
if("MessageSyndicate")
if((authenticated==2) && (obj_flags & EMAGGED))
if((authenticated) && (obj_flags & EMAGGED))
if(!checkCCcooldown())
to_chat(usr, "<span class='warning'>Arrays recycling. Please stand by.</span>")
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
@@ -483,6 +483,11 @@
dat += "<BR>\[ <A HREF='?src=[REF(src)];operation=cancelshuttle'>Cancel Shuttle Call</A> \]"
dat += "<BR>\[ <A HREF='?src=[REF(src)];operation=status'>Set Status Display</A> \]"
if(!(obj_flags & EMAGGED))
dat += "<BR>\[ <A HREF='?src=[REF(src)];operation=MessageCentCom'>Send Message to CentCom</A> \]"
else
dat += "<BR>\[ <A HREF='?src=[REF(src)];operation=MessageSyndicate'>Send Message to \[UNKNOWN\]</A> \]"
dat += "<BR>\[ <A HREF='?src=[REF(src)];operation=RestoreBackup'>Restore Backup Routing Data</A> \]"
if (authenticated==2)
dat += "<BR><BR><B>Captain Functions</B>"
dat += "<BR>\[ <A HREF='?src=[REF(src)];operation=announce'>Make a Captain's Announcement</A> \]"
@@ -494,11 +499,6 @@
dat += "<BR>\[ <A HREF='?src=[REF(src)];operation=changeseclevel'>Change Alert Level</A> \]"
dat += "<BR>\[ <A HREF='?src=[REF(src)];operation=emergencyaccess'>Emergency Maintenance Access</A> \]"
dat += "<BR>\[ <A HREF='?src=[REF(src)];operation=nukerequest'>Request Nuclear Authentication Codes</A> \]"
if(!(obj_flags & EMAGGED))
dat += "<BR>\[ <A HREF='?src=[REF(src)];operation=MessageCentCom'>Send Message to CentCom</A> \]"
else
dat += "<BR>\[ <A HREF='?src=[REF(src)];operation=MessageSyndicate'>Send Message to \[UNKNOWN\]</A> \]"
dat += "<BR>\[ <A HREF='?src=[REF(src)];operation=RestoreBackup'>Restore Backup Routing Data</A> \]"
else
dat += "<BR>\[ <A HREF='?src=[REF(src)];operation=login'>Log In</A> \]"
if(STATE_CALLSHUTTLE)
+4 -4
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@@ -79,8 +79,8 @@
var/doorOpen = 'sound/machines/airlock.ogg'
var/doorClose = 'sound/machines/airlockclose.ogg'
var/doorDeni = 'sound/machines/deniedbeep.ogg' // i'm thinkin' Deni's
var/boltUp = 'sound/machines/boltsup.ogg'
var/boltDown = 'sound/machines/boltsdown.ogg'
var/boltUp = 'hyperstation/sound/machines/BoltsUp.ogg'
var/boltDown = 'hyperstation/sound/machines/BoltsDown.ogg'
var/noPower = 'sound/machines/doorclick.ogg'
var/previous_airlock = /obj/structure/door_assembly //what airlock assembly mineral plating was applied to
var/airlock_material //material of inner filling; if its an airlock with glass, this should be set to "glass"
@@ -1155,7 +1155,7 @@
if(obj_flags & EMAGGED)
return FALSE
use_power(50)
playsound(src, doorOpen, 30, 1)
playsound(src, doorOpen, 40, 0)
if(src.closeOther != null && istype(src.closeOther, /obj/machinery/door/airlock/) && !src.closeOther.density)
src.closeOther.close()
else
@@ -1202,7 +1202,7 @@
if(obj_flags & EMAGGED)
return
use_power(50)
playsound(src.loc, doorClose, 30, 1)
playsound(src.loc, doorClose, 40, 0)
else
playsound(src.loc, 'sound/machines/airlockforced.ogg', 30, 1)
+4 -2
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@@ -15,6 +15,8 @@
resistance_flags = FIRE_PROOF
damage_deflection = 70
poddoor = TRUE
var/openSound = 'hyperstation/sound/machines/blastDoorOpen.ogg'
var/closeSound = 'hyperstation/sound/machines/blastDoorClose.ogg'
/obj/machinery/door/poddoor/preopen
icon_state = "open"
@@ -72,10 +74,10 @@
switch(animation)
if("opening")
flick("opening", src)
playsound(src, 'sound/machines/blastdoor.ogg', 30, 1)
playsound(src, openSound, 20, 0)
if("closing")
flick("closing", src)
playsound(src, 'sound/machines/blastdoor.ogg', 30, 1)
playsound(src, closeSound, 20, 0)
/obj/machinery/door/poddoor/update_icon()
if(density)
+2
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@@ -8,6 +8,8 @@
armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 75, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
damage_deflection = 20
max_integrity = 100
openSound = 'hyperstation/sound/machines/shutter.ogg'
closeSound = 'hyperstation/sound/machines/shutter.ogg'
/obj/machinery/door/poddoor/shutters/preopen
icon_state = "open"
+2 -2
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@@ -141,7 +141,7 @@
if(!src.operating) //in case of emag
operating = TRUE
do_animate("opening")
playsound(src.loc, 'sound/machines/windowdoor.ogg', 100, 1)
playsound(src.loc, 'hyperstation/sound/machines/windowdoor.ogg', 70, 0)
src.icon_state ="[src.base_state]open"
sleep(10)
@@ -165,7 +165,7 @@
return 0
operating = TRUE
do_animate("closing")
playsound(src.loc, 'sound/machines/windowdoor.ogg', 100, 1)
playsound(src.loc, 'hyperstation/sound/machines/windowdoor.ogg', 70, 0)
src.icon_state = src.base_state
density = TRUE
+4
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@@ -171,6 +171,10 @@ INITIALIZE_IMMEDIATE(/obj/effect/landmark)
name = "Geneticist"
icon_state = "Geneticist"
/obj/effect/landmark/start/psychologist
name = "Psychologist"
icon_state = "Medical Doctor"
/obj/effect/landmark/start/chief_medical_officer
name = "Chief Medical Officer"
icon_state = "Chief Medical Officer"
+37 -5
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@@ -29,9 +29,19 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
obj_flags = NONE
var/item_flags = NONE
var/hitsound = null
var/usesound = null
var/throwhitsound = null
var/hitsound
var/usesound
var/mob_throw_hit_sound
///Sound uses when picking the item up (into your hands)
var/pickup_sound
///Sound uses when dropping the item, or when its thrown.
var/drop_sound
///Sound used when equipping the item into a valid slot
var/equip_sound
var/w_class = WEIGHT_CLASS_NORMAL
var/total_mass //Total mass in arbitrary pound-like values. If there's no balance reasons for an item to have otherwise, this var should be the item's weight in pounds.
var/slot_flags = 0 //This is used to determine on which slots an item can fit.
@@ -372,7 +382,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
/obj/item/proc/talk_into(mob/M, input, channel, spans, datum/language/language)
return ITALICS | REDUCE_RANGE
/obj/item/proc/dropped(mob/user)
/obj/item/proc/dropped(mob/user, silent)
for(var/X in actions)
var/datum/action/A = X
A.Remove(user)
@@ -380,6 +390,8 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
qdel(src)
item_flags &= ~IN_INVENTORY
SEND_SIGNAL(src, COMSIG_ITEM_DROPPED,user)
if(!silent)
playsound(src, drop_sound, DROP_SOUND_VOLUME, ignore_walls = FALSE)
// called just as an item is picked up (loc is not yet changed)
/obj/item/proc/pickup(mob/user)
@@ -423,6 +435,11 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
A.Grant(user)
item_flags |= IN_INVENTORY
if(equip_sound &&(slot_flags & slotdefine2slotbit(slot)))
playsound(src, equip_sound, EQUIP_SOUND_VOLUME, TRUE, ignore_walls = FALSE)
else if(slot == SLOT_HANDS)
playsound(src, pickup_sound, PICKUP_SOUND_VOLUME, ignore_walls = FALSE)
//sometimes we only want to grant the item's action if it's equipped in a specific slot.
/obj/item/proc/item_action_slot_check(slot, mob/user)
if(slot == SLOT_IN_BACKPACK || slot == SLOT_LEGCUFFED) //these aren't true slots, so avoid granting actions there
@@ -575,6 +592,21 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/itempush = 1
if(w_class < 4)
itempush = 0 //too light to push anything
if(istype(hit_atom, /mob/living)) //Living mobs handle hit sounds differently.
var/volume = get_volume_by_throwforce_and_or_w_class()
if (throwforce > 0)
if (mob_throw_hit_sound)
playsound(hit_atom, mob_throw_hit_sound, volume, TRUE, -1)
else if(hitsound)
playsound(hit_atom, hitsound, volume, TRUE, -1)
else
playsound(hit_atom, 'sound/weapons/genhit.ogg',volume, TRUE, -1)
else
playsound(hit_atom, 'sound/weapons/throwtap.ogg', 1, volume, -1)
else
playsound(src, drop_sound, YEET_SOUND_VOLUME, ignore_walls = FALSE)
return hit_atom.hitby(src, 0, itempush, throwingdatum=throwingdatum)
/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, messy_throw = TRUE)
@@ -846,7 +878,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
layer = initial(layer)
plane = initial(plane)
appearance_flags &= ~NO_CLIENT_COLOR
dropped(M)
dropped(M, FALSE)
return ..()
/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=TRUE, diagonals_first = FALSE, var/datum/callback/callback)
-1
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@@ -232,7 +232,6 @@ CIGARETTE PACKETS ARE IN FANCY.DM
if(lit)
user.visible_message("<span class='notice'>[user] calmly drops and treads on \the [src], putting it out instantly.</span>")
new type_butt(user.loc)
new /obj/effect/decal/cleanable/ash(user.loc)
qdel(src)
. = ..()
@@ -32,6 +32,9 @@
var/datum/integrated_io/selected_io = null //functional for integrated circuits.
var/mode = 0
drop_sound = 'sound/items/handling/multitool_drop.ogg'
pickup_sound = 'sound/items/handling/multitool_pickup.ogg'
/obj/item/multitool/examine(mob/user)
. = ..()
if(selected_io)
@@ -200,6 +200,7 @@
if(!language)
language = M.get_default_language()
INVOKE_ASYNC(src, .proc/talk_into_impl, M, message, channel, spans.Copy(), language)
playsound(src, 'sound/voice/radioin.ogg', 25, 0)
return ITALICS | REDUCE_RANGE
/obj/item/radio/proc/talk_into_impl(atom/movable/M, message, channel, list/spans, datum/language/language)
@@ -50,6 +50,9 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \
//END OF CIT CHANGES
new/datum/stack_recipe("bed", /obj/structure/bed, 2, one_per_turf = TRUE, on_floor = TRUE), \
null, \
//add this when I can find a way to make them easily constructible > new/datum/stack_recipe("sink", /obj/structure/sink, 2, one_per_turf = TRUE, on_floor = TRUE),
new/datum/stack_recipe("shower", /obj/machinery/shower/crafted, 2, one_per_turf = TRUE, on_floor = TRUE), \
null, \
new/datum/stack_recipe("rack parts", /obj/item/rack_parts), \
new/datum/stack_recipe("closet", /obj/structure/closet, 2, time = 15, one_per_turf = TRUE, on_floor = TRUE), \
null, \
@@ -355,6 +358,9 @@ GLOBAL_LIST_INIT(cloth_recipes, list ( \
merge_type = /obj/item/stack/sheet/cloth
grind_results = list(/datum/reagent/cellulose = 4)
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
/obj/item/stack/sheet/cloth/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.cloth_recipes
return ..()
@@ -400,6 +406,11 @@ GLOBAL_LIST_INIT(durathread_recipes, list ( \
merge_type = /obj/item/stack/sheet/durathread
grind_results = list(/datum/reagent/cellulose = 10)
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
/obj/item/stack/sheet/durathread/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.durathread_recipes
return ..()
+13
View File
@@ -11,6 +11,9 @@
max_integrity = 300
var/content_overlays = FALSE //If this is true, the belt will gain overlays based on what it's holding
var/worn_overlays = FALSE //worn counterpart of the above.
equip_sound = 'sound/items/equip/toolbelt_equip.ogg'
drop_sound = 'sound/items/handling/toolbelt_drop.ogg'
pickup_sound = 'sound/items/handling/toolbelt_pickup.ogg'
/obj/item/storage/belt/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] begins belting [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
@@ -888,6 +891,16 @@ obj/item/storage/belt/slut/ComponentInitialize()
final_block_chance = 0 //Too thin to block bullets
return ..()
/obj/item/storage/belt/sabre/chloesabre
name = "Ornate Sheath"
desc = "An ornate and rather sinister looking sabre sheathe."
icon = 'icons/obj/custom.dmi'
alternate_worn_icon = 'icons/mob/custom_w.dmi'
icon_state = "darksheath"
item_state = "darksheath"
fitting_swords = list(/obj/item/toy/sword/chloesabre, /obj/item/melee/sabre, /obj/item/melee/baton/stunsword)
starting_sword = /obj/item/toy/sword/chloesabre
/obj/item/storage/belt/botany
name = "botanical belt"
desc = "A belt made for holding hydroponics supplies."
+5
View File
@@ -35,6 +35,9 @@
var/illustration = "writing"
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE //exploits ahoy
drop_sound = 'sound/items/handling/cardboardbox_drop.ogg'
pickup_sound = 'sound/items/handling/cardboardbox_pickup.ogg'
/obj/item/storage/box/Initialize(mapload)
. = ..()
update_icon()
@@ -643,6 +646,8 @@
w_class = WEIGHT_CLASS_TINY
slot_flags = ITEM_SLOT_BELT
price = 2
drop_sound = 'sound/items/handling/matchbox_drop.ogg'
pickup_sound = 'sound/items/handling/matchbox_pickup.ogg'
/obj/item/storage/box/matches/ComponentInitialize()
. = ..()
@@ -389,3 +389,28 @@
/obj/item/organ_storage
))
//Psych Pillbottles
/obj/item/storage/pill_bottle/happinesspsych
name = "happiness pill bottle"
desc = "Contains pills used as a last resort means to temporarily stabilize depression and anxiety. WARNING: side effects may include slurred speech, drooling, and severe addiction."
/obj/item/storage/pill_bottle/happinesspsych/PopulateContents()
for(var/i in 1 to 5)
new /obj/item/reagent_containers/pill/happinesspsych(src)
/obj/item/storage/pill_bottle/lsdpsych
name = "mindbreaker toxin pill bottle"
desc = "!FOR THERAPEUTIC USE ONLY! Contains pills used to alleviate the symptoms of Reality Dissociation Syndrome."
/obj/item/storage/pill_bottle/lsdpsych/PopulateContents()
for(var/i in 1 to 5)
new /obj/item/reagent_containers/pill/lsdpsych(src)
/obj/item/storage/pill_bottle/paxpsych
name = "pacification pill"
desc = "Contains pills used to temporarily pacify patients that are deemed a harm to themselves or others."
/obj/item/storage/pill_bottle/paxpsych/PopulateContents()
for(var/i in 1 to 5)
new /obj/item/reagent_containers/pill/paxpsych(src)
@@ -16,6 +16,8 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
materials = list(MAT_METAL = 500)
attack_verb = list("robusted")
hitsound = 'sound/weapons/smash.ogg'
drop_sound = 'sound/items/handling/toolbox_drop.ogg'
pickup_sound = 'sound/items/handling/toolbox_pickup.ogg'
var/latches = "single_latch"
var/has_latches = TRUE
var/can_rubberify = TRUE
+3
View File
@@ -13,6 +13,9 @@
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=50)
drop_sound = 'sound/items/handling/crowbar_drop.ogg'
pickup_sound = 'sound/items/handling/crowbar_pickup.ogg'
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
tool_behaviour = TOOL_CROWBAR
toolspeed = 1
@@ -19,6 +19,8 @@
usesound = list('sound/items/screwdriver.ogg', 'sound/items/screwdriver2.ogg')
tool_behaviour = TOOL_SCREWDRIVER
toolspeed = 1
drop_sound = 'sound/items/handling/screwdriver_drop.ogg'
pickup_sound = 'sound/items/handling/screwdriver_pickup.ogg'
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
var/random_color = TRUE //if the screwdriver uses random coloring
var/static/list/screwdriver_colors = list(
@@ -34,6 +34,9 @@
tool_behaviour = TOOL_WELDER
toolspeed = 1
drop_sound = 'sound/items/handling/weldingtool_drop.ogg'
pickup_sound = 'sound/items/handling/weldingtool_pickup.ogg'
/obj/item/weldingtool/Initialize()
. = ..()
create_reagents(max_fuel)
@@ -17,6 +17,9 @@
hitsound = 'sound/items/wirecutter.ogg'
usesound = 'sound/items/wirecutter.ogg'
drop_sound = 'sound/items/handling/wirecutter_drop.ogg'
pickup_sound = 'sound/items/handling/wirecutter_pickup.ogg'
tool_behaviour = TOOL_WIRECUTTER
toolspeed = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
+3
View File
@@ -13,6 +13,9 @@
usesound = 'sound/items/ratchet.ogg'
materials = list(MAT_METAL=150)
drop_sound = 'sound/items/handling/wrench_drop.ogg'
pickup_sound = 'sound/items/handling/wrench_pickup.ogg'
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
tool_behaviour = TOOL_WRENCH
toolspeed = 1
@@ -27,8 +27,8 @@
var/mob_storage_capacity = 3 // how many human sized mob/living can fit together inside a closet.
var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate then open it in a populated area to crash clients.
var/cutting_tool = /obj/item/weldingtool
var/open_sound = 'sound/machines/click.ogg'
var/close_sound = 'sound/machines/click.ogg'
var/open_sound = 'sound/effects/locker_open.ogg'
var/close_sound = 'sound/effects/locker_close.ogg'
var/material_drop = /obj/item/stack/sheet/metal
var/material_drop_amount = 2
var/delivery_icon = "deliverycloset" //which icon to use when packagewrapped. null to be unwrappable.
@@ -0,0 +1,17 @@
/obj/structure/closet/secure_closet/psychology
name = "psychology locker"
req_access = list(ACCESS_PSYCH)
icon_state = "cabinet"
/obj/structure/closet/secure_closet/psychology/PopulateContents()
..()
new /obj/item/clothing/under/lawyer/blacksuit(src)
new /obj/item/clothing/under/lawyer/blacksuit/skirt(src)
new /obj/item/clothing/shoes/laceup(src)
new /obj/item/storage/backpack/medic(src)
new /obj/item/radio/headset/headset_med(src)
new /obj/item/clipboard(src)
new /obj/item/clothing/suit/straight_jacket(src)
new /obj/item/clothing/ears/earmuffs(src)
new /obj/item/clothing/mask/muzzle(src)
new /obj/item/clothing/glasses/sunglasses/blindfold(src)
@@ -727,3 +727,9 @@
qdel(src)
building = FALSE
/obj/structure/rack/shelf
name = "shelving"
desc = "Some nice metal shelves."
icon = 'hyperstation/icons/obj/objects.dmi'
icon_state = "shelf"
+40 -16
View File
@@ -219,8 +219,8 @@
var/watertemp = "normal" //freezing, normal, or boiling
var/datum/looping_sound/showering/soundloop
/*/obj/machinery/shower/crafted //When created from sheets of metal
anchored = FALSE */ //Stop exploiting this ree
/obj/machinery/shower/crafted //When created from sheets of metal
anchored = FALSE
/obj/machinery/shower/Initialize()
. = ..()
@@ -292,19 +292,43 @@
if (user.a_intent != INTENT_HELP)
return ..()
if (I.tool_behaviour == TOOL_WRENCH)
to_chat(user, "<span class='notice'>You begin to adjust the temperature valve with \the [I]...</span>")
if(I.use_tool(src, user, 50))
switch(watertemp)
if("normal")
watertemp = "freezing"
if("freezing")
watertemp = "boiling"
if("boiling")
watertemp = "normal"
user.visible_message("<span class='notice'>[user] adjusts the shower with \the [I].</span>", "<span class='notice'>You adjust the shower with \the [I] to [watertemp] temperature.</span>")
log_game("[key_name(user)] has wrenched a shower to [watertemp] at ([x],[y],[z])")
add_hiddenprint(user)
switch (I.tool_behaviour)
if (TOOL_WRENCH)
if (!anchored)
user.visible_message("<span class='notice'>[user] starts to take apart [src]...</span>", "<span class='notice'>You start dismantling [src]...</span>")
I.play_tool_sound(src)
if(I.use_tool(src, user, 20))
deconstruct(TRUE)
else
to_chat(user, "<span class='notice'>You begin to adjust the temperature valve with \the [I]...</span>")
if(I.use_tool(src, user, 50))
switch(watertemp)
if("normal")
watertemp = "freezing"
if("freezing")
watertemp = "boiling"
if("boiling")
watertemp = "normal"
user.visible_message("<span class='notice'>[user] adjusts the shower with \the [I].</span>", "<span class='notice'>You adjust the shower with \the [I] to [watertemp] temperature.</span>")
log_game("[key_name(user)] has wrenched a shower to [watertemp] at ([x],[y],[z])")
add_hiddenprint(user)
if (TOOL_SCREWDRIVER)
if (!anchored)
to_chat(user, "<span class='notice'>You begin screwing in [src] to the floor...</span>")
I.play_tool_sound(src)
if(I.use_tool(src, user, 30))
user.visible_message("<span class='notice'>[user] connects [src] to the floor.</span>", "<span class='notice'>You connect [src] to the floor.</span>")
anchored = TRUE
else
to_chat(user, "<span class='notice'>You start to take out [src]'s screws...</span>")
on = FALSE
soundloop.stop()
update_icon()
I.play_tool_sound(src)
if(I.use_tool(src, user, 20))
user.visible_message("<span class='notice'>[user] disconnects [src] from the floor.</span>", "<span class='notice'>You disconnect [src] from the floor.</span>")
anchored = FALSE
/obj/machinery/shower/examine()
. += ..()
@@ -468,7 +492,7 @@
return PROCESS_KILL
/obj/machinery/shower/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/metal (loc, 3)
new /obj/item/stack/sheet/metal (loc, 2)
qdel(src)
/obj/machinery/shower/proc/check_heat(mob/living/carbon/C)
@@ -609,6 +609,8 @@ This is here to make the tiles around the station mininuke change when it's arme
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
icon_state = "datadisk0"
drop_sound = 'sound/items/handling/disk_drop.ogg'
pickup_sound = 'sound/items/handling/disk_pickup.ogg'
/obj/item/disk/nuclear
name = "nuclear authentication disk"
-26
View File
@@ -94,32 +94,6 @@
icon = 'modular_citadel/icons/obj/clothing/vg_clothes.dmi'
alternate_worn_icon = 'modular_citadel/icons/mob/citadel/head.dmi'
/obj/item/clothing/head/stalhelm
name = "Stalhelm"
desc = "Ein Helm, um die Nazi-Interesse an fremden Raumstationen zu sichern."
icon_state = "stalhelm"
item_state = "stalhelm"
icon = 'modular_citadel/icons/obj/clothing/vg_clothes.dmi'
alternate_worn_icon = 'modular_citadel/icons/mob/citadel/head.dmi'
/obj/item/clothing/head/panzer
name = "Panzer Cap"
desc = "Command any mech in style."
icon_state = "panzercap"
item_state = "panzercap"
icon = 'modular_citadel/icons/obj/clothing/vg_clothes.dmi'
alternate_worn_icon = 'modular_citadel/icons/mob/citadel/head.dmi'
/obj/item/clothing/head/naziofficer
name = "Officer Cap"
desc = "Style is all that matters."
icon_state = "officercap"
item_state = "officercap"
icon = 'modular_citadel/icons/obj/clothing/vg_clothes.dmi'
alternate_worn_icon = 'modular_citadel/icons/mob/citadel/head.dmi'
/obj/item/clothing/head/russobluecamohat
name = "russian blue camo beret"
desc = "A symbol of discipline, honor, and lots and lots of removal of some type of skewered food."
@@ -1,25 +1,5 @@
//VG Ports
/obj/item/clothing/head/helmet/space/hardsuit/nazi
name = "nazi hardhelmet"
desc = "This is the face of das vaterland's top elite. Gas or energy are your only escapes."
item_state = "hardsuit0-nazi"
icon_state = "hardsuit0-nazi"
armor = list(melee = 40, bullet = 30, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 20)
item_color = "nazi"
icon = 'modular_citadel/icons/obj/clothing/vg_clothes.dmi'
/obj/item/clothing/suit/space/hardsuit/nazi
name = "nazi hardsuit"
desc = "The attire of a true krieger. All shall fall, and only das vaterland will remain."
item_state = "hardsuit-nazi"
icon_state = "hardsuit-nazi"
slowdown = 1
armor = list(melee = 40, bullet = 30, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 20)
allowed = list(/obj/item/gun,/obj/item/flashlight,/obj/item/tank,/obj/item/melee/)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/nazi
icon = 'modular_citadel/icons/obj/clothing/vg_clothes.dmi'
/obj/item/clothing/head/helmet/space/hardsuit/soviet
name = "soviet hardhelmet"
desc = "Crafted with the pride of the proletariat. The vengeful gaze of the visor roots out all fascists and capitalists."
+2
View File
@@ -10,6 +10,8 @@
var/togglename = null
var/suittoggled = FALSE
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
var/adjusted = NORMAL_STYLE
mutantrace_variation = MUTANTRACE_VARIATION
var/tauric = FALSE //Citadel Add for tauric hardsuits
+5 -1
View File
@@ -16,6 +16,10 @@
var/obj/item/clothing/accessory/attached_accessory
var/mutable_appearance/accessory_overlay
mutantrace_variation = MUTANTRACE_VARIATION //Are there special sprites for specific situations? Don't use this unless you need to.
equip_sound = 'sound/items/equip/jumpsuit_equip.ogg'
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
/obj/item/clothing/under/worn_overlays(isinhands = FALSE)
. = list()
@@ -156,4 +160,4 @@
if(SENSOR_COORDS)
. += "Its vital tracker and tracking beacon appear to be enabled."
if(attached_accessory)
. += "\A [attached_accessory] is attached to it."
. += "\A [attached_accessory] is attached to it."
@@ -12,6 +12,9 @@
resistance_flags = ACID_PROOF
obj_flags = UNIQUE_RENAME
drop_sound = 'sound/items/handling/drinkglass_drop.ogg'
pickup_sound = 'sound/items/handling/drinkglass_pickup.ogg'
/obj/item/reagent_containers/food/drinks/drinkingglass/on_reagent_change(changetype)
cut_overlays()
if(reagents.reagent_list.len)
+5 -3
View File
@@ -137,7 +137,7 @@
ACCESS_HYDROPONICS, ACCESS_LIBRARY, ACCESS_LAWYER, ACCESS_VIROLOGY, ACCESS_CMO, ACCESS_QM, ACCESS_SURGERY,
ACCESS_THEATRE, ACCESS_RESEARCH, ACCESS_MINING, ACCESS_MAILSORTING, ACCESS_WEAPONS,
ACCESS_VAULT, ACCESS_MINING_STATION, ACCESS_XENOBIOLOGY, ACCESS_CE, ACCESS_HOP, ACCESS_HOS, ACCESS_RC_ANNOUNCE,
ACCESS_KEYCARD_AUTH, ACCESS_TCOMSAT, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM, ACCESS_MINISAT, ACCESS_NETWORK, ACCESS_CLONING)
ACCESS_KEYCARD_AUTH, ACCESS_TCOMSAT, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM, ACCESS_MINISAT, ACCESS_NETWORK, ACCESS_CLONING, ACCESS_PSYCH)
/proc/get_all_centcom_access()
return list(ACCESS_CENT_GENERAL, ACCESS_CENT_THUNDER, ACCESS_CENT_SPECOPS, ACCESS_CENT_MEDICAL, ACCESS_CENT_LIVING, ACCESS_CENT_STORAGE, ACCESS_CENT_TELEPORTER, ACCESS_CENT_CAPTAIN)
@@ -165,7 +165,7 @@
if(2) //security
return list(ACCESS_SEC_DOORS, ACCESS_WEAPONS, ACCESS_SECURITY, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_FORENSICS_LOCKERS, ACCESS_COURT, ACCESS_HOS, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP)
if(3) //medbay
return list(ACCESS_MEDICAL, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MORGUE, ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_SURGERY, ACCESS_CMO)
return list(ACCESS_MEDICAL, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MORGUE, ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_SURGERY, ACCESS_CMO, ACCESS_PSYCH)
if(4) //research
return list(ACCESS_RESEARCH, ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_GENETICS, ACCESS_ROBOTICS, ACCESS_XENOBIOLOGY, ACCESS_MINISAT, ACCESS_RD, ACCESS_NETWORK)
if(5) //engineering and maintenance
@@ -332,6 +332,8 @@
return "Network Access"
if(ACCESS_CLONING)
return "Cloning Room"
if(ACCESS_PSYCH)
return "Psychology Office"
/proc/get_centcom_access_desc(A)
switch(A)
@@ -357,7 +359,7 @@
/proc/get_all_jobs()
return list("Assistant", "Captain", "Head of Personnel", "Bartender", "Cook", "Botanist", "Quartermaster", "Cargo Technician",
"Shaft Miner", "Clown", "Mime", "Janitor", "Curator", "Lawyer", "Chaplain", "Chief Engineer", "Station Engineer", "Engineering Intern",
"Atmospheric Technician", "Chief Medical Officer", "Medical Doctor", "Chemist", "Geneticist", "Virologist", "Medical Resident",
"Atmospheric Technician", "Chief Medical Officer", "Medical Doctor", "Chemist", "Geneticist", "Virologist", "Psychologist", "Medical Resident",
"Research Director", "Scientist", "Roboticist", "Research Student", "Head of Security", "Warden", "Detective", "Security Officer", "Rookie")
/proc/get_all_job_icons() //For all existing HUD icons
+3 -3
View File
@@ -50,7 +50,7 @@ Captain
suit = /obj/item/clothing/suit/armor/vest/capcarapace
shoes = /obj/item/clothing/shoes/sneakers/brown
head = /obj/item/clothing/head/caphat
backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1, /obj/item/station_charter=1)
backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1, /obj/item/station_charter=1, /obj/item/modular_computer/tablet/preset/advanced = 1)
backpack = /obj/item/storage/backpack/captain
satchel = /obj/item/storage/backpack/satchel/cap
@@ -95,13 +95,13 @@ Head of Personnel
ACCESS_ALL_PERSONAL_LOCKERS, ACCESS_MAINT_TUNNELS, ACCESS_BAR, ACCESS_JANITOR, ACCESS_CONSTRUCTION, ACCESS_MORGUE,
ACCESS_CREMATORIUM, ACCESS_KITCHEN, ACCESS_CARGO, ACCESS_CARGO_BOT, ACCESS_MAILSORTING, ACCESS_QM, ACCESS_HYDROPONICS, ACCESS_LAWYER,
ACCESS_THEATRE, ACCESS_CHAPEL_OFFICE, ACCESS_LIBRARY, ACCESS_RESEARCH, ACCESS_MINING, ACCESS_VAULT, ACCESS_MINING_STATION,
ACCESS_HOP, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM)
ACCESS_HOP, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM, ACCESS_PSYCH)
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_COURT, ACCESS_WEAPONS,
ACCESS_MEDICAL, ACCESS_ENGINE, ACCESS_CHANGE_IDS, ACCESS_AI_UPLOAD, ACCESS_EVA, ACCESS_HEADS,
ACCESS_ALL_PERSONAL_LOCKERS, ACCESS_MAINT_TUNNELS, ACCESS_BAR, ACCESS_JANITOR, ACCESS_CONSTRUCTION, ACCESS_MORGUE,
ACCESS_CREMATORIUM, ACCESS_KITCHEN, ACCESS_CARGO, ACCESS_CARGO_BOT, ACCESS_MAILSORTING, ACCESS_QM, ACCESS_HYDROPONICS, ACCESS_LAWYER,
ACCESS_THEATRE, ACCESS_CHAPEL_OFFICE, ACCESS_LIBRARY, ACCESS_RESEARCH, ACCESS_MINING, ACCESS_VAULT, ACCESS_MINING_STATION,
ACCESS_HOP, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM)
ACCESS_HOP, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM, ACCESS_PSYCH)
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/prosopagnosia, /datum/quirk/insanity)
+16 -13
View File
@@ -5,16 +5,16 @@
alt_titles = list("Head Engineer", "Construction Coordinator", "Project Manager")
/datum/job/engineer
alt_titles = list("Maintenance Technician", "Engine Technician", "Electrician", "Structural Engineer", "Station Architect")
alt_titles = list("Maintenance Technician", "Engine Technician", "Electrician", "Structural Engineer", "Mechanic", "Station Architect")
/datum/job/atmos
alt_titles = list("Firefighter", "Life Support Specialist")
alt_titles = list("Firefighter", "Life Support Specialist", "Disposals Technician")
/datum/job/junior_engineer
//Service
/datum/job/assistant
alt_titles = list("Civilian", "Visitor", "Businessman", "Trader", "Entertainer", "Tourist")
alt_titles = list("Civilian", "Morale Officer", "Stripper", "Off-Duty", "Escort", "Visitor", "Businessman", "Trader", "Entertainer", "Tourist")
/datum/job/cook
alt_titles = list("Cook", "Culinary Artist", "Butcher", "Chef de partie")
@@ -23,7 +23,7 @@
alt_titles = list("Gardener", "Herbalist", "Botanical Researcher", "Hydroponicist", "Farmer", "Beekeeper")
/datum/job/curator
alt_titles = list("Journalist", "Librarian")
alt_titles = list("Journalist", "Librarian", "Keeper")
/datum/job/chaplain
alt_titles = list("Priest", "Priestess", "Bishop", "Prior", "Monk", "Nun", "Counselor")
@@ -38,10 +38,10 @@
alt_titles = list("Jester", "Comedian")
/datum/job/mime
alt_titles = list("Performer")
alt_titles = list("Performer", "Pantomime", "Mimic")
/datum/job/bartender
alt_titles = list("Mixologist", "Bar Owner")
alt_titles = list("Mixologist", "Bar Owner", "Barmaid")
//Science
/datum/job/rd
@@ -57,7 +57,7 @@
//Medical
/datum/job/cmo
alt_titles = list("Medical Director")
alt_titles = list("Medical Director", "Medical Administrator")
/datum/job/doctor
alt_titles = list("Nurse", "Surgeon", "Physician", "Paramedic")
@@ -69,19 +69,22 @@
alt_titles = list("Microbiologist", "Biochemist", "Pathologist")
/datum/job/geneticist
alt_titles = list("Gene Therapist")
alt_titles = list("Gene Therapist", "Genetics Researcher")
/datum/job/psychologist
alt_titles = list("Therapist", "Psychiatrist")
/datum/job/junior_doctor
//Security
/datum/job/hos
alt_titles = list("Chief of Security", "Security Commander")
alt_titles = list("Chief of Security", "Security Commander", "Sheriff")
/datum/job/warden
alt_titles = list("Prison Chief", "Armory Manager", "Prison Administrator")
alt_titles = list("Prison Chief", "Armory Manager", "Prison Administrator", "Brig Superintendent")
/datum/job/officer
alt_titles = list("Security Agent", "Probation Officer", "Security Peacekeeper", "Security Cadet")
alt_titles = list("Security Agent", "Probation Officer", "Security Peacekeeper", "Security Guard", "Guardsman", "Security Cadet")
/datum/job/detective
alt_titles = list("Forensics Technician", "Private Investigator", "Gumshoe")
@@ -100,7 +103,7 @@
//Command
/datum/job/captain
alt_titles = list("Station Director", "Station Commander", "Station Overseer")
alt_titles = list("Station Director", "Station Commander", "Station Overseer", "Stationmaster", "Commissar")
/datum/job/hop
alt_titles = list("Personnel Manager", "Staff Administrator")
alt_titles = list("Personnel Manager", "Staff Administrator", "Records Administrator")
+41 -4
View File
@@ -22,10 +22,10 @@ Chief Medical Officer
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_HEADS, ACCESS_MINERAL_STOREROOM,
ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_CMO, ACCESS_SURGERY, ACCESS_RC_ANNOUNCE,
ACCESS_KEYCARD_AUTH, ACCESS_SEC_DOORS, ACCESS_MAINT_TUNNELS)
ACCESS_KEYCARD_AUTH, ACCESS_SEC_DOORS, ACCESS_MAINT_TUNNELS, ACCESS_PSYCH)
minimal_access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_HEADS, ACCESS_MINERAL_STOREROOM,
ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_CMO, ACCESS_SURGERY, ACCESS_RC_ANNOUNCE,
ACCESS_KEYCARD_AUTH, ACCESS_SEC_DOORS, ACCESS_MAINT_TUNNELS)
ACCESS_KEYCARD_AUTH, ACCESS_SEC_DOORS, ACCESS_MAINT_TUNNELS, ACCESS_PSYCH)
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/insanity)
@@ -42,7 +42,7 @@ Chief Medical Officer
suit = /obj/item/clothing/suit/toggle/labcoat/cmo
l_hand = /obj/item/storage/firstaid/regular
suit_store = /obj/item/flashlight/pen
backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1)
backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1, /obj/item/modular_computer/tablet/preset/advanced = 1)
backpack = /obj/item/storage/backpack/medic
satchel = /obj/item/storage/backpack/satchel/med
@@ -221,7 +221,6 @@ Virologist
satchel = /obj/item/storage/backpack/satchel/vir
duffelbag = /obj/item/storage/backpack/duffelbag/med
/*
Junior Doctor
*/
@@ -262,3 +261,41 @@ Junior Doctor
duffelbag = /obj/item/storage/backpack/duffelbag/med
chameleon_extras = /obj/item/gun/syringe
/*
Psychologist
*/
/datum/job/psychologist
title = "Psychologist"
flag = MED_PSYCH
department_head = list("Chief Medical Officer", "Head of Personnel")
department_flag = MEDSCI
faction = "Station"
total_positions = 1
spawn_positions = 1
minimal_player_age = 1
supervisors = "the chief medical officer, and head of personnel"
selection_color = "#ffeef0"
exp_requirements = 240
exp_type = EXP_TYPE_CREW
outfit = /datum/outfit/job/doctor/psychologist
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_CLONING, ACCESS_MINERAL_STOREROOM, ACCESS_PSYCH)
minimal_access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_CLONING, ACCESS_MINERAL_STOREROOM, ACCESS_PSYCH)
/datum/outfit/job/doctor/psychologist
name = "Psychologist"
jobtype = /datum/job/psychologist
belt = /obj/item/pda/medical
ears = /obj/item/radio/headset/headset_med
uniform = /obj/item/clothing/under/lawyer/blacksuit
shoes = /obj/item/clothing/shoes/laceup
l_hand = /obj/item/clipboard
backpack_contents = list(/obj/item/storage/pill_bottle/mannitol, /obj/item/storage/pill_bottle/psicodine, /obj/item/storage/pill_bottle/paxpsych, /obj/item/storage/pill_bottle/happinesspsych, /obj/item/storage/pill_bottle/lsdpsych)
backpack = /obj/item/storage/backpack/medic
satchel = /obj/item/storage/backpack/satchel/med
duffelbag = /obj/item/storage/backpack/duffelbag/med
+1 -1
View File
@@ -55,7 +55,7 @@ Head of Security
suit_store = /obj/item/gun/energy/e_gun
r_pocket = /obj/item/assembly/flash/handheld
l_pocket = /obj/item/restraints/handcuffs
backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1)
backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1, /obj/item/modular_computer/tablet/preset/advanced = 1)
backpack = /obj/item/storage/backpack/security
satchel = /obj/item/storage/backpack/satchel/sec
+1
View File
@@ -20,6 +20,7 @@ GLOBAL_LIST_INIT(medical_positions, list(
"Geneticist",
"Virologist",
"Chemist",
"Psychologist",
"Medical Resident"))
+2
View File
@@ -193,6 +193,8 @@
var/unique = 0 //0 - Normal book, 1 - Should not be treated as normal book, unable to be copied, unable to be modified
var/title //The real name of the book.
var/window_size = null // Specific window size for the book, i.e: "1920x1080", Size x Width
drop_sound = 'sound/items/handling/book_drop.ogg'
pickup_sound = 'sound/items/handling/book_pickup.ogg'
/obj/item/book/attack_self(mob/user)
if(is_blind(user))
@@ -81,7 +81,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
var/fixed_mut_color2 = ""
var/fixed_mut_color3 = ""
var/whitelisted = 0 //Is this species restricted to certain players?
var/whitelist = list() //List the ckeys that can use this species, if it's whitelisted.: list("John Doe", "poopface666", "SeeALiggerPullTheTrigger") Spaces & capitalization can be included or ignored entirely for each key as it checks for both.
var/whitelist = list() //List the ckeys that can use this species, if it's whitelisted.: list("John Doe", "poopface666") Spaces & capitalization can be included or ignored entirely for each key as it checks for both.
var/icon_limbs //Overrides the icon used for the limbs of this species. Mainly for downstream, and also because hardcoded icons disgust me. Implemented and maintained as a favor in return for a downstream's implementation of synths.
+3 -15
View File
@@ -105,7 +105,7 @@
return
/mob/living/proc/can_embed(obj/item/I)
return FALSE
return FALSE
/mob/living/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum)
var/obj/item/I
@@ -126,22 +126,10 @@
return TRUE
var/zone = ran_zone(BODY_ZONE_CHEST, 65)//Hits a random part of the body, geared towards the chest
var/dtype = BRUTE
var/volume = I.get_volume_by_throwforce_and_or_w_class()
SEND_SIGNAL(I, COMSIG_MOVABLE_IMPACT_ZONE, src, zone)
dtype = I.damtype
if (I.throwforce > 0) //If the weapon's throwforce is greater than zero...
if (I.throwhitsound) //...and throwhitsound is defined...
playsound(loc, I.throwhitsound, volume, 1, -1) //...play the weapon's throwhitsound.
else if(I.hitsound) //Otherwise, if the weapon's hitsound is defined...
playsound(loc, I.hitsound, volume, 1, -1) //...play the weapon's hitsound.
else if(!I.throwhitsound) //Otherwise, if throwhitsound isn't defined...
playsound(loc, 'sound/weapons/genhit.ogg',volume, 1, -1) //...play genhit.ogg.
else if(!I.throwhitsound && I.throwforce > 0) //Otherwise, if the item doesn't have a throwhitsound and has a throwforce greater than zero...
playsound(loc, 'sound/weapons/genhit.ogg', volume, 1, -1)//...play genhit.ogg
if(!I.throwforce)// Otherwise, if the item's throwforce is 0...
playsound(loc, 'sound/weapons/throwtap.ogg', 1, volume, -1)//...play throwtap.ogg.
if(!blocked)
visible_message("<span class='danger'>[src] has been hit by [I].</span>", \
"<span class='userdanger'>[src] has been hit by [I].</span>")
@@ -397,7 +385,7 @@
if (INTENT_GRAB)
grabbedby(M)
return FALSE
if(INTENT_HARM)
if(INTENT_HARM)
if(HAS_TRAIT(M, TRAIT_PACIFISM))
to_chat(M, "<span class='notice'>You don't want to hurt anyone!</span>")
return FALSE
+1 -1
View File
@@ -252,7 +252,7 @@ GLOBAL_LIST_INIT(department_radio_keys, list(
if (client?.prefs.chat_on_map && stat != UNCONSCIOUS && (client.prefs.see_chat_non_mob || ismob(speaker)) && can_hear())
create_chat_message(speaker, message_language, raw_message, spans, message_mode)
if (client?.prefs.radiosounds && stat != UNCONSCIOUS && can_hear() && radio_freq)
playsound_local(src,'sound/voice/radio.ogg', 30, 1)
playsound_local(src,'sound/voice/radio.ogg', 30, 0)
// Recompose message for AI hrefs, language incomprehension.
message = compose_message(speaker, message_language, raw_message, radio_freq, spans, message_mode, FALSE, source)
+4
View File
@@ -23,6 +23,9 @@
dog_fashion = /datum/dog_fashion/head
grind_results = list(/datum/reagent/cellulose = 2)
drop_sound = 'sound/items/handling/paper_drop.ogg'
pickup_sound = 'sound/items/handling/paper_pickup.ogg'
var/info //What's actually written on the paper.
var/info_links //A different version of the paper which includes html links at fields and EOF
var/stamps //The (text for the) stamps on the paper.
@@ -143,6 +146,7 @@
var/locid = 0
var/laststart = 1
var/textindex = 1
playsound(src, 'sound/items/handling/writing.ogg', 50, 1, -1)
while(locid < 15) //hey whoever decided a while(1) was a good idea here, i hate you
var/istart = 0
if(links)
@@ -2065,7 +2065,7 @@
color = "#AAAAAA55"
taste_description = "water"
metabolization_rate = 0.25 * REAGENTS_METABOLISM
pH = 15
pH = 9.75
/datum/reagent/pax/on_mob_metabolize(mob/living/L)
..()
@@ -327,11 +327,11 @@
/obj/item/reagent_containers/glass/beaker/waterbottle
name = "bottle of water"
desc = "A bottle of water filled at an old Earth bottling facility."
desc = "A bottle of water filled at some factory in space."
icon = 'icons/obj/drinks.dmi'
icon_state = "smallbottle"
item_state = "bottle"
list_reagents = list(/datum/reagent/water = 49.5, /datum/reagent/fluorine = 0.5)//see desc, don't think about it too hard
list_reagents = list(/datum/reagent/water = 50)//see desc, don't think about it too hard
materials = list(MAT_GLASS=0)
volume = 50
amount_per_transfer_from_this = 10
@@ -204,7 +204,25 @@
icon_state = "pill9"
color = "#454545"
list_reagents = list(/datum/reagent/mutationtoxin/shadow = 1)
//////////////////////////////////////// drugs
//////////////////////////////////////// drugs#
/obj/item/reagent_containers/pill/lsdpsych
name = "antipsychotic pill"
desc = "Talk to your healthcare provider immediately if hallucinations worsen or new hallucinations emerge."
icon_state = "pill14"
list_reagents = list(/datum/reagent/toxin/mindbreaker = 5)
/obj/item/reagent_containers/pill/happinesspsych
name = "mood stabilizer pill"
desc = "Used to temporarily alleviate anxiety and depression, take only as prescribed."
icon_state = "pill_happy"
list_reagents = list(/datum/reagent/drug/happiness = 5)
/obj/item/reagent_containers/pill/paxpsych
name = "pacification pill"
desc = "Used to temporarily suppress violent, homicidal, or suicidal behavior in patients."
list_reagents = list(/datum/reagent/pax = 5)
icon_state = "pill12"
/obj/item/reagent_containers/pill/zoom
name = "zoom pill"
list_reagents = list(/datum/reagent/medicine/synaptizine = 10, /datum/reagent/drug/nicotine = 10, /datum/reagent/drug/methamphetamine = 1)
@@ -257,3 +275,4 @@
name = "breast enlargement pill"
list_reagents = list(/datum/reagent/fermi/breast_enlarger = 10)
price = 4
+1 -2
View File
@@ -238,7 +238,6 @@
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
hitsound = 'sound/weapons/circsawhit.ogg'
throwhitsound = 'sound/weapons/pierce.ogg'
item_flags = SURGICAL_TOOL
flags_1 = CONDUCT_1
force = 15
@@ -251,6 +250,7 @@
sharpness = IS_SHARP
tool_behaviour = TOOL_SAW
toolspeed = 1
mob_throw_hit_sound = 'sound/weapons/pierce.ogg'
/obj/item/circular_saw/Initialize()
. = ..()
@@ -263,7 +263,6 @@
icon = 'icons/obj/surgery.dmi'
icon_state = "saw"
hitsound = 'sound/weapons/circsawhit.ogg'
throwhitsound = 'sound/weapons/pierce.ogg'
flags_1 = CONDUCT_1
force = 10
w_class = WEIGHT_CLASS_SMALL
+3
View File
@@ -129,6 +129,9 @@
/obj/item/clothing/under/syndicate/tacticool/skirt = 3,
/obj/item/clothing/mask/balaclava = 3,
/obj/item/clothing/head/ushanka = 3,
/obj/item/clothing/suit/gcvest = 2,
/obj/item/clothing/suit/gcvest/alt = 2,
/obj/item/clothing/gloves/guncaster = 4,
/obj/item/clothing/under/soviet = 3,
/obj/item/storage/belt/fannypack/black = 3,
/obj/item/clothing/suit/jacket/letterman_syndie = 5,