Merge pull request #9983 from Ghommie/Ghommie-cit408

refactoring altclick interaction to allow parent calls without forcing the turf contents stat menu open.
This commit is contained in:
Lin
2019-12-10 23:52:31 +00:00
committed by Archie
parent 7ed460e9fe
commit b0779fe2d7
96 changed files with 10279 additions and 10117 deletions
+8 -3
View File
@@ -114,7 +114,8 @@
/mob/living/silicon/ai/CtrlClickOn(var/atom/A)
A.AICtrlClick(src)
/mob/living/silicon/ai/AltClickOn(var/atom/A)
A.AIAltClick(src)
if(!A.AIAltClick(src))
altclick_listed_turf(A)
/*
The following criminally helpful code is just the previous code cleaned up;
@@ -125,9 +126,10 @@
/* Atom Procs */
/atom/proc/AICtrlClick()
return
/atom/proc/AIAltClick(mob/living/silicon/ai/user)
AltClick(user)
return
return AltClick(user)
/atom/proc/AIShiftClick()
return
/atom/proc/AICtrlShiftClick()
@@ -151,6 +153,7 @@
shock_perm(usr)
else
shock_restore(usr)
return TRUE
/obj/machinery/door/airlock/AIShiftClick() // Opens and closes doors!
if(obj_flags & EMAGGED)
@@ -185,10 +188,12 @@
return
toggle_on()
add_fingerprint(usr)
return TRUE
/* Holopads */
/obj/machinery/holopad/AIAltClick(mob/living/silicon/ai/user)
hangup_all_calls()
return TRUE
//
// Override TurfAdjacent for AltClicking
+518 -520
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File diff suppressed because it is too large Load Diff
+174 -176
View File
@@ -1,176 +1,174 @@
/*
Cyborg ClickOn()
Cyborgs have no range restriction on attack_robot(), because it is basically an AI click.
However, they do have a range restriction on item use, so they cannot do without the
adjacency code.
*/
/mob/living/silicon/robot/ClickOn(var/atom/A, var/params)
if(world.time <= next_click)
return
next_click = world.time + 1
if(check_click_intercept(params,A))
return
if(stat || lockcharge || IsKnockdown() || IsStun() || IsUnconscious())
return
var/list/modifiers = params2list(params)
if(modifiers["shift"] && modifiers["ctrl"])
CtrlShiftClickOn(A)
return
if(modifiers["shift"] && modifiers["middle"])
ShiftMiddleClickOn(A)
return
if(modifiers["middle"])
MiddleClickOn(A)
return
if(modifiers["shift"])
ShiftClickOn(A)
return
if(modifiers["alt"]) // alt and alt-gr (rightalt)
AltClickOn(A)
return
if(modifiers["ctrl"])
CtrlClickOn(A)
return
if(next_move >= world.time)
return
face_atom(A) // change direction to face what you clicked on
/*
cyborg restrained() currently does nothing
if(restrained())
RestrainedClickOn(A)
return
*/
if(aicamera.in_camera_mode) //Cyborg picture taking
aicamera.camera_mode_off()
aicamera.captureimage(A, usr)
return
var/obj/item/W = get_active_held_item()
if(!W && get_dist(src,A) <= interaction_range)
A.attack_robot(src)
return
if(W)
// buckled cannot prevent machine interlinking but stops arm movement
if( buckled || incapacitated())
return
if(W == A)
W.attack_self(src)
return
// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc in contents)
if(A == loc || (A in loc) || (A in contents))
W.melee_attack_chain(src, A, params)
return
if(!isturf(loc))
return
// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc && isturf(A.loc.loc))
if(isturf(A) || isturf(A.loc))
if(A.Adjacent(src)) // see adjacent.dm
W.melee_attack_chain(src, A, params)
return
else
W.afterattack(A, src, 0, params)
return
//Middle click cycles through selected modules.
/mob/living/silicon/robot/MiddleClickOn(atom/A)
cycle_modules()
return
//Give cyborgs hotkey clicks without breaking existing uses of hotkey clicks
// for non-doors/apcs
/mob/living/silicon/robot/CtrlShiftClickOn(atom/A)
A.BorgCtrlShiftClick(src)
/mob/living/silicon/robot/ShiftClickOn(atom/A)
A.BorgShiftClick(src)
/mob/living/silicon/robot/CtrlClickOn(atom/A)
A.BorgCtrlClick(src)
/mob/living/silicon/robot/AltClickOn(atom/A)
A.BorgAltClick(src)
/atom/proc/BorgCtrlShiftClick(mob/living/silicon/robot/user) //forward to human click if not overridden
CtrlShiftClick(user)
/obj/machinery/door/airlock/BorgCtrlShiftClick(mob/living/silicon/robot/user) // Sets/Unsets Emergency Access Override Forwards to AI code.
if(get_dist(src,user) <= user.interaction_range)
AICtrlShiftClick()
else
..()
/atom/proc/BorgShiftClick(mob/living/silicon/robot/user) //forward to human click if not overridden
ShiftClick(user)
/obj/machinery/door/airlock/BorgShiftClick(mob/living/silicon/robot/user) // Opens and closes doors! Forwards to AI code.
if(get_dist(src,user) <= user.interaction_range)
AIShiftClick()
else
..()
/atom/proc/BorgCtrlClick(mob/living/silicon/robot/user) //forward to human click if not overridden
CtrlClick(user)
/obj/machinery/door/airlock/BorgCtrlClick(mob/living/silicon/robot/user) // Bolts doors. Forwards to AI code.
if(get_dist(src,user) <= user.interaction_range)
AICtrlClick()
else
..()
/obj/machinery/power/apc/BorgCtrlClick(mob/living/silicon/robot/user) // turns off/on APCs. Forwards to AI code.
if(get_dist(src,user) <= user.interaction_range)
AICtrlClick()
else
..()
/obj/machinery/turretid/BorgCtrlClick(mob/living/silicon/robot/user) //turret control on/off. Forwards to AI code.
if(get_dist(src,user) <= user.interaction_range)
AICtrlClick()
else
..()
/atom/proc/BorgAltClick(mob/living/silicon/robot/user)
AltClick(user)
return
/obj/machinery/door/airlock/BorgAltClick(mob/living/silicon/robot/user) // Eletrifies doors. Forwards to AI code.
if(get_dist(src,user) <= user.interaction_range)
AIAltClick()
else
..()
/obj/machinery/turretid/BorgAltClick(mob/living/silicon/robot/user) //turret lethal on/off. Forwards to AI code.
if(get_dist(src,user) <= user.interaction_range)
AIAltClick()
else
..()
/*
As with AI, these are not used in click code,
because the code for robots is specific, not generic.
If you would like to add advanced features to robot
clicks, you can do so here, but you will have to
change attack_robot() above to the proper function
*/
/mob/living/silicon/robot/UnarmedAttack(atom/A)
A.attack_robot(src)
/mob/living/silicon/robot/RangedAttack(atom/A)
A.attack_robot(src)
/atom/proc/attack_robot(mob/user)
attack_ai(user)
return
/*
Cyborg ClickOn()
Cyborgs have no range restriction on attack_robot(), because it is basically an AI click.
However, they do have a range restriction on item use, so they cannot do without the
adjacency code.
*/
/mob/living/silicon/robot/ClickOn(var/atom/A, var/params)
if(world.time <= next_click)
return
next_click = world.time + 1
if(check_click_intercept(params,A))
return
if(stat || lockcharge || IsKnockdown() || IsStun() || IsUnconscious())
return
var/list/modifiers = params2list(params)
if(modifiers["shift"] && modifiers["ctrl"])
CtrlShiftClickOn(A)
return
if(modifiers["shift"] && modifiers["middle"])
ShiftMiddleClickOn(A)
return
if(modifiers["middle"])
MiddleClickOn(A)
return
if(modifiers["shift"])
ShiftClickOn(A)
return
if(modifiers["alt"]) // alt and alt-gr (rightalt)
AltClickOn(A)
return
if(modifiers["ctrl"])
CtrlClickOn(A)
return
if(next_move >= world.time)
return
face_atom(A) // change direction to face what you clicked on
/*
cyborg restrained() currently does nothing
if(restrained())
RestrainedClickOn(A)
return
*/
if(aicamera.in_camera_mode) //Cyborg picture taking
aicamera.camera_mode_off()
aicamera.captureimage(A, usr)
return
var/obj/item/W = get_active_held_item()
if(!W && get_dist(src,A) <= interaction_range)
A.attack_robot(src)
return
if(W)
// buckled cannot prevent machine interlinking but stops arm movement
if( buckled || incapacitated())
return
if(W == A)
W.attack_self(src)
return
// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc in contents)
if(A == loc || (A in loc) || (A in contents))
W.melee_attack_chain(src, A, params)
return
if(!isturf(loc))
return
// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc && isturf(A.loc.loc))
if(isturf(A) || isturf(A.loc))
if(A.Adjacent(src)) // see adjacent.dm
W.melee_attack_chain(src, A, params)
return
else
W.afterattack(A, src, 0, params)
return
//Middle click cycles through selected modules.
/mob/living/silicon/robot/MiddleClickOn(atom/A)
cycle_modules()
return
//Give cyborgs hotkey clicks without breaking existing uses of hotkey clicks
// for non-doors/apcs
/mob/living/silicon/robot/CtrlShiftClickOn(atom/A)
A.BorgCtrlShiftClick(src)
/mob/living/silicon/robot/ShiftClickOn(atom/A)
A.BorgShiftClick(src)
/mob/living/silicon/robot/CtrlClickOn(atom/A)
A.BorgCtrlClick(src)
/mob/living/silicon/robot/AltClickOn(atom/A)
if(!A.BorgAltClick(src))
altclick_listed_turf(A)
/atom/proc/BorgCtrlShiftClick(mob/living/silicon/robot/user) //forward to human click if not overridden
CtrlShiftClick(user)
/obj/machinery/door/airlock/BorgCtrlShiftClick(mob/living/silicon/robot/user) // Sets/Unsets Emergency Access Override Forwards to AI code.
if(get_dist(src,user) <= user.interaction_range)
AICtrlShiftClick()
else
..()
/atom/proc/BorgShiftClick(mob/living/silicon/robot/user) //forward to human click if not overridden
ShiftClick(user)
/obj/machinery/door/airlock/BorgShiftClick(mob/living/silicon/robot/user) // Opens and closes doors! Forwards to AI code.
if(get_dist(src,user) <= user.interaction_range)
AIShiftClick()
else
..()
/atom/proc/BorgCtrlClick(mob/living/silicon/robot/user) //forward to human click if not overridden
CtrlClick(user)
/obj/machinery/door/airlock/BorgCtrlClick(mob/living/silicon/robot/user) // Bolts doors. Forwards to AI code.
if(get_dist(src,user) <= user.interaction_range)
AICtrlClick()
else
..()
/obj/machinery/power/apc/BorgCtrlClick(mob/living/silicon/robot/user) // turns off/on APCs. Forwards to AI code.
if(get_dist(src,user) <= user.interaction_range)
AICtrlClick()
else
..()
/obj/machinery/turretid/BorgCtrlClick(mob/living/silicon/robot/user) //turret control on/off. Forwards to AI code.
if(get_dist(src,user) <= user.interaction_range)
AICtrlClick()
else
..()
/atom/proc/BorgAltClick(mob/living/silicon/robot/user)
return AltClick(user)
/obj/machinery/door/airlock/BorgAltClick(mob/living/silicon/robot/user) // Eletrifies doors. Forwards to AI code.
if(get_dist(src,user) <= user.interaction_range)
return AIAltClick()
return ..()
/obj/machinery/turretid/BorgAltClick(mob/living/silicon/robot/user) //turret lethal on/off. Forwards to AI code.
if(get_dist(src,user) <= user.interaction_range)
return AIAltClick()
return ..()
/*
As with AI, these are not used in click code,
because the code for robots is specific, not generic.
If you would like to add advanced features to robot
clicks, you can do so here, but you will have to
change attack_robot() above to the proper function
*/
/mob/living/silicon/robot/UnarmedAttack(atom/A)
A.attack_robot(src)
/mob/living/silicon/robot/RangedAttack(atom/A)
A.attack_robot(src)
/atom/proc/attack_robot(mob/user)
attack_ai(user)
return
+1
View File
@@ -125,6 +125,7 @@
moved = FALSE
user.update_action_buttons(TRUE)
to_chat(user, "<span class='notice'>Action button positions have been reset.</span>")
return TRUE
/obj/screen/movable/action_button/hide_toggle/proc/InitialiseIcon(datum/hud/owner_hud)
+83 -83
View File
@@ -1,83 +1,83 @@
/mob/dead/observer/DblClickOn(var/atom/A, var/params)
if(can_reenter_corpse && mind && mind.current)
if(A == mind.current || (mind.current in A)) // double click your corpse or whatever holds it
reenter_corpse() // (cloning scanner, body bag, closet, mech, etc)
return // seems legit.
// Things you might plausibly want to follow
if(ismovableatom(A))
ManualFollow(A)
// Otherwise jump
else if(A.loc)
forceMove(get_turf(A))
update_parallax_contents()
/mob/dead/observer/ClickOn(var/atom/A, var/params)
if(check_click_intercept(params,A))
return
var/list/modifiers = params2list(params)
if(modifiers["shift"] && modifiers["middle"])
ShiftMiddleClickOn(A)
return
if(modifiers["shift"] && modifiers["ctrl"])
CtrlShiftClickOn(A)
return
if(modifiers["middle"])
MiddleClickOn(A)
return
if(modifiers["shift"])
ShiftClickOn(A)
return
if(modifiers["alt"])
AltClickNoInteract(src, A)
return
if(modifiers["ctrl"])
CtrlClickOn(A)
return
if(world.time <= next_move)
return
// You are responsible for checking config.ghost_interaction when you override this function
// Not all of them require checking, see below
A.attack_ghost(src)
// Oh by the way this didn't work with old click code which is why clicking shit didn't spam you
/atom/proc/attack_ghost(mob/dead/observer/user)
if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_GHOST, user) & COMPONENT_NO_ATTACK_HAND)
return TRUE
if(user.client)
if(IsAdminGhost(user))
attack_ai(user)
else if(user.client.prefs.inquisitive_ghost)
user.examinate(src)
return FALSE
/mob/living/attack_ghost(mob/dead/observer/user)
if(user.client && user.health_scan)
healthscan(user, src, 1, TRUE)
return ..()
// ---------------------------------------
// And here are some good things for free:
// Now you can click through portals, wormholes, gateways, and teleporters while observing. -Sayu
/obj/machinery/gateway/centerstation/attack_ghost(mob/user)
if(awaygate)
user.forceMove(awaygate.loc)
else
to_chat(user, "[src] has no destination.")
return ..()
/obj/machinery/gateway/centeraway/attack_ghost(mob/user)
if(stationgate)
user.forceMove(stationgate.loc)
else
to_chat(user, "[src] has no destination.")
return ..()
/obj/machinery/teleport/hub/attack_ghost(mob/user)
if(power_station && power_station.engaged && power_station.teleporter_console && power_station.teleporter_console.target)
user.forceMove(get_turf(power_station.teleporter_console.target))
return ..()
/mob/dead/observer/DblClickOn(var/atom/A, var/params)
if(can_reenter_corpse && mind && mind.current)
if(A == mind.current || (mind.current in A)) // double click your corpse or whatever holds it
reenter_corpse() // (cloning scanner, body bag, closet, mech, etc)
return // seems legit.
// Things you might plausibly want to follow
if(ismovableatom(A))
ManualFollow(A)
// Otherwise jump
else if(A.loc)
forceMove(get_turf(A))
update_parallax_contents()
/mob/dead/observer/ClickOn(var/atom/A, var/params)
if(check_click_intercept(params,A))
return
var/list/modifiers = params2list(params)
if(modifiers["shift"] && modifiers["middle"])
ShiftMiddleClickOn(A)
return
if(modifiers["shift"] && modifiers["ctrl"])
CtrlShiftClickOn(A)
return
if(modifiers["middle"])
MiddleClickOn(A)
return
if(modifiers["shift"])
ShiftClickOn(A)
return
if(modifiers["alt"])
altclick_listed_turf(A)
return
if(modifiers["ctrl"])
CtrlClickOn(A)
return
if(world.time <= next_move)
return
// You are responsible for checking config.ghost_interaction when you override this function
// Not all of them require checking, see below
A.attack_ghost(src)
// Oh by the way this didn't work with old click code which is why clicking shit didn't spam you
/atom/proc/attack_ghost(mob/dead/observer/user)
if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_GHOST, user) & COMPONENT_NO_ATTACK_HAND)
return TRUE
if(user.client)
if(IsAdminGhost(user))
attack_ai(user)
else if(user.client.prefs.inquisitive_ghost)
user.examinate(src)
return FALSE
/mob/living/attack_ghost(mob/dead/observer/user)
if(user.client && user.health_scan)
healthscan(user, src, 1, TRUE)
return ..()
// ---------------------------------------
// And here are some good things for free:
// Now you can click through portals, wormholes, gateways, and teleporters while observing. -Sayu
/obj/machinery/gateway/centerstation/attack_ghost(mob/user)
if(awaygate)
user.forceMove(awaygate.loc)
else
to_chat(user, "[src] has no destination.")
return ..()
/obj/machinery/gateway/centeraway/attack_ghost(mob/user)
if(stationgate)
user.forceMove(stationgate.loc)
else
to_chat(user, "[src] has no destination.")
return ..()
/obj/machinery/teleport/hub/attack_ghost(mob/user)
if(power_station && power_station.engaged && power_station.teleporter_console && power_station.teleporter_console.target)
user.forceMove(get_turf(power_station.teleporter_console.target))
return ..()
+1
View File
@@ -106,6 +106,7 @@
if(!can_be_rotated.Invoke(user, rotation) || !can_user_rotate.Invoke(user, rotation))
return
BaseRot(user, rotation)
return TRUE
/datum/component/simple_rotation/proc/WrenchRot(datum/source, obj/item/I, mob/living/user)
if(!can_be_rotated.Invoke(user,default_rotation_direction) || !can_user_rotate.Invoke(user,default_rotation_direction))
File diff suppressed because it is too large Load Diff
+2
View File
@@ -181,12 +181,14 @@
open_machine()
/obj/machinery/sleeper/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, !issilicon(user)))
return
if(state_open)
close_machine()
else
open_machine()
return TRUE
/obj/machinery/sleeper/examine(mob/user)
. = ..()
+2 -2
View File
@@ -132,8 +132,8 @@
..()
if(!user.canUseTopic(src))
return
else
eject_part(user)
eject_part(user)
return TRUE
/obj/machinery/aug_manipulator/power_change()
..()
+144 -143
View File
@@ -1,143 +1,144 @@
/obj/structure/frame/computer
name = "computer frame"
icon_state = "0"
state = 0
/obj/structure/frame/computer/attackby(obj/item/P, mob/user, params)
add_fingerprint(user)
switch(state)
if(0)
if(istype(P, /obj/item/wrench))
to_chat(user, "<span class='notice'>You start wrenching the frame into place...</span>")
if(P.use_tool(src, user, 20, volume=50))
to_chat(user, "<span class='notice'>You wrench the frame into place.</span>")
setAnchored(TRUE)
state = 1
return
if(istype(P, /obj/item/weldingtool))
if(!P.tool_start_check(user, amount=0))
return
to_chat(user, "<span class='notice'>You start deconstructing the frame...</span>")
if(P.use_tool(src, user, 20, volume=50))
to_chat(user, "<span class='notice'>You deconstruct the frame.</span>")
var/obj/item/stack/sheet/metal/M = new (drop_location(), 5)
M.add_fingerprint(user)
qdel(src)
return
if(1)
if(istype(P, /obj/item/wrench))
to_chat(user, "<span class='notice'>You start to unfasten the frame...</span>")
if(P.use_tool(src, user, 20, volume=50))
to_chat(user, "<span class='notice'>You unfasten the frame.</span>")
setAnchored(FALSE)
state = 0
return
if(istype(P, /obj/item/circuitboard/computer) && !circuit)
if(!user.transferItemToLoc(P, src))
return
playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
to_chat(user, "<span class='notice'>You place [P] inside the frame.</span>")
icon_state = "1"
circuit = P
circuit.add_fingerprint(user)
return
else if(istype(P, /obj/item/circuitboard) && !circuit)
to_chat(user, "<span class='warning'>This frame does not accept circuit boards of this type!</span>")
return
if(istype(P, /obj/item/screwdriver) && circuit)
P.play_tool_sound(src)
to_chat(user, "<span class='notice'>You screw [circuit] into place.</span>")
state = 2
icon_state = "2"
return
if(istype(P, /obj/item/crowbar) && circuit)
P.play_tool_sound(src)
to_chat(user, "<span class='notice'>You remove [circuit].</span>")
state = 1
icon_state = "0"
circuit.forceMove(drop_location())
circuit.add_fingerprint(user)
circuit = null
return
if(2)
if(istype(P, /obj/item/screwdriver) && circuit)
P.play_tool_sound(src)
to_chat(user, "<span class='notice'>You unfasten the circuit board.</span>")
state = 1
icon_state = "1"
return
if(istype(P, /obj/item/stack/cable_coil))
if(!P.tool_start_check(user, amount=5))
return
to_chat(user, "<span class='notice'>You start adding cables to the frame...</span>")
if(P.use_tool(src, user, 20, volume=50, amount=5))
if(state != 2)
return
to_chat(user, "<span class='notice'>You add cables to the frame.</span>")
state = 3
icon_state = "3"
return
if(3)
if(istype(P, /obj/item/wirecutters))
P.play_tool_sound(src)
to_chat(user, "<span class='notice'>You remove the cables.</span>")
state = 2
icon_state = "2"
var/obj/item/stack/cable_coil/A = new (drop_location(), 5)
A.add_fingerprint(user)
return
if(istype(P, /obj/item/stack/sheet/glass))
if(!P.tool_start_check(user, amount=2))
return
playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
to_chat(user, "<span class='notice'>You start to put in the glass panel...</span>")
if(P.use_tool(src, user, 20, amount=2))
if(state != 3)
return
to_chat(user, "<span class='notice'>You put in the glass panel.</span>")
state = 4
src.icon_state = "4"
return
if(4)
if(istype(P, /obj/item/crowbar))
P.play_tool_sound(src)
to_chat(user, "<span class='notice'>You remove the glass panel.</span>")
state = 3
icon_state = "3"
var/obj/item/stack/sheet/glass/G = new(drop_location(), 2)
G.add_fingerprint(user)
return
if(istype(P, /obj/item/screwdriver))
P.play_tool_sound(src)
to_chat(user, "<span class='notice'>You connect the monitor.</span>")
var/obj/B = new circuit.build_path (loc, circuit)
B.setDir(dir)
transfer_fingerprints_to(B)
qdel(src)
return
if(user.a_intent == INTENT_HARM)
return ..()
/obj/structure/frame/computer/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(state == 4)
new /obj/item/shard(drop_location())
new /obj/item/shard(drop_location())
if(state >= 3)
new /obj/item/stack/cable_coil(drop_location(), 5)
..()
/obj/structure/frame/computer/AltClick(mob/user)
..()
if(!isliving(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(anchored)
to_chat(usr, "<span class='warning'>You must unwrench [src] before rotating it!</span>")
return
setDir(turn(dir, -90))
/obj/structure/frame/computer
name = "computer frame"
icon_state = "0"
state = 0
/obj/structure/frame/computer/attackby(obj/item/P, mob/user, params)
add_fingerprint(user)
switch(state)
if(0)
if(istype(P, /obj/item/wrench))
to_chat(user, "<span class='notice'>You start wrenching the frame into place...</span>")
if(P.use_tool(src, user, 20, volume=50))
to_chat(user, "<span class='notice'>You wrench the frame into place.</span>")
setAnchored(TRUE)
state = 1
return
if(istype(P, /obj/item/weldingtool))
if(!P.tool_start_check(user, amount=0))
return
to_chat(user, "<span class='notice'>You start deconstructing the frame...</span>")
if(P.use_tool(src, user, 20, volume=50))
to_chat(user, "<span class='notice'>You deconstruct the frame.</span>")
var/obj/item/stack/sheet/metal/M = new (drop_location(), 5)
M.add_fingerprint(user)
qdel(src)
return
if(1)
if(istype(P, /obj/item/wrench))
to_chat(user, "<span class='notice'>You start to unfasten the frame...</span>")
if(P.use_tool(src, user, 20, volume=50))
to_chat(user, "<span class='notice'>You unfasten the frame.</span>")
setAnchored(FALSE)
state = 0
return
if(istype(P, /obj/item/circuitboard/computer) && !circuit)
if(!user.transferItemToLoc(P, src))
return
playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
to_chat(user, "<span class='notice'>You place [P] inside the frame.</span>")
icon_state = "1"
circuit = P
circuit.add_fingerprint(user)
return
else if(istype(P, /obj/item/circuitboard) && !circuit)
to_chat(user, "<span class='warning'>This frame does not accept circuit boards of this type!</span>")
return
if(istype(P, /obj/item/screwdriver) && circuit)
P.play_tool_sound(src)
to_chat(user, "<span class='notice'>You screw [circuit] into place.</span>")
state = 2
icon_state = "2"
return
if(istype(P, /obj/item/crowbar) && circuit)
P.play_tool_sound(src)
to_chat(user, "<span class='notice'>You remove [circuit].</span>")
state = 1
icon_state = "0"
circuit.forceMove(drop_location())
circuit.add_fingerprint(user)
circuit = null
return
if(2)
if(istype(P, /obj/item/screwdriver) && circuit)
P.play_tool_sound(src)
to_chat(user, "<span class='notice'>You unfasten the circuit board.</span>")
state = 1
icon_state = "1"
return
if(istype(P, /obj/item/stack/cable_coil))
if(!P.tool_start_check(user, amount=5))
return
to_chat(user, "<span class='notice'>You start adding cables to the frame...</span>")
if(P.use_tool(src, user, 20, volume=50, amount=5))
if(state != 2)
return
to_chat(user, "<span class='notice'>You add cables to the frame.</span>")
state = 3
icon_state = "3"
return
if(3)
if(istype(P, /obj/item/wirecutters))
P.play_tool_sound(src)
to_chat(user, "<span class='notice'>You remove the cables.</span>")
state = 2
icon_state = "2"
var/obj/item/stack/cable_coil/A = new (drop_location(), 5)
A.add_fingerprint(user)
return
if(istype(P, /obj/item/stack/sheet/glass))
if(!P.tool_start_check(user, amount=2))
return
playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
to_chat(user, "<span class='notice'>You start to put in the glass panel...</span>")
if(P.use_tool(src, user, 20, amount=2))
if(state != 3)
return
to_chat(user, "<span class='notice'>You put in the glass panel.</span>")
state = 4
src.icon_state = "4"
return
if(4)
if(istype(P, /obj/item/crowbar))
P.play_tool_sound(src)
to_chat(user, "<span class='notice'>You remove the glass panel.</span>")
state = 3
icon_state = "3"
var/obj/item/stack/sheet/glass/G = new(drop_location(), 2)
G.add_fingerprint(user)
return
if(istype(P, /obj/item/screwdriver))
P.play_tool_sound(src)
to_chat(user, "<span class='notice'>You connect the monitor.</span>")
var/obj/B = new circuit.build_path (loc, circuit)
B.setDir(dir)
transfer_fingerprints_to(B)
qdel(src)
return
if(user.a_intent == INTENT_HARM)
return ..()
/obj/structure/frame/computer/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(state == 4)
new /obj/item/shard(drop_location())
new /obj/item/shard(drop_location())
if(state >= 3)
new /obj/item/stack/cable_coil(drop_location(), 5)
..()
/obj/structure/frame/computer/AltClick(mob/user)
. = ..()
if(!isliving(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(anchored)
to_chat(usr, "<span class='warning'>You must unwrench [src] before rotating it!</span>")
return TRUE
setDir(turn(dir, -90))
return TRUE
File diff suppressed because it is too large Load Diff
@@ -5,7 +5,7 @@
if(contained_id)
contained_id.forceMove(get_turf(src))
return ..()
/obj/machinery/computer/prisoner/examine(mob/user)
. = ..()
@@ -15,8 +15,9 @@
/obj/machinery/computer/prisoner/AltClick(mob/user)
..()
id_eject(user)
return ..()
return TRUE
/obj/machinery/computer/prisoner/proc/id_insert(mob/user, obj/item/card/id/prisoner/P)
if(istype(P))
@@ -115,8 +115,10 @@
return TRUE
/obj/machinery/defibrillator_mount/AltClick(mob/living/carbon/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
return
. = TRUE
if(!defib)
to_chat(user, "<span class='warning'>It'd be hard to remove a defib unit from a mount that has none.</span>")
return
+2
View File
@@ -152,9 +152,11 @@
. += "<span class='notice'>Alt-click to toggle modes.</span>"
/obj/item/grenade/barrier/AltClick(mob/living/carbon/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
return
toggle_mode(user)
return TRUE
/obj/item/grenade/barrier/proc/toggle_mode(mob/user)
switch(mode)
+2
View File
@@ -97,8 +97,10 @@
do_the_dishes(TRUE)
/obj/machinery/dish_drive/AltClick(mob/living/user)
. = ..()
if(user.canUseTopic(src, !issilicon(user)))
do_the_dishes(TRUE)
return TRUE
/obj/machinery/dish_drive/proc/do_the_dishes(manual)
if(!contents.len)
+7
View File
@@ -143,6 +143,13 @@
/obj/machinery/dna_scannernew/interact(mob/user)
toggle_open(user)
/obj/machinery/dna_scannernew/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, !issilicon(user)))
return
interact(user)
return TRUE
/obj/machinery/dna_scannernew/MouseDrop_T(mob/target, mob/user)
if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !iscarbon(target) || !user.IsAdvancedToolUser())
return
+2
View File
@@ -51,10 +51,12 @@
open_machine()
/obj/machinery/harvester/AltClick(mob/user)
. = ..()
if(harvesting || !user || !isliving(user) || state_open)
return
if(can_harvest())
start_harvest()
return TRUE
/obj/machinery/harvester/proc/can_harvest()
if(!powered(EQUIP) || state_open || !occupant || !iscarbon(occupant))
+284 -282
View File
@@ -1,282 +1,284 @@
/obj/machinery/washing_machine
name = "washing machine"
desc = "Gets rid of those pesky bloodstains, or your money back!"
icon = 'icons/obj/machines/washing_machine.dmi'
icon_state = "wm_1_0"
density = TRUE
state_open = TRUE
var/busy = FALSE
var/bloody_mess = 0
var/has_corgi = 0
var/obj/item/color_source
var/max_wash_capacity = 5
/obj/machinery/washing_machine/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click it to start a wash cycle.</span>"
/obj/machinery/washing_machine/AltClick(mob/user)
if(!user.canUseTopic(src))
return
if(busy)
return
if(state_open)
to_chat(user, "<span class='notice'>Close the door first</span>")
return
if(bloody_mess)
to_chat(user, "<span class='warning'>[src] must be cleaned up first.</span>")
return
if(has_corgi)
bloody_mess = 1
busy = TRUE
update_icon()
addtimer(CALLBACK(src, .proc/wash_cycle), 200)
START_PROCESSING(SSfastprocess, src)
/obj/machinery/washing_machine/process()
if (!busy)
animate(src, transform=matrix(), time=2)
return PROCESS_KILL
if (anchored)
if (prob(5))
var/matrix/M = new
M.Translate(rand(-1, 1), rand(0, 1))
animate(src, transform=M, time=1)
animate(transform=matrix(), time=1)
else
if (prob(1))
step(src, pick(GLOB.cardinals))
var/matrix/M = new
M.Translate(rand(-3, 3), rand(-1, 3))
animate(src, transform=M, time=2)
/obj/machinery/washing_machine/clean_blood()
..()
if(!busy)
bloody_mess = FALSE
update_icon()
/obj/machinery/washing_machine/proc/wash_cycle()
for(var/X in contents)
var/atom/movable/AM = X
SEND_SIGNAL(AM, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
AM.clean_blood()
AM.machine_wash(src)
busy = FALSE
if(color_source)
qdel(color_source)
color_source = null
update_icon()
//what happens to this object when washed inside a washing machine
/atom/movable/proc/machine_wash(obj/machinery/washing_machine/WM)
return
/obj/item/stack/sheet/hairlesshide/machine_wash(obj/machinery/washing_machine/WM)
new /obj/item/stack/sheet/wetleather(drop_location(), amount)
qdel(src)
/obj/item/clothing/suit/hooded/ian_costume/machine_wash(obj/machinery/washing_machine/WM)
new /obj/item/reagent_containers/food/snacks/meat/slab/corgi(loc)
qdel(src)
/obj/item/paper/machine_wash(obj/machinery/washing_machine/WM)
if(WM.color_source)
if(istype(WM.color_source, /obj/item/toy/crayon))
var/obj/item/toy/crayon/CR = WM.color_source
add_atom_colour(CR.paint_color, WASHABLE_COLOUR_PRIORITY)
/obj/item/reagents_containers/rag/towel/machine_wash(obj/machinery/washing_machine/WM)
if(WM.color_source)
if(istype(WM.color_source, /obj/item/toy/crayon))
var/obj/item/toy/crayon/CR = WM.color_source
add_atom_colour(CR.paint_color, WASHABLE_COLOUR_PRIORITY)
/mob/living/simple_animal/pet/dog/corgi/machine_wash(obj/machinery/washing_machine/WM)
gib()
/obj/item/clothing/under/color/machine_wash(obj/machinery/washing_machine/WM)
jumpsuit_wash(WM)
/obj/item/clothing/under/rank/machine_wash(obj/machinery/washing_machine/WM)
jumpsuit_wash(WM)
/obj/item/clothing/under/proc/jumpsuit_wash(obj/machinery/washing_machine/WM)
if(WM.color_source)
var/wash_color = WM.color_source.item_color
var/obj/item/clothing/under/U
for(var/T in typesof(/obj/item/clothing/under/color))
var/obj/item/clothing/under/color/J = T
if(wash_color == initial(J.item_color))
U = J
break
if(!U)
for(var/T in typesof(/obj/item/clothing/under/rank))
var/obj/item/clothing/under/rank/R = T
if(wash_color == initial(R.item_color))
U = R
break
if(U)
item_state = initial(U.item_state)
icon_state = initial(U.icon_state)
item_color = wash_color
name = initial(U.name)
desc = "The colors are a bit dodgy."
can_adjust = initial(U.can_adjust)
if(!can_adjust && adjusted) //we deadjust the uniform if it's now unadjustable
toggle_jumpsuit_adjust()
/obj/item/clothing/gloves/color/machine_wash(obj/machinery/washing_machine/WM)
if(WM.color_source)
var/wash_color = WM.color_source.item_color
for(var/T in typesof(/obj/item/clothing/gloves/color))
var/obj/item/clothing/gloves/color/G = T
if(wash_color == initial(G.item_color))
item_state = initial(G.item_state)
icon_state = initial(G.icon_state)
item_color = wash_color
name = initial(G.name)
desc = "The colors are a bit dodgy."
break
/obj/item/clothing/shoes/sneakers/machine_wash(obj/machinery/washing_machine/WM)
if(chained)
chained = 0
slowdown = SHOES_SLOWDOWN
new /obj/item/restraints/handcuffs(loc)
if(WM.color_source)
var/wash_color = WM.color_source.item_color
for(var/T in typesof(/obj/item/clothing/shoes/sneakers))
var/obj/item/clothing/shoes/sneakers/S = T
if(wash_color == initial(S.item_color))
icon_state = initial(S.icon_state)
item_color = wash_color
name = initial(S.name)
desc = "The colors are a bit dodgy."
break
/obj/item/bedsheet/machine_wash(obj/machinery/washing_machine/WM)
if(WM.color_source)
var/wash_color = WM.color_source.item_color
for(var/T in typesof(/obj/item/bedsheet))
var/obj/item/bedsheet/B = T
if(wash_color == initial(B.item_color))
icon_state = initial(B.icon_state)
item_color = wash_color
name = initial(B.name)
desc = "The colors are a bit dodgy."
break
/obj/item/clothing/head/soft/machine_wash(obj/machinery/washing_machine/WM)
if(WM.color_source)
var/wash_color = WM.color_source.item_color
for(var/T in typesof(/obj/item/clothing/head/soft))
var/obj/item/clothing/head/soft/H = T
if(wash_color == initial(H.item_color))
icon_state = initial(H.icon_state)
item_color = wash_color
name = initial(H.name)
desc = "The colors are a bit dodgy."
break
/obj/machinery/washing_machine/relaymove(mob/user)
container_resist(user)
/obj/machinery/washing_machine/container_resist(mob/living/user)
if(!busy)
add_fingerprint(user)
open_machine()
/obj/machinery/washing_machine/update_icon()
cut_overlays()
if(busy)
icon_state = "wm_running_[bloody_mess]"
else if(bloody_mess)
icon_state = "wm_[state_open]_blood"
else
var/full = contents.len ? 1 : 0
icon_state = "wm_[state_open]_[full]"
if(panel_open)
add_overlay("wm_panel")
/obj/machinery/washing_machine/attackby(obj/item/W, mob/user, params)
if(panel_open && !busy && default_unfasten_wrench(user, W))
return
if(default_deconstruction_screwdriver(user, null, null, W))
update_icon()
return
if(istype(W, /obj/item/clothing/head/mob_holder))
to_chat(user, "<span class='warning'>It's too unweildy to put in this way.</span>")
return 1
else if(user.a_intent != INTENT_HARM)
if (!state_open)
to_chat(user, "<span class='warning'>Open the door first!</span>")
return 1
if(bloody_mess)
to_chat(user, "<span class='warning'>[src] must be cleaned up first.</span>")
return 1
if(contents.len >= max_wash_capacity)
to_chat(user, "<span class='warning'>The washing machine is full!</span>")
return 1
if(!user.transferItemToLoc(W, src))
to_chat(user, "<span class='warning'>\The [W] is stuck to your hand, you cannot put it in the washing machine!</span>")
return 1
if(istype(W, /obj/item/toy/crayon) || istype(W, /obj/item/stamp))
color_source = W
update_icon()
else
return ..()
/obj/machinery/washing_machine/attack_hand(mob/user)
. = ..()
if(.)
return
if(busy)
to_chat(user, "<span class='warning'>[src] is busy.</span>")
return
if(user.pulling && user.a_intent == INTENT_GRAB && isliving(user.pulling))
var/mob/living/L = user.pulling
if(L.buckled || L.has_buckled_mobs())
return
if(state_open)
if(iscorgi(L))
has_corgi = 1
L.forceMove(src)
update_icon()
return
if(!state_open)
open_machine()
else
state_open = FALSE //close the door
update_icon()
/obj/machinery/washing_machine/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/metal (loc, 2)
qdel(src)
/obj/machinery/washing_machine/open_machine(drop = 1)
..()
density = TRUE //because machinery/open_machine() sets it to 0
color_source = null
has_corgi = 0
/obj/machinery/washing_machine
name = "washing machine"
desc = "Gets rid of those pesky bloodstains, or your money back!"
icon = 'icons/obj/machines/washing_machine.dmi'
icon_state = "wm_1_0"
density = TRUE
state_open = TRUE
var/busy = FALSE
var/bloody_mess = 0
var/has_corgi = 0
var/obj/item/color_source
var/max_wash_capacity = 5
/obj/machinery/washing_machine/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click it to start a wash cycle.</span>"
/obj/machinery/washing_machine/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src))
return
if(busy)
return
if(state_open)
to_chat(user, "<span class='notice'>Close the door first</span>")
return TRUE
if(bloody_mess)
to_chat(user, "<span class='warning'>[src] must be cleaned up first.</span>")
return TRUE
if(has_corgi)
bloody_mess = 1
busy = TRUE
update_icon()
addtimer(CALLBACK(src, .proc/wash_cycle), 200)
START_PROCESSING(SSfastprocess, src)
return TRUE
/obj/machinery/washing_machine/process()
if (!busy)
animate(src, transform=matrix(), time=2)
return PROCESS_KILL
if (anchored)
if (prob(5))
var/matrix/M = new
M.Translate(rand(-1, 1), rand(0, 1))
animate(src, transform=M, time=1)
animate(transform=matrix(), time=1)
else
if (prob(1))
step(src, pick(GLOB.cardinals))
var/matrix/M = new
M.Translate(rand(-3, 3), rand(-1, 3))
animate(src, transform=M, time=2)
/obj/machinery/washing_machine/clean_blood()
..()
if(!busy)
bloody_mess = FALSE
update_icon()
/obj/machinery/washing_machine/proc/wash_cycle()
for(var/X in contents)
var/atom/movable/AM = X
SEND_SIGNAL(AM, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
AM.clean_blood()
AM.machine_wash(src)
busy = FALSE
if(color_source)
qdel(color_source)
color_source = null
update_icon()
//what happens to this object when washed inside a washing machine
/atom/movable/proc/machine_wash(obj/machinery/washing_machine/WM)
return
/obj/item/stack/sheet/hairlesshide/machine_wash(obj/machinery/washing_machine/WM)
new /obj/item/stack/sheet/wetleather(drop_location(), amount)
qdel(src)
/obj/item/clothing/suit/hooded/ian_costume/machine_wash(obj/machinery/washing_machine/WM)
new /obj/item/reagent_containers/food/snacks/meat/slab/corgi(loc)
qdel(src)
/obj/item/paper/machine_wash(obj/machinery/washing_machine/WM)
if(WM.color_source)
if(istype(WM.color_source, /obj/item/toy/crayon))
var/obj/item/toy/crayon/CR = WM.color_source
add_atom_colour(CR.paint_color, WASHABLE_COLOUR_PRIORITY)
/obj/item/reagents_containers/rag/towel/machine_wash(obj/machinery/washing_machine/WM)
if(WM.color_source)
if(istype(WM.color_source, /obj/item/toy/crayon))
var/obj/item/toy/crayon/CR = WM.color_source
add_atom_colour(CR.paint_color, WASHABLE_COLOUR_PRIORITY)
/mob/living/simple_animal/pet/dog/corgi/machine_wash(obj/machinery/washing_machine/WM)
gib()
/obj/item/clothing/under/color/machine_wash(obj/machinery/washing_machine/WM)
jumpsuit_wash(WM)
/obj/item/clothing/under/rank/machine_wash(obj/machinery/washing_machine/WM)
jumpsuit_wash(WM)
/obj/item/clothing/under/proc/jumpsuit_wash(obj/machinery/washing_machine/WM)
if(WM.color_source)
var/wash_color = WM.color_source.item_color
var/obj/item/clothing/under/U
for(var/T in typesof(/obj/item/clothing/under/color))
var/obj/item/clothing/under/color/J = T
if(wash_color == initial(J.item_color))
U = J
break
if(!U)
for(var/T in typesof(/obj/item/clothing/under/rank))
var/obj/item/clothing/under/rank/R = T
if(wash_color == initial(R.item_color))
U = R
break
if(U)
item_state = initial(U.item_state)
icon_state = initial(U.icon_state)
item_color = wash_color
name = initial(U.name)
desc = "The colors are a bit dodgy."
can_adjust = initial(U.can_adjust)
if(!can_adjust && adjusted) //we deadjust the uniform if it's now unadjustable
toggle_jumpsuit_adjust()
/obj/item/clothing/gloves/color/machine_wash(obj/machinery/washing_machine/WM)
if(WM.color_source)
var/wash_color = WM.color_source.item_color
for(var/T in typesof(/obj/item/clothing/gloves/color))
var/obj/item/clothing/gloves/color/G = T
if(wash_color == initial(G.item_color))
item_state = initial(G.item_state)
icon_state = initial(G.icon_state)
item_color = wash_color
name = initial(G.name)
desc = "The colors are a bit dodgy."
break
/obj/item/clothing/shoes/sneakers/machine_wash(obj/machinery/washing_machine/WM)
if(chained)
chained = 0
slowdown = SHOES_SLOWDOWN
new /obj/item/restraints/handcuffs(loc)
if(WM.color_source)
var/wash_color = WM.color_source.item_color
for(var/T in typesof(/obj/item/clothing/shoes/sneakers))
var/obj/item/clothing/shoes/sneakers/S = T
if(wash_color == initial(S.item_color))
icon_state = initial(S.icon_state)
item_color = wash_color
name = initial(S.name)
desc = "The colors are a bit dodgy."
break
/obj/item/bedsheet/machine_wash(obj/machinery/washing_machine/WM)
if(WM.color_source)
var/wash_color = WM.color_source.item_color
for(var/T in typesof(/obj/item/bedsheet))
var/obj/item/bedsheet/B = T
if(wash_color == initial(B.item_color))
icon_state = initial(B.icon_state)
item_color = wash_color
name = initial(B.name)
desc = "The colors are a bit dodgy."
break
/obj/item/clothing/head/soft/machine_wash(obj/machinery/washing_machine/WM)
if(WM.color_source)
var/wash_color = WM.color_source.item_color
for(var/T in typesof(/obj/item/clothing/head/soft))
var/obj/item/clothing/head/soft/H = T
if(wash_color == initial(H.item_color))
icon_state = initial(H.icon_state)
item_color = wash_color
name = initial(H.name)
desc = "The colors are a bit dodgy."
break
/obj/machinery/washing_machine/relaymove(mob/user)
container_resist(user)
/obj/machinery/washing_machine/container_resist(mob/living/user)
if(!busy)
add_fingerprint(user)
open_machine()
/obj/machinery/washing_machine/update_icon()
cut_overlays()
if(busy)
icon_state = "wm_running_[bloody_mess]"
else if(bloody_mess)
icon_state = "wm_[state_open]_blood"
else
var/full = contents.len ? 1 : 0
icon_state = "wm_[state_open]_[full]"
if(panel_open)
add_overlay("wm_panel")
/obj/machinery/washing_machine/attackby(obj/item/W, mob/user, params)
if(panel_open && !busy && default_unfasten_wrench(user, W))
return
if(default_deconstruction_screwdriver(user, null, null, W))
update_icon()
return
if(istype(W, /obj/item/clothing/head/mob_holder))
to_chat(user, "<span class='warning'>It's too unweildy to put in this way.</span>")
return 1
else if(user.a_intent != INTENT_HARM)
if (!state_open)
to_chat(user, "<span class='warning'>Open the door first!</span>")
return 1
if(bloody_mess)
to_chat(user, "<span class='warning'>[src] must be cleaned up first.</span>")
return 1
if(contents.len >= max_wash_capacity)
to_chat(user, "<span class='warning'>The washing machine is full!</span>")
return 1
if(!user.transferItemToLoc(W, src))
to_chat(user, "<span class='warning'>\The [W] is stuck to your hand, you cannot put it in the washing machine!</span>")
return 1
if(istype(W, /obj/item/toy/crayon) || istype(W, /obj/item/stamp))
color_source = W
update_icon()
else
return ..()
/obj/machinery/washing_machine/attack_hand(mob/user)
. = ..()
if(.)
return
if(busy)
to_chat(user, "<span class='warning'>[src] is busy.</span>")
return
if(user.pulling && user.a_intent == INTENT_GRAB && isliving(user.pulling))
var/mob/living/L = user.pulling
if(L.buckled || L.has_buckled_mobs())
return
if(state_open)
if(iscorgi(L))
has_corgi = 1
L.forceMove(src)
update_icon()
return
if(!state_open)
open_machine()
else
state_open = FALSE //close the door
update_icon()
/obj/machinery/washing_machine/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/metal (loc, 2)
qdel(src)
/obj/machinery/washing_machine/open_machine(drop = 1)
..()
density = TRUE //because machinery/open_machine() sets it to 0
color_source = null
has_corgi = 0
+2
View File
@@ -139,8 +139,10 @@
chassis.toggle_strafe()
/obj/mecha/AltClick(mob/living/user)
. = ..()
if((user == occupant) && user.canUseTopic(src))
toggle_strafe()
return TRUE
/obj/mecha/proc/toggle_strafe()
strafe = !strafe
File diff suppressed because it is too large Load Diff
@@ -974,10 +974,12 @@
to_chat(user, "<span class='notice'>You [suction ? "enable" : "disable"] the board's suction function.</span>")
/obj/item/circuitboard/machine/dish_drive/AltClick(mob/living/user)
. = ..()
if(!user.Adjacent(src))
return
transmit = !transmit
to_chat(user, "<span class='notice'>You [transmit ? "enable" : "disable"] the board's automatic disposal transmission.</span>")
return TRUE
/obj/item/circuitboard/machine/stacking_unit_console
name = "Stacking Machine Console (Machine Board)"
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,91 @@
//NOT YET IMPLEMENTED -- Archie
/obj/item/desynchronizer
name = "desynchronizer"
desc = "An experimental device that can temporarily desynchronize the user from spacetime, effectively making them disappear while it's active."
icon = 'icons/obj/device.dmi'
icon_state = "desynchronizer"
item_state = "electronic"
w_class = WEIGHT_CLASS_SMALL
item_flags = NOBLUDGEON
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
materials = list(MAT_METAL = 250, MAT_GLASS = 500)
var/max_duration = 3000
var/duration = 300
var/last_use = 0
var/next_use = 0
var/obj/effect/abstract/sync_holder/sync_holder
/obj/item/desynchronizer/attack_self(mob/living/user)
if(world.time < next_use)
to_chat(user, "<span class='warning'>[src] is still recharging.</span>")
return
if(!sync_holder)
desync(user)
else
resync()
/obj/item/desynchronizer/examine(mob/user)
. = ..()
if(world.time < next_use)
. += "<span class='warning'>Time left to recharge: [DisplayTimeText(next_use - world.time)]</span>"
. += "<span class='notice'>Alt-click to customize the duration. Current duration: [DisplayTimeText(duration)].</span>"
. += "<span class='notice'>Can be used again to interrupt the effect early. The recharge time is the same as the time spent in desync.</span>"
/obj/item/desynchronizer/AltClick(mob/living/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
var/new_duration = input(user, "Set the duration (5-300):", "Desynchronizer", duration / 10) as null|num
if(new_duration)
new_duration = new_duration SECONDS
new_duration = CLAMP(new_duration, 50, max_duration)
duration = new_duration
to_chat(user, "<span class='notice'>You set the duration to [DisplayTimeText(duration)].</span>")
return TRUE
/obj/item/desynchronizer/proc/desync(mob/living/user)
if(sync_holder)
return
sync_holder = new(drop_location())
new /obj/effect/temp_visual/desynchronizer(drop_location())
to_chat(user, "<span class='notice'>You activate [src], desynchronizing yourself from the present. You can still see your surroundings, but you feel eerily dissociated from reality.</span>")
user.forceMove(sync_holder)
SEND_SIGNAL(user, COMSIG_MOVABLE_SECLUDED_LOCATION)
for(var/thing in user)
var/atom/movable/AM = thing
SEND_SIGNAL(AM, COMSIG_MOVABLE_SECLUDED_LOCATION)
last_use = world.time
icon_state = "desynchronizer-on"
addtimer(CALLBACK(src, .proc/resync), duration)
/obj/item/desynchronizer/proc/resync()
new /obj/effect/temp_visual/desynchronizer(sync_holder.drop_location())
QDEL_NULL(sync_holder)
icon_state = initial(icon_state)
next_use = world.time + (world.time - last_use) // Could be 2*world.time-last_use but that would just be confusing
/obj/item/desynchronizer/Destroy()
resync()
return ..()
/obj/effect/abstract/sync_holder
name = "desyncronized pocket"
desc = "A pocket in spacetime, keeping the user a fraction of a second in the future."
icon = null
icon_state = null
alpha = 0
invisibility = INVISIBILITY_ABSTRACT
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
anchored = TRUE
resistance_flags = INDESTRUCTIBLE
/obj/effect/abstract/sync_holder/Destroy()
for(var/I in contents)
var/atom/movable/AM = I
AM.forceMove(drop_location())
return ..()
/obj/effect/abstract/sync_holder/AllowDrop()
return TRUE //no dropping spaghetti out of your spacetime pocket
@@ -184,14 +184,16 @@
return ..()
/obj/item/geiger_counter/AltClick(mob/living/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
return ..()
return
if(!scanning)
to_chat(usr, "<span class='warning'>[src] must be on to reset its radiation level!</span>")
return 0
return TRUE
radiation_count = 0
to_chat(usr, "<span class='notice'>You flush [src]'s radiation counts, resetting it to normal.</span>")
update_icon()
return TRUE
/obj/item/geiger_counter/emag_act(mob/user)
if(obj_flags & EMAGGED)
+226 -224
View File
@@ -1,224 +1,226 @@
GLOBAL_LIST_EMPTY(GPS_list)
/obj/item/gps
name = "global positioning system"
desc = "Helping lost spacemen find their way through the planets since 2016."
icon = 'icons/obj/telescience.dmi'
icon_state = "gps-c"
w_class = WEIGHT_CLASS_SMALL
slot_flags = ITEM_SLOT_BELT
obj_flags = UNIQUE_RENAME
var/gpstag = "COM0"
var/emped = FALSE
var/tracking = TRUE
var/updating = TRUE //Automatic updating of GPS list. Can be set to manual by user.
var/global_mode = TRUE //If disabled, only GPS signals of the same Z level are shown
/obj/item/gps/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click to switch it [tracking ? "off":"on"].</span>"
/obj/item/gps/Initialize()
. = ..()
GLOB.GPS_list += src
name = "global positioning system ([gpstag])"
add_overlay("working")
/obj/item/gps/Destroy()
GLOB.GPS_list -= src
return ..()
/obj/item/gps/emp_act(severity)
. = ..()
if (. & EMP_PROTECT_SELF)
return
emped = TRUE
cut_overlay("working")
add_overlay("emp")
addtimer(CALLBACK(src, .proc/reboot), 300, TIMER_UNIQUE|TIMER_OVERRIDE) //if a new EMP happens, remove the old timer so it doesn't reactivate early
SStgui.close_uis(src) //Close the UI control if it is open.
/obj/item/gps/proc/reboot()
emped = FALSE
cut_overlay("emp")
add_overlay("working")
/obj/item/gps/AltClick(mob/user)
if(!user.canUseTopic(src, BE_CLOSE))
return
toggletracking(user)
/obj/item/gps/proc/toggletracking(mob/user)
if(!user.canUseTopic(src, BE_CLOSE))
return //user not valid to use gps
if(emped)
to_chat(user, "It's busted!")
return
if(tracking)
cut_overlay("working")
to_chat(user, "[src] is no longer tracking, or visible to other GPS devices.")
tracking = FALSE
else
add_overlay("working")
to_chat(user, "[src] is now tracking, and visible to other GPS devices.")
tracking = TRUE
/obj/item/gps/ui_interact(mob/user, ui_key = "gps", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state) // Remember to use the appropriate state.
if(emped)
to_chat(user, "[src] fizzles weakly.")
return
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
var/gps_window_height = 300 + GLOB.GPS_list.len * 20 // Variable window height, depending on how many GPS units there are to show
ui = new(user, src, ui_key, "gps", "Global Positioning System", 600, gps_window_height, master_ui, state) //width, height
ui.open()
ui.set_autoupdate(state = updating)
/obj/item/gps/ui_data(mob/user)
var/list/data = list()
data["power"] = tracking
data["tag"] = gpstag
data["updating"] = updating
data["globalmode"] = global_mode
if(!tracking || emped) //Do not bother scanning if the GPS is off or EMPed
return data
var/turf/curr = get_turf(src)
data["current"] = "[get_area_name(curr, TRUE)] ([curr.x], [curr.y], [curr.z])"
var/list/signals = list()
data["signals"] = list()
for(var/gps in GLOB.GPS_list)
var/obj/item/gps/G = gps
if(G.emped || !G.tracking || G == src)
continue
var/turf/pos = get_turf(G)
if(!global_mode && pos.z != curr.z)
continue
var/list/signal = list()
signal["entrytag"] = G.gpstag //Name or 'tag' of the GPS
signal["area"] = get_area_name(G, TRUE)
signal["coord"] = "[pos.x], [pos.y], [pos.z]"
if(pos.z == curr.z) //Distance/Direction calculations for same z-level only
signal["dist"] = max(get_dist(curr, pos), 0) //Distance between the src and remote GPS turfs
signal["degrees"] = round(Get_Angle(curr, pos)) //0-360 degree directional bearing, for more precision.
var/direction = uppertext(dir2text(get_dir(curr, pos))) //Direction text (East, etc). Not as precise, but still helpful.
if(!direction)
direction = "CENTER"
signal["degrees"] = "N/A"
signal["direction"] = direction
signals += list(signal) //Add this signal to the list of signals
data["signals"] = signals
return data
/obj/item/gps/ui_act(action, params)
if(..())
return
switch(action)
if("rename")
var/a = input("Please enter desired tag.", name, gpstag) as text
a = copytext(sanitize(a), 1, 20)
gpstag = a
. = TRUE
name = "global positioning system ([gpstag])"
if("power")
toggletracking(usr)
. = TRUE
if("updating")
updating = !updating
. = TRUE
if("globalmode")
global_mode = !global_mode
. = TRUE
/obj/item/gps/science
icon_state = "gps-s"
gpstag = "SCI0"
/obj/item/gps/engineering
icon_state = "gps-e"
gpstag = "ENG0"
/obj/item/gps/mining
icon_state = "gps-m"
gpstag = "MINE0"
desc = "A positioning system helpful for rescuing trapped or injured miners, keeping one on you at all times while mining might just save your life."
/obj/item/gps/cyborg
icon_state = "gps-b"
gpstag = "BORG0"
desc = "A mining cyborg internal positioning system. Used as a recovery beacon for damaged cyborg assets, or a collaboration tool for mining teams."
/obj/item/gps/cyborg/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CYBORG_ITEM_TRAIT)
/obj/item/gps/internal
icon_state = null
item_flags = ABSTRACT
gpstag = "Eerie Signal"
desc = "Report to a coder immediately."
invisibility = INVISIBILITY_MAXIMUM
var/obj/item/implant/gps/implant
/obj/item/gps/internal/Initialize(mapload, obj/item/implant/gps/_implant)
. = ..()
implant = _implant
/obj/item/gps/internal/Destroy()
if(implant?.imp_in)
qdel(implant)
else
return ..()
/obj/item/gps/internal/mining
icon_state = "gps-m"
gpstag = "MINER"
desc = "A positioning system helpful for rescuing trapped or injured miners, keeping one on you at all times while mining might just save your life."
/obj/item/gps/internal/base
gpstag = "NT_AUX"
desc = "A homing signal from Kinaris's mining base."
/obj/item/gps/visible_debug
name = "visible GPS"
gpstag = "ADMIN"
desc = "This admin-spawn GPS unit leaves the coordinates visible \
on any turf that it passes over, for debugging. Especially useful \
for marking the area around the transition edges."
var/list/turf/tagged
/obj/item/gps/visible_debug/Initialize()
. = ..()
tagged = list()
START_PROCESSING(SSfastprocess, src)
/obj/item/gps/visible_debug/process()
var/turf/T = get_turf(src)
if(T)
// I assume it's faster to color,tag and OR the turf in, rather
// then checking if its there
T.color = RANDOM_COLOUR
T.maptext = "[T.x],[T.y],[T.z]"
tagged |= T
/obj/item/gps/visible_debug/proc/clear()
while(tagged.len)
var/turf/T = pop(tagged)
T.color = initial(T.color)
T.maptext = initial(T.maptext)
/obj/item/gps/visible_debug/Destroy()
if(tagged)
clear()
tagged = null
STOP_PROCESSING(SSfastprocess, src)
. = ..()
GLOBAL_LIST_EMPTY(GPS_list)
/obj/item/gps
name = "global positioning system"
desc = "Helping lost spacemen find their way through the planets since 2016."
icon = 'icons/obj/telescience.dmi'
icon_state = "gps-c"
w_class = WEIGHT_CLASS_SMALL
slot_flags = ITEM_SLOT_BELT
obj_flags = UNIQUE_RENAME
var/gpstag = "COM0"
var/emped = FALSE
var/tracking = TRUE
var/updating = TRUE //Automatic updating of GPS list. Can be set to manual by user.
var/global_mode = TRUE //If disabled, only GPS signals of the same Z level are shown
/obj/item/gps/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click to switch it [tracking ? "off":"on"].</span>"
/obj/item/gps/Initialize()
. = ..()
GLOB.GPS_list += src
name = "global positioning system ([gpstag])"
add_overlay("working")
/obj/item/gps/Destroy()
GLOB.GPS_list -= src
return ..()
/obj/item/gps/emp_act(severity)
. = ..()
if (. & EMP_PROTECT_SELF)
return
emped = TRUE
cut_overlay("working")
add_overlay("emp")
addtimer(CALLBACK(src, .proc/reboot), 300, TIMER_UNIQUE|TIMER_OVERRIDE) //if a new EMP happens, remove the old timer so it doesn't reactivate early
SStgui.close_uis(src) //Close the UI control if it is open.
/obj/item/gps/proc/reboot()
emped = FALSE
cut_overlay("emp")
add_overlay("working")
/obj/item/gps/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, BE_CLOSE))
return
toggletracking(user)
return TRUE
/obj/item/gps/proc/toggletracking(mob/user)
if(!user.canUseTopic(src, BE_CLOSE))
return //user not valid to use gps
if(emped)
to_chat(user, "It's busted!")
return
if(tracking)
cut_overlay("working")
to_chat(user, "[src] is no longer tracking, or visible to other GPS devices.")
tracking = FALSE
else
add_overlay("working")
to_chat(user, "[src] is now tracking, and visible to other GPS devices.")
tracking = TRUE
/obj/item/gps/ui_interact(mob/user, ui_key = "gps", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state) // Remember to use the appropriate state.
if(emped)
to_chat(user, "[src] fizzles weakly.")
return
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
var/gps_window_height = 300 + GLOB.GPS_list.len * 20 // Variable window height, depending on how many GPS units there are to show
ui = new(user, src, ui_key, "gps", "Global Positioning System", 600, gps_window_height, master_ui, state) //width, height
ui.open()
ui.set_autoupdate(state = updating)
/obj/item/gps/ui_data(mob/user)
var/list/data = list()
data["power"] = tracking
data["tag"] = gpstag
data["updating"] = updating
data["globalmode"] = global_mode
if(!tracking || emped) //Do not bother scanning if the GPS is off or EMPed
return data
var/turf/curr = get_turf(src)
data["current"] = "[get_area_name(curr, TRUE)] ([curr.x], [curr.y], [curr.z])"
var/list/signals = list()
data["signals"] = list()
for(var/gps in GLOB.GPS_list)
var/obj/item/gps/G = gps
if(G.emped || !G.tracking || G == src)
continue
var/turf/pos = get_turf(G)
if(!global_mode && pos.z != curr.z)
continue
var/list/signal = list()
signal["entrytag"] = G.gpstag //Name or 'tag' of the GPS
signal["area"] = get_area_name(G, TRUE)
signal["coord"] = "[pos.x], [pos.y], [pos.z]"
if(pos.z == curr.z) //Distance/Direction calculations for same z-level only
signal["dist"] = max(get_dist(curr, pos), 0) //Distance between the src and remote GPS turfs
signal["degrees"] = round(Get_Angle(curr, pos)) //0-360 degree directional bearing, for more precision.
var/direction = uppertext(dir2text(get_dir(curr, pos))) //Direction text (East, etc). Not as precise, but still helpful.
if(!direction)
direction = "CENTER"
signal["degrees"] = "N/A"
signal["direction"] = direction
signals += list(signal) //Add this signal to the list of signals
data["signals"] = signals
return data
/obj/item/gps/ui_act(action, params)
if(..())
return
switch(action)
if("rename")
var/a = input("Please enter desired tag.", name, gpstag) as text
a = copytext(sanitize(a), 1, 20)
gpstag = a
. = TRUE
name = "global positioning system ([gpstag])"
if("power")
toggletracking(usr)
. = TRUE
if("updating")
updating = !updating
. = TRUE
if("globalmode")
global_mode = !global_mode
. = TRUE
/obj/item/gps/science
icon_state = "gps-s"
gpstag = "SCI0"
/obj/item/gps/engineering
icon_state = "gps-e"
gpstag = "ENG0"
/obj/item/gps/mining
icon_state = "gps-m"
gpstag = "MINE0"
desc = "A positioning system helpful for rescuing trapped or injured miners, keeping one on you at all times while mining might just save your life."
/obj/item/gps/cyborg
icon_state = "gps-b"
gpstag = "BORG0"
desc = "A mining cyborg internal positioning system. Used as a recovery beacon for damaged cyborg assets, or a collaboration tool for mining teams."
/obj/item/gps/cyborg/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CYBORG_ITEM_TRAIT)
/obj/item/gps/internal
icon_state = null
item_flags = ABSTRACT
gpstag = "Eerie Signal"
desc = "Report to a coder immediately."
invisibility = INVISIBILITY_MAXIMUM
var/obj/item/implant/gps/implant
/obj/item/gps/internal/Initialize(mapload, obj/item/implant/gps/_implant)
. = ..()
implant = _implant
/obj/item/gps/internal/Destroy()
if(implant?.imp_in)
qdel(implant)
else
return ..()
/obj/item/gps/internal/mining
icon_state = "gps-m"
gpstag = "MINER"
desc = "A positioning system helpful for rescuing trapped or injured miners, keeping one on you at all times while mining might just save your life."
/obj/item/gps/internal/base
gpstag = "NT_AUX"
desc = "A homing signal from Kinaris's mining base."
/obj/item/gps/visible_debug
name = "visible GPS"
gpstag = "ADMIN"
desc = "This admin-spawn GPS unit leaves the coordinates visible \
on any turf that it passes over, for debugging. Especially useful \
for marking the area around the transition edges."
var/list/turf/tagged
/obj/item/gps/visible_debug/Initialize()
. = ..()
tagged = list()
START_PROCESSING(SSfastprocess, src)
/obj/item/gps/visible_debug/process()
var/turf/T = get_turf(src)
if(T)
// I assume it's faster to color,tag and OR the turf in, rather
// then checking if its there
T.color = RANDOM_COLOUR
T.maptext = "[T.x],[T.y],[T.z]"
tagged |= T
/obj/item/gps/visible_debug/proc/clear()
while(tagged.len)
var/turf/T = pop(tagged)
T.color = initial(T.color)
T.maptext = initial(T.maptext)
/obj/item/gps/visible_debug/Destroy()
if(tagged)
clear()
tagged = null
STOP_PROCESSING(SSfastprocess, src)
. = ..()
@@ -18,12 +18,14 @@
. += "<span class='notice'>Insert [src] into an active quantum pad to link it.</span>"
/obj/item/quantum_keycard/AltClick(mob/living/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
to_chat(user, "<span class='notice'>You start pressing [src]'s unlink button...</span>")
if(do_after(user, 40, target = src))
to_chat(user, "<span class='notice'>The keycard beeps twice and disconnects the quantum link.</span>")
qpad = null
return TRUE
/obj/item/quantum_keycard/update_icon()
if(qpad)
+335 -333
View File
@@ -1,333 +1,335 @@
// Used for translating channels to tokens on examination
GLOBAL_LIST_INIT(channel_tokens, list(
RADIO_CHANNEL_COMMON = RADIO_KEY_COMMON,
RADIO_CHANNEL_SCIENCE = RADIO_TOKEN_SCIENCE,
RADIO_CHANNEL_COMMAND = RADIO_TOKEN_COMMAND,
RADIO_CHANNEL_MEDICAL = RADIO_TOKEN_MEDICAL,
RADIO_CHANNEL_ENGINEERING = RADIO_TOKEN_ENGINEERING,
RADIO_CHANNEL_SECURITY = RADIO_TOKEN_SECURITY,
RADIO_CHANNEL_CENTCOM = RADIO_TOKEN_CENTCOM,
RADIO_CHANNEL_SYNDICATE = RADIO_TOKEN_SYNDICATE,
RADIO_CHANNEL_SUPPLY = RADIO_TOKEN_SUPPLY,
RADIO_CHANNEL_SERVICE = RADIO_TOKEN_SERVICE,
MODE_BINARY = MODE_TOKEN_BINARY,
RADIO_CHANNEL_AI_PRIVATE = RADIO_TOKEN_AI_PRIVATE
))
/obj/item/radio/headset
name = "radio headset"
desc = "An updated, modular intercom that fits over the head. Takes encryption keys."
icon_state = "headset"
item_state = "headset"
materials = list(MAT_METAL=75)
subspace_transmission = TRUE
canhear_range = 0 // can't hear headsets from very far away
slot_flags = ITEM_SLOT_EARS
var/obj/item/encryptionkey/keyslot2 = null
dog_fashion = null
/obj/item/radio/headset/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] begins putting \the [src]'s antenna up [user.p_their()] nose! It looks like [user.p_theyre()] trying to give [user.p_them()]self cancer!</span>")
return TOXLOSS
/obj/item/radio/headset/examine(mob/user)
. = ..()
if(item_flags & IN_INVENTORY && loc == user)
// construction of frequency description
var/list/avail_chans = list("Use [RADIO_KEY_COMMON] for the currently tuned frequency")
if(translate_binary)
avail_chans += "use [MODE_TOKEN_BINARY] for [MODE_BINARY]"
if(length(channels))
for(var/i in 1 to length(channels))
if(i == 1)
avail_chans += "use [MODE_TOKEN_DEPARTMENT] or [GLOB.channel_tokens[channels[i]]] for [lowertext(channels[i])]"
else
avail_chans += "use [GLOB.channel_tokens[channels[i]]] for [lowertext(channels[i])]"
. += "<span class='notice'>A small screen on the headset displays the following available frequencies:\n[english_list(avail_chans)]."
if(command)
. += "<span class='info'>Alt-click to toggle the high-volume mode.</span>"
else
. += "<span class='notice'>A small screen on the headset flashes, it's too small to read without holding or wearing the headset.</span>"
/obj/item/radio/headset/Initialize()
. = ..()
recalculateChannels()
/obj/item/radio/headset/Destroy()
QDEL_NULL(keyslot2)
return ..()
/obj/item/radio/headset/talk_into(mob/living/M, message, channel, list/spans,datum/language/language)
if (!listening)
return ITALICS | REDUCE_RANGE
return ..()
/obj/item/radio/headset/can_receive(freq, level, AIuser)
if(ishuman(src.loc))
var/mob/living/carbon/human/H = src.loc
if(H.ears == src)
return ..(freq, level)
else if(AIuser)
return ..(freq, level)
return FALSE
/obj/item/radio/headset/syndicate //disguised to look like a normal headset for stealth ops
/obj/item/radio/headset/syndicate/alt //undisguised bowman with flash protection
name = "syndicate headset"
desc = "A syndicate headset that can be used to hear all radio frequencies. Protects ears from flashbangs."
icon_state = "syndie_headset"
item_state = "syndie_headset"
/obj/item/radio/headset/syndicate/alt/ComponentInitialize()
. = ..()
AddComponent(/datum/component/wearertargeting/earprotection, list(SLOT_EARS))
/obj/item/radio/headset/syndicate/alt/leader
name = "team leader headset"
command = TRUE
/obj/item/radio/headset/syndicate/Initialize()
. = ..()
make_syndie()
/obj/item/radio/headset/binary
/obj/item/radio/headset/binary/Initialize()
. = ..()
qdel(keyslot)
keyslot = new /obj/item/encryptionkey/binary
recalculateChannels()
/obj/item/radio/headset/headset_sec
name = "security radio headset"
desc = "This is used by your elite security force."
icon_state = "sec_headset"
keyslot = new /obj/item/encryptionkey/headset_sec
/obj/item/radio/headset/headset_sec/alt
name = "security bowman headset"
desc = "This is used by your elite security force. Protects ears from flashbangs."
icon_state = "sec_headset_alt"
item_state = "sec_headset_alt"
/obj/item/radio/headset/headset_sec/alt/ComponentInitialize()
. = ..()
AddComponent(/datum/component/wearertargeting/earprotection, list(SLOT_EARS))
/obj/item/radio/headset/headset_eng
name = "engineering radio headset"
desc = "When the engineers wish to chat like girls."
icon_state = "eng_headset"
keyslot = new /obj/item/encryptionkey/headset_eng
/obj/item/radio/headset/headset_rob
name = "robotics radio headset"
desc = "Made specifically for the roboticists, who cannot decide between departments."
icon_state = "rob_headset"
keyslot = new /obj/item/encryptionkey/headset_rob
/obj/item/radio/headset/headset_med
name = "medical radio headset"
desc = "A headset for the trained staff of the medbay."
icon_state = "med_headset"
keyslot = new /obj/item/encryptionkey/headset_med
/obj/item/radio/headset/headset_sci
name = "science radio headset"
desc = "A sciency headset. Like usual."
icon_state = "sci_headset"
keyslot = new /obj/item/encryptionkey/headset_sci
/obj/item/radio/headset/headset_medsci
name = "medical research radio headset"
desc = "A headset that is a result of the mating between medical and science."
icon_state = "medsci_headset"
keyslot = new /obj/item/encryptionkey/headset_medsci
/obj/item/radio/headset/headset_com
name = "command radio headset"
desc = "A headset with a commanding channel.\nTo access the command channel, use :c."
icon_state = "com_headset"
keyslot = new /obj/item/encryptionkey/headset_com
/obj/item/radio/headset/heads
command = TRUE
/obj/item/radio/headset/heads/captain
name = "\proper the captain's headset"
desc = "The headset of the king."
icon_state = "com_headset"
keyslot = new /obj/item/encryptionkey/heads/captain
/obj/item/radio/headset/heads/captain/alt
name = "\proper the captain's bowman headset"
desc = "The headset of the boss. Protects ears from flashbangs."
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/radio/headset/heads/captain/alt/ComponentInitialize()
. = ..()
AddComponent(/datum/component/wearertargeting/earprotection, list(SLOT_EARS))
/obj/item/radio/headset/heads/rd
name = "\proper the research director's headset"
desc = "Headset of the fellow who keeps society marching towards technological singularity."
icon_state = "com_headset"
keyslot = new /obj/item/encryptionkey/heads/rd
/obj/item/radio/headset/heads/hos
name = "\proper the head of security's headset"
desc = "The headset of the man in charge of keeping order and protecting the station."
icon_state = "com_headset"
keyslot = new /obj/item/encryptionkey/heads/hos
/obj/item/radio/headset/heads/hos/alt
name = "\proper the head of security's bowman headset"
desc = "The headset of the man in charge of keeping order and protecting the station. Protects ears from flashbangs."
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/radio/headset/heads/hos/ComponentInitialize()
. = ..()
AddComponent(/datum/component/wearertargeting/earprotection, list(SLOT_EARS))
/obj/item/radio/headset/heads/ce
name = "\proper the chief engineer's headset"
desc = "The headset of the guy in charge of keeping the station powered and undamaged."
icon_state = "com_headset"
keyslot = new /obj/item/encryptionkey/heads/ce
/obj/item/radio/headset/heads/cmo
name = "\proper the chief medical officer's headset"
desc = "The headset of the highly trained medical chief."
icon_state = "com_headset"
keyslot = new /obj/item/encryptionkey/heads/cmo
/obj/item/radio/headset/heads/hop
name = "\proper the head of personnel's headset"
desc = "The headset of the guy who will one day be captain."
icon_state = "com_headset"
keyslot = new /obj/item/encryptionkey/heads/hop
/obj/item/radio/headset/headset_cargo
name = "supply radio headset"
desc = "A headset used by the QM and his slaves."
icon_state = "cargo_headset"
keyslot = new /obj/item/encryptionkey/headset_cargo
/obj/item/radio/headset/headset_cargo/mining
name = "mining radio headset"
desc = "Headset used by shaft miners."
icon_state = "mine_headset"
keyslot = new /obj/item/encryptionkey/headset_mining
/obj/item/radio/headset/headset_srv
name = "service radio headset"
desc = "Headset used by the service staff, tasked with keeping the station full, happy and clean."
icon_state = "srv_headset"
keyslot = new /obj/item/encryptionkey/headset_service
/obj/item/radio/headset/headset_cent
name = "\improper CentCom headset"
desc = "A headset used by the upper echelons of Kinaris."
icon_state = "cent_headset"
keyslot = new /obj/item/encryptionkey/headset_com
keyslot2 = new /obj/item/encryptionkey/headset_cent
/obj/item/radio/headset/headset_cent/empty
keyslot = null
keyslot2 = null
/obj/item/radio/headset/headset_cent/commander
keyslot = new /obj/item/encryptionkey/heads/captain
/obj/item/radio/headset/headset_cent/alt
name = "\improper CentCom bowman headset"
desc = "A headset especially for emergency response personnel. Protects ears from flashbangs."
icon_state = "cent_headset_alt"
item_state = "cent_headset_alt"
keyslot = null
/obj/item/radio/headset/headset_cent/alt/ComponentInitialize()
. = ..()
AddComponent(/datum/component/wearertargeting/earprotection, list(SLOT_EARS))
/obj/item/radio/headset/ai
name = "\proper Integrated Subspace Transceiver "
keyslot2 = new /obj/item/encryptionkey/ai
command = TRUE
/obj/item/radio/headset/ai/can_receive(freq, level)
return ..(freq, level, TRUE)
/obj/item/radio/headset/attackby(obj/item/W, mob/user, params)
user.set_machine(src)
if(istype(W, /obj/item/screwdriver))
if(keyslot || keyslot2)
for(var/ch_name in channels)
SSradio.remove_object(src, GLOB.radiochannels[ch_name])
secure_radio_connections[ch_name] = null
var/turf/T = user.drop_location()
if(T)
if(keyslot)
keyslot.forceMove(T)
keyslot = null
if(keyslot2)
keyslot2.forceMove(T)
keyslot2 = null
recalculateChannels()
to_chat(user, "<span class='notice'>You pop out the encryption keys in the headset.</span>")
else
to_chat(user, "<span class='warning'>This headset doesn't have any unique encryption keys! How useless...</span>")
else if(istype(W, /obj/item/encryptionkey))
if(keyslot && keyslot2)
to_chat(user, "<span class='warning'>The headset can't hold another key!</span>")
return
if(!keyslot)
if(!user.transferItemToLoc(W, src))
return
keyslot = W
else
if(!user.transferItemToLoc(W, src))
return
keyslot2 = W
recalculateChannels()
else
return ..()
/obj/item/radio/headset/recalculateChannels()
..()
if(keyslot2)
for(var/ch_name in keyslot2.channels)
if(!(ch_name in src.channels))
channels[ch_name] = keyslot2.channels[ch_name]
if(keyslot2.translate_binary)
translate_binary = TRUE
if(keyslot2.syndie)
syndie = TRUE
if (keyslot2.independent)
independent = TRUE
for(var/ch_name in channels)
secure_radio_connections[ch_name] = add_radio(src, GLOB.radiochannels[ch_name])
/obj/item/radio/headset/AltClick(mob/living/user)
if(!istype(user) || !Adjacent(user) || user.incapacitated())
return
if (command)
use_command = !use_command
to_chat(user, "<span class='notice'>You toggle high-volume mode [use_command ? "on" : "off"].</span>")
// Used for translating channels to tokens on examination
GLOBAL_LIST_INIT(channel_tokens, list(
RADIO_CHANNEL_COMMON = RADIO_KEY_COMMON,
RADIO_CHANNEL_SCIENCE = RADIO_TOKEN_SCIENCE,
RADIO_CHANNEL_COMMAND = RADIO_TOKEN_COMMAND,
RADIO_CHANNEL_MEDICAL = RADIO_TOKEN_MEDICAL,
RADIO_CHANNEL_ENGINEERING = RADIO_TOKEN_ENGINEERING,
RADIO_CHANNEL_SECURITY = RADIO_TOKEN_SECURITY,
RADIO_CHANNEL_CENTCOM = RADIO_TOKEN_CENTCOM,
RADIO_CHANNEL_SYNDICATE = RADIO_TOKEN_SYNDICATE,
RADIO_CHANNEL_SUPPLY = RADIO_TOKEN_SUPPLY,
RADIO_CHANNEL_SERVICE = RADIO_TOKEN_SERVICE,
MODE_BINARY = MODE_TOKEN_BINARY,
RADIO_CHANNEL_AI_PRIVATE = RADIO_TOKEN_AI_PRIVATE
))
/obj/item/radio/headset
name = "radio headset"
desc = "An updated, modular intercom that fits over the head. Takes encryption keys."
icon_state = "headset"
item_state = "headset"
materials = list(MAT_METAL=75)
subspace_transmission = TRUE
canhear_range = 0 // can't hear headsets from very far away
slot_flags = ITEM_SLOT_EARS
var/obj/item/encryptionkey/keyslot2 = null
dog_fashion = null
/obj/item/radio/headset/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] begins putting \the [src]'s antenna up [user.p_their()] nose! It looks like [user.p_theyre()] trying to give [user.p_them()]self cancer!</span>")
return TOXLOSS
/obj/item/radio/headset/examine(mob/user)
. = ..()
if(item_flags & IN_INVENTORY && loc == user)
// construction of frequency description
var/list/avail_chans = list("Use [RADIO_KEY_COMMON] for the currently tuned frequency")
if(translate_binary)
avail_chans += "use [MODE_TOKEN_BINARY] for [MODE_BINARY]"
if(length(channels))
for(var/i in 1 to length(channels))
if(i == 1)
avail_chans += "use [MODE_TOKEN_DEPARTMENT] or [GLOB.channel_tokens[channels[i]]] for [lowertext(channels[i])]"
else
avail_chans += "use [GLOB.channel_tokens[channels[i]]] for [lowertext(channels[i])]"
. += "<span class='notice'>A small screen on the headset displays the following available frequencies:\n[english_list(avail_chans)]."
if(command)
. += "<span class='info'>Alt-click to toggle the high-volume mode.</span>"
else
. += "<span class='notice'>A small screen on the headset flashes, it's too small to read without holding or wearing the headset.</span>"
/obj/item/radio/headset/Initialize()
. = ..()
recalculateChannels()
/obj/item/radio/headset/Destroy()
QDEL_NULL(keyslot2)
return ..()
/obj/item/radio/headset/talk_into(mob/living/M, message, channel, list/spans,datum/language/language)
if (!listening)
return ITALICS | REDUCE_RANGE
return ..()
/obj/item/radio/headset/can_receive(freq, level, AIuser)
if(ishuman(src.loc))
var/mob/living/carbon/human/H = src.loc
if(H.ears == src)
return ..(freq, level)
else if(AIuser)
return ..(freq, level)
return FALSE
/obj/item/radio/headset/syndicate //disguised to look like a normal headset for stealth ops
/obj/item/radio/headset/syndicate/alt //undisguised bowman with flash protection
name = "syndicate headset"
desc = "A syndicate headset that can be used to hear all radio frequencies. Protects ears from flashbangs."
icon_state = "syndie_headset"
item_state = "syndie_headset"
/obj/item/radio/headset/syndicate/alt/ComponentInitialize()
. = ..()
AddComponent(/datum/component/wearertargeting/earprotection, list(SLOT_EARS))
/obj/item/radio/headset/syndicate/alt/leader
name = "team leader headset"
command = TRUE
/obj/item/radio/headset/syndicate/Initialize()
. = ..()
make_syndie()
/obj/item/radio/headset/binary
/obj/item/radio/headset/binary/Initialize()
. = ..()
qdel(keyslot)
keyslot = new /obj/item/encryptionkey/binary
recalculateChannels()
/obj/item/radio/headset/headset_sec
name = "security radio headset"
desc = "This is used by your elite security force."
icon_state = "sec_headset"
keyslot = new /obj/item/encryptionkey/headset_sec
/obj/item/radio/headset/headset_sec/alt
name = "security bowman headset"
desc = "This is used by your elite security force. Protects ears from flashbangs."
icon_state = "sec_headset_alt"
item_state = "sec_headset_alt"
/obj/item/radio/headset/headset_sec/alt/ComponentInitialize()
. = ..()
AddComponent(/datum/component/wearertargeting/earprotection, list(SLOT_EARS))
/obj/item/radio/headset/headset_eng
name = "engineering radio headset"
desc = "When the engineers wish to chat like girls."
icon_state = "eng_headset"
keyslot = new /obj/item/encryptionkey/headset_eng
/obj/item/radio/headset/headset_rob
name = "robotics radio headset"
desc = "Made specifically for the roboticists, who cannot decide between departments."
icon_state = "rob_headset"
keyslot = new /obj/item/encryptionkey/headset_rob
/obj/item/radio/headset/headset_med
name = "medical radio headset"
desc = "A headset for the trained staff of the medbay."
icon_state = "med_headset"
keyslot = new /obj/item/encryptionkey/headset_med
/obj/item/radio/headset/headset_sci
name = "science radio headset"
desc = "A sciency headset. Like usual."
icon_state = "sci_headset"
keyslot = new /obj/item/encryptionkey/headset_sci
/obj/item/radio/headset/headset_medsci
name = "medical research radio headset"
desc = "A headset that is a result of the mating between medical and science."
icon_state = "medsci_headset"
keyslot = new /obj/item/encryptionkey/headset_medsci
/obj/item/radio/headset/headset_com
name = "command radio headset"
desc = "A headset with a commanding channel.\nTo access the command channel, use :c."
icon_state = "com_headset"
keyslot = new /obj/item/encryptionkey/headset_com
/obj/item/radio/headset/heads
command = TRUE
/obj/item/radio/headset/heads/captain
name = "\proper the captain's headset"
desc = "The headset of the king."
icon_state = "com_headset"
keyslot = new /obj/item/encryptionkey/heads/captain
/obj/item/radio/headset/heads/captain/alt
name = "\proper the captain's bowman headset"
desc = "The headset of the boss. Protects ears from flashbangs."
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/radio/headset/heads/captain/alt/ComponentInitialize()
. = ..()
AddComponent(/datum/component/wearertargeting/earprotection, list(SLOT_EARS))
/obj/item/radio/headset/heads/rd
name = "\proper the research director's headset"
desc = "Headset of the fellow who keeps society marching towards technological singularity."
icon_state = "com_headset"
keyslot = new /obj/item/encryptionkey/heads/rd
/obj/item/radio/headset/heads/hos
name = "\proper the head of security's headset"
desc = "The headset of the man in charge of keeping order and protecting the station."
icon_state = "com_headset"
keyslot = new /obj/item/encryptionkey/heads/hos
/obj/item/radio/headset/heads/hos/alt
name = "\proper the head of security's bowman headset"
desc = "The headset of the man in charge of keeping order and protecting the station. Protects ears from flashbangs."
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/radio/headset/heads/hos/ComponentInitialize()
. = ..()
AddComponent(/datum/component/wearertargeting/earprotection, list(SLOT_EARS))
/obj/item/radio/headset/heads/ce
name = "\proper the chief engineer's headset"
desc = "The headset of the guy in charge of keeping the station powered and undamaged."
icon_state = "com_headset"
keyslot = new /obj/item/encryptionkey/heads/ce
/obj/item/radio/headset/heads/cmo
name = "\proper the chief medical officer's headset"
desc = "The headset of the highly trained medical chief."
icon_state = "com_headset"
keyslot = new /obj/item/encryptionkey/heads/cmo
/obj/item/radio/headset/heads/hop
name = "\proper the head of personnel's headset"
desc = "The headset of the guy who will one day be captain."
icon_state = "com_headset"
keyslot = new /obj/item/encryptionkey/heads/hop
/obj/item/radio/headset/headset_cargo
name = "supply radio headset"
desc = "A headset used by the QM and his slaves."
icon_state = "cargo_headset"
keyslot = new /obj/item/encryptionkey/headset_cargo
/obj/item/radio/headset/headset_cargo/mining
name = "mining radio headset"
desc = "Headset used by shaft miners."
icon_state = "mine_headset"
keyslot = new /obj/item/encryptionkey/headset_mining
/obj/item/radio/headset/headset_srv
name = "service radio headset"
desc = "Headset used by the service staff, tasked with keeping the station full, happy and clean."
icon_state = "srv_headset"
keyslot = new /obj/item/encryptionkey/headset_service
/obj/item/radio/headset/headset_cent
name = "\improper CentCom headset"
desc = "A headset used by the upper echelons of Kinaris."
icon_state = "cent_headset"
keyslot = new /obj/item/encryptionkey/headset_com
keyslot2 = new /obj/item/encryptionkey/headset_cent
/obj/item/radio/headset/headset_cent/empty
keyslot = null
keyslot2 = null
/obj/item/radio/headset/headset_cent/commander
keyslot = new /obj/item/encryptionkey/heads/captain
/obj/item/radio/headset/headset_cent/alt
name = "\improper CentCom bowman headset"
desc = "A headset especially for emergency response personnel. Protects ears from flashbangs."
icon_state = "cent_headset_alt"
item_state = "cent_headset_alt"
keyslot = null
/obj/item/radio/headset/headset_cent/alt/ComponentInitialize()
. = ..()
AddComponent(/datum/component/wearertargeting/earprotection, list(SLOT_EARS))
/obj/item/radio/headset/ai
name = "\proper Integrated Subspace Transceiver "
keyslot2 = new /obj/item/encryptionkey/ai
command = TRUE
/obj/item/radio/headset/ai/can_receive(freq, level)
return ..(freq, level, TRUE)
/obj/item/radio/headset/attackby(obj/item/W, mob/user, params)
user.set_machine(src)
if(istype(W, /obj/item/screwdriver))
if(keyslot || keyslot2)
for(var/ch_name in channels)
SSradio.remove_object(src, GLOB.radiochannels[ch_name])
secure_radio_connections[ch_name] = null
var/turf/T = user.drop_location()
if(T)
if(keyslot)
keyslot.forceMove(T)
keyslot = null
if(keyslot2)
keyslot2.forceMove(T)
keyslot2 = null
recalculateChannels()
to_chat(user, "<span class='notice'>You pop out the encryption keys in the headset.</span>")
else
to_chat(user, "<span class='warning'>This headset doesn't have any unique encryption keys! How useless...</span>")
else if(istype(W, /obj/item/encryptionkey))
if(keyslot && keyslot2)
to_chat(user, "<span class='warning'>The headset can't hold another key!</span>")
return
if(!keyslot)
if(!user.transferItemToLoc(W, src))
return
keyslot = W
else
if(!user.transferItemToLoc(W, src))
return
keyslot2 = W
recalculateChannels()
else
return ..()
/obj/item/radio/headset/recalculateChannels()
..()
if(keyslot2)
for(var/ch_name in keyslot2.channels)
if(!(ch_name in src.channels))
channels[ch_name] = keyslot2.channels[ch_name]
if(keyslot2.translate_binary)
translate_binary = TRUE
if(keyslot2.syndie)
syndie = TRUE
if (keyslot2.independent)
independent = TRUE
for(var/ch_name in channels)
secure_radio_connections[ch_name] = add_radio(src, GLOB.radiochannels[ch_name])
/obj/item/radio/headset/AltClick(mob/living/user)
. = ..()
if(!istype(user) || !Adjacent(user) || user.incapacitated())
return
if (command)
use_command = !use_command
to_chat(user, "<span class='notice'>You toggle high-volume mode [use_command ? "on" : "off"].</span>")
return TRUE
+2 -2
View File
@@ -595,10 +595,10 @@ GENE SCANNER
to_chat(user, "<span class='info'>Temperature: [round(environment.temperature-T0C, 0.01)] &deg;C ([round(environment.temperature, 0.01)] K)</span>")
/obj/item/analyzer/AltClick(mob/user) //Barometer output for measuring when the next storm happens
..()
. = ..()
if(user.canUseTopic(src))
. = TRUE
if(cooldown)
to_chat(user, "<span class='warning'>[src]'s barometer function is preparing itself.</span>")
return
+2
View File
@@ -138,11 +138,13 @@
toggle_igniter(user)
/obj/item/flamethrower/AltClick(mob/user)
. = ..()
if(ptank && isliving(user) && user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
user.put_in_hands(ptank)
ptank = null
to_chat(user, "<span class='notice'>You remove the plasma tank from [src]!</span>")
update_icon()
return TRUE
/obj/item/flamethrower/examine(mob/user)
. = ..()
+2
View File
@@ -70,6 +70,7 @@
update_icon()
/obj/item/pet_carrier/AltClick(mob/living/user)
. = ..()
if(open || !user.canUseTopic(src, BE_CLOSE))
return
locked = !locked
@@ -79,6 +80,7 @@
else
playsound(user, 'sound/machines/boltsup.ogg', 30, TRUE)
update_icon()
return TRUE
/obj/item/pet_carrier/attack(mob/living/target, mob/living/user)
if(user.a_intent == INTENT_HARM)
+3 -1
View File
@@ -350,6 +350,7 @@
. = ..()
/obj/item/stack/AltClick(mob/living/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(is_cyborg)
@@ -363,10 +364,11 @@
max = get_amount()
stackmaterial = min(max, stackmaterial)
if(stackmaterial == null || stackmaterial <= 0 || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
return TRUE
else
change_stack(user, stackmaterial)
to_chat(user, "<span class='notice'>You take [stackmaterial] sheets out of the stack</span>")
return TRUE
/obj/item/stack/proc/change_stack(mob/user, amount)
if(!use(amount, TRUE, FALSE))
+1 -11
View File
@@ -842,23 +842,13 @@ obj/item/storage/belt/slut/ComponentInitialize()
STR.rustle_sound = FALSE
STR.max_w_class = WEIGHT_CLASS_BULKY
STR.can_hold = typecacheof(fitting_swords)
STR.quickdraw = TRUE
/obj/item/storage/belt/sabre/examine(mob/user)
. = ..()
if(length(contents))
. += "<span class='notice'>Alt-click it to quickly draw the blade.</span>"
/obj/item/storage/belt/sabre/AltClick(mob/user)
if(!iscarbon(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(length(contents))
var/obj/item/I = contents[1]
user.visible_message("[user] takes [I] out of [src].", "<span class='notice'>You take [I] out of [src].</span>")
user.put_in_hands(I)
update_icon()
else
to_chat(user, "[src] is empty.")
/obj/item/storage/belt/sabre/update_icon()
. = ..()
if(isliving(loc))
+390 -389
View File
@@ -1,389 +1,390 @@
/*
* The 'fancy' path is for objects like donut boxes that show how many items are in the storage item on the sprite itself
* .. Sorry for the shitty path name, I couldnt think of a better one.
*
* WARNING: var/icon_type is used for both examine text and sprite name. Please look at the procs below and adjust your sprite names accordingly
* TODO: Cigarette boxes should be ported to this standard
*
* Contains:
* Donut Box
* Egg Box
* Candle Box
* Cigarette Box
* Cigar Case
* Heart Shaped Box w/ Chocolates
* Ring Box
*/
/obj/item/storage/fancy
icon = 'icons/obj/food/containers.dmi'
icon_state = "donutbox6"
name = "donut box"
desc = "Mmm. Donuts."
resistance_flags = FLAMMABLE
var/icon_type = "donut"
var/spawn_type = null
var/fancy_open = FALSE
/obj/item/storage/fancy/PopulateContents()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
for(var/i = 1 to STR.max_items)
new spawn_type(src)
/obj/item/storage/fancy/update_icon()
if(fancy_open)
icon_state = "[icon_type]box[contents.len]"
else
icon_state = "[icon_type]box"
/obj/item/storage/fancy/examine(mob/user)
. = ..()
if(fancy_open)
if(length(contents) == 1)
. += "There is one [icon_type] left."
else
. += "There are [contents.len <= 0 ? "no" : "[contents.len]"] [icon_type]s left."
/obj/item/storage/fancy/attack_self(mob/user)
fancy_open = !fancy_open
update_icon()
. = ..()
/obj/item/storage/fancy/Exited()
. = ..()
fancy_open = TRUE
update_icon()
/obj/item/storage/fancy/Entered()
. = ..()
fancy_open = TRUE
update_icon()
/*
* Donut Box
*/
/obj/item/storage/fancy/donut_box
icon = 'icons/obj/food/containers.dmi'
icon_state = "donutbox6"
icon_type = "donut"
name = "donut box"
spawn_type = /obj/item/reagent_containers/food/snacks/donut
fancy_open = TRUE
/obj/item/storage/fancy/donut_box/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 6
STR.can_hold = typecacheof(list(/obj/item/reagent_containers/food/snacks/donut))
/*
* Egg Box
*/
/obj/item/storage/fancy/egg_box
icon = 'icons/obj/food/containers.dmi'
item_state = "eggbox"
icon_state = "eggbox"
icon_type = "egg"
lefthand_file = 'icons/mob/inhands/misc/food_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/food_righthand.dmi'
name = "egg box"
desc = "A carton for containing eggs."
spawn_type = /obj/item/reagent_containers/food/snacks/egg
/obj/item/storage/fancy/egg_box/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 12
STR.can_hold = typecacheof(list(/obj/item/reagent_containers/food/snacks/egg))
/*
* Candle Box
*/
/obj/item/storage/fancy/candle_box
name = "candle pack"
desc = "A pack of red candles."
icon = 'icons/obj/candle.dmi'
icon_state = "candlebox5"
icon_type = "candle"
item_state = "candlebox5"
throwforce = 2
slot_flags = ITEM_SLOT_BELT
spawn_type = /obj/item/candle
fancy_open = TRUE
/obj/item/storage/fancy/candle_box/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 5
/obj/item/storage/fancy/candle_box/attack_self(mob_user)
return
////////////
//CIG PACK//
////////////
/obj/item/storage/fancy/cigarettes
name = "\improper Space Cigarettes packet"
desc = "The most popular brand of cigarettes, sponsors of the Space Olympics."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cig"
item_state = "cigpacket"
w_class = WEIGHT_CLASS_TINY
throwforce = 0
slot_flags = ITEM_SLOT_BELT
icon_type = "cigarette"
spawn_type = /obj/item/clothing/mask/cigarette/space_cigarette
/obj/item/storage/fancy/cigarettes/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 6
STR.can_hold = typecacheof(list(/obj/item/clothing/mask/cigarette, /obj/item/lighter))
/obj/item/storage/fancy/cigarettes/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click to extract contents.</span>"
/obj/item/storage/fancy/cigarettes/AltClick(mob/living/carbon/user)
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
var/obj/item/clothing/mask/cigarette/W = locate(/obj/item/clothing/mask/cigarette) in contents
if(W && contents.len > 0)
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_TAKE, W, user)
user.put_in_hands(W)
contents -= W
to_chat(user, "<span class='notice'>You take \a [W] out of the pack.</span>")
else
to_chat(user, "<span class='notice'>There are no [icon_type]s left in the pack.</span>")
/obj/item/storage/fancy/cigarettes/update_icon()
if(fancy_open || !contents.len)
cut_overlays()
if(!contents.len)
icon_state = "[initial(icon_state)]_empty"
else
icon_state = initial(icon_state)
add_overlay("[icon_state]_open")
var/cig_position = 1
for(var/C in contents)
var/mutable_appearance/inserted_overlay = mutable_appearance(icon)
if(istype(C, /obj/item/lighter/greyscale))
inserted_overlay.icon_state = "lighter_in"
else if(istype(C, /obj/item/lighter))
inserted_overlay.icon_state = "zippo_in"
else
inserted_overlay.icon_state = "cigarette"
inserted_overlay.icon_state = "[inserted_overlay.icon_state]_[cig_position]"
add_overlay(inserted_overlay)
cig_position++
else
cut_overlays()
/obj/item/storage/fancy/cigarettes/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!ismob(M))
return
var/obj/item/clothing/mask/cigarette/cig = locate(/obj/item/clothing/mask/cigarette) in contents
if(cig)
if(M == user && contents.len > 0 && !user.wear_mask)
var/obj/item/clothing/mask/cigarette/W = cig
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_TAKE, W, M)
M.equip_to_slot_if_possible(W, SLOT_WEAR_MASK)
contents -= W
to_chat(user, "<span class='notice'>You take \a [W] out of the pack.</span>")
else
..()
else
to_chat(user, "<span class='notice'>There are no [icon_type]s left in the pack.</span>")
/obj/item/storage/fancy/cigarettes/dromedaryco
name = "\improper DromedaryCo packet"
desc = "A packet of six imported DromedaryCo cancer sticks. A label on the packaging reads, \"Wouldn't a slow death make a change?\""
icon_state = "dromedary"
spawn_type = /obj/item/clothing/mask/cigarette/dromedary
/obj/item/storage/fancy/cigarettes/smokekins
name = "\improper smokekins packet"
desc = "Let the Radiance fill your lungs"
icon_state = "smokekins"
spawn_type = /obj/item/clothing/mask/cigarette/smokekins
/obj/item/storage/fancy/cigarettes/cigpack_uplift
name = "\improper Uplift Smooth packet"
desc = "Your favorite brand, now menthol flavored."
icon_state = "uplift"
spawn_type = /obj/item/clothing/mask/cigarette/uplift
/obj/item/storage/fancy/cigarettes/cigpack_robust
name = "\improper Robust packet"
desc = "Smoked by the robust."
icon_state = "robust"
spawn_type = /obj/item/clothing/mask/cigarette/robust
/obj/item/storage/fancy/cigarettes/cigpack_robustgold
name = "\improper Robust Gold packet"
desc = "Smoked by the truly robust."
icon_state = "robustg"
spawn_type = /obj/item/clothing/mask/cigarette/robustgold
/obj/item/storage/fancy/cigarettes/cigpack_carp
name = "\improper Carp Classic packet"
desc = "Since 2313."
icon_state = "carp"
spawn_type = /obj/item/clothing/mask/cigarette/carp
/obj/item/storage/fancy/cigarettes/cigpack_syndicate
name = "cigarette packet"
desc = "An obscure brand of cigarettes."
icon_state = "syndie"
spawn_type = /obj/item/clothing/mask/cigarette/syndicate
/obj/item/storage/fancy/cigarettes/cigpack_midori
name = "\improper Midori Tabako packet"
desc = "You can't understand the runes, but the packet smells funny."
icon_state = "midori"
spawn_type = /obj/item/clothing/mask/cigarette/rollie/nicotine
/obj/item/storage/fancy/cigarettes/cigpack_shadyjims
name = "\improper Shady Jim's Super Slims packet"
desc = "Is your weight slowing you down? Having trouble running away from gravitational singularities? Can't stop stuffing your mouth? Smoke Shady Jim's Super Slims and watch all that fat burn away. Guaranteed results!"
icon_state = "shadyjim"
spawn_type = /obj/item/clothing/mask/cigarette/shadyjims
/obj/item/storage/fancy/cigarettes/cigpack_xeno
name = "\improper Xeno Filtered packet"
desc = "Loaded with 100% pure slime. And also nicotine."
icon_state = "slime"
spawn_type = /obj/item/clothing/mask/cigarette/xeno
/obj/item/storage/fancy/cigarettes/cigpack_cannabis
name = "\improper Freak Brothers' Special packet"
desc = "A label on the packaging reads, \"Endorsed by Phineas, Freddy and Franklin.\""
icon_state = "midori"
spawn_type = /obj/item/clothing/mask/cigarette/rollie/cannabis
/obj/item/storage/fancy/cigarettes/cigpack_mindbreaker
name = "\improper Leary's Delight packet"
desc = "Banned in over 36 galaxies."
icon_state = "shadyjim"
spawn_type = /obj/item/clothing/mask/cigarette/rollie/mindbreaker
/obj/item/storage/fancy/rollingpapers
name = "rolling paper pack"
desc = "A pack of Kinaris brand rolling papers."
w_class = WEIGHT_CLASS_TINY
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cig_paper_pack"
icon_type = "rolling paper"
spawn_type = /obj/item/rollingpaper
/obj/item/storage/fancy/rollingpapers/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 10
STR.can_hold = typecacheof(list(/obj/item/rollingpaper))
/obj/item/storage/fancy/rollingpapers/update_icon()
cut_overlays()
if(!contents.len)
add_overlay("[icon_state]_empty")
/////////////
//CIGAR BOX//
/////////////
/obj/item/storage/fancy/cigarettes/cigars
name = "\improper premium cigar case"
desc = "A case of premium cigars. Very expensive."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cigarcase"
w_class = WEIGHT_CLASS_NORMAL
icon_type = "premium cigar"
spawn_type = /obj/item/clothing/mask/cigarette/cigar
/obj/item/storage/fancy/cigarettes/cigars/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 5
STR.can_hold = typecacheof(list(/obj/item/clothing/mask/cigarette/cigar))
/obj/item/storage/fancy/cigarettes/cigars/update_icon()
cut_overlays()
if(fancy_open)
icon_state = "[initial(icon_state)]_open"
var/cigar_position = 1 //generate sprites for cigars in the box
for(var/obj/item/clothing/mask/cigarette/cigar/smokes in contents)
var/mutable_appearance/cigar_overlay = mutable_appearance(icon, "[smokes.icon_off]_[cigar_position]")
add_overlay(cigar_overlay)
cigar_position++
else
icon_state = "[initial(icon_state)]"
/obj/item/storage/fancy/cigarettes/cigars/cohiba
name = "\improper Cohiba Robusto cigar case"
desc = "A case of imported Cohiba cigars, renowned for their strong flavor."
icon_state = "cohibacase"
spawn_type = /obj/item/clothing/mask/cigarette/cigar/cohiba
/obj/item/storage/fancy/cigarettes/cigars/havana
name = "\improper premium Havanian cigar case"
desc = "A case of classy Havanian cigars."
icon_state = "cohibacase"
spawn_type = /obj/item/clothing/mask/cigarette/cigar/havana
/*
* Heart Shaped Box w/ Chocolates
*/
/obj/item/storage/fancy/heart_box
name = "heart-shaped box"
desc = "A heart-shaped box for holding tiny chocolates."
icon = 'icons/obj/food/containers.dmi'
item_state = "chocolatebox"
icon_state = "chocolatebox"
icon_type = "chocolate"
lefthand_file = 'icons/mob/inhands/misc/food_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/food_righthand.dmi'
spawn_type = /obj/item/reagent_containers/food/snacks/tinychocolate
/obj/item/storage/fancy/heart_box/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 8
STR.can_hold = typecacheof(list(/obj/item/reagent_containers/food/snacks/tinychocolate))
/*
* Ring Box
*/
/obj/item/storage/fancy/ringbox
name = "ring box"
desc = "A tiny box covered in soft red felt made for holding rings."
icon = 'icons/obj/ring.dmi'
icon_state = "gold ringbox"
icon_type = "gold ring"
w_class = WEIGHT_CLASS_TINY
spawn_type = /obj/item/clothing/gloves/ring
/obj/item/storage/fancy/ringbox/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 1
STR.can_hold = typecacheof(list(/obj/item/clothing/gloves/ring))
/obj/item/storage/fancy/ringbox/diamond
icon_state = "diamond ringbox"
icon_type = "diamond ring"
spawn_type = /obj/item/clothing/gloves/ring/diamond
/obj/item/storage/fancy/ringbox/silver
icon_state = "silver ringbox"
icon_type = "silver ring"
spawn_type = /obj/item/clothing/gloves/ring/silver
/*
* The 'fancy' path is for objects like donut boxes that show how many items are in the storage item on the sprite itself
* .. Sorry for the shitty path name, I couldnt think of a better one.
*
* WARNING: var/icon_type is used for both examine text and sprite name. Please look at the procs below and adjust your sprite names accordingly
* TODO: Cigarette boxes should be ported to this standard
*
* Contains:
* Donut Box
* Egg Box
* Candle Box
* Cigarette Box
* Cigar Case
* Heart Shaped Box w/ Chocolates
* Ring Box
*/
/obj/item/storage/fancy
icon = 'icons/obj/food/containers.dmi'
icon_state = "donutbox6"
name = "donut box"
desc = "Mmm. Donuts."
resistance_flags = FLAMMABLE
var/icon_type = "donut"
var/spawn_type = null
var/fancy_open = FALSE
/obj/item/storage/fancy/PopulateContents()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
for(var/i = 1 to STR.max_items)
new spawn_type(src)
/obj/item/storage/fancy/update_icon()
if(fancy_open)
icon_state = "[icon_type]box[contents.len]"
else
icon_state = "[icon_type]box"
/obj/item/storage/fancy/examine(mob/user)
. = ..()
if(fancy_open)
if(length(contents) == 1)
. += "There is one [icon_type] left."
else
. += "There are [contents.len <= 0 ? "no" : "[contents.len]"] [icon_type]s left."
/obj/item/storage/fancy/attack_self(mob/user)
fancy_open = !fancy_open
update_icon()
. = ..()
/obj/item/storage/fancy/Exited()
. = ..()
fancy_open = TRUE
update_icon()
/obj/item/storage/fancy/Entered()
. = ..()
fancy_open = TRUE
update_icon()
/*
* Donut Box
*/
/obj/item/storage/fancy/donut_box
icon = 'icons/obj/food/containers.dmi'
icon_state = "donutbox6"
icon_type = "donut"
name = "donut box"
spawn_type = /obj/item/reagent_containers/food/snacks/donut
fancy_open = TRUE
/obj/item/storage/fancy/donut_box/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 6
STR.can_hold = typecacheof(list(/obj/item/reagent_containers/food/snacks/donut))
/*
* Egg Box
*/
/obj/item/storage/fancy/egg_box
icon = 'icons/obj/food/containers.dmi'
item_state = "eggbox"
icon_state = "eggbox"
icon_type = "egg"
lefthand_file = 'icons/mob/inhands/misc/food_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/food_righthand.dmi'
name = "egg box"
desc = "A carton for containing eggs."
spawn_type = /obj/item/reagent_containers/food/snacks/egg
/obj/item/storage/fancy/egg_box/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 12
STR.can_hold = typecacheof(list(/obj/item/reagent_containers/food/snacks/egg))
/*
* Candle Box
*/
/obj/item/storage/fancy/candle_box
name = "candle pack"
desc = "A pack of red candles."
icon = 'icons/obj/candle.dmi'
icon_state = "candlebox5"
icon_type = "candle"
item_state = "candlebox5"
throwforce = 2
slot_flags = ITEM_SLOT_BELT
spawn_type = /obj/item/candle
fancy_open = TRUE
/obj/item/storage/fancy/candle_box/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 5
/obj/item/storage/fancy/candle_box/attack_self(mob_user)
return
////////////
//CIG PACK//
////////////
/obj/item/storage/fancy/cigarettes
name = "\improper Space Cigarettes packet"
desc = "The most popular brand of cigarettes, sponsors of the Space Olympics."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cig"
item_state = "cigpacket"
w_class = WEIGHT_CLASS_TINY
throwforce = 0
slot_flags = ITEM_SLOT_BELT
icon_type = "cigarette"
spawn_type = /obj/item/clothing/mask/cigarette/space_cigarette
/obj/item/storage/fancy/cigarettes/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 6
STR.can_hold = typecacheof(list(/obj/item/clothing/mask/cigarette, /obj/item/lighter))
/obj/item/storage/fancy/cigarettes/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click to extract contents.</span>"
/obj/item/storage/fancy/cigarettes/AltClick(mob/living/carbon/user)
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
var/obj/item/clothing/mask/cigarette/W = locate(/obj/item/clothing/mask/cigarette) in contents
if(W && contents.len > 0)
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_TAKE, W, user)
user.put_in_hands(W)
contents -= W
to_chat(user, "<span class='notice'>You take \a [W] out of the pack.</span>")
else
to_chat(user, "<span class='notice'>There are no [icon_type]s left in the pack.</span>")
return TRUE
/obj/item/storage/fancy/cigarettes/update_icon()
if(fancy_open || !contents.len)
cut_overlays()
if(!contents.len)
icon_state = "[initial(icon_state)]_empty"
else
icon_state = initial(icon_state)
add_overlay("[icon_state]_open")
var/cig_position = 1
for(var/C in contents)
var/mutable_appearance/inserted_overlay = mutable_appearance(icon)
if(istype(C, /obj/item/lighter/greyscale))
inserted_overlay.icon_state = "lighter_in"
else if(istype(C, /obj/item/lighter))
inserted_overlay.icon_state = "zippo_in"
else
inserted_overlay.icon_state = "cigarette"
inserted_overlay.icon_state = "[inserted_overlay.icon_state]_[cig_position]"
add_overlay(inserted_overlay)
cig_position++
else
cut_overlays()
/obj/item/storage/fancy/cigarettes/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!ismob(M))
return
var/obj/item/clothing/mask/cigarette/cig = locate(/obj/item/clothing/mask/cigarette) in contents
if(cig)
if(M == user && contents.len > 0 && !user.wear_mask)
var/obj/item/clothing/mask/cigarette/W = cig
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_TAKE, W, M)
M.equip_to_slot_if_possible(W, SLOT_WEAR_MASK)
contents -= W
to_chat(user, "<span class='notice'>You take \a [W] out of the pack.</span>")
else
..()
else
to_chat(user, "<span class='notice'>There are no [icon_type]s left in the pack.</span>")
/obj/item/storage/fancy/cigarettes/dromedaryco
name = "\improper DromedaryCo packet"
desc = "A packet of six imported DromedaryCo cancer sticks. A label on the packaging reads, \"Wouldn't a slow death make a change?\""
icon_state = "dromedary"
spawn_type = /obj/item/clothing/mask/cigarette/dromedary
/obj/item/storage/fancy/cigarettes/smokekins
name = "\improper smokekins packet"
desc = "Let the Radiance fill your lungs"
icon_state = "smokekins"
spawn_type = /obj/item/clothing/mask/cigarette/smokekins
/obj/item/storage/fancy/cigarettes/cigpack_uplift
name = "\improper Uplift Smooth packet"
desc = "Your favorite brand, now menthol flavored."
icon_state = "uplift"
spawn_type = /obj/item/clothing/mask/cigarette/uplift
/obj/item/storage/fancy/cigarettes/cigpack_robust
name = "\improper Robust packet"
desc = "Smoked by the robust."
icon_state = "robust"
spawn_type = /obj/item/clothing/mask/cigarette/robust
/obj/item/storage/fancy/cigarettes/cigpack_robustgold
name = "\improper Robust Gold packet"
desc = "Smoked by the truly robust."
icon_state = "robustg"
spawn_type = /obj/item/clothing/mask/cigarette/robustgold
/obj/item/storage/fancy/cigarettes/cigpack_carp
name = "\improper Carp Classic packet"
desc = "Since 2313."
icon_state = "carp"
spawn_type = /obj/item/clothing/mask/cigarette/carp
/obj/item/storage/fancy/cigarettes/cigpack_syndicate
name = "cigarette packet"
desc = "An obscure brand of cigarettes."
icon_state = "syndie"
spawn_type = /obj/item/clothing/mask/cigarette/syndicate
/obj/item/storage/fancy/cigarettes/cigpack_midori
name = "\improper Midori Tabako packet"
desc = "You can't understand the runes, but the packet smells funny."
icon_state = "midori"
spawn_type = /obj/item/clothing/mask/cigarette/rollie/nicotine
/obj/item/storage/fancy/cigarettes/cigpack_shadyjims
name = "\improper Shady Jim's Super Slims packet"
desc = "Is your weight slowing you down? Having trouble running away from gravitational singularities? Can't stop stuffing your mouth? Smoke Shady Jim's Super Slims and watch all that fat burn away. Guaranteed results!"
icon_state = "shadyjim"
spawn_type = /obj/item/clothing/mask/cigarette/shadyjims
/obj/item/storage/fancy/cigarettes/cigpack_xeno
name = "\improper Xeno Filtered packet"
desc = "Loaded with 100% pure slime. And also nicotine."
icon_state = "slime"
spawn_type = /obj/item/clothing/mask/cigarette/xeno
/obj/item/storage/fancy/cigarettes/cigpack_cannabis
name = "\improper Freak Brothers' Special packet"
desc = "A label on the packaging reads, \"Endorsed by Phineas, Freddy and Franklin.\""
icon_state = "midori"
spawn_type = /obj/item/clothing/mask/cigarette/rollie/cannabis
/obj/item/storage/fancy/cigarettes/cigpack_mindbreaker
name = "\improper Leary's Delight packet"
desc = "Banned in over 36 galaxies."
icon_state = "shadyjim"
spawn_type = /obj/item/clothing/mask/cigarette/rollie/mindbreaker
/obj/item/storage/fancy/rollingpapers
name = "rolling paper pack"
desc = "A pack of Kinaris brand rolling papers."
w_class = WEIGHT_CLASS_TINY
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cig_paper_pack"
icon_type = "rolling paper"
spawn_type = /obj/item/rollingpaper
/obj/item/storage/fancy/rollingpapers/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 10
STR.can_hold = typecacheof(list(/obj/item/rollingpaper))
/obj/item/storage/fancy/rollingpapers/update_icon()
cut_overlays()
if(!contents.len)
add_overlay("[icon_state]_empty")
/////////////
//CIGAR BOX//
/////////////
/obj/item/storage/fancy/cigarettes/cigars
name = "\improper premium cigar case"
desc = "A case of premium cigars. Very expensive."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cigarcase"
w_class = WEIGHT_CLASS_NORMAL
icon_type = "premium cigar"
spawn_type = /obj/item/clothing/mask/cigarette/cigar
/obj/item/storage/fancy/cigarettes/cigars/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 5
STR.can_hold = typecacheof(list(/obj/item/clothing/mask/cigarette/cigar))
/obj/item/storage/fancy/cigarettes/cigars/update_icon()
cut_overlays()
if(fancy_open)
icon_state = "[initial(icon_state)]_open"
var/cigar_position = 1 //generate sprites for cigars in the box
for(var/obj/item/clothing/mask/cigarette/cigar/smokes in contents)
var/mutable_appearance/cigar_overlay = mutable_appearance(icon, "[smokes.icon_off]_[cigar_position]")
add_overlay(cigar_overlay)
cigar_position++
else
icon_state = "[initial(icon_state)]"
/obj/item/storage/fancy/cigarettes/cigars/cohiba
name = "\improper Cohiba Robusto cigar case"
desc = "A case of imported Cohiba cigars, renowned for their strong flavor."
icon_state = "cohibacase"
spawn_type = /obj/item/clothing/mask/cigarette/cigar/cohiba
/obj/item/storage/fancy/cigarettes/cigars/havana
name = "\improper premium Havanian cigar case"
desc = "A case of classy Havanian cigars."
icon_state = "cohibacase"
spawn_type = /obj/item/clothing/mask/cigarette/cigar/havana
/*
* Heart Shaped Box w/ Chocolates
*/
/obj/item/storage/fancy/heart_box
name = "heart-shaped box"
desc = "A heart-shaped box for holding tiny chocolates."
icon = 'icons/obj/food/containers.dmi'
item_state = "chocolatebox"
icon_state = "chocolatebox"
icon_type = "chocolate"
lefthand_file = 'icons/mob/inhands/misc/food_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/food_righthand.dmi'
spawn_type = /obj/item/reagent_containers/food/snacks/tinychocolate
/obj/item/storage/fancy/heart_box/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 8
STR.can_hold = typecacheof(list(/obj/item/reagent_containers/food/snacks/tinychocolate))
/*
* Ring Box
*/
/obj/item/storage/fancy/ringbox
name = "ring box"
desc = "A tiny box covered in soft red felt made for holding rings."
icon = 'icons/obj/ring.dmi'
icon_state = "gold ringbox"
icon_type = "gold ring"
w_class = WEIGHT_CLASS_TINY
spawn_type = /obj/item/clothing/gloves/ring
/obj/item/storage/fancy/ringbox/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 1
STR.can_hold = typecacheof(list(/obj/item/clothing/gloves/ring))
/obj/item/storage/fancy/ringbox/diamond
icon_state = "diamond ringbox"
icon_type = "diamond ring"
spawn_type = /obj/item/clothing/gloves/ring/diamond
/obj/item/storage/fancy/ringbox/silver
icon_state = "silver ringbox"
icon_type = "silver ring"
spawn_type = /obj/item/clothing/gloves/ring/silver
+199 -198
View File
@@ -1,198 +1,199 @@
/obj/item/storage/lockbox
name = "lockbox"
desc = "A locked box."
icon_state = "lockbox+l"
item_state = "syringe_kit"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
req_access = list(ACCESS_ARMORY)
var/broken = FALSE
var/open = FALSE
var/icon_locked = "lockbox+l"
var/icon_closed = "lockbox"
var/icon_broken = "lockbox+b"
/obj/item/storage/lockbox/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_w_class = WEIGHT_CLASS_NORMAL
STR.max_combined_w_class = 14
STR.max_items = 4
STR.locked = TRUE
/obj/item/storage/lockbox/attackby(obj/item/W, mob/user, params)
var/locked = SEND_SIGNAL(src, COMSIG_IS_STORAGE_LOCKED)
if(W.GetID())
if(broken)
to_chat(user, "<span class='danger'>It appears to be broken.</span>")
return
if(allowed(user))
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_SET_LOCKSTATE, !locked)
locked = SEND_SIGNAL(src, COMSIG_IS_STORAGE_LOCKED)
if(locked)
icon_state = icon_locked
to_chat(user, "<span class='danger'>You lock the [src.name]!</span>")
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_HIDE_ALL)
return
else
icon_state = icon_closed
to_chat(user, "<span class='danger'>You unlock the [src.name]!</span>")
return
else
to_chat(user, "<span class='danger'>Access Denied.</span>")
return
if(!locked)
return ..()
else
to_chat(user, "<span class='danger'>It's locked!</span>")
/obj/item/storage/lockbox/emag_act(mob/user)
if(!broken)
broken = TRUE
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_SET_LOCKSTATE, FALSE)
desc += "It appears to be broken."
icon_state = src.icon_broken
if(user)
visible_message("<span class='warning'>\The [src] has been broken by [user] with an electromagnetic card!</span>")
return
/obj/item/storage/lockbox/Entered()
. = ..()
open = TRUE
update_icon()
/obj/item/storage/lockbox/Exited()
. = ..()
open = TRUE
update_icon()
/obj/item/storage/lockbox/loyalty
name = "lockbox of mindshield implants"
req_access = list(ACCESS_SECURITY)
/obj/item/storage/lockbox/loyalty/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/implantcase/mindshield(src)
new /obj/item/implanter/mindshield(src)
/obj/item/storage/lockbox/clusterbang
name = "lockbox of clusterbangs"
desc = "You have a bad feeling about opening this."
req_access = list(ACCESS_SECURITY)
/obj/item/storage/lockbox/clusterbang/PopulateContents()
new /obj/item/grenade/clusterbuster(src)
/obj/item/storage/lockbox/medal
name = "medal box"
desc = "A locked box used to store medals of honor."
icon_state = "medalbox+l"
item_state = "syringe_kit"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
req_access = list(ACCESS_CAPTAIN)
icon_locked = "medalbox+l"
icon_closed = "medalbox"
icon_broken = "medalbox+b"
/obj/item/storage/lockbox/medal/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_w_class = WEIGHT_CLASS_SMALL
STR.max_items = 10
STR.max_combined_w_class = 20
STR.can_hold = typecacheof(list(/obj/item/clothing/accessory/medal))
/obj/item/storage/lockbox/medal/examine(mob/user)
. = ..()
var/locked = SEND_SIGNAL(src, COMSIG_IS_STORAGE_LOCKED)
if(!locked)
. += "<span class='notice'>Alt-click to [open ? "close":"open"] it.</span>"
/obj/item/storage/lockbox/medal/AltClick(mob/user)
if(user.canUseTopic(src, BE_CLOSE))
if(!SEND_SIGNAL(src, COMSIG_IS_STORAGE_LOCKED))
open = (open ? FALSE : TRUE)
update_icon()
..()
/obj/item/storage/lockbox/medal/PopulateContents()
new /obj/item/clothing/accessory/medal/gold/captain(src)
new /obj/item/clothing/accessory/medal/silver/valor(src)
new /obj/item/clothing/accessory/medal/silver/valor(src)
new /obj/item/clothing/accessory/medal/silver/security(src)
new /obj/item/clothing/accessory/medal/bronze_heart(src)
new /obj/item/clothing/accessory/medal/plasma/nobel_science(src)
new /obj/item/clothing/accessory/medal/plasma/nobel_science(src)
for(var/i in 1 to 3)
new /obj/item/clothing/accessory/medal/conduct(src)
/obj/item/storage/lockbox/medal/update_icon()
cut_overlays()
var/locked = SEND_SIGNAL(src, COMSIG_IS_STORAGE_LOCKED)
if(locked)
icon_state = "medalbox+l"
open = FALSE
else
icon_state = "medalbox"
if(open)
icon_state += "open"
if(broken)
icon_state += "+b"
if(contents && open)
for (var/i in 1 to contents.len)
var/obj/item/clothing/accessory/medal/M = contents[i]
var/mutable_appearance/medalicon = mutable_appearance(initial(icon), M.medaltype)
if(i > 1 && i <= 5)
medalicon.pixel_x += ((i-1)*3)
else if(i > 5)
medalicon.pixel_y -= 7
medalicon.pixel_x -= 2
medalicon.pixel_x += ((i-6)*3)
add_overlay(medalicon)
/obj/item/storage/lockbox/medal/sec
name = "security medal box"
desc = "A locked box used to store medals to be given to members of the security department."
req_access = list(ACCESS_HOS)
/obj/item/storage/lockbox/medal/sec/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/clothing/accessory/medal/silver/security(src)
/obj/item/storage/lockbox/medal/cargo
name = "cargo award box"
desc = "A locked box used to store awards to be given to members of the cargo department."
req_access = list(ACCESS_QM)
/obj/item/storage/lockbox/medal/cargo/PopulateContents()
new /obj/item/clothing/accessory/medal/ribbon/cargo(src)
/obj/item/storage/lockbox/medal/sci
name = "science medal box"
desc = "A locked box used to store medals to be given to members of the science department."
req_access = list(ACCESS_RD)
/obj/item/storage/lockbox/medal/sci/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/clothing/accessory/medal/plasma/nobel_science(src)
/obj/item/storage/lockbox/medal/engineering
name = "engineering medal box"
desc = "A locked box used to store medals to be given to the members of the engineering department."
req_access = list(ACCESS_CE)
/obj/item/storage/lockbox/medal/engineering/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/clothing/accessory/medal/engineer(src)
/obj/item/storage/lockbox/medal/medical
name = "medical medal box"
desc = "A locked box used to store medals to be given to the members of the medical department."
req_access = list(ACCESS_CMO)
/obj/item/storage/lockbox/medal/medical/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/clothing/accessory/medal/ribbon/medical_doctor(src)
/obj/item/storage/lockbox
name = "lockbox"
desc = "A locked box."
icon_state = "lockbox+l"
item_state = "syringe_kit"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
req_access = list(ACCESS_ARMORY)
var/broken = FALSE
var/open = FALSE
var/icon_locked = "lockbox+l"
var/icon_closed = "lockbox"
var/icon_broken = "lockbox+b"
/obj/item/storage/lockbox/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_w_class = WEIGHT_CLASS_NORMAL
STR.max_combined_w_class = 14
STR.max_items = 4
STR.locked = TRUE
/obj/item/storage/lockbox/attackby(obj/item/W, mob/user, params)
var/locked = SEND_SIGNAL(src, COMSIG_IS_STORAGE_LOCKED)
if(W.GetID())
if(broken)
to_chat(user, "<span class='danger'>It appears to be broken.</span>")
return
if(allowed(user))
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_SET_LOCKSTATE, !locked)
locked = SEND_SIGNAL(src, COMSIG_IS_STORAGE_LOCKED)
if(locked)
icon_state = icon_locked
to_chat(user, "<span class='danger'>You lock the [src.name]!</span>")
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_HIDE_ALL)
return
else
icon_state = icon_closed
to_chat(user, "<span class='danger'>You unlock the [src.name]!</span>")
return
else
to_chat(user, "<span class='danger'>Access Denied.</span>")
return
if(!locked)
return ..()
else
to_chat(user, "<span class='danger'>It's locked!</span>")
/obj/item/storage/lockbox/emag_act(mob/user)
if(!broken)
broken = TRUE
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_SET_LOCKSTATE, FALSE)
desc += "It appears to be broken."
icon_state = src.icon_broken
if(user)
visible_message("<span class='warning'>\The [src] has been broken by [user] with an electromagnetic card!</span>")
return
/obj/item/storage/lockbox/Entered()
. = ..()
open = TRUE
update_icon()
/obj/item/storage/lockbox/Exited()
. = ..()
open = TRUE
update_icon()
/obj/item/storage/lockbox/loyalty
name = "lockbox of mindshield implants"
req_access = list(ACCESS_SECURITY)
/obj/item/storage/lockbox/loyalty/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/implantcase/mindshield(src)
new /obj/item/implanter/mindshield(src)
/obj/item/storage/lockbox/clusterbang
name = "lockbox of clusterbangs"
desc = "You have a bad feeling about opening this."
req_access = list(ACCESS_SECURITY)
/obj/item/storage/lockbox/clusterbang/PopulateContents()
new /obj/item/grenade/clusterbuster(src)
/obj/item/storage/lockbox/medal
name = "medal box"
desc = "A locked box used to store medals of honor."
icon_state = "medalbox+l"
item_state = "syringe_kit"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
req_access = list(ACCESS_CAPTAIN)
icon_locked = "medalbox+l"
icon_closed = "medalbox"
icon_broken = "medalbox+b"
/obj/item/storage/lockbox/medal/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_w_class = WEIGHT_CLASS_SMALL
STR.max_items = 10
STR.max_combined_w_class = 20
STR.can_hold = typecacheof(list(/obj/item/clothing/accessory/medal))
/obj/item/storage/lockbox/medal/examine(mob/user)
. = ..()
var/locked = SEND_SIGNAL(src, COMSIG_IS_STORAGE_LOCKED)
if(!locked)
. += "<span class='notice'>Alt-click to [open ? "close":"open"] it.</span>"
/obj/item/storage/lockbox/medal/AltClick(mob/user)
. = ..()
if(user.canUseTopic(src, BE_CLOSE))
if(!SEND_SIGNAL(src, COMSIG_IS_STORAGE_LOCKED))
open = (open ? FALSE : TRUE)
update_icon()
return TRUE
/obj/item/storage/lockbox/medal/PopulateContents()
new /obj/item/clothing/accessory/medal/gold/captain(src)
new /obj/item/clothing/accessory/medal/silver/valor(src)
new /obj/item/clothing/accessory/medal/silver/valor(src)
new /obj/item/clothing/accessory/medal/silver/security(src)
new /obj/item/clothing/accessory/medal/bronze_heart(src)
new /obj/item/clothing/accessory/medal/plasma/nobel_science(src)
new /obj/item/clothing/accessory/medal/plasma/nobel_science(src)
for(var/i in 1 to 3)
new /obj/item/clothing/accessory/medal/conduct(src)
/obj/item/storage/lockbox/medal/update_icon()
cut_overlays()
var/locked = SEND_SIGNAL(src, COMSIG_IS_STORAGE_LOCKED)
if(locked)
icon_state = "medalbox+l"
open = FALSE
else
icon_state = "medalbox"
if(open)
icon_state += "open"
if(broken)
icon_state += "+b"
if(contents && open)
for (var/i in 1 to contents.len)
var/obj/item/clothing/accessory/medal/M = contents[i]
var/mutable_appearance/medalicon = mutable_appearance(initial(icon), M.medaltype)
if(i > 1 && i <= 5)
medalicon.pixel_x += ((i-1)*3)
else if(i > 5)
medalicon.pixel_y -= 7
medalicon.pixel_x -= 2
medalicon.pixel_x += ((i-6)*3)
add_overlay(medalicon)
/obj/item/storage/lockbox/medal/sec
name = "security medal box"
desc = "A locked box used to store medals to be given to members of the security department."
req_access = list(ACCESS_HOS)
/obj/item/storage/lockbox/medal/sec/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/clothing/accessory/medal/silver/security(src)
/obj/item/storage/lockbox/medal/cargo
name = "cargo award box"
desc = "A locked box used to store awards to be given to members of the cargo department."
req_access = list(ACCESS_QM)
/obj/item/storage/lockbox/medal/cargo/PopulateContents()
new /obj/item/clothing/accessory/medal/ribbon/cargo(src)
/obj/item/storage/lockbox/medal/sci
name = "science medal box"
desc = "A locked box used to store medals to be given to members of the science department."
req_access = list(ACCESS_RD)
/obj/item/storage/lockbox/medal/sci/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/clothing/accessory/medal/plasma/nobel_science(src)
/obj/item/storage/lockbox/medal/engineering
name = "engineering medal box"
desc = "A locked box used to store medals to be given to the members of the engineering department."
req_access = list(ACCESS_CE)
/obj/item/storage/lockbox/medal/engineering/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/clothing/accessory/medal/engineer(src)
/obj/item/storage/lockbox/medal/medical
name = "medical medal box"
desc = "A locked box used to store medals to be given to the members of the medical department."
req_access = list(ACCESS_CMO)
/obj/item/storage/lockbox/medal/medical/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/clothing/accessory/medal/ribbon/medical_doctor(src)
+2
View File
@@ -546,6 +546,7 @@
qdel(src)
/obj/item/twohanded/spear/AltClick(mob/user)
. = ..()
if(user.canUseTopic(src, BE_CLOSE))
..()
if(!explosive)
@@ -554,6 +555,7 @@
var/input = stripped_input(user,"What do you want your war cry to be? You will shout it when you hit someone in melee.", ,"", 50)
if(input)
src.war_cry = input
return TRUE
/obj/item/twohanded/spear/CheckParts(list/parts_list)
var/obj/item/twohanded/spear/S = locate() in parts_list
+253 -252
View File
@@ -1,252 +1,253 @@
/obj
var/crit_fail = FALSE
animate_movement = 2
speech_span = SPAN_ROBOT
var/obj_flags = CAN_BE_HIT
var/set_obj_flags // ONLY FOR MAPPING: Sets flags from a string list, handled in Initialize. Usage: set_obj_flags = "EMAGGED;!CAN_BE_HIT" to set EMAGGED and clear CAN_BE_HIT.
var/damtype = BRUTE
var/force = 0
var/datum/armor/armor
var/obj_integrity //defaults to max_integrity
var/max_integrity = 500
var/integrity_failure = 0 //0 if we have no special broken behavior
var/resistance_flags = NONE // INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ON_FIRE | UNACIDABLE | ACID_PROOF
var/acid_level = 0 //how much acid is on that obj
var/persistence_replacement //have something WAY too amazing to live to the next round? Set a new path here. Overuse of this var will make me upset.
var/current_skin //the item reskin
var/list/unique_reskin //List of options to reskin.
var/always_reskinnable = FALSE
// Access levels, used in modules\jobs\access.dm
var/list/req_access
var/req_access_txt = "0"
var/list/req_one_access
var/req_one_access_txt = "0"
var/renamedByPlayer = FALSE //set when a player uses a pen on a renamable object
/obj/vv_edit_var(vname, vval)
switch(vname)
if("anchored")
setAnchored(vval)
return TRUE
if("obj_flags")
if ((obj_flags & DANGEROUS_POSSESSION) && !(vval & DANGEROUS_POSSESSION))
return FALSE
if("control_object")
var/obj/O = vval
if(istype(O) && (O.obj_flags & DANGEROUS_POSSESSION))
return FALSE
return ..()
/obj/Initialize()
. = ..()
if (islist(armor))
armor = getArmor(arglist(armor))
else if (!armor)
armor = getArmor()
else if (!istype(armor, /datum/armor))
stack_trace("Invalid type [armor.type] found in .armor during /obj Initialize()")
if(obj_integrity == null)
obj_integrity = max_integrity
if (set_obj_flags)
var/flagslist = splittext(set_obj_flags,";")
var/list/string_to_objflag = GLOB.bitfields["obj_flags"]
for (var/flag in flagslist)
if (findtext(flag,"!",1,2))
flag = copytext(flag,1-(length(flag))) // Get all but the initial !
obj_flags &= ~string_to_objflag[flag]
else
obj_flags |= string_to_objflag[flag]
if((obj_flags & ON_BLUEPRINTS) && isturf(loc))
var/turf/T = loc
T.add_blueprints_preround(src)
/obj/Destroy(force=FALSE)
if(!ismachinery(src))
STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
SStgui.close_uis(src)
. = ..()
/obj/proc/setAnchored(anchorvalue)
SEND_SIGNAL(src, COMSIG_OBJ_SETANCHORED, anchorvalue)
anchored = anchorvalue
/obj/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, messy_throw = TRUE)
. = ..()
if(obj_flags & FROZEN)
visible_message("<span class='danger'>[src] shatters into a million pieces!</span>")
qdel(src)
/obj/assume_air(datum/gas_mixture/giver)
if(loc)
return loc.assume_air(giver)
else
return null
/obj/remove_air(amount)
if(loc)
return loc.remove_air(amount)
else
return null
/obj/return_air()
if(loc)
return loc.return_air()
else
return null
/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
//Return: (NONSTANDARD)
// null if object handles breathing logic for lifeform
// datum/air_group to tell lifeform to process using that breath return
//DEFAULT: Take air from turf to give to have mob process
if(breath_request>0)
var/datum/gas_mixture/environment = return_air()
var/breath_percentage = BREATH_VOLUME / environment.return_volume()
return remove_air(environment.total_moles() * breath_percentage)
else
return null
/obj/proc/updateUsrDialog()
if((obj_flags & IN_USE) && !(obj_flags & USES_TGUI))
var/is_in_use = FALSE
var/list/nearby = viewers(1, src)
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
is_in_use = TRUE
ui_interact(M)
if(isAI(usr) || iscyborg(usr) || IsAdminGhost(usr))
if (!(usr in nearby))
if (usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
is_in_use = TRUE
ui_interact(usr)
// check for TK users
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
if(!(usr in nearby))
if(usr.client && usr.machine==src)
if(H.dna.check_mutation(TK))
is_in_use = TRUE
ui_interact(usr)
if (is_in_use)
obj_flags |= IN_USE
else
obj_flags &= ~IN_USE
/obj/proc/updateDialog(update_viewers = TRUE,update_ais = TRUE)
// Check that people are actually using the machine. If not, don't update anymore.
if(obj_flags & IN_USE)
var/is_in_use = FALSE
if(update_viewers)
for(var/mob/M in viewers(1, src))
if ((M.client && M.machine == src))
is_in_use = TRUE
src.interact(M)
var/ai_in_use = FALSE
if(update_ais)
ai_in_use = AutoUpdateAI(src)
if(update_viewers && update_ais) //State change is sure only if we check both
if(!ai_in_use && !is_in_use)
obj_flags &= ~IN_USE
/obj/attack_ghost(mob/user)
. = ..()
if(.)
return
ui_interact(user)
/obj/proc/container_resist(mob/living/user)
return
/obj/proc/update_icon()
return
/mob/proc/unset_machine()
if(machine)
machine.on_unset_machine(src)
machine = null
//called when the user unsets the machine.
/atom/movable/proc/on_unset_machine(mob/user)
return
/mob/proc/set_machine(obj/O)
if(src.machine)
unset_machine()
src.machine = O
if(istype(O))
O.obj_flags |= IN_USE
/obj/item/proc/updateSelfDialog()
var/mob/M = src.loc
if(istype(M) && M.client && M.machine == src)
src.attack_self(M)
/obj/proc/hide(h)
return
/obj/singularity_pull(S, current_size)
..()
if(!anchored || current_size >= STAGE_FIVE)
step_towards(src,S)
/obj/get_dumping_location(datum/component/storage/source,mob/user)
return get_turf(src)
/obj/proc/CanAStarPass()
. = !density
/obj/proc/check_uplink_validity()
return 1
/obj/proc/intercept_user_move(dir, mob, newLoc, oldLoc)
return
/obj/vv_get_dropdown()
. = ..()
.["Delete all of type"] = "?_src_=vars;[HrefToken()];delall=[REF(src)]"
.["Osay"] = "?_src_=vars;[HrefToken()];osay[REF(src)]"
.["Modify armor values"] = "?_src_=vars;[HrefToken()];modarmor=[REF(src)]"
/obj/examine(mob/user)
. = ..()
if(obj_flags & UNIQUE_RENAME)
. += "<span class='notice'>Use a pen on it to rename it or change its description.</span>"
if(unique_reskin && (!current_skin || always_reskinnable))
. += "<span class='notice'>Alt-click it to reskin it.</span>"
/obj/AltClick(mob/user)
. = ..()
if(unique_reskin && (!current_skin || always_reskinnable) && user.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
reskin_obj(user)
/obj/proc/reskin_obj(mob/M)
if(!LAZYLEN(unique_reskin))
return
var/dat = "<b>Reskin options for [name]:</b>\n"
for(var/V in unique_reskin)
var/output = icon2html(src, M, unique_reskin[V])
dat += "[V]: <span class='reallybig'>[output]</span>\n"
to_chat(M, dat)
var/choice = input(M, always_reskinnable ? "Choose the a reskin for [src]" : "Warning, you can only reskin [src] once!","Reskin Object") as null|anything in unique_reskin
if(QDELETED(src) || !choice || (current_skin && !always_reskinnable) || M.incapacitated() || !in_range(M,src) || !unique_reskin[choice] || unique_reskin[choice] == current_skin)
return
current_skin = choice
icon_state = unique_reskin[choice]
to_chat(M, "[src] is now skinned as '[choice]'.")
/obj
var/crit_fail = FALSE
animate_movement = 2
speech_span = SPAN_ROBOT
var/obj_flags = CAN_BE_HIT
var/set_obj_flags // ONLY FOR MAPPING: Sets flags from a string list, handled in Initialize. Usage: set_obj_flags = "EMAGGED;!CAN_BE_HIT" to set EMAGGED and clear CAN_BE_HIT.
var/damtype = BRUTE
var/force = 0
var/datum/armor/armor
var/obj_integrity //defaults to max_integrity
var/max_integrity = 500
var/integrity_failure = 0 //0 if we have no special broken behavior
var/resistance_flags = NONE // INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ON_FIRE | UNACIDABLE | ACID_PROOF
var/acid_level = 0 //how much acid is on that obj
var/persistence_replacement //have something WAY too amazing to live to the next round? Set a new path here. Overuse of this var will make me upset.
var/current_skin //the item reskin
var/list/unique_reskin //List of options to reskin.
var/always_reskinnable = FALSE
// Access levels, used in modules\jobs\access.dm
var/list/req_access
var/req_access_txt = "0"
var/list/req_one_access
var/req_one_access_txt = "0"
var/renamedByPlayer = FALSE //set when a player uses a pen on a renamable object
/obj/vv_edit_var(vname, vval)
switch(vname)
if("anchored")
setAnchored(vval)
return TRUE
if("obj_flags")
if ((obj_flags & DANGEROUS_POSSESSION) && !(vval & DANGEROUS_POSSESSION))
return FALSE
if("control_object")
var/obj/O = vval
if(istype(O) && (O.obj_flags & DANGEROUS_POSSESSION))
return FALSE
return ..()
/obj/Initialize()
. = ..()
if (islist(armor))
armor = getArmor(arglist(armor))
else if (!armor)
armor = getArmor()
else if (!istype(armor, /datum/armor))
stack_trace("Invalid type [armor.type] found in .armor during /obj Initialize()")
if(obj_integrity == null)
obj_integrity = max_integrity
if (set_obj_flags)
var/flagslist = splittext(set_obj_flags,";")
var/list/string_to_objflag = GLOB.bitfields["obj_flags"]
for (var/flag in flagslist)
if (findtext(flag,"!",1,2))
flag = copytext(flag,1-(length(flag))) // Get all but the initial !
obj_flags &= ~string_to_objflag[flag]
else
obj_flags |= string_to_objflag[flag]
if((obj_flags & ON_BLUEPRINTS) && isturf(loc))
var/turf/T = loc
T.add_blueprints_preround(src)
/obj/Destroy(force=FALSE)
if(!ismachinery(src))
STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
SStgui.close_uis(src)
. = ..()
/obj/proc/setAnchored(anchorvalue)
SEND_SIGNAL(src, COMSIG_OBJ_SETANCHORED, anchorvalue)
anchored = anchorvalue
/obj/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, messy_throw = TRUE)
. = ..()
if(obj_flags & FROZEN)
visible_message("<span class='danger'>[src] shatters into a million pieces!</span>")
qdel(src)
/obj/assume_air(datum/gas_mixture/giver)
if(loc)
return loc.assume_air(giver)
else
return null
/obj/remove_air(amount)
if(loc)
return loc.remove_air(amount)
else
return null
/obj/return_air()
if(loc)
return loc.return_air()
else
return null
/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
//Return: (NONSTANDARD)
// null if object handles breathing logic for lifeform
// datum/air_group to tell lifeform to process using that breath return
//DEFAULT: Take air from turf to give to have mob process
if(breath_request>0)
var/datum/gas_mixture/environment = return_air()
var/breath_percentage = BREATH_VOLUME / environment.return_volume()
return remove_air(environment.total_moles() * breath_percentage)
else
return null
/obj/proc/updateUsrDialog()
if((obj_flags & IN_USE) && !(obj_flags & USES_TGUI))
var/is_in_use = FALSE
var/list/nearby = viewers(1, src)
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
is_in_use = TRUE
ui_interact(M)
if(isAI(usr) || iscyborg(usr) || IsAdminGhost(usr))
if (!(usr in nearby))
if (usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
is_in_use = TRUE
ui_interact(usr)
// check for TK users
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
if(!(usr in nearby))
if(usr.client && usr.machine==src)
if(H.dna.check_mutation(TK))
is_in_use = TRUE
ui_interact(usr)
if (is_in_use)
obj_flags |= IN_USE
else
obj_flags &= ~IN_USE
/obj/proc/updateDialog(update_viewers = TRUE,update_ais = TRUE)
// Check that people are actually using the machine. If not, don't update anymore.
if(obj_flags & IN_USE)
var/is_in_use = FALSE
if(update_viewers)
for(var/mob/M in viewers(1, src))
if ((M.client && M.machine == src))
is_in_use = TRUE
src.interact(M)
var/ai_in_use = FALSE
if(update_ais)
ai_in_use = AutoUpdateAI(src)
if(update_viewers && update_ais) //State change is sure only if we check both
if(!ai_in_use && !is_in_use)
obj_flags &= ~IN_USE
/obj/attack_ghost(mob/user)
. = ..()
if(.)
return
ui_interact(user)
/obj/proc/container_resist(mob/living/user)
return
/obj/proc/update_icon()
return
/mob/proc/unset_machine()
if(machine)
machine.on_unset_machine(src)
machine = null
//called when the user unsets the machine.
/atom/movable/proc/on_unset_machine(mob/user)
return
/mob/proc/set_machine(obj/O)
if(src.machine)
unset_machine()
src.machine = O
if(istype(O))
O.obj_flags |= IN_USE
/obj/item/proc/updateSelfDialog()
var/mob/M = src.loc
if(istype(M) && M.client && M.machine == src)
src.attack_self(M)
/obj/proc/hide(h)
return
/obj/singularity_pull(S, current_size)
..()
if(!anchored || current_size >= STAGE_FIVE)
step_towards(src,S)
/obj/get_dumping_location(datum/component/storage/source,mob/user)
return get_turf(src)
/obj/proc/CanAStarPass()
. = !density
/obj/proc/check_uplink_validity()
return 1
/obj/proc/intercept_user_move(dir, mob, newLoc, oldLoc)
return
/obj/vv_get_dropdown()
. = ..()
.["Delete all of type"] = "?_src_=vars;[HrefToken()];delall=[REF(src)]"
.["Osay"] = "?_src_=vars;[HrefToken()];osay[REF(src)]"
.["Modify armor values"] = "?_src_=vars;[HrefToken()];modarmor=[REF(src)]"
/obj/examine(mob/user)
. = ..()
if(obj_flags & UNIQUE_RENAME)
. += "<span class='notice'>Use a pen on it to rename it or change its description.</span>"
if(unique_reskin && (!current_skin || always_reskinnable))
. += "<span class='notice'>Alt-click it to reskin it.</span>"
/obj/AltClick(mob/user)
. = ..()
if(unique_reskin && (!current_skin || always_reskinnable) && user.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
reskin_obj(user)
return TRUE
/obj/proc/reskin_obj(mob/M)
if(!LAZYLEN(unique_reskin))
return
var/dat = "<b>Reskin options for [name]:</b>\n"
for(var/V in unique_reskin)
var/output = icon2html(src, M, unique_reskin[V])
dat += "[V]: <span class='reallybig'>[output]</span>\n"
to_chat(M, dat)
var/choice = input(M, always_reskinnable ? "Choose the a reskin for [src]" : "Warning, you can only reskin [src] once!","Reskin Object") as null|anything in unique_reskin
if(QDELETED(src) || !choice || (current_skin && !always_reskinnable) || M.incapacitated() || !in_range(M,src) || !unique_reskin[choice] || unique_reskin[choice] == current_skin)
return
current_skin = choice
icon_state = unique_reskin[choice]
to_chat(M, "[src] is now skinned as '[choice]'.")
@@ -449,6 +449,9 @@
item_chair = null
var/turns = 0
/obj/structure/chair/brass/ComponentInitialize()
return //it spins with the power of ratvar, not components.
/obj/structure/chair/brass/Destroy()
STOP_PROCESSING(SSfastprocess, src)
. = ..()
@@ -464,6 +467,7 @@
return
/obj/structure/chair/brass/AltClick(mob/living/user)
. = ..()
turns = 0
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
@@ -475,6 +479,7 @@
user.visible_message("<span class='notice'>[user] stops [src]'s uncontrollable spinning.</span>", \
"<span class='notice'>You grab [src] and stop its wild spinning.</span>")
STOP_PROCESSING(SSfastprocess, src)
return TRUE
/obj/structure/chair/bronze
name = "brass chair"
File diff suppressed because it is too large Load Diff
+156 -154
View File
@@ -1,154 +1,156 @@
/obj/structure/extinguisher_cabinet
name = "extinguisher cabinet"
desc = "A small wall mounted cabinet designed to hold a fire extinguisher."
icon = 'icons/obj/wallmounts.dmi'
icon_state = "extinguisher_closed"
anchored = TRUE
density = FALSE
max_integrity = 200
integrity_failure = 50
var/obj/item/extinguisher/stored_extinguisher
var/opened = FALSE
/obj/structure/extinguisher_cabinet/Initialize(mapload, ndir, building)
. = ..()
if(building)
setDir(ndir)
pixel_x = (dir & 3)? 0 : (dir == 4 ? -27 : 27)
pixel_y = (dir & 3)? (dir ==1 ? -30 : 30) : 0
opened = TRUE
icon_state = "extinguisher_empty"
else
stored_extinguisher = new /obj/item/extinguisher(src)
/obj/structure/extinguisher_cabinet/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click to [opened ? "close":"open"] it.</span>"
/obj/structure/extinguisher_cabinet/Destroy()
if(stored_extinguisher)
qdel(stored_extinguisher)
stored_extinguisher = null
return ..()
/obj/structure/extinguisher_cabinet/contents_explosion(severity, target)
if(stored_extinguisher)
stored_extinguisher.ex_act(severity, target)
/obj/structure/extinguisher_cabinet/handle_atom_del(atom/A)
if(A == stored_extinguisher)
stored_extinguisher = null
update_icon()
/obj/structure/extinguisher_cabinet/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/wrench) && !stored_extinguisher)
to_chat(user, "<span class='notice'>You start unsecuring [name]...</span>")
I.play_tool_sound(src)
if(I.use_tool(src, user, 60))
playsound(loc, 'sound/items/deconstruct.ogg', 50, 1)
to_chat(user, "<span class='notice'>You unsecure [name].</span>")
deconstruct(TRUE)
return
if(iscyborg(user) || isalien(user))
return
if(istype(I, /obj/item/extinguisher))
if(!stored_extinguisher && opened)
if(!user.transferItemToLoc(I, src))
return
stored_extinguisher = I
to_chat(user, "<span class='notice'>You place [I] in [src].</span>")
update_icon()
return TRUE
else
toggle_cabinet(user)
else if(user.a_intent != INTENT_HARM)
toggle_cabinet(user)
else
return ..()
/obj/structure/extinguisher_cabinet/attack_hand(mob/user)
. = ..()
if(.)
return
if(iscyborg(user) || isalien(user))
return
if(stored_extinguisher)
user.put_in_hands(stored_extinguisher)
to_chat(user, "<span class='notice'>You take [stored_extinguisher] from [src].</span>")
stored_extinguisher = null
if(!opened)
opened = 1
playsound(loc, 'sound/machines/click.ogg', 15, 1, -3)
update_icon()
else
toggle_cabinet(user)
/obj/structure/extinguisher_cabinet/attack_tk(mob/user)
if(stored_extinguisher)
stored_extinguisher.forceMove(loc)
to_chat(user, "<span class='notice'>You telekinetically remove [stored_extinguisher] from [src].</span>")
stored_extinguisher = null
opened = 1
playsound(loc, 'sound/machines/click.ogg', 15, 1, -3)
update_icon()
else
toggle_cabinet(user)
/obj/structure/extinguisher_cabinet/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/extinguisher_cabinet/AltClick(mob/living/user)
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
toggle_cabinet(user)
/obj/structure/extinguisher_cabinet/proc/toggle_cabinet(mob/user)
if(opened && broken)
to_chat(user, "<span class='warning'>[src] is broken open.</span>")
else
playsound(loc, 'sound/machines/click.ogg', 15, 1, -3)
opened = !opened
update_icon()
/obj/structure/extinguisher_cabinet/update_icon()
if(!opened)
icon_state = "extinguisher_closed"
return
if(stored_extinguisher)
if(istype(stored_extinguisher, /obj/item/extinguisher/mini))
icon_state = "extinguisher_mini"
else
icon_state = "extinguisher_full"
else
icon_state = "extinguisher_empty"
/obj/structure/extinguisher_cabinet/obj_break(damage_flag)
if(!broken && !(flags_1 & NODECONSTRUCT_1))
broken = 1
opened = 1
if(stored_extinguisher)
stored_extinguisher.forceMove(loc)
stored_extinguisher = null
update_icon()
/obj/structure/extinguisher_cabinet/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(disassembled)
new /obj/item/wallframe/extinguisher_cabinet(loc)
else
new /obj/item/stack/sheet/metal (loc, 2)
if(stored_extinguisher)
stored_extinguisher.forceMove(loc)
stored_extinguisher = null
qdel(src)
/obj/item/wallframe/extinguisher_cabinet
name = "extinguisher cabinet frame"
desc = "Used for building wall-mounted extinguisher cabinets."
icon_state = "extinguisher"
result_path = /obj/structure/extinguisher_cabinet
/obj/structure/extinguisher_cabinet
name = "extinguisher cabinet"
desc = "A small wall mounted cabinet designed to hold a fire extinguisher."
icon = 'icons/obj/wallmounts.dmi'
icon_state = "extinguisher_closed"
anchored = TRUE
density = FALSE
max_integrity = 200
integrity_failure = 50
var/obj/item/extinguisher/stored_extinguisher
var/opened = FALSE
/obj/structure/extinguisher_cabinet/Initialize(mapload, ndir, building)
. = ..()
if(building)
setDir(ndir)
pixel_x = (dir & 3)? 0 : (dir == 4 ? -27 : 27)
pixel_y = (dir & 3)? (dir ==1 ? -30 : 30) : 0
opened = TRUE
icon_state = "extinguisher_empty"
else
stored_extinguisher = new /obj/item/extinguisher(src)
/obj/structure/extinguisher_cabinet/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click to [opened ? "close":"open"] it.</span>"
/obj/structure/extinguisher_cabinet/Destroy()
if(stored_extinguisher)
qdel(stored_extinguisher)
stored_extinguisher = null
return ..()
/obj/structure/extinguisher_cabinet/contents_explosion(severity, target)
if(stored_extinguisher)
stored_extinguisher.ex_act(severity, target)
/obj/structure/extinguisher_cabinet/handle_atom_del(atom/A)
if(A == stored_extinguisher)
stored_extinguisher = null
update_icon()
/obj/structure/extinguisher_cabinet/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/wrench) && !stored_extinguisher)
to_chat(user, "<span class='notice'>You start unsecuring [name]...</span>")
I.play_tool_sound(src)
if(I.use_tool(src, user, 60))
playsound(loc, 'sound/items/deconstruct.ogg', 50, 1)
to_chat(user, "<span class='notice'>You unsecure [name].</span>")
deconstruct(TRUE)
return
if(iscyborg(user) || isalien(user))
return
if(istype(I, /obj/item/extinguisher))
if(!stored_extinguisher && opened)
if(!user.transferItemToLoc(I, src))
return
stored_extinguisher = I
to_chat(user, "<span class='notice'>You place [I] in [src].</span>")
update_icon()
return TRUE
else
toggle_cabinet(user)
else if(user.a_intent != INTENT_HARM)
toggle_cabinet(user)
else
return ..()
/obj/structure/extinguisher_cabinet/attack_hand(mob/user)
. = ..()
if(.)
return
if(iscyborg(user) || isalien(user))
return
if(stored_extinguisher)
user.put_in_hands(stored_extinguisher)
to_chat(user, "<span class='notice'>You take [stored_extinguisher] from [src].</span>")
stored_extinguisher = null
if(!opened)
opened = 1
playsound(loc, 'sound/machines/click.ogg', 15, 1, -3)
update_icon()
else
toggle_cabinet(user)
/obj/structure/extinguisher_cabinet/attack_tk(mob/user)
if(stored_extinguisher)
stored_extinguisher.forceMove(loc)
to_chat(user, "<span class='notice'>You telekinetically remove [stored_extinguisher] from [src].</span>")
stored_extinguisher = null
opened = 1
playsound(loc, 'sound/machines/click.ogg', 15, 1, -3)
update_icon()
else
toggle_cabinet(user)
/obj/structure/extinguisher_cabinet/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/extinguisher_cabinet/AltClick(mob/living/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
toggle_cabinet(user)
return TRUE
/obj/structure/extinguisher_cabinet/proc/toggle_cabinet(mob/user)
if(opened && broken)
to_chat(user, "<span class='warning'>[src] is broken open.</span>")
else
playsound(loc, 'sound/machines/click.ogg', 15, 1, -3)
opened = !opened
update_icon()
/obj/structure/extinguisher_cabinet/update_icon()
if(!opened)
icon_state = "extinguisher_closed"
return
if(stored_extinguisher)
if(istype(stored_extinguisher, /obj/item/extinguisher/mini))
icon_state = "extinguisher_mini"
else
icon_state = "extinguisher_full"
else
icon_state = "extinguisher_empty"
/obj/structure/extinguisher_cabinet/obj_break(damage_flag)
if(!broken && !(flags_1 & NODECONSTRUCT_1))
broken = 1
opened = 1
if(stored_extinguisher)
stored_extinguisher.forceMove(loc)
stored_extinguisher = null
update_icon()
/obj/structure/extinguisher_cabinet/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(disassembled)
new /obj/item/wallframe/extinguisher_cabinet(loc)
else
new /obj/item/stack/sheet/metal (loc, 2)
if(stored_extinguisher)
stored_extinguisher.forceMove(loc)
stored_extinguisher = null
qdel(src)
/obj/item/wallframe/extinguisher_cabinet
name = "extinguisher cabinet frame"
desc = "Used for building wall-mounted extinguisher cabinets."
icon_state = "extinguisher"
result_path = /obj/structure/extinguisher_cabinet
+445 -444
View File
@@ -1,444 +1,445 @@
/* Morgue stuff
* Contains:
* Morgue
* Morgue tray
* Crematorium
* Creamatorium
* Crematorium tray
* Crematorium button
*/
/*
* Bodycontainer
* Parent class for morgue and crematorium
* For overriding only
*/
GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants and other ghosties.
/obj/structure/bodycontainer
icon = 'icons/obj/stationobjs.dmi'
icon_state = "morgue1"
density = TRUE
anchored = TRUE
max_integrity = 400
var/obj/structure/tray/connected = null
var/locked = FALSE
dir = SOUTH
var/message_cooldown
var/breakout_time = 600
var/obj/item/radio/radio = null
var/hasradio = FALSE
/obj/structure/bodycontainer/Initialize()
. = ..()
GLOB.bodycontainers += src
recursive_organ_check(src)
/obj/structure/bodycontainer/Destroy()
GLOB.bodycontainers -= src
open()
if(connected)
qdel(connected)
connected = null
return ..()
/obj/structure/bodycontainer/on_log(login)
..()
update_icon()
/obj/structure/bodycontainer/update_icon()
return
/obj/structure/bodycontainer/relaymove(mob/user)
if(user.stat || !isturf(loc))
return
if(locked)
if(message_cooldown <= world.time)
message_cooldown = world.time + 50
to_chat(user, "<span class='warning'>[src]'s door won't budge!</span>")
return
open()
/obj/structure/bodycontainer/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/bodycontainer/attack_hand(mob/user)
. = ..()
if(.)
return
if(locked)
to_chat(user, "<span class='danger'>It's locked.</span>")
return
if(!connected)
to_chat(user, "That doesn't appear to have a tray.")
return
if(connected.loc == src)
open()
else
close()
add_fingerprint(user)
/obj/structure/bodycontainer/attack_robot(mob/user)
if(!user.Adjacent(src))
return
return attack_hand(user)
/obj/structure/bodycontainer/attackby(obj/P, mob/user, params)
add_fingerprint(user)
if(istype(P, /obj/item/pen))
if(!user.is_literate())
to_chat(user, "<span class='notice'>You scribble illegibly on the side of [src]!</span>")
return
var/t = stripped_input(user, "What would you like the label to be?", text("[]", name), null)
if (user.get_active_held_item() != P)
return
if(!user.canUseTopic(src, BE_CLOSE))
return
if (t)
name = text("[]- '[]'", initial(name), t)
else
name = initial(name)
else
return ..()
/obj/structure/bodycontainer/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/metal (loc, 5)
recursive_organ_check(src)
qdel(src)
/obj/structure/bodycontainer/container_resist(mob/living/user)
if(!locked)
open()
return
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message(null, \
"<span class='notice'>You lean on the back of [src] and start pushing the tray open... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
"<span class='italics'>You hear a metallic creaking from [src].</span>")
if(do_after(user,(breakout_time), target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src )
return
user.visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>", \
"<span class='notice'>You successfully break out of [src]!</span>")
open()
/obj/structure/bodycontainer/proc/open()
recursive_organ_check(src)
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
playsound(src, 'sound/effects/roll.ogg', 5, 1)
var/turf/T = get_step(src, dir)
connected.setDir(dir)
for(var/atom/movable/AM in src)
if(AM != radio)
AM.forceMove(T)
update_icon()
/obj/structure/bodycontainer/proc/close()
playsound(src, 'sound/effects/roll.ogg', 5, 1)
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
for(var/atom/movable/AM in connected.loc)
if(!AM.anchored || AM == connected)
AM.forceMove(src)
recursive_organ_check(src)
update_icon()
/obj/structure/bodycontainer/get_remote_view_fullscreens(mob/user)
if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 2)
/*
* Morgue
*/
/obj/structure/bodycontainer/morgue
name = "morgue"
desc = "Used to keep bodies in until someone fetches them. Now includes a high-tech alert system."
icon_state = "morgue1"
dir = EAST
var/beeper = TRUE
var/beep_cooldown = 50
var/next_beep = 0
//Hyperstation edit
var/radio_key = /obj/item/encryptionkey/headset_med
var/medical_channel = "Medical"
var/inuse = FALSE
hasradio = TRUE
/obj/structure/bodycontainer/morgue/Initialize()
. = ..()
radio = new(src)
radio.anchored = TRUE
radio.keyslot = new radio_key
radio.listening = 0
radio.recalculateChannels()
/obj/structure/bodycontainer/morgue/Destroy()
QDEL_NULL(radio)
GLOB.bodycontainers -= src
open()
if(connected)
qdel(connected)
connected = null
return ..()
/*
/obj/structure/bodycontainer/morgue/proc/open2()
recursive_organ_check(src)
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
playsound(src, 'sound/effects/roll.ogg', 5, 1)
var/turf/T = get_step(src, dir)
connected.setDir(dir)
for(var/atom/movable/AM in src)
if(AM != radio)
AM.forceMove(T)
update_icon()
*/
//end of edit
/obj/structure/bodycontainer/morgue/New()
connected = new/obj/structure/tray/m_tray(src)
connected.connected = src
..()
/obj/structure/bodycontainer/morgue/examine(mob/user)
. = ..()
. += "<span class='notice'>The speaker is [beeper ? "enabled" : "disabled"]. Alt-click to toggle it.</span>"
/obj/structure/bodycontainer/morgue/AltClick(mob/user)
..()
if(!user.canUseTopic(src, !issilicon(user)))
return
beeper = !beeper
to_chat(user, "<span class='notice'>You turn the speaker function [beeper ? "on" : "off"].</span>")
/obj/structure/bodycontainer/morgue/update_icon()
if (!connected || connected.loc != src) // Open or tray is gone.
icon_state = "morgue0"
else
if(contents.len == 2) // Empty. Was length 1 because of the tray, is now length 2 because it includes a radio.
icon_state = "morgue1"
else
icon_state = "morgue2" // Dead, brainded mob.
var/list/compiled = recursive_mob_check(src, 0, 0) // Search for mobs in all contents.
if(!length(compiled)) // No mobs?
icon_state = "morgue3"
return
for(var/mob/living/M in compiled)
var/mob/living/mob_occupant = get_mob_or_brainmob(M)
if(mob_occupant.client && !mob_occupant.suiciding && !(HAS_TRAIT(mob_occupant, TRAIT_NOCLONE)) && !mob_occupant.hellbound)
icon_state = "morgue4" // Cloneable
if(mob_occupant.stat == DEAD && beeper)
if(world.time > next_beep)
playsound(src, 'sound/weapons/smg_empty_alarm.ogg', 50, 0) //Clone them you blind fucks
next_beep = world.time + beep_cooldown
break
/obj/item/paper/guides/jobs/medical/morgue
name = "morgue memo"
info = "<font size='2'>Since this station's medbay never seems to fail to be staffed by the mindless monkeys meant for genetics experiments, I'm leaving a reminder here for anyone handling the pile of cadavers the quacks are sure to leave.</font><BR><BR><font size='4'><font color=red>Red lights mean there's a plain ol' dead body inside.</font><BR><BR><font color=orange>Yellow lights mean there's non-body objects inside.</font><BR><font size='2'>Probably stuff pried off a corpse someone grabbed, or if you're lucky it's stashed booze.</font><BR><BR><font color=green>Green lights mean the morgue system detects the body may be able to be cloned.</font></font><BR><font size='2'>I don't know how that works, but keep it away from the kitchen and go yell at the geneticists.</font><BR><BR>- CentCom medical inspector"
/*
* Crematorium
*/
GLOBAL_LIST_EMPTY(crematoriums)
/obj/structure/bodycontainer/crematorium
name = "crematorium"
desc = "A human incinerator. Works well on barbecue nights."
icon_state = "crema1"
dir = SOUTH
var/id = 1
/obj/structure/bodycontainer/crematorium/attack_robot(mob/user) //Borgs can't use crematoriums without help
to_chat(user, "<span class='warning'>[src] is locked against you.</span>")
return
/obj/structure/bodycontainer/crematorium/Destroy()
GLOB.crematoriums.Remove(src)
return ..()
/obj/structure/bodycontainer/crematorium/New()
connected = new/obj/structure/tray/c_tray(src)
connected.connected = src
GLOB.crematoriums.Add(src)
..()
/obj/structure/bodycontainer/crematorium/update_icon()
if(!connected || connected.loc != src)
icon_state = "crema0"
else
if(src.contents.len > 1)
src.icon_state = "crema2"
else
src.icon_state = "crema1"
if(locked)
src.icon_state = "crema_active"
return
/obj/structure/bodycontainer/crematorium/proc/cremate(mob/user)
if(locked)
return //don't let you cremate something twice or w/e
// Make sure we don't delete the actual morgue and its tray
var/list/conts = GetAllContents() - src - connected
if(!conts.len)
audible_message("<span class='italics'>You hear a hollow crackle.</span>")
return
else
audible_message("<span class='italics'>You hear a roar as the crematorium activates.</span>")
locked = TRUE
update_icon()
for(var/mob/living/M in conts)
if (M.stat != DEAD)
M.emote("scream")
if(user)
log_combat(user, M, "cremated")
else
M.log_message("was cremated", LOG_ATTACK)
M.death(1)
if(M) //some animals get automatically deleted on death.
M.ghostize()
qdel(M)
for(var/obj/O in conts) //conts defined above, ignores crematorium and tray
qdel(O)
if(!locate(/obj/effect/decal/cleanable/ash) in get_step(src, dir))//prevent pile-up
new/obj/effect/decal/cleanable/ash/crematorium(src)
sleep(30)
if(!QDELETED(src))
locked = FALSE
update_icon()
playsound(src.loc, 'sound/machines/ding.ogg', 50, 1) //you horrible people
/obj/structure/bodycontainer/crematorium/creamatorium
name = "creamatorium"
desc = "A human incinerator. Works well during ice cream socials."
/obj/structure/bodycontainer/crematorium/creamatorium/cremate(mob/user)
var/list/icecreams = new()
for(var/mob/living/i_scream in GetAllContents())
var/obj/item/reagent_containers/food/snacks/icecream/IC = new()
IC.set_cone_type("waffle")
IC.add_mob_flavor(i_scream)
icecreams += IC
. = ..()
for(var/obj/IC in icecreams)
IC.forceMove(src)
/*
* Generic Tray
* Parent class for morguetray and crematoriumtray
* For overriding only
*/
/obj/structure/tray
icon = 'icons/obj/stationobjs.dmi'
density = TRUE
layer = BELOW_OBJ_LAYER
var/obj/structure/bodycontainer/connected = null
anchored = TRUE
pass_flags = LETPASSTHROW
max_integrity = 350
/obj/structure/tray/Destroy()
if(connected)
connected.connected = null
connected.update_icon()
connected = null
return ..()
/obj/structure/tray/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/metal (loc, 2)
qdel(src)
/obj/structure/tray/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/tray/attack_hand(mob/user)
. = ..()
if(.)
return
if (src.connected)
connected.close()
add_fingerprint(user)
else
to_chat(user, "<span class='warning'>That's not connected to anything!</span>")
/obj/structure/tray/MouseDrop_T(atom/movable/O as mob|obj, mob/user)
if(!ismovableatom(O) || O.anchored || !Adjacent(user) || !user.Adjacent(O) || O.loc == user)
return
if(!ismob(O))
if(!istype(O, /obj/structure/closet/body_bag))
return
else
var/mob/M = O
if(M.buckled)
return
if(!ismob(user) || user.lying || user.incapacitated())
return
O.forceMove(src.loc)
if (user != O)
visible_message("<span class='warning'>[user] stuffs [O] into [src].</span>")
return
/*
* Crematorium tray
*/
/obj/structure/tray/c_tray
name = "crematorium tray"
desc = "Apply body before burning."
icon_state = "cremat"
/*
* Morgue tray
*/
/obj/structure/tray/m_tray
name = "morgue tray"
desc = "Apply corpse before closing."
icon_state = "morguet"
/obj/structure/tray/m_tray/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && (mover.pass_flags & PASSTABLE))
return 1
if(locate(/obj/structure/table) in get_turf(mover))
return 1
else
return 0
/obj/structure/tray/m_tray/CanAStarPass(ID, dir, caller)
. = !density
if(ismovableatom(caller))
var/atom/movable/mover = caller
. = . || (mover.pass_flags & PASSTABLE)
//Hyperstation edit starts here
/obj/structure/bodycontainer/morgue/attack_ghost(mob/user)
. = ..()
if(!beeper || inuse)
return
var/list/compiled = recursive_mob_check(src, 0, 0) // Search for mobs in all contents.
if(!length(compiled)) // No mobs?
return
for(var/mob/living/M in compiled)
var/mob/living/mob_occupant = get_mob_or_brainmob(M)
if(!mob_occupant.suiciding && !mob_occupant.hellbound)
if(mob_occupant.stat == DEAD && mob_occupant.mind.key == user.client.key)
inuse = TRUE
visible_message("One of the morgue coffins currently holds a soul that is eager to have its body revived.")
radio.talk_into(src, "One of the morgue coffins currently holds a soul that is eager to have its body revived.", medical_channel)
playsound(loc, 'sound/machines/ping.ogg', 50)
addtimer(CALLBACK(src, .proc/liftcooldown), 500)
/obj/structure/bodycontainer/morgue/proc/liftcooldown()
inuse = FALSE
//Hyperstation edit ends here
/* Morgue stuff
* Contains:
* Morgue
* Morgue tray
* Crematorium
* Creamatorium
* Crematorium tray
* Crematorium button
*/
/*
* Bodycontainer
* Parent class for morgue and crematorium
* For overriding only
*/
GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants and other ghosties.
/obj/structure/bodycontainer
icon = 'icons/obj/stationobjs.dmi'
icon_state = "morgue1"
density = TRUE
anchored = TRUE
max_integrity = 400
var/obj/structure/tray/connected = null
var/locked = FALSE
dir = SOUTH
var/message_cooldown
var/breakout_time = 600
var/obj/item/radio/radio = null
var/hasradio = FALSE
/obj/structure/bodycontainer/Initialize()
. = ..()
GLOB.bodycontainers += src
recursive_organ_check(src)
/obj/structure/bodycontainer/Destroy()
GLOB.bodycontainers -= src
open()
if(connected)
qdel(connected)
connected = null
return ..()
/obj/structure/bodycontainer/on_log(login)
..()
update_icon()
/obj/structure/bodycontainer/update_icon()
return
/obj/structure/bodycontainer/relaymove(mob/user)
if(user.stat || !isturf(loc))
return
if(locked)
if(message_cooldown <= world.time)
message_cooldown = world.time + 50
to_chat(user, "<span class='warning'>[src]'s door won't budge!</span>")
return
open()
/obj/structure/bodycontainer/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/bodycontainer/attack_hand(mob/user)
. = ..()
if(.)
return
if(locked)
to_chat(user, "<span class='danger'>It's locked.</span>")
return
if(!connected)
to_chat(user, "That doesn't appear to have a tray.")
return
if(connected.loc == src)
open()
else
close()
add_fingerprint(user)
/obj/structure/bodycontainer/attack_robot(mob/user)
if(!user.Adjacent(src))
return
return attack_hand(user)
/obj/structure/bodycontainer/attackby(obj/P, mob/user, params)
add_fingerprint(user)
if(istype(P, /obj/item/pen))
if(!user.is_literate())
to_chat(user, "<span class='notice'>You scribble illegibly on the side of [src]!</span>")
return
var/t = stripped_input(user, "What would you like the label to be?", text("[]", name), null)
if (user.get_active_held_item() != P)
return
if(!user.canUseTopic(src, BE_CLOSE))
return
if (t)
name = text("[]- '[]'", initial(name), t)
else
name = initial(name)
else
return ..()
/obj/structure/bodycontainer/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/metal (loc, 5)
recursive_organ_check(src)
qdel(src)
/obj/structure/bodycontainer/container_resist(mob/living/user)
if(!locked)
open()
return
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message(null, \
"<span class='notice'>You lean on the back of [src] and start pushing the tray open... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
"<span class='italics'>You hear a metallic creaking from [src].</span>")
if(do_after(user,(breakout_time), target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src )
return
user.visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>", \
"<span class='notice'>You successfully break out of [src]!</span>")
open()
/obj/structure/bodycontainer/proc/open()
recursive_organ_check(src)
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
playsound(src, 'sound/effects/roll.ogg', 5, 1)
var/turf/T = get_step(src, dir)
connected.setDir(dir)
for(var/atom/movable/AM in src)
if(AM != radio)
AM.forceMove(T)
update_icon()
/obj/structure/bodycontainer/proc/close()
playsound(src, 'sound/effects/roll.ogg', 5, 1)
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
for(var/atom/movable/AM in connected.loc)
if(!AM.anchored || AM == connected)
AM.forceMove(src)
recursive_organ_check(src)
update_icon()
/obj/structure/bodycontainer/get_remote_view_fullscreens(mob/user)
if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 2)
/*
* Morgue
*/
/obj/structure/bodycontainer/morgue
name = "morgue"
desc = "Used to keep bodies in until someone fetches them. Now includes a high-tech alert system."
icon_state = "morgue1"
dir = EAST
var/beeper = TRUE
var/beep_cooldown = 50
var/next_beep = 0
//Hyperstation edit
var/radio_key = /obj/item/encryptionkey/headset_med
var/medical_channel = "Medical"
var/inuse = FALSE
hasradio = TRUE
/obj/structure/bodycontainer/morgue/Initialize()
. = ..()
radio = new(src)
radio.anchored = TRUE
radio.keyslot = new radio_key
radio.listening = 0
radio.recalculateChannels()
/obj/structure/bodycontainer/morgue/Destroy()
QDEL_NULL(radio)
GLOB.bodycontainers -= src
open()
if(connected)
qdel(connected)
connected = null
return ..()
/*
/obj/structure/bodycontainer/morgue/proc/open2()
recursive_organ_check(src)
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
playsound(src, 'sound/effects/roll.ogg', 5, 1)
var/turf/T = get_step(src, dir)
connected.setDir(dir)
for(var/atom/movable/AM in src)
if(AM != radio)
AM.forceMove(T)
update_icon()
*/
//end of edit
/obj/structure/bodycontainer/morgue/New()
connected = new/obj/structure/tray/m_tray(src)
connected.connected = src
..()
/obj/structure/bodycontainer/morgue/examine(mob/user)
. = ..()
. += "<span class='notice'>The speaker is [beeper ? "enabled" : "disabled"]. Alt-click to toggle it.</span>"
/obj/structure/bodycontainer/morgue/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, !issilicon(user)))
return
beeper = !beeper
to_chat(user, "<span class='notice'>You turn the speaker function [beeper ? "on" : "off"].</span>")
return TRUE
/obj/structure/bodycontainer/morgue/update_icon()
if (!connected || connected.loc != src) // Open or tray is gone.
icon_state = "morgue0"
else
if(contents.len == 2) // Empty. Was length 1 because of the tray, is now length 2 because it includes a radio.
icon_state = "morgue1"
else
icon_state = "morgue2" // Dead, brainded mob.
var/list/compiled = recursive_mob_check(src, 0, 0) // Search for mobs in all contents.
if(!length(compiled)) // No mobs?
icon_state = "morgue3"
return
for(var/mob/living/M in compiled)
var/mob/living/mob_occupant = get_mob_or_brainmob(M)
if(mob_occupant.client && !mob_occupant.suiciding && !(HAS_TRAIT(mob_occupant, TRAIT_NOCLONE)) && !mob_occupant.hellbound)
icon_state = "morgue4" // Cloneable
if(mob_occupant.stat == DEAD && beeper)
if(world.time > next_beep)
playsound(src, 'sound/weapons/smg_empty_alarm.ogg', 50, 0) //Clone them you blind fucks
next_beep = world.time + beep_cooldown
break
/obj/item/paper/guides/jobs/medical/morgue
name = "morgue memo"
info = "<font size='2'>Since this station's medbay never seems to fail to be staffed by the mindless monkeys meant for genetics experiments, I'm leaving a reminder here for anyone handling the pile of cadavers the quacks are sure to leave.</font><BR><BR><font size='4'><font color=red>Red lights mean there's a plain ol' dead body inside.</font><BR><BR><font color=orange>Yellow lights mean there's non-body objects inside.</font><BR><font size='2'>Probably stuff pried off a corpse someone grabbed, or if you're lucky it's stashed booze.</font><BR><BR><font color=green>Green lights mean the morgue system detects the body may be able to be cloned.</font></font><BR><font size='2'>I don't know how that works, but keep it away from the kitchen and go yell at the geneticists.</font><BR><BR>- CentCom medical inspector"
/*
* Crematorium
*/
GLOBAL_LIST_EMPTY(crematoriums)
/obj/structure/bodycontainer/crematorium
name = "crematorium"
desc = "A human incinerator. Works well on barbecue nights."
icon_state = "crema1"
dir = SOUTH
var/id = 1
/obj/structure/bodycontainer/crematorium/attack_robot(mob/user) //Borgs can't use crematoriums without help
to_chat(user, "<span class='warning'>[src] is locked against you.</span>")
return
/obj/structure/bodycontainer/crematorium/Destroy()
GLOB.crematoriums.Remove(src)
return ..()
/obj/structure/bodycontainer/crematorium/New()
connected = new/obj/structure/tray/c_tray(src)
connected.connected = src
GLOB.crematoriums.Add(src)
..()
/obj/structure/bodycontainer/crematorium/update_icon()
if(!connected || connected.loc != src)
icon_state = "crema0"
else
if(src.contents.len > 1)
src.icon_state = "crema2"
else
src.icon_state = "crema1"
if(locked)
src.icon_state = "crema_active"
return
/obj/structure/bodycontainer/crematorium/proc/cremate(mob/user)
if(locked)
return //don't let you cremate something twice or w/e
// Make sure we don't delete the actual morgue and its tray
var/list/conts = GetAllContents() - src - connected
if(!conts.len)
audible_message("<span class='italics'>You hear a hollow crackle.</span>")
return
else
audible_message("<span class='italics'>You hear a roar as the crematorium activates.</span>")
locked = TRUE
update_icon()
for(var/mob/living/M in conts)
if (M.stat != DEAD)
M.emote("scream")
if(user)
log_combat(user, M, "cremated")
else
M.log_message("was cremated", LOG_ATTACK)
M.death(1)
if(M) //some animals get automatically deleted on death.
M.ghostize()
qdel(M)
for(var/obj/O in conts) //conts defined above, ignores crematorium and tray
qdel(O)
if(!locate(/obj/effect/decal/cleanable/ash) in get_step(src, dir))//prevent pile-up
new/obj/effect/decal/cleanable/ash/crematorium(src)
sleep(30)
if(!QDELETED(src))
locked = FALSE
update_icon()
playsound(src.loc, 'sound/machines/ding.ogg', 50, 1) //you horrible people
/obj/structure/bodycontainer/crematorium/creamatorium
name = "creamatorium"
desc = "A human incinerator. Works well during ice cream socials."
/obj/structure/bodycontainer/crematorium/creamatorium/cremate(mob/user)
var/list/icecreams = new()
for(var/mob/living/i_scream in GetAllContents())
var/obj/item/reagent_containers/food/snacks/icecream/IC = new()
IC.set_cone_type("waffle")
IC.add_mob_flavor(i_scream)
icecreams += IC
. = ..()
for(var/obj/IC in icecreams)
IC.forceMove(src)
/*
* Generic Tray
* Parent class for morguetray and crematoriumtray
* For overriding only
*/
/obj/structure/tray
icon = 'icons/obj/stationobjs.dmi'
density = TRUE
layer = BELOW_OBJ_LAYER
var/obj/structure/bodycontainer/connected = null
anchored = TRUE
pass_flags = LETPASSTHROW
max_integrity = 350
/obj/structure/tray/Destroy()
if(connected)
connected.connected = null
connected.update_icon()
connected = null
return ..()
/obj/structure/tray/deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/metal (loc, 2)
qdel(src)
/obj/structure/tray/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/tray/attack_hand(mob/user)
. = ..()
if(.)
return
if (src.connected)
connected.close()
add_fingerprint(user)
else
to_chat(user, "<span class='warning'>That's not connected to anything!</span>")
/obj/structure/tray/MouseDrop_T(atom/movable/O as mob|obj, mob/user)
if(!ismovableatom(O) || O.anchored || !Adjacent(user) || !user.Adjacent(O) || O.loc == user)
return
if(!ismob(O))
if(!istype(O, /obj/structure/closet/body_bag))
return
else
var/mob/M = O
if(M.buckled)
return
if(!ismob(user) || user.lying || user.incapacitated())
return
O.forceMove(src.loc)
if (user != O)
visible_message("<span class='warning'>[user] stuffs [O] into [src].</span>")
return
/*
* Crematorium tray
*/
/obj/structure/tray/c_tray
name = "crematorium tray"
desc = "Apply body before burning."
icon_state = "cremat"
/*
* Morgue tray
*/
/obj/structure/tray/m_tray
name = "morgue tray"
desc = "Apply corpse before closing."
icon_state = "morguet"
/obj/structure/tray/m_tray/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && (mover.pass_flags & PASSTABLE))
return 1
if(locate(/obj/structure/table) in get_turf(mover))
return 1
else
return 0
/obj/structure/tray/m_tray/CanAStarPass(ID, dir, caller)
. = !density
if(ismovableatom(caller))
var/atom/movable/mover = caller
. = . || (mover.pass_flags & PASSTABLE)
//Hyperstation edit starts here
/obj/structure/bodycontainer/morgue/attack_ghost(mob/user)
. = ..()
if(!beeper || inuse)
return
var/list/compiled = recursive_mob_check(src, 0, 0) // Search for mobs in all contents.
if(!length(compiled)) // No mobs?
return
for(var/mob/living/M in compiled)
var/mob/living/mob_occupant = get_mob_or_brainmob(M)
if(!mob_occupant.suiciding && !mob_occupant.hellbound)
if(mob_occupant.stat == DEAD && mob_occupant.mind.key == user.client.key)
inuse = TRUE
visible_message("One of the morgue coffins currently holds a soul that is eager to have its body revived.")
radio.talk_into(src, "One of the morgue coffins currently holds a soul that is eager to have its body revived.", medical_channel)
playsound(loc, 'sound/machines/ping.ogg', 50)
addtimer(CALLBACK(src, .proc/liftcooldown), 500)
/obj/structure/bodycontainer/morgue/proc/liftcooldown()
inuse = FALSE
//Hyperstation edit ends here
@@ -168,10 +168,12 @@
return TRUE
/obj/structure/reflector/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
else if(finished)
rotate(user)
return TRUE
//TYPES OF REFLECTORS, SINGLE, DOUBLE, BOX
+2
View File
@@ -52,9 +52,11 @@
edit_emitter(user)
/obj/effect/sound_emitter/AltClick(mob/user)
. = ..()
if(check_rights_for(user.client, R_SOUNDS))
activate(user)
to_chat(user, "<span class='notice'>Sound emitter activated.</span>")
return TRUE
/obj/effect/sound_emitter/proc/edit_emitter(mob/user)
var/dat = ""
@@ -180,9 +180,11 @@
access_display(user)
/obj/item/clockwork/slab/AltClick(mob/living/user)
. = ..()
if(is_servant_of_ratvar(user) && linking && user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
linking = null
to_chat(user, "<span class='notice'>Object link canceled.</span>")
return TRUE
/obj/item/clockwork/slab/proc/access_display(mob/living/user)
if(!is_servant_of_ratvar(user))
@@ -5,7 +5,7 @@
ShiftClickOn(A)
return
if(modifiers["alt"])
AltClickNoInteract(src, A)
altclick_listed_turf(A)
return
if(iscarbon(A))
@@ -838,11 +838,11 @@
return FALSE
/obj/machinery/airalarm/AltClick(mob/user)
..()
. = ..()
if(!user.canUseTopic(src, !issilicon(user)) || !isturf(loc))
return
else
togglelock(user)
togglelock(user)
return TRUE
/obj/machinery/airalarm/proc/togglelock(mob/living/user)
if(stat & (NOPOWER|BROKEN))
@@ -1,342 +1,341 @@
// Quick overview:
//
// Pipes combine to form pipelines
// Pipelines and other atmospheric objects combine to form pipe_networks
// Note: A single pipe_network represents a completely open space
//
// Pipes -> Pipelines
// Pipelines + Other Objects -> Pipe network
#define PIPE_VISIBLE_LEVEL 2
#define PIPE_HIDDEN_LEVEL 1
/obj/machinery/atmospherics
anchored = TRUE
move_resist = INFINITY //Moving a connected machine without actually doing the normal (dis)connection things will probably cause a LOT of issues.
idle_power_usage = 0
active_power_usage = 0
power_channel = ENVIRON
layer = GAS_PIPE_HIDDEN_LAYER //under wires
resistance_flags = FIRE_PROOF
max_integrity = 200
obj_flags = CAN_BE_HIT | ON_BLUEPRINTS
var/nodealert = 0
var/can_unwrench = 0
var/initialize_directions = 0
var/pipe_color
var/piping_layer = PIPING_LAYER_DEFAULT
var/pipe_flags = NONE
var/global/list/iconsetids = list()
var/global/list/pipeimages = list()
var/image/pipe_vision_img = null
var/device_type = 0
var/list/obj/machinery/atmospherics/nodes
var/construction_type
var/pipe_state //icon_state as a pipe item
var/on = FALSE
/obj/machinery/atmospherics/examine(mob/user)
. = ..()
if(is_type_in_list(src, GLOB.ventcrawl_machinery) && isliving(user))
var/mob/living/L = user
if(L.ventcrawler)
. += "<span class='notice'>Alt-click to crawl through it.</span>"
/obj/machinery/atmospherics/New(loc, process = TRUE, setdir)
if(!isnull(setdir))
setDir(setdir)
if(pipe_flags & PIPING_CARDINAL_AUTONORMALIZE)
normalize_cardinal_directions()
nodes = new(device_type)
if (!armor)
armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
..()
if(process)
SSair.atmos_machinery += src
SetInitDirections()
/obj/machinery/atmospherics/Destroy()
for(var/i in 1 to device_type)
nullifyNode(i)
SSair.atmos_machinery -= src
dropContents()
if(pipe_vision_img)
qdel(pipe_vision_img)
return ..()
//return QDEL_HINT_FINDREFERENCE
/obj/machinery/atmospherics/proc/destroy_network()
return
/obj/machinery/atmospherics/proc/build_network()
// Called to build a network from this node
return
/obj/machinery/atmospherics/proc/nullifyNode(i)
if(nodes[i])
var/obj/machinery/atmospherics/N = nodes[i]
N.disconnect(src)
nodes[i] = null
/obj/machinery/atmospherics/proc/getNodeConnects()
var/list/node_connects = list()
node_connects.len = device_type
for(var/i in 1 to device_type)
for(var/D in GLOB.cardinals)
if(D & GetInitDirections())
if(D in node_connects)
continue
node_connects[i] = D
break
return node_connects
/obj/machinery/atmospherics/proc/normalize_cardinal_directions()
switch(dir)
if(SOUTH)
setDir(NORTH)
if(WEST)
setDir(EAST)
//this is called just after the air controller sets up turfs
/obj/machinery/atmospherics/proc/atmosinit(list/node_connects)
if(!node_connects) //for pipes where order of nodes doesn't matter
node_connects = getNodeConnects()
for(var/i in 1 to device_type)
for(var/obj/machinery/atmospherics/target in get_step(src,node_connects[i]))
if(can_be_node(target, i))
nodes[i] = target
break
update_icon()
/obj/machinery/atmospherics/proc/setPipingLayer(new_layer)
piping_layer = (pipe_flags & PIPING_DEFAULT_LAYER_ONLY) ? PIPING_LAYER_DEFAULT : new_layer
update_icon()
/obj/machinery/atmospherics/proc/can_be_node(obj/machinery/atmospherics/target, iteration)
return connection_check(target, piping_layer)
//Find a connecting /obj/machinery/atmospherics in specified direction
/obj/machinery/atmospherics/proc/findConnecting(direction, prompted_layer)
for(var/obj/machinery/atmospherics/target in get_step(src, direction))
if(target.initialize_directions & get_dir(target,src))
if(connection_check(target, prompted_layer))
return target
/obj/machinery/atmospherics/proc/connection_check(obj/machinery/atmospherics/target, given_layer)
if(isConnectable(target, given_layer) && target.isConnectable(src, given_layer) && (target.initialize_directions & get_dir(target,src)))
return TRUE
return FALSE
/obj/machinery/atmospherics/proc/isConnectable(obj/machinery/atmospherics/target, given_layer)
if(isnull(given_layer))
given_layer = piping_layer
if((target.piping_layer == given_layer) || (target.pipe_flags & PIPING_ALL_LAYER))
return TRUE
return FALSE
/obj/machinery/atmospherics/proc/pipeline_expansion()
return nodes
/obj/machinery/atmospherics/proc/SetInitDirections()
return
/obj/machinery/atmospherics/proc/GetInitDirections()
return initialize_directions
/obj/machinery/atmospherics/proc/returnPipenet()
return
/obj/machinery/atmospherics/proc/returnPipenetAir()
return
/obj/machinery/atmospherics/proc/setPipenet()
return
/obj/machinery/atmospherics/proc/replacePipenet()
return
/obj/machinery/atmospherics/proc/disconnect(obj/machinery/atmospherics/reference)
if(istype(reference, /obj/machinery/atmospherics/pipe))
var/obj/machinery/atmospherics/pipe/P = reference
P.destroy_network()
nodes[nodes.Find(reference)] = null
update_icon()
/obj/machinery/atmospherics/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/pipe)) //lets you autodrop
var/obj/item/pipe/pipe = W
if(user.dropItemToGround(pipe))
pipe.setPipingLayer(piping_layer) //align it with us
return TRUE
else
return ..()
/obj/machinery/atmospherics/wrench_act(mob/living/user, obj/item/I)
if(!can_unwrench(user))
return ..()
var/turf/T = get_turf(src)
if (level==1 && isturf(T) && T.intact)
to_chat(user, "<span class='warning'>You must remove the plating first!</span>")
return TRUE
var/datum/gas_mixture/int_air = return_air()
var/datum/gas_mixture/env_air = loc.return_air()
add_fingerprint(user)
var/unsafe_wrenching = FALSE
var/internal_pressure = int_air.return_pressure()-env_air.return_pressure()
to_chat(user, "<span class='notice'>You begin to unfasten \the [src]...</span>")
if (internal_pressure > 2*ONE_ATMOSPHERE)
to_chat(user, "<span class='warning'>As you begin unwrenching \the [src] a gush of air blows in your face... maybe you should reconsider?</span>")
unsafe_wrenching = TRUE //Oh dear oh dear
if(I.use_tool(src, user, 20, volume=50))
user.visible_message( \
"[user] unfastens \the [src].", \
"<span class='notice'>You unfasten \the [src].</span>", \
"<span class='italics'>You hear ratchet.</span>")
investigate_log("was <span class='warning'>REMOVED</span> by [key_name(usr)]", INVESTIGATE_ATMOS)
//You unwrenched a pipe full of pressure? Let's splat you into the wall, silly.
if(unsafe_wrenching)
unsafe_pressure_release(user, internal_pressure)
deconstruct(TRUE)
return TRUE
/obj/machinery/atmospherics/proc/can_unwrench(mob/user)
return can_unwrench
// Throws the user when they unwrench a pipe with a major difference between the internal and environmental pressure.
/obj/machinery/atmospherics/proc/unsafe_pressure_release(mob/user, pressures = null)
if(!user)
return
if(!pressures)
var/datum/gas_mixture/int_air = return_air()
var/datum/gas_mixture/env_air = loc.return_air()
pressures = int_air.return_pressure() - env_air.return_pressure()
user.visible_message("<span class='danger'>[user] is sent flying by pressure!</span>","<span class='userdanger'>The pressure sends you flying!</span>")
// if get_dir(src, user) is not 0, target is the edge_target_turf on that dir
// otherwise, edge_target_turf uses a random cardinal direction
// range is pressures / 250
// speed is pressures / 1250
user.throw_at(get_edge_target_turf(user, get_dir(src, user) || pick(GLOB.cardinals)), pressures / 250, pressures / 1250)
/obj/machinery/atmospherics/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(can_unwrench)
var/obj/item/pipe/stored = new construction_type(loc, null, dir, src)
stored.setPipingLayer(piping_layer)
if(!disassembled)
stored.obj_integrity = stored.max_integrity * 0.5
transfer_fingerprints_to(stored)
..()
/obj/machinery/atmospherics/proc/getpipeimage(iconset, iconstate, direction, col=rgb(255,255,255), piping_layer=2)
//Add identifiers for the iconset
if(iconsetids[iconset] == null)
iconsetids[iconset] = num2text(iconsetids.len + 1)
//Generate a unique identifier for this image combination
var/identifier = iconsetids[iconset] + "_[iconstate]_[direction]_[col]_[piping_layer]"
if((!(. = pipeimages[identifier])))
var/image/pipe_overlay
pipe_overlay = . = pipeimages[identifier] = image(iconset, iconstate, dir = direction)
pipe_overlay.color = col
PIPING_LAYER_SHIFT(pipe_overlay, piping_layer)
/obj/machinery/atmospherics/on_construction(obj_color, set_layer)
if(can_unwrench)
add_atom_colour(obj_color, FIXED_COLOUR_PRIORITY)
pipe_color = obj_color
setPipingLayer(set_layer)
var/turf/T = get_turf(src)
level = T.intact ? 2 : 1
atmosinit()
var/list/nodes = pipeline_expansion()
for(var/obj/machinery/atmospherics/A in nodes)
A.atmosinit()
A.addMember(src)
build_network()
/obj/machinery/atmospherics/Entered(atom/movable/AM)
if(istype(AM, /mob/living))
var/mob/living/L = AM
L.ventcrawl_layer = piping_layer
return ..()
/obj/machinery/atmospherics/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
deconstruct(FALSE)
return ..()
#define VENT_SOUND_DELAY 30
/obj/machinery/atmospherics/relaymove(mob/living/user, direction)
direction &= initialize_directions
if(!direction || !(direction in GLOB.cardinals)) //cant go this way.
return
if(user in buckled_mobs)// fixes buckle ventcrawl edgecase fuck bug
return
var/obj/machinery/atmospherics/target_move = findConnecting(direction, user.ventcrawl_layer)
if(target_move)
if(target_move.can_crawl_through())
if(is_type_in_typecache(target_move, GLOB.ventcrawl_machinery))
user.forceMove(target_move.loc) //handle entering and so on.
user.visible_message("<span class='notice'>You hear something squeezing through the ducts...</span>", "<span class='notice'>You climb out the ventilation system.")
else
var/list/pipenetdiff = returnPipenets() ^ target_move.returnPipenets()
if(pipenetdiff.len)
user.update_pipe_vision(target_move)
user.forceMove(target_move)
user.client.eye = target_move //Byond only updates the eye every tick, This smooths out the movement
if(world.time - user.last_played_vent > VENT_SOUND_DELAY)
user.last_played_vent = world.time
playsound(src, 'sound/machines/ventcrawl.ogg', 50, 1, -3)
else if(is_type_in_typecache(src, GLOB.ventcrawl_machinery) && can_crawl_through()) //if we move in a way the pipe can connect, but doesn't - or we're in a vent
user.forceMove(loc)
user.visible_message("<span class='notice'>You hear something squeezing through the ducts...</span>", "<span class='notice'>You climb out the ventilation system.")
user.canmove = FALSE
addtimer(VARSET_CALLBACK(user, canmove, TRUE), 1)
/obj/machinery/atmospherics/AltClick(mob/living/L)
if(is_type_in_list(src, GLOB.ventcrawl_machinery))
L.handle_ventcrawl(src)
return
..()
/obj/machinery/atmospherics/proc/can_crawl_through()
return TRUE
/obj/machinery/atmospherics/proc/returnPipenets()
return list()
/obj/machinery/atmospherics/update_remote_sight(mob/user)
user.sight |= (SEE_TURFS|BLIND)
//Used for certain children of obj/machinery/atmospherics to not show pipe vision when mob is inside it.
/obj/machinery/atmospherics/proc/can_see_pipes()
return TRUE
/obj/machinery/atmospherics/proc/update_layer()
// Quick overview:
//
// Pipes combine to form pipelines
// Pipelines and other atmospheric objects combine to form pipe_networks
// Note: A single pipe_network represents a completely open space
//
// Pipes -> Pipelines
// Pipelines + Other Objects -> Pipe network
#define PIPE_VISIBLE_LEVEL 2
#define PIPE_HIDDEN_LEVEL 1
/obj/machinery/atmospherics
anchored = TRUE
move_resist = INFINITY //Moving a connected machine without actually doing the normal (dis)connection things will probably cause a LOT of issues.
idle_power_usage = 0
active_power_usage = 0
power_channel = ENVIRON
layer = GAS_PIPE_HIDDEN_LAYER //under wires
resistance_flags = FIRE_PROOF
max_integrity = 200
obj_flags = CAN_BE_HIT | ON_BLUEPRINTS
var/nodealert = 0
var/can_unwrench = 0
var/initialize_directions = 0
var/pipe_color
var/piping_layer = PIPING_LAYER_DEFAULT
var/pipe_flags = NONE
var/global/list/iconsetids = list()
var/global/list/pipeimages = list()
var/image/pipe_vision_img = null
var/device_type = 0
var/list/obj/machinery/atmospherics/nodes
var/construction_type
var/pipe_state //icon_state as a pipe item
var/on = FALSE
/obj/machinery/atmospherics/examine(mob/user)
. = ..()
if(is_type_in_list(src, GLOB.ventcrawl_machinery) && isliving(user))
var/mob/living/L = user
if(L.ventcrawler)
. += "<span class='notice'>Alt-click to crawl through it.</span>"
/obj/machinery/atmospherics/New(loc, process = TRUE, setdir)
if(!isnull(setdir))
setDir(setdir)
if(pipe_flags & PIPING_CARDINAL_AUTONORMALIZE)
normalize_cardinal_directions()
nodes = new(device_type)
if (!armor)
armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
..()
if(process)
SSair.atmos_machinery += src
SetInitDirections()
/obj/machinery/atmospherics/Destroy()
for(var/i in 1 to device_type)
nullifyNode(i)
SSair.atmos_machinery -= src
dropContents()
if(pipe_vision_img)
qdel(pipe_vision_img)
return ..()
//return QDEL_HINT_FINDREFERENCE
/obj/machinery/atmospherics/proc/destroy_network()
return
/obj/machinery/atmospherics/proc/build_network()
// Called to build a network from this node
return
/obj/machinery/atmospherics/proc/nullifyNode(i)
if(nodes[i])
var/obj/machinery/atmospherics/N = nodes[i]
N.disconnect(src)
nodes[i] = null
/obj/machinery/atmospherics/proc/getNodeConnects()
var/list/node_connects = list()
node_connects.len = device_type
for(var/i in 1 to device_type)
for(var/D in GLOB.cardinals)
if(D & GetInitDirections())
if(D in node_connects)
continue
node_connects[i] = D
break
return node_connects
/obj/machinery/atmospherics/proc/normalize_cardinal_directions()
switch(dir)
if(SOUTH)
setDir(NORTH)
if(WEST)
setDir(EAST)
//this is called just after the air controller sets up turfs
/obj/machinery/atmospherics/proc/atmosinit(list/node_connects)
if(!node_connects) //for pipes where order of nodes doesn't matter
node_connects = getNodeConnects()
for(var/i in 1 to device_type)
for(var/obj/machinery/atmospherics/target in get_step(src,node_connects[i]))
if(can_be_node(target, i))
nodes[i] = target
break
update_icon()
/obj/machinery/atmospherics/proc/setPipingLayer(new_layer)
piping_layer = (pipe_flags & PIPING_DEFAULT_LAYER_ONLY) ? PIPING_LAYER_DEFAULT : new_layer
update_icon()
/obj/machinery/atmospherics/proc/can_be_node(obj/machinery/atmospherics/target, iteration)
return connection_check(target, piping_layer)
//Find a connecting /obj/machinery/atmospherics in specified direction
/obj/machinery/atmospherics/proc/findConnecting(direction, prompted_layer)
for(var/obj/machinery/atmospherics/target in get_step(src, direction))
if(target.initialize_directions & get_dir(target,src))
if(connection_check(target, prompted_layer))
return target
/obj/machinery/atmospherics/proc/connection_check(obj/machinery/atmospherics/target, given_layer)
if(isConnectable(target, given_layer) && target.isConnectable(src, given_layer) && (target.initialize_directions & get_dir(target,src)))
return TRUE
return FALSE
/obj/machinery/atmospherics/proc/isConnectable(obj/machinery/atmospherics/target, given_layer)
if(isnull(given_layer))
given_layer = piping_layer
if((target.piping_layer == given_layer) || (target.pipe_flags & PIPING_ALL_LAYER))
return TRUE
return FALSE
/obj/machinery/atmospherics/proc/pipeline_expansion()
return nodes
/obj/machinery/atmospherics/proc/SetInitDirections()
return
/obj/machinery/atmospherics/proc/GetInitDirections()
return initialize_directions
/obj/machinery/atmospherics/proc/returnPipenet()
return
/obj/machinery/atmospherics/proc/returnPipenetAir()
return
/obj/machinery/atmospherics/proc/setPipenet()
return
/obj/machinery/atmospherics/proc/replacePipenet()
return
/obj/machinery/atmospherics/proc/disconnect(obj/machinery/atmospherics/reference)
if(istype(reference, /obj/machinery/atmospherics/pipe))
var/obj/machinery/atmospherics/pipe/P = reference
P.destroy_network()
nodes[nodes.Find(reference)] = null
update_icon()
/obj/machinery/atmospherics/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/pipe)) //lets you autodrop
var/obj/item/pipe/pipe = W
if(user.dropItemToGround(pipe))
pipe.setPipingLayer(piping_layer) //align it with us
return TRUE
else
return ..()
/obj/machinery/atmospherics/wrench_act(mob/living/user, obj/item/I)
if(!can_unwrench(user))
return ..()
var/turf/T = get_turf(src)
if (level==1 && isturf(T) && T.intact)
to_chat(user, "<span class='warning'>You must remove the plating first!</span>")
return TRUE
var/datum/gas_mixture/int_air = return_air()
var/datum/gas_mixture/env_air = loc.return_air()
add_fingerprint(user)
var/unsafe_wrenching = FALSE
var/internal_pressure = int_air.return_pressure()-env_air.return_pressure()
to_chat(user, "<span class='notice'>You begin to unfasten \the [src]...</span>")
if (internal_pressure > 2*ONE_ATMOSPHERE)
to_chat(user, "<span class='warning'>As you begin unwrenching \the [src] a gush of air blows in your face... maybe you should reconsider?</span>")
unsafe_wrenching = TRUE //Oh dear oh dear
if(I.use_tool(src, user, 20, volume=50))
user.visible_message( \
"[user] unfastens \the [src].", \
"<span class='notice'>You unfasten \the [src].</span>", \
"<span class='italics'>You hear ratchet.</span>")
investigate_log("was <span class='warning'>REMOVED</span> by [key_name(usr)]", INVESTIGATE_ATMOS)
//You unwrenched a pipe full of pressure? Let's splat you into the wall, silly.
if(unsafe_wrenching)
unsafe_pressure_release(user, internal_pressure)
deconstruct(TRUE)
return TRUE
/obj/machinery/atmospherics/proc/can_unwrench(mob/user)
return can_unwrench
// Throws the user when they unwrench a pipe with a major difference between the internal and environmental pressure.
/obj/machinery/atmospherics/proc/unsafe_pressure_release(mob/user, pressures = null)
if(!user)
return
if(!pressures)
var/datum/gas_mixture/int_air = return_air()
var/datum/gas_mixture/env_air = loc.return_air()
pressures = int_air.return_pressure() - env_air.return_pressure()
user.visible_message("<span class='danger'>[user] is sent flying by pressure!</span>","<span class='userdanger'>The pressure sends you flying!</span>")
// if get_dir(src, user) is not 0, target is the edge_target_turf on that dir
// otherwise, edge_target_turf uses a random cardinal direction
// range is pressures / 250
// speed is pressures / 1250
user.throw_at(get_edge_target_turf(user, get_dir(src, user) || pick(GLOB.cardinals)), pressures / 250, pressures / 1250)
/obj/machinery/atmospherics/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(can_unwrench)
var/obj/item/pipe/stored = new construction_type(loc, null, dir, src)
stored.setPipingLayer(piping_layer)
if(!disassembled)
stored.obj_integrity = stored.max_integrity * 0.5
transfer_fingerprints_to(stored)
..()
/obj/machinery/atmospherics/proc/getpipeimage(iconset, iconstate, direction, col=rgb(255,255,255), piping_layer=2)
//Add identifiers for the iconset
if(iconsetids[iconset] == null)
iconsetids[iconset] = num2text(iconsetids.len + 1)
//Generate a unique identifier for this image combination
var/identifier = iconsetids[iconset] + "_[iconstate]_[direction]_[col]_[piping_layer]"
if((!(. = pipeimages[identifier])))
var/image/pipe_overlay
pipe_overlay = . = pipeimages[identifier] = image(iconset, iconstate, dir = direction)
pipe_overlay.color = col
PIPING_LAYER_SHIFT(pipe_overlay, piping_layer)
/obj/machinery/atmospherics/on_construction(obj_color, set_layer)
if(can_unwrench)
add_atom_colour(obj_color, FIXED_COLOUR_PRIORITY)
pipe_color = obj_color
setPipingLayer(set_layer)
var/turf/T = get_turf(src)
level = T.intact ? 2 : 1
atmosinit()
var/list/nodes = pipeline_expansion()
for(var/obj/machinery/atmospherics/A in nodes)
A.atmosinit()
A.addMember(src)
build_network()
/obj/machinery/atmospherics/Entered(atom/movable/AM)
if(istype(AM, /mob/living))
var/mob/living/L = AM
L.ventcrawl_layer = piping_layer
return ..()
/obj/machinery/atmospherics/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
deconstruct(FALSE)
return ..()
#define VENT_SOUND_DELAY 30
/obj/machinery/atmospherics/relaymove(mob/living/user, direction)
direction &= initialize_directions
if(!direction || !(direction in GLOB.cardinals)) //cant go this way.
return
if(user in buckled_mobs)// fixes buckle ventcrawl edgecase fuck bug
return
var/obj/machinery/atmospherics/target_move = findConnecting(direction, user.ventcrawl_layer)
if(target_move)
if(target_move.can_crawl_through())
if(is_type_in_typecache(target_move, GLOB.ventcrawl_machinery))
user.forceMove(target_move.loc) //handle entering and so on.
user.visible_message("<span class='notice'>You hear something squeezing through the ducts...</span>", "<span class='notice'>You climb out the ventilation system.")
else
var/list/pipenetdiff = returnPipenets() ^ target_move.returnPipenets()
if(pipenetdiff.len)
user.update_pipe_vision(target_move)
user.forceMove(target_move)
user.client.eye = target_move //Byond only updates the eye every tick, This smooths out the movement
if(world.time - user.last_played_vent > VENT_SOUND_DELAY)
user.last_played_vent = world.time
playsound(src, 'sound/machines/ventcrawl.ogg', 50, 1, -3)
else if(is_type_in_typecache(src, GLOB.ventcrawl_machinery) && can_crawl_through()) //if we move in a way the pipe can connect, but doesn't - or we're in a vent
user.forceMove(loc)
user.visible_message("<span class='notice'>You hear something squeezing through the ducts...</span>", "<span class='notice'>You climb out the ventilation system.")
user.canmove = FALSE
addtimer(VARSET_CALLBACK(user, canmove, TRUE), 1)
/obj/machinery/atmospherics/AltClick(mob/living/L)
if(is_type_in_typecache(src, GLOB.ventcrawl_machinery))
return L.handle_ventcrawl(src)
return ..()
/obj/machinery/atmospherics/proc/can_crawl_through()
return TRUE
/obj/machinery/atmospherics/proc/returnPipenets()
return list()
/obj/machinery/atmospherics/update_remote_sight(mob/user)
user.sight |= (SEE_TURFS|BLIND)
//Used for certain children of obj/machinery/atmospherics to not show pipe vision when mob is inside it.
/obj/machinery/atmospherics/proc/can_see_pipes()
return TRUE
/obj/machinery/atmospherics/proc/update_layer()
layer = initial(layer) + (piping_layer - PIPING_LAYER_DEFAULT) * PIPING_LAYER_LCHANGE
@@ -43,6 +43,7 @@
return ..()
/obj/machinery/atmospherics/components/binary/pump/AltClick(mob/user)
. = ..()
var/area/A = get_area(src)
var/turf/T = get_turf(src)
if(user.canUseTopic(src, BE_CLOSE, FALSE,))
@@ -50,6 +51,7 @@
to_chat(user,"<span class='notice'>You maximize the pressure on the [src].</span>")
investigate_log("Pump, [src.name], was maximized by [key_name(usr)] at [x], [y], [z], [A]", INVESTIGATE_ATMOS)
message_admins("Pump, [src.name], was maximized by [ADMIN_LOOKUPFLW(usr)] at [ADMIN_COORDJMP(T)], [A]")
return TRUE
/obj/machinery/atmospherics/components/binary/pump/Destroy()
SSradio.remove_object(src,frequency)
@@ -31,6 +31,7 @@
return ..()
/obj/machinery/atmospherics/components/trinary/mixer/AltClick(mob/user)
. = ..()
var/area/A = get_area(src)
var/turf/T = get_turf(src)
if(user.canUseTopic(src, BE_CLOSE, FALSE,))
@@ -38,6 +39,7 @@
to_chat(user,"<span class='notice'>You maximize the pressure on the [src].</span>")
investigate_log("Mixer, [src.name], was maximized by [key_name(usr)] at [x], [y], [z], [A]", INVESTIGATE_ATMOS)
message_admins("Mixer, [src.name], was maximized by [ADMIN_LOOKUPFLW(usr)] at [ADMIN_COORDJMP(T)], [A]")
return TRUE
//node 3 is the outlet, nodes 1 & 2 are intakes
@@ -1,430 +1,446 @@
/obj/machinery/atmospherics/components/unary/cryo_cell
name = "cryo cell"
icon = 'icons/obj/cryogenics.dmi'
icon_state = "pod-off"
density = TRUE
max_integrity = 350
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 30, "acid" = 30)
layer = ABOVE_WINDOW_LAYER
state_open = FALSE
circuit = /obj/item/circuitboard/machine/cryo_tube
pipe_flags = PIPING_ONE_PER_TURF | PIPING_DEFAULT_LAYER_ONLY
occupant_typecache = list(/mob/living/carbon, /mob/living/simple_animal)
var/autoeject = FALSE
var/volume = 100
var/efficiency = 1
var/sleep_factor = 0.00125
var/unconscious_factor = 0.001
var/heat_capacity = 20000
var/conduction_coefficient = 0.3
var/obj/item/reagent_containers/glass/beaker = null
var/reagent_transfer = 0
var/obj/item/radio/radio
var/radio_key = /obj/item/encryptionkey/headset_med
var/radio_channel = RADIO_CHANNEL_MEDICAL
var/running_anim = FALSE
var/escape_in_progress = FALSE
var/message_cooldown
var/breakout_time = 300
/obj/machinery/atmospherics/components/unary/cryo_cell/Initialize()
. = ..()
initialize_directions = dir
radio = new(src)
radio.keyslot = new radio_key
radio.subspace_transmission = TRUE
radio.canhear_range = 0
radio.recalculateChannels()
/obj/machinery/atmospherics/components/unary/cryo_cell/on_construction()
..(dir, dir)
/obj/machinery/atmospherics/components/unary/cryo_cell/RefreshParts()
var/C
for(var/obj/item/stock_parts/matter_bin/M in component_parts)
C += M.rating
efficiency = initial(efficiency) * C
sleep_factor = initial(sleep_factor) * C
unconscious_factor = initial(unconscious_factor) * C
heat_capacity = initial(heat_capacity) / C
conduction_coefficient = initial(conduction_coefficient) * C
/obj/machinery/atmospherics/components/unary/cryo_cell/Destroy()
QDEL_NULL(radio)
QDEL_NULL(beaker)
return ..()
/obj/machinery/atmospherics/components/unary/cryo_cell/contents_explosion(severity, target)
..()
if(beaker)
beaker.ex_act(severity, target)
/obj/machinery/atmospherics/components/unary/cryo_cell/handle_atom_del(atom/A)
..()
if(A == beaker)
beaker = null
updateUsrDialog()
/obj/machinery/atmospherics/components/unary/cryo_cell/on_deconstruction()
if(beaker)
beaker.forceMove(drop_location())
beaker = null
/obj/machinery/atmospherics/components/unary/cryo_cell/update_icon()
cut_overlays()
if(panel_open)
add_overlay("pod-panel")
if(state_open)
icon_state = "pod-open"
return
if(occupant)
var/image/occupant_overlay
if(ismonkey(occupant)) // Monkey
occupant_overlay = image(CRYOMOBS, "monkey")
else if(isalienadult(occupant))
if(isalienroyal(occupant)) // Queen and prae
occupant_overlay = image(CRYOMOBS, "alienq")
else if(isalienhunter(occupant)) // Hunter
occupant_overlay = image(CRYOMOBS, "alienh")
else if(isaliensentinel(occupant)) // Sentinel
occupant_overlay = image(CRYOMOBS, "aliens")
else // Drone or other
occupant_overlay = image(CRYOMOBS, "aliend")
else if(ishuman(occupant) || islarva(occupant) || (isanimal(occupant) && !ismegafauna(occupant))) // Mobs that are smaller than cryotube
occupant_overlay = image(occupant.icon, occupant.icon_state)
occupant_overlay.copy_overlays(occupant)
else
occupant_overlay = image(CRYOMOBS, "generic")
occupant_overlay.dir = SOUTH
occupant_overlay.pixel_y = 22
if(on && !running_anim && is_operational())
icon_state = "pod-on"
running_anim = TRUE
run_anim(TRUE, occupant_overlay)
else
icon_state = "pod-off"
add_overlay(occupant_overlay)
add_overlay("cover-off")
else if(on && is_operational())
icon_state = "pod-on"
add_overlay("cover-on")
else
icon_state = "pod-off"
add_overlay("cover-off")
/obj/machinery/atmospherics/components/unary/cryo_cell/proc/run_anim(anim_up, image/occupant_overlay)
if(!on || !occupant || !is_operational())
running_anim = FALSE
return
cut_overlays()
if(occupant_overlay.pixel_y != 23) // Same effect as occupant_overlay.pixel_y == 22 || occupant_overlay.pixel_y == 24
anim_up = occupant_overlay.pixel_y == 22 // Same effect as if(occupant_overlay.pixel_y == 22) anim_up = TRUE ; if(occupant_overlay.pixel_y == 24) anim_up = FALSE
if(anim_up)
occupant_overlay.pixel_y++
else
occupant_overlay.pixel_y--
add_overlay(occupant_overlay)
add_overlay("cover-on")
addtimer(CALLBACK(src, .proc/run_anim, anim_up, occupant_overlay), 7, TIMER_UNIQUE)
/obj/machinery/atmospherics/components/unary/cryo_cell/process()
..()
if(!on)
return
if(!is_operational())
on = FALSE
update_icon()
return
if(!occupant)
return
var/mob/living/mob_occupant = occupant
if(mob_occupant.stat == DEAD) // We don't bother with dead people.
return
if(mob_occupant.health >= mob_occupant.getMaxHealth()) // Don't bother with fully healed people.
on = FALSE
update_icon()
playsound(src, 'sound/machines/cryo_warning.ogg', volume) // Bug the doctors.
var/msg = "Patient fully restored."
if(autoeject) // Eject if configured.
msg += " Auto ejecting patient now."
open_machine()
radio.talk_into(src, msg, radio_channel)
return
var/datum/gas_mixture/air1 = airs[1]
if(air1.gases.len)
if(mob_occupant.bodytemperature < T0C) // Sleepytime. Why? More cryo magic.
mob_occupant.Sleeping((mob_occupant.bodytemperature * sleep_factor) * 2000)
mob_occupant.Unconscious((mob_occupant.bodytemperature * unconscious_factor) * 2000)
if(beaker)
if(reagent_transfer == 0) // Magically transfer reagents. Because cryo magic.
beaker.reagents.trans_to(occupant, 1, efficiency * 0.25) // Transfer reagents.
beaker.reagents.reaction(occupant, VAPOR)
air1.gases[/datum/gas/oxygen] -= max(0,air1.gases[/datum/gas/oxygen] - 2 / efficiency) //Let's use gas for this
GAS_GARBAGE_COLLECT(air1.gases)
if(++reagent_transfer >= 10 * efficiency) // Throttle reagent transfer (higher efficiency will transfer the same amount but consume less from the beaker).
reagent_transfer = 0
return 1
/obj/machinery/atmospherics/components/unary/cryo_cell/process_atmos()
..()
if(!on)
return
var/datum/gas_mixture/air1 = airs[1]
if(!nodes[1] || !airs[1] || !air1.gases.len || air1.gases[/datum/gas/oxygen] < 5) // Turn off if the machine won't work.
on = FALSE
update_icon()
return
if(occupant)
var/mob/living/mob_occupant = occupant
var/cold_protection = 0
var/temperature_delta = air1.temperature - mob_occupant.bodytemperature // The only semi-realistic thing here: share temperature between the cell and the occupant.
if(ishuman(occupant))
var/mob/living/carbon/human/H = occupant
cold_protection = H.get_thermal_protection(air1.temperature, TRUE)
if(abs(temperature_delta) > 1)
var/air_heat_capacity = air1.heat_capacity()
var/heat = ((1 - cold_protection) * 0.1 + conduction_coefficient) * temperature_delta * (air_heat_capacity * heat_capacity / (air_heat_capacity + heat_capacity))
air1.temperature = max(air1.temperature - heat / air_heat_capacity, TCMB)
mob_occupant.adjust_bodytemperature(heat / heat_capacity, TCMB)
air1.gases[/datum/gas/oxygen] = max(0,air1.gases[/datum/gas/oxygen] - 0.5 / efficiency) // Magically consume gas? Why not, we run on cryo magic.
GAS_GARBAGE_COLLECT(air1.gases)
/obj/machinery/atmospherics/components/unary/cryo_cell/power_change()
..()
update_icon()
/obj/machinery/atmospherics/components/unary/cryo_cell/relaymove(mob/user)
if(message_cooldown <= world.time)
message_cooldown = world.time + 50
to_chat(user, "<span class='warning'>[src]'s door won't budge!</span>")
/obj/machinery/atmospherics/components/unary/cryo_cell/open_machine(drop = 0)
if(!state_open && !panel_open)
on = FALSE
..()
for(var/mob/M in contents) //only drop mobs
M.forceMove(get_turf(src))
if(isliving(M))
var/mob/living/L = M
L.update_canmove()
occupant = null
update_icon()
/obj/machinery/atmospherics/components/unary/cryo_cell/close_machine(mob/living/carbon/user)
if((isnull(user) || istype(user)) && state_open && !panel_open)
..(user)
return occupant
/obj/machinery/atmospherics/components/unary/cryo_cell/container_resist(mob/living/user)
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message("<span class='notice'>You see [user] kicking against the glass of [src]!</span>", \
"<span class='notice'>You struggle inside [src], kicking the release with your foot... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
"<span class='italics'>You hear a thump from [src].</span>")
if(do_after(user, breakout_time, target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src )
return
user.visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>", \
"<span class='notice'>You successfully break out of [src]!</span>")
open_machine()
/obj/machinery/atmospherics/components/unary/cryo_cell/examine(mob/user)
. = ..()
if(occupant)
if(on)
. += "Someone's inside [src]!"
else
. += "You can barely make out a form floating in [src]."
else
. += "[src] seems empty."
/obj/machinery/atmospherics/components/unary/cryo_cell/MouseDrop_T(mob/target, mob/user)
if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !iscarbon(target) || !user.IsAdvancedToolUser())
return
if (target.IsKnockdown() || target.IsStun() || target.IsSleeping() || target.IsUnconscious())
close_machine(target)
else
user.visible_message("<b>[user]</b> starts shoving [target] inside [src].", "<span class='notice'>You start shoving [target] inside [src].</span>")
if (do_after(user, 25, target=target))
close_machine(target)
/obj/machinery/atmospherics/components/unary/cryo_cell/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/reagent_containers/glass))
. = 1 //no afterattack
if(beaker)
to_chat(user, "<span class='warning'>A beaker is already loaded into [src]!</span>")
return
if(!user.transferItemToLoc(I, src))
return
beaker = I
user.visible_message("[user] places [I] in [src].", \
"<span class='notice'>You place [I] in [src].</span>")
var/reagentlist = pretty_string_from_reagent_list(I.reagents.reagent_list)
log_game("[key_name(user)] added an [I] to cryo containing [reagentlist]")
return
if(!on && !occupant && !state_open && (default_deconstruction_screwdriver(user, "pod-off", "pod-off", I)) \
|| default_change_direction_wrench(user, I) \
|| default_pry_open(I) \
|| default_deconstruction_crowbar(I))
update_icon()
return
else if(istype(I, /obj/item/screwdriver))
to_chat(user, "<span class='notice'>You can't access the maintenance panel while the pod is " \
+ (on ? "active" : (occupant ? "full" : "open")) + ".</span>")
return
return ..()
/obj/machinery/atmospherics/components/unary/cryo_cell/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "cryo", name, 400, 550, master_ui, state)
ui.open()
/obj/machinery/atmospherics/components/unary/cryo_cell/ui_data()
var/list/data = list()
data["isOperating"] = on
data["hasOccupant"] = occupant ? TRUE : FALSE
data["isOpen"] = state_open
data["autoEject"] = autoeject
data["occupant"] = list()
if(occupant)
var/mob/living/mob_occupant = occupant
data["occupant"]["name"] = mob_occupant.name
switch(mob_occupant.stat)
if(CONSCIOUS)
data["occupant"]["stat"] = "Conscious"
data["occupant"]["statstate"] = "good"
if(SOFT_CRIT)
data["occupant"]["stat"] = "Conscious"
data["occupant"]["statstate"] = "average"
if(UNCONSCIOUS)
data["occupant"]["stat"] = "Unconscious"
data["occupant"]["statstate"] = "average"
if(DEAD)
data["occupant"]["stat"] = "Dead"
data["occupant"]["statstate"] = "bad"
data["occupant"]["health"] = round(mob_occupant.health, 1)
data["occupant"]["maxHealth"] = mob_occupant.maxHealth
data["occupant"]["minHealth"] = HEALTH_THRESHOLD_DEAD
data["occupant"]["bruteLoss"] = round(mob_occupant.getBruteLoss(), 1)
data["occupant"]["oxyLoss"] = round(mob_occupant.getOxyLoss(), 1)
data["occupant"]["toxLoss"] = round(mob_occupant.getToxLoss(), 1)
data["occupant"]["fireLoss"] = round(mob_occupant.getFireLoss(), 1)
data["occupant"]["bodyTemperature"] = round(mob_occupant.bodytemperature, 1)
if(mob_occupant.bodytemperature < TCRYO)
data["occupant"]["temperaturestatus"] = "good"
else if(mob_occupant.bodytemperature < T0C)
data["occupant"]["temperaturestatus"] = "average"
else
data["occupant"]["temperaturestatus"] = "bad"
var/datum/gas_mixture/air1 = airs[1]
data["cellTemperature"] = round(air1.temperature, 1)
data["isBeakerLoaded"] = beaker ? TRUE : FALSE
var/beakerContents = list()
if(beaker && beaker.reagents && beaker.reagents.reagent_list.len)
for(var/datum/reagent/R in beaker.reagents.reagent_list)
beakerContents += list(list("name" = R.name, "volume" = R.volume))
data["beakerContents"] = beakerContents
return data
/obj/machinery/atmospherics/components/unary/cryo_cell/ui_act(action, params)
if(..())
return
switch(action)
if("power")
if(on)
on = FALSE
else if(!state_open)
on = TRUE
. = TRUE
if("door")
if(state_open)
close_machine()
else
open_machine()
. = TRUE
if("autoeject")
autoeject = !autoeject
. = TRUE
if("ejectbeaker")
if(beaker)
beaker.forceMove(drop_location())
if(Adjacent(usr) && !issilicon(usr))
usr.put_in_hands(beaker)
beaker = null
. = TRUE
update_icon()
/obj/machinery/atmospherics/components/unary/cryo_cell/update_remote_sight(mob/living/user)
return // we don't see the pipe network while inside cryo.
/obj/machinery/atmospherics/components/unary/cryo_cell/get_remote_view_fullscreens(mob/user)
user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 1)
/obj/machinery/atmospherics/components/unary/cryo_cell/can_crawl_through()
return // can't ventcrawl in or out of cryo.
/obj/machinery/atmospherics/components/unary/cryo_cell/can_see_pipes()
return 0 // you can't see the pipe network when inside a cryo cell.
/obj/machinery/atmospherics/components/unary/cryo_cell/return_temperature()
var/datum/gas_mixture/G = airs[1]
if(G.total_moles() > 10)
return G.temperature
return ..()
/obj/machinery/atmospherics/components/unary/cryo_cell/default_change_direction_wrench(mob/user, obj/item/wrench/W)
. = ..()
if(.)
SetInitDirections()
var/obj/machinery/atmospherics/node = nodes[1]
if(node)
node.disconnect(src)
nodes[1] = null
nullifyPipenet(parents[1])
atmosinit()
node = nodes[1]
if(node)
node.atmosinit()
node.addMember(src)
build_network()
#undef CRYOMOBS
/obj/machinery/atmospherics/components/unary/cryo_cell
name = "cryo cell"
icon = 'icons/obj/cryogenics.dmi'
icon_state = "pod-off"
density = TRUE
max_integrity = 350
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 30, "acid" = 30)
layer = ABOVE_WINDOW_LAYER
state_open = FALSE
circuit = /obj/item/circuitboard/machine/cryo_tube
pipe_flags = PIPING_ONE_PER_TURF | PIPING_DEFAULT_LAYER_ONLY
occupant_typecache = list(/mob/living/carbon, /mob/living/simple_animal)
var/autoeject = FALSE
var/volume = 100
var/efficiency = 1
var/sleep_factor = 0.00125
var/unconscious_factor = 0.001
var/heat_capacity = 20000
var/conduction_coefficient = 0.3
var/obj/item/reagent_containers/glass/beaker = null
var/reagent_transfer = 0
var/obj/item/radio/radio
var/radio_key = /obj/item/encryptionkey/headset_med
var/radio_channel = RADIO_CHANNEL_MEDICAL
var/running_anim = FALSE
var/escape_in_progress = FALSE
var/message_cooldown
var/breakout_time = 300
/obj/machinery/atmospherics/components/unary/cryo_cell/Initialize()
. = ..()
initialize_directions = dir
radio = new(src)
radio.keyslot = new radio_key
radio.subspace_transmission = TRUE
radio.canhear_range = 0
radio.recalculateChannels()
/obj/machinery/atmospherics/components/unary/cryo_cell/on_construction()
..(dir, dir)
/obj/machinery/atmospherics/components/unary/cryo_cell/RefreshParts()
var/C
for(var/obj/item/stock_parts/matter_bin/M in component_parts)
C += M.rating
efficiency = initial(efficiency) * C
sleep_factor = initial(sleep_factor) * C
unconscious_factor = initial(unconscious_factor) * C
heat_capacity = initial(heat_capacity) / C
conduction_coefficient = initial(conduction_coefficient) * C
/obj/machinery/atmospherics/components/unary/cryo_cell/Destroy()
QDEL_NULL(radio)
QDEL_NULL(beaker)
return ..()
/obj/machinery/atmospherics/components/unary/cryo_cell/contents_explosion(severity, target)
..()
if(beaker)
beaker.ex_act(severity, target)
/obj/machinery/atmospherics/components/unary/cryo_cell/handle_atom_del(atom/A)
..()
if(A == beaker)
beaker = null
updateUsrDialog()
/obj/machinery/atmospherics/components/unary/cryo_cell/on_deconstruction()
if(beaker)
beaker.forceMove(drop_location())
beaker = null
/obj/machinery/atmospherics/components/unary/cryo_cell/update_icon()
cut_overlays()
if(panel_open)
add_overlay("pod-panel")
if(state_open)
icon_state = "pod-open"
return
if(occupant)
var/image/occupant_overlay
if(ismonkey(occupant)) // Monkey
occupant_overlay = image(CRYOMOBS, "monkey")
else if(isalienadult(occupant))
if(isalienroyal(occupant)) // Queen and prae
occupant_overlay = image(CRYOMOBS, "alienq")
else if(isalienhunter(occupant)) // Hunter
occupant_overlay = image(CRYOMOBS, "alienh")
else if(isaliensentinel(occupant)) // Sentinel
occupant_overlay = image(CRYOMOBS, "aliens")
else // Drone or other
occupant_overlay = image(CRYOMOBS, "aliend")
else if(ishuman(occupant) || islarva(occupant) || (isanimal(occupant) && !ismegafauna(occupant))) // Mobs that are smaller than cryotube
occupant_overlay = image(occupant.icon, occupant.icon_state)
occupant_overlay.copy_overlays(occupant)
else
occupant_overlay = image(CRYOMOBS, "generic")
occupant_overlay.dir = SOUTH
occupant_overlay.pixel_y = 22
if(on && !running_anim && is_operational())
icon_state = "pod-on"
running_anim = TRUE
run_anim(TRUE, occupant_overlay)
else
icon_state = "pod-off"
add_overlay(occupant_overlay)
add_overlay("cover-off")
else if(on && is_operational())
icon_state = "pod-on"
add_overlay("cover-on")
else
icon_state = "pod-off"
add_overlay("cover-off")
/obj/machinery/atmospherics/components/unary/cryo_cell/proc/run_anim(anim_up, image/occupant_overlay)
if(!on || !occupant || !is_operational())
running_anim = FALSE
return
cut_overlays()
if(occupant_overlay.pixel_y != 23) // Same effect as occupant_overlay.pixel_y == 22 || occupant_overlay.pixel_y == 24
anim_up = occupant_overlay.pixel_y == 22 // Same effect as if(occupant_overlay.pixel_y == 22) anim_up = TRUE ; if(occupant_overlay.pixel_y == 24) anim_up = FALSE
if(anim_up)
occupant_overlay.pixel_y++
else
occupant_overlay.pixel_y--
add_overlay(occupant_overlay)
add_overlay("cover-on")
addtimer(CALLBACK(src, .proc/run_anim, anim_up, occupant_overlay), 7, TIMER_UNIQUE)
/obj/machinery/atmospherics/components/unary/cryo_cell/process()
..()
if(!on)
return
if(!is_operational())
on = FALSE
update_icon()
return
if(!occupant)
return
var/mob/living/mob_occupant = occupant
if(mob_occupant.stat == DEAD) // We don't bother with dead people.
return
if(mob_occupant.health >= mob_occupant.getMaxHealth()) // Don't bother with fully healed people.
on = FALSE
update_icon()
playsound(src, 'sound/machines/cryo_warning.ogg', volume) // Bug the doctors.
var/msg = "Patient fully restored."
if(autoeject) // Eject if configured.
msg += " Auto ejecting patient now."
open_machine()
radio.talk_into(src, msg, radio_channel)
return
var/datum/gas_mixture/air1 = airs[1]
if(air1.gases.len)
if(mob_occupant.bodytemperature < T0C) // Sleepytime. Why? More cryo magic.
mob_occupant.Sleeping((mob_occupant.bodytemperature * sleep_factor) * 2000)
mob_occupant.Unconscious((mob_occupant.bodytemperature * unconscious_factor) * 2000)
if(beaker)
if(reagent_transfer == 0) // Magically transfer reagents. Because cryo magic.
beaker.reagents.trans_to(occupant, 1, efficiency * 0.25) // Transfer reagents.
beaker.reagents.reaction(occupant, VAPOR)
air1.gases[/datum/gas/oxygen] -= max(0,air1.gases[/datum/gas/oxygen] - 2 / efficiency) //Let's use gas for this
GAS_GARBAGE_COLLECT(air1.gases)
if(++reagent_transfer >= 10 * efficiency) // Throttle reagent transfer (higher efficiency will transfer the same amount but consume less from the beaker).
reagent_transfer = 0
return 1
/obj/machinery/atmospherics/components/unary/cryo_cell/process_atmos()
..()
if(!on)
return
var/datum/gas_mixture/air1 = airs[1]
if(!nodes[1] || !airs[1] || !air1.gases.len || air1.gases[/datum/gas/oxygen] < 5) // Turn off if the machine won't work.
on = FALSE
update_icon()
return
if(occupant)
var/mob/living/mob_occupant = occupant
var/cold_protection = 0
var/temperature_delta = air1.temperature - mob_occupant.bodytemperature // The only semi-realistic thing here: share temperature between the cell and the occupant.
if(ishuman(occupant))
var/mob/living/carbon/human/H = occupant
cold_protection = H.get_thermal_protection(air1.temperature, TRUE)
if(abs(temperature_delta) > 1)
var/air_heat_capacity = air1.heat_capacity()
var/heat = ((1 - cold_protection) * 0.1 + conduction_coefficient) * temperature_delta * (air_heat_capacity * heat_capacity / (air_heat_capacity + heat_capacity))
air1.temperature = max(air1.temperature - heat / air_heat_capacity, TCMB)
mob_occupant.adjust_bodytemperature(heat / heat_capacity, TCMB)
air1.gases[/datum/gas/oxygen] = max(0,air1.gases[/datum/gas/oxygen] - 0.5 / efficiency) // Magically consume gas? Why not, we run on cryo magic.
GAS_GARBAGE_COLLECT(air1.gases)
/obj/machinery/atmospherics/components/unary/cryo_cell/power_change()
..()
update_icon()
/obj/machinery/atmospherics/components/unary/cryo_cell/relaymove(mob/user)
if(message_cooldown <= world.time)
message_cooldown = world.time + 50
to_chat(user, "<span class='warning'>[src]'s door won't budge!</span>")
/obj/machinery/atmospherics/components/unary/cryo_cell/open_machine(drop = 0)
if(!state_open && !panel_open)
on = FALSE
..()
for(var/mob/M in contents) //only drop mobs
M.forceMove(get_turf(src))
if(isliving(M))
var/mob/living/L = M
L.update_canmove()
occupant = null
update_icon()
/obj/machinery/atmospherics/components/unary/cryo_cell/close_machine(mob/living/carbon/user)
if((isnull(user) || istype(user)) && state_open && !panel_open)
..(user)
return occupant
/obj/machinery/atmospherics/components/unary/cryo_cell/container_resist(mob/living/user)
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message("<span class='notice'>You see [user] kicking against the glass of [src]!</span>", \
"<span class='notice'>You struggle inside [src], kicking the release with your foot... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
"<span class='italics'>You hear a thump from [src].</span>")
if(do_after(user, breakout_time, target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src )
return
user.visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>", \
"<span class='notice'>You successfully break out of [src]!</span>")
open_machine()
/obj/machinery/atmospherics/components/unary/cryo_cell/examine(mob/user)
. = ..()
if(occupant)
if(on)
. += "Someone's inside [src]!"
else
. += "You can barely make out a form floating in [src]."
else
. += "[src] seems empty."
/obj/machinery/atmospherics/components/unary/cryo_cell/MouseDrop_T(mob/target, mob/user)
if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !iscarbon(target) || !user.IsAdvancedToolUser())
return
if (target.IsKnockdown() || target.IsStun() || target.IsSleeping() || target.IsUnconscious())
close_machine(target)
else
user.visible_message("<b>[user]</b> starts shoving [target] inside [src].", "<span class='notice'>You start shoving [target] inside [src].</span>")
if (do_after(user, 25, target=target))
close_machine(target)
/obj/machinery/atmospherics/components/unary/cryo_cell/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/reagent_containers/glass))
. = 1 //no afterattack
if(beaker)
to_chat(user, "<span class='warning'>A beaker is already loaded into [src]!</span>")
return
if(!user.transferItemToLoc(I, src))
return
beaker = I
user.visible_message("[user] places [I] in [src].", \
"<span class='notice'>You place [I] in [src].</span>")
var/reagentlist = pretty_string_from_reagent_list(I.reagents.reagent_list)
log_game("[key_name(user)] added an [I] to cryo containing [reagentlist]")
return
if(!on && !occupant && !state_open && (default_deconstruction_screwdriver(user, "pod-off", "pod-off", I)) \
|| default_change_direction_wrench(user, I) \
|| default_pry_open(I) \
|| default_deconstruction_crowbar(I))
update_icon()
return
else if(istype(I, /obj/item/screwdriver))
to_chat(user, "<span class='notice'>You can't access the maintenance panel while the pod is " \
+ (on ? "active" : (occupant ? "full" : "open")) + ".</span>")
return
return ..()
/obj/machinery/atmospherics/components/unary/cryo_cell/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "cryo", name, 400, 550, master_ui, state)
ui.open()
/obj/machinery/atmospherics/components/unary/cryo_cell/ui_data()
var/list/data = list()
data["isOperating"] = on
data["hasOccupant"] = occupant ? TRUE : FALSE
data["isOpen"] = state_open
data["autoEject"] = autoeject
data["occupant"] = list()
if(occupant)
var/mob/living/mob_occupant = occupant
data["occupant"]["name"] = mob_occupant.name
switch(mob_occupant.stat)
if(CONSCIOUS)
data["occupant"]["stat"] = "Conscious"
data["occupant"]["statstate"] = "good"
if(SOFT_CRIT)
data["occupant"]["stat"] = "Conscious"
data["occupant"]["statstate"] = "average"
if(UNCONSCIOUS)
data["occupant"]["stat"] = "Unconscious"
data["occupant"]["statstate"] = "average"
if(DEAD)
data["occupant"]["stat"] = "Dead"
data["occupant"]["statstate"] = "bad"
data["occupant"]["health"] = round(mob_occupant.health, 1)
data["occupant"]["maxHealth"] = mob_occupant.maxHealth
data["occupant"]["minHealth"] = HEALTH_THRESHOLD_DEAD
data["occupant"]["bruteLoss"] = round(mob_occupant.getBruteLoss(), 1)
data["occupant"]["oxyLoss"] = round(mob_occupant.getOxyLoss(), 1)
data["occupant"]["toxLoss"] = round(mob_occupant.getToxLoss(), 1)
data["occupant"]["fireLoss"] = round(mob_occupant.getFireLoss(), 1)
data["occupant"]["bodyTemperature"] = round(mob_occupant.bodytemperature, 1)
if(mob_occupant.bodytemperature < TCRYO)
data["occupant"]["temperaturestatus"] = "good"
else if(mob_occupant.bodytemperature < T0C)
data["occupant"]["temperaturestatus"] = "average"
else
data["occupant"]["temperaturestatus"] = "bad"
var/datum/gas_mixture/air1 = airs[1]
data["cellTemperature"] = round(air1.temperature, 1)
data["isBeakerLoaded"] = beaker ? TRUE : FALSE
var/beakerContents = list()
if(beaker && beaker.reagents && beaker.reagents.reagent_list.len)
for(var/datum/reagent/R in beaker.reagents.reagent_list)
beakerContents += list(list("name" = R.name, "volume" = R.volume))
data["beakerContents"] = beakerContents
return data
/obj/machinery/atmospherics/components/unary/cryo_cell/ui_act(action, params)
if(..())
return
switch(action)
if("power")
if(on)
on = FALSE
else if(!state_open)
on = TRUE
. = TRUE
if("door")
if(state_open)
close_machine()
else
open_machine()
. = TRUE
if("autoeject")
autoeject = !autoeject
. = TRUE
if("ejectbeaker")
if(beaker)
beaker.forceMove(drop_location())
if(Adjacent(usr) && !issilicon(usr))
usr.put_in_hands(beaker)
beaker = null
. = TRUE
update_icon()
/obj/machinery/atmospherics/components/unary/cryo_cell/CtrlClick(mob/user)
if(user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK) && !state_open)
on = !on
update_icon()
return ..()
/obj/machinery/atmospherics/components/unary/cryo_cell/AltClick(mob/user)
. = ..()
if(user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
if(state_open)
close_machine()
else
open_machine()
update_icon()
return TRUE
/obj/machinery/atmospherics/components/unary/cryo_cell/update_remote_sight(mob/living/user)
return // we don't see the pipe network while inside cryo.
/obj/machinery/atmospherics/components/unary/cryo_cell/get_remote_view_fullscreens(mob/user)
user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 1)
/obj/machinery/atmospherics/components/unary/cryo_cell/can_crawl_through()
return // can't ventcrawl in or out of cryo.
/obj/machinery/atmospherics/components/unary/cryo_cell/can_see_pipes()
return 0 // you can't see the pipe network when inside a cryo cell.
/obj/machinery/atmospherics/components/unary/cryo_cell/return_temperature()
var/datum/gas_mixture/G = airs[1]
if(G.total_moles() > 10)
return G.temperature
return ..()
/obj/machinery/atmospherics/components/unary/cryo_cell/default_change_direction_wrench(mob/user, obj/item/wrench/W)
. = ..()
if(.)
SetInitDirections()
var/obj/machinery/atmospherics/node = nodes[1]
if(node)
node.disconnect(src)
nodes[1] = null
nullifyPipenet(parents[1])
atmosinit()
node = nodes[1]
if(node)
node.atmosinit()
node.addMember(src)
build_network()
#undef CRYOMOBS
@@ -217,13 +217,15 @@
min_temperature = max(T0C - (initial(min_temperature) + L * 15), TCMB) //73.15K with T1 stock parts
/obj/machinery/atmospherics/components/unary/thermomachine/freezer/AltClick(mob/living/user)
. = ..()
var/area/A = get_area(src)
var/turf/T = get_turf(src)
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
return
target_temperature = min_temperature
target_temperature = min_temperature
investigate_log("was set to [target_temperature] K by [key_name(usr)]", INVESTIGATE_ATMOS)
message_admins("[src.name] was minimized by [ADMIN_LOOKUPFLW(usr)] at [ADMIN_COORDJMP(T)], [A]")
return TRUE
/obj/machinery/atmospherics/components/unary/thermomachine/heater
name = "heater"
@@ -247,6 +249,7 @@
max_temperature = T20C + (initial(max_temperature) * L) //573.15K with T1 stock parts
/obj/machinery/atmospherics/components/unary/thermomachine/heater/AltClick(mob/living/user)
. = ..()
var/area/A = get_area(src)
var/turf/T = get_turf(src)
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
@@ -254,3 +257,4 @@
target_temperature = max_temperature
investigate_log("was set to [target_temperature] K by [key_name(usr)]", INVESTIGATE_ATMOS)
message_admins("[src.name] was maximized by [ADMIN_LOOKUPFLW(usr)] at [ADMIN_COORDJMP(T)], [A]")
return TRUE
@@ -1,154 +1,156 @@
/obj/machinery/portable_atmospherics
name = "portable_atmospherics"
icon = 'icons/obj/atmos.dmi'
use_power = NO_POWER_USE
max_integrity = 250
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 60, "acid" = 30)
anchored = FALSE
var/datum/gas_mixture/air_contents
var/obj/machinery/atmospherics/components/unary/portables_connector/connected_port
var/obj/item/tank/holding
var/volume = 0
var/maximum_pressure = 90 * ONE_ATMOSPHERE
/obj/machinery/portable_atmospherics/New()
..()
SSair.atmos_machinery += src
air_contents = new
air_contents.volume = volume
air_contents.temperature = T20C
return 1
/obj/machinery/portable_atmospherics/Destroy()
SSair.atmos_machinery -= src
disconnect()
qdel(air_contents)
air_contents = null
return ..()
/obj/machinery/portable_atmospherics/process_atmos()
if(!connected_port) // Pipe network handles reactions if connected.
air_contents.react(src)
else
update_icon()
/obj/machinery/portable_atmospherics/return_air()
return air_contents
/obj/machinery/portable_atmospherics/proc/connect(obj/machinery/atmospherics/components/unary/portables_connector/new_port)
//Make sure not already connected to something else
if(connected_port || !new_port || new_port.connected_device)
return FALSE
//Make sure are close enough for a valid connection
if(new_port.loc != get_turf(src))
return FALSE
//Perform the connection
connected_port = new_port
connected_port.connected_device = src
var/datum/pipeline/connected_port_parent = connected_port.parents[1]
connected_port_parent.reconcile_air()
anchored = TRUE //Prevent movement
pixel_x = new_port.pixel_x
pixel_y = new_port.pixel_y
return TRUE
/obj/machinery/portable_atmospherics/Move()
. = ..()
if(.)
disconnect()
/obj/machinery/portable_atmospherics/proc/disconnect()
if(!connected_port)
return FALSE
anchored = FALSE
connected_port.connected_device = null
connected_port = null
pixel_x = 0
pixel_y = 0
return TRUE
/obj/machinery/portable_atmospherics/portableConnectorReturnAir()
return air_contents
/obj/machinery/portable_atmospherics/AltClick(mob/living/user)
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, !ismonkey(user)))
return
if(holding)
to_chat(user, "<span class='notice'>You remove [holding] from [src].</span>")
replace_tank(user, TRUE)
/obj/machinery/portable_atmospherics/examine(mob/user)
. = ..()
if(holding)
. += "<span class='notice'>\The [src] contains [holding]. Alt-click [src] to remove it.</span>"
. += "<span class='notice'>Click [src] with another gas tank to hot swap [holding].</span>"
/obj/machinery/portable_atmospherics/proc/replace_tank(mob/living/user, close_valve, obj/item/tank/new_tank)
if(holding)
holding.forceMove(drop_location())
if(Adjacent(user) && !issilicon(user))
user.put_in_hands(holding)
if(new_tank)
holding = new_tank
else
holding = null
update_icon()
return TRUE
/obj/machinery/portable_atmospherics/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/tank))
if(!(stat & BROKEN))
var/obj/item/tank/T = W
if(!user.transferItemToLoc(T, src))
return
to_chat(user, "<span class='notice'>[holding ? "In one smooth motion you pop [holding] out of [src]'s connector and replace it with [T]" : "You insert [T] into [src]"].</span>")
replace_tank(user, FALSE, T)
update_icon()
else if(istype(W, /obj/item/wrench))
if(!(stat & BROKEN))
if(connected_port)
disconnect()
W.play_tool_sound(src)
user.visible_message( \
"[user] disconnects [src].", \
"<span class='notice'>You unfasten [src] from the port.</span>", \
"<span class='italics'>You hear a ratchet.</span>")
update_icon()
return
else
var/obj/machinery/atmospherics/components/unary/portables_connector/possible_port = locate(/obj/machinery/atmospherics/components/unary/portables_connector) in loc
if(!possible_port)
to_chat(user, "<span class='notice'>Nothing happens.</span>")
return
if(!connect(possible_port))
to_chat(user, "<span class='notice'>[name] failed to connect to the port.</span>")
return
W.play_tool_sound(src)
user.visible_message( \
"[user] connects [src].", \
"<span class='notice'>You fasten [src] to the port.</span>", \
"<span class='italics'>You hear a ratchet.</span>")
update_icon()
else
return ..()
/obj/machinery/portable_atmospherics/analyzer_act(mob/living/user, obj/item/I)
atmosanalyzer_scan(air_contents, user, src)
/obj/machinery/portable_atmospherics/attacked_by(obj/item/I, mob/user)
if(I.force < 10 && !(stat & BROKEN))
take_damage(0)
else
investigate_log("was smacked with \a [I] by [key_name(user)].", INVESTIGATE_ATMOS)
add_fingerprint(user)
..()
/obj/machinery/portable_atmospherics
name = "portable_atmospherics"
icon = 'icons/obj/atmos.dmi'
use_power = NO_POWER_USE
max_integrity = 250
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 60, "acid" = 30)
anchored = FALSE
var/datum/gas_mixture/air_contents
var/obj/machinery/atmospherics/components/unary/portables_connector/connected_port
var/obj/item/tank/holding
var/volume = 0
var/maximum_pressure = 90 * ONE_ATMOSPHERE
/obj/machinery/portable_atmospherics/New()
..()
SSair.atmos_machinery += src
air_contents = new
air_contents.volume = volume
air_contents.temperature = T20C
return 1
/obj/machinery/portable_atmospherics/Destroy()
SSair.atmos_machinery -= src
disconnect()
qdel(air_contents)
air_contents = null
return ..()
/obj/machinery/portable_atmospherics/process_atmos()
if(!connected_port) // Pipe network handles reactions if connected.
air_contents.react(src)
else
update_icon()
/obj/machinery/portable_atmospherics/return_air()
return air_contents
/obj/machinery/portable_atmospherics/proc/connect(obj/machinery/atmospherics/components/unary/portables_connector/new_port)
//Make sure not already connected to something else
if(connected_port || !new_port || new_port.connected_device)
return FALSE
//Make sure are close enough for a valid connection
if(new_port.loc != get_turf(src))
return FALSE
//Perform the connection
connected_port = new_port
connected_port.connected_device = src
var/datum/pipeline/connected_port_parent = connected_port.parents[1]
connected_port_parent.reconcile_air()
anchored = TRUE //Prevent movement
pixel_x = new_port.pixel_x
pixel_y = new_port.pixel_y
return TRUE
/obj/machinery/portable_atmospherics/Move()
. = ..()
if(.)
disconnect()
/obj/machinery/portable_atmospherics/proc/disconnect()
if(!connected_port)
return FALSE
anchored = FALSE
connected_port.connected_device = null
connected_port = null
pixel_x = 0
pixel_y = 0
return TRUE
/obj/machinery/portable_atmospherics/portableConnectorReturnAir()
return air_contents
/obj/machinery/portable_atmospherics/AltClick(mob/living/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, !ismonkey(user)))
return
if(holding)
to_chat(user, "<span class='notice'>You remove [holding] from [src].</span>")
replace_tank(user, TRUE)
return TRUE
/obj/machinery/portable_atmospherics/examine(mob/user)
. = ..()
if(holding)
. += "<span class='notice'>\The [src] contains [holding]. Alt-click [src] to remove it.</span>"
. += "<span class='notice'>Click [src] with another gas tank to hot swap [holding].</span>"
/obj/machinery/portable_atmospherics/proc/replace_tank(mob/living/user, close_valve, obj/item/tank/new_tank)
if(holding)
holding.forceMove(drop_location())
if(Adjacent(user) && !issilicon(user))
user.put_in_hands(holding)
if(new_tank)
holding = new_tank
else
holding = null
update_icon()
return TRUE
/obj/machinery/portable_atmospherics/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/tank))
if(!(stat & BROKEN))
var/obj/item/tank/T = W
if(!user.transferItemToLoc(T, src))
return
to_chat(user, "<span class='notice'>[holding ? "In one smooth motion you pop [holding] out of [src]'s connector and replace it with [T]" : "You insert [T] into [src]"].</span>")
replace_tank(user, FALSE, T)
update_icon()
else if(istype(W, /obj/item/wrench))
if(!(stat & BROKEN))
if(connected_port)
disconnect()
W.play_tool_sound(src)
user.visible_message( \
"[user] disconnects [src].", \
"<span class='notice'>You unfasten [src] from the port.</span>", \
"<span class='italics'>You hear a ratchet.</span>")
update_icon()
return
else
var/obj/machinery/atmospherics/components/unary/portables_connector/possible_port = locate(/obj/machinery/atmospherics/components/unary/portables_connector) in loc
if(!possible_port)
to_chat(user, "<span class='notice'>Nothing happens.</span>")
return
if(!connect(possible_port))
to_chat(user, "<span class='notice'>[name] failed to connect to the port.</span>")
return
W.play_tool_sound(src)
user.visible_message( \
"[user] connects [src].", \
"<span class='notice'>You fasten [src] to the port.</span>", \
"<span class='italics'>You hear a ratchet.</span>")
update_icon()
else
return ..()
/obj/machinery/portable_atmospherics/analyzer_act(mob/living/user, obj/item/I)
atmosanalyzer_scan(air_contents, user, src)
/obj/machinery/portable_atmospherics/attacked_by(obj/item/I, mob/user)
if(I.force < 10 && !(stat & BROKEN))
take_damage(0)
else
investigate_log("was smacked with \a [I] by [key_name(user)].", INVESTIGATE_ATMOS)
add_fingerprint(user)
..()
+2
View File
@@ -76,12 +76,14 @@
to_chat(user, "<span class='notice'>[src] linked to [C].</span>")
/obj/item/supplypod_beacon/AltClick(mob/user)
. = ..()
if (!user.canUseTopic(src, !issilicon(user)))
return
if (express_console)
unlink_console()
else
to_chat(user, "<span class='notice'>There is no linked console!</span>")
return TRUE
/obj/item/supplypod_beacon/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/pen)) //give a tag that is visible from the linked express console
+5 -7
View File
@@ -269,16 +269,14 @@ BLIND // can't see anything
H.update_suit_sensors()
/obj/item/clothing/under/AltClick(mob/user)
if(..())
return 1
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(attached_accessory)
remove_accessory(user)
else
if(attached_accessory)
remove_accessory(user)
else
rolldown()
rolldown()
return TRUE
/obj/item/clothing/under/verb/jumpsuit_adjust()
set name = "Adjust Jumpsuit Style"
+441 -443
View File
@@ -1,443 +1,441 @@
//Glasses
/obj/item/clothing/glasses
name = "glasses"
icon = 'icons/obj/clothing/glasses.dmi'
w_class = WEIGHT_CLASS_SMALL
flags_cover = GLASSESCOVERSEYES
slot_flags = ITEM_SLOT_EYES
strip_delay = 20
equip_delay_other = 25
resistance_flags = NONE
materials = list(MAT_GLASS = 250)
var/vision_flags = 0
var/darkness_view = 2//Base human is 2
var/invis_view = SEE_INVISIBLE_LIVING //admin only for now
var/invis_override = 0 //Override to allow glasses to set higher than normal see_invis
var/lighting_alpha
var/list/icon/current = list() //the current hud icons
var/vision_correction = 0 //does wearing these glasses correct some of our vision defects?
var/glass_colour_type //colors your vision when worn
/obj/item/clothing/glasses/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is stabbing \the [src] into [user.p_their()] eyes! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return BRUTELOSS
/obj/item/clothing/glasses/examine(mob/user)
. = ..()
if(glass_colour_type && ishuman(user))
. += "<span class='notice'>Alt-click to toggle its colors.</span>"
/obj/item/clothing/glasses/visor_toggling()
..()
if(visor_vars_to_toggle & VISOR_VISIONFLAGS)
vision_flags ^= initial(vision_flags)
if(visor_vars_to_toggle & VISOR_DARKNESSVIEW)
darkness_view ^= initial(darkness_view)
if(visor_vars_to_toggle & VISOR_INVISVIEW)
invis_view ^= initial(invis_view)
/obj/item/clothing/glasses/weldingvisortoggle(mob/user)
. = ..()
if(. && user)
user.update_sight()
//called when thermal glasses are emped.
/obj/item/clothing/glasses/proc/thermal_overload()
if(ishuman(src.loc))
var/mob/living/carbon/human/H = src.loc
if(!(HAS_TRAIT(H, TRAIT_BLIND)))
if(H.glasses == src)
to_chat(H, "<span class='danger'>[src] overloads and blinds you!</span>")
H.flash_act(visual = 1)
H.blind_eyes(3)
H.blur_eyes(5)
H.adjust_eye_damage(5)
/obj/item/clothing/glasses/meson
name = "optical meson scanner"
desc = "Used by engineering and mining staff to see basic structural and terrain layouts through walls, regardless of lighting conditions."
icon_state = "meson"
item_state = "meson"
darkness_view = 2
vision_flags = SEE_TURFS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
glass_colour_type = /datum/client_colour/glass_colour/lightgreen
/obj/item/clothing/glasses/meson/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is putting \the [src] to [user.p_their()] eyes and overloading the brightness! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return BRUTELOSS
/obj/item/clothing/glasses/meson/prescription
name = "prescription optical meson scanner"
desc = "Used by engineering and mining staff to see basic structural and terrain layouts through walls, regardless of lighting conditions. This one has prescription lens fitted in."
vision_correction = 1
/obj/item/clothing/glasses/meson/night
name = "night vision meson scanner"
desc = "An optical meson scanner fitted with an amplified visible light spectrum overlay, providing greater visual clarity in darkness."
icon_state = "nvgmeson"
item_state = "nvgmeson"
darkness_view = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
glass_colour_type = /datum/client_colour/glass_colour/green
/obj/item/clothing/glasses/meson/gar
name = "gar mesons"
icon_state = "garm"
item_state = "garm"
desc = "Do the impossible, see the invisible!"
force = 10
throwforce = 10
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
/obj/item/clothing/glasses/science
name = "science goggles"
desc = "A pair of snazzy goggles used to protect against chemical spills. Fitted with an analyzer for scanning items and reagents."
icon_state = "purple"
item_state = "glasses"
clothing_flags = SCAN_REAGENTS //You can see reagents while wearing science goggles
actions_types = list(/datum/action/item_action/toggle_research_scanner)
glass_colour_type = /datum/client_colour/glass_colour/purple
resistance_flags = ACID_PROOF
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
/obj/item/clothing/glasses/science/item_action_slot_check(slot)
if(slot == SLOT_GLASSES)
return 1
/obj/item/clothing/glasses/night
name = "night vision goggles"
desc = "You can totally see in the dark now!"
icon_state = "night"
item_state = "glasses"
darkness_view = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
glass_colour_type = /datum/client_colour/glass_colour/green
/obj/item/clothing/glasses/night/prescription
name = "prescription night vision goggles"
desc = "NVGs but for those with nearsightedness."
vision_correction = 1
/obj/item/clothing/glasses/science/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is tightening \the [src]'s straps around [user.p_their()] neck! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return OXYLOSS
/obj/item/clothing/glasses/eyepatch
name = "eyepatch"
desc = "Yarr."
icon_state = "eyepatch"
item_state = "eyepatch"
/obj/item/clothing/glasses/monocle
name = "monocle"
desc = "Such a dapper eyepiece!"
icon_state = "monocle"
item_state = "headset" // lol
/obj/item/clothing/glasses/material
name = "optical material scanner"
desc = "Very confusing glasses."
icon_state = "material"
item_state = "glasses"
vision_flags = SEE_OBJS
glass_colour_type = /datum/client_colour/glass_colour/lightblue
/obj/item/clothing/glasses/material/mining
name = "optical material scanner"
desc = "Used by miners to detect ores deep within the rock."
icon_state = "material"
item_state = "glasses"
darkness_view = 0
/obj/item/clothing/glasses/material/mining/gar
name = "gar material scanner"
icon_state = "garm"
item_state = "garm"
desc = "Do the impossible, see the invisible!"
force = 10
throwforce = 20
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
vision_correction = 1
glass_colour_type = /datum/client_colour/glass_colour/lightgreen
/obj/item/clothing/glasses/regular
name = "prescription glasses"
desc = "Made by Nerd. Co."
icon_state = "glasses"
item_state = "glasses"
vision_correction = 1 //corrects nearsightedness
/obj/item/clothing/glasses/regular/jamjar
name = "jamjar glasses"
desc = "Also known as Virginity Protectors."
icon_state = "jamjar_glasses"
item_state = "jamjar_glasses"
/obj/item/clothing/glasses/regular/hipster
name = "prescription glasses"
desc = "Made by Uncool. Co."
icon_state = "hipster_glasses"
item_state = "hipster_glasses"
//Here lies green glasses, so ugly they died. RIP
/obj/item/clothing/glasses/sunglasses
name = "sunglasses"
desc = "Strangely ancient technology used to help provide rudimentary eye cover. Enhanced shielding blocks flashes."
icon_state = "sun"
item_state = "sunglasses"
darkness_view = 1
flash_protect = 1
tint = 1
glass_colour_type = /datum/client_colour/glass_colour/gray
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/glasses/sunglasses/reagent
name = "beer goggles"
desc = "A pair of sunglasses outfitted with apparatus to scan reagents."
clothing_flags = SCAN_REAGENTS
/obj/item/clothing/glasses/sunglasses/garb
name = "black gar glasses"
desc = "Go beyond impossible and kick reason to the curb!"
icon_state = "garb"
item_state = "garb"
force = 10
throwforce = 10
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
/obj/item/clothing/glasses/sunglasses/garb/supergarb
name = "black giga gar glasses"
desc = "Believe in us humans."
icon_state = "supergarb"
item_state = "garb"
force = 12
throwforce = 12
/obj/item/clothing/glasses/garb
name = "plain black gar glasses"
desc = "Go beyond impossible and kick reason to the curb! Doesn't seem to have flash protection and doesn't seem sharp either."
icon_state = "garb"
item_state = "garb"
/obj/item/clothing/glasses/garb/supergarb
name = "plain black giga gar glasses"
desc = "Believe in us humans. Also doesn't seem to have flash protection and doesn't seem sharp either."
icon_state = "supergarb"
/obj/item/clothing/glasses/sunglasses/gar
name = "gar glasses"
desc = "Just who the hell do you think I am?!"
icon_state = "gar"
item_state = "gar"
force = 10
throwforce = 10
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
glass_colour_type = /datum/client_colour/glass_colour/orange
/obj/item/clothing/glasses/sunglasses/gar/supergar
name = "giga gar glasses"
desc = "We evolve past the person we were a minute before. Little by little we advance with each turn. That's how a drill works!"
icon_state = "supergar"
item_state = "gar"
force = 12
throwforce = 12
glass_colour_type = /datum/client_colour/glass_colour/red
/obj/item/clothing/glasses/welding
name = "welding goggles"
desc = "Protects the eyes from welders; approved by the mad scientist association."
icon_state = "welding-g"
item_state = "welding-g"
actions_types = list(/datum/action/item_action/toggle)
materials = list(MAT_METAL = 250)
flash_protect = 2
tint = 2
visor_vars_to_toggle = VISOR_FLASHPROTECT | VISOR_TINT
flags_cover = GLASSESCOVERSEYES
visor_flags_inv = HIDEEYES
glass_colour_type = /datum/client_colour/glass_colour/gray
/obj/item/clothing/glasses/welding/attack_self(mob/user)
weldingvisortoggle(user)
/obj/item/clothing/glasses/sunglasses/blindfold
name = "blindfold"
desc = "Covers the eyes, preventing sight."
icon_state = "blindfold"
item_state = "blindfold"
flash_protect = 2
tint = 3 // to make them blind
/obj/item/clothing/glasses/sunglasses/blindfold/equipped(mob/living/carbon/human/user, slot)
. = ..()
if(slot == SLOT_GLASSES)
user.become_blind("blindfold_[REF(src)]")
/obj/item/clothing/glasses/sunglasses/blindfold/dropped(mob/living/carbon/human/user)
..()
user.cure_blind("blindfold_[REF(src)]")
/obj/item/clothing/glasses/sunglasses/big
desc = "Strangely ancient technology used to help provide rudimentary eye cover. Larger than average enhanced shielding blocks flashes."
icon_state = "bigsunglasses"
item_state = "bigsunglasses"
/obj/item/clothing/glasses/thermal
name = "optical thermal scanner"
desc = "Thermals in the shape of glasses."
icon_state = "thermal"
item_state = "glasses"
vision_flags = SEE_MOBS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
flash_protect = 0
glass_colour_type = /datum/client_colour/glass_colour/red
/obj/item/clothing/glasses/thermal/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
thermal_overload()
/obj/item/clothing/glasses/thermal/syndi //These are now a traitor item, concealed as mesons. -Pete
name = "chameleon thermals"
desc = "A pair of thermal optic goggles with an onboard chameleon generator."
flash_protect = -1
var/datum/action/item_action/chameleon/change/chameleon_action
/obj/item/clothing/glasses/thermal/syndi/New()
..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/clothing/glasses
chameleon_action.chameleon_name = "Glasses"
chameleon_action.chameleon_blacklist = typecacheof(/obj/item/clothing/glasses/changeling, only_root_path = TRUE)
chameleon_action.initialize_disguises()
/obj/item/clothing/glasses/thermal/syndi/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
chameleon_action.emp_randomise()
/obj/item/clothing/glasses/thermal/monocle
name = "thermoncle"
desc = "Never before has seeing through walls felt so gentlepersonly."
icon_state = "thermoncle"
flags_1 = null //doesn't protect eyes because it's a monocle, duh
/obj/item/clothing/glasses/thermal/monocle/examine(mob/user) //Different examiners see a different description!
var/desk = desc
if(user.gender == MALE)
desc = replacetext(desc, "person", "man")
else if(user.gender == FEMALE)
desc = replacetext(desc, "person", "woman")
. = ..()
desc = desk
/obj/item/clothing/glasses/thermal/eyepatch
name = "optical thermal eyepatch"
desc = "An eyepatch with built-in thermal optics."
icon_state = "eyepatch"
item_state = "eyepatch"
/obj/item/clothing/glasses/cold
name = "cold goggles"
desc = "A pair of goggles meant for low temperatures."
icon_state = "cold"
item_state = "cold"
/obj/item/clothing/glasses/heat
name = "heat goggles"
desc = "A pair of goggles meant for high temperatures."
icon_state = "heat"
item_state = "heat"
/obj/item/clothing/glasses/orange
name = "orange glasses"
desc = "A sweet pair of orange shades."
icon_state = "orangeglasses"
item_state = "orangeglasses"
glass_colour_type = /datum/client_colour/glass_colour/lightorange
/obj/item/clothing/glasses/red
name = "red glasses"
desc = "Hey, you're looking good, senpai!"
icon_state = "redglasses"
item_state = "redglasses"
glass_colour_type = /datum/client_colour/glass_colour/red
/obj/item/clothing/glasses/godeye
name = "eye of god"
desc = "A strange eye, said to have been torn from an omniscient creature that used to roam the wastes."
icon_state = "godeye"
item_state = "godeye"
vision_flags = SEE_TURFS|SEE_MOBS|SEE_OBJS
darkness_view = 8
clothing_flags = SCAN_REAGENTS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
resistance_flags = LAVA_PROOF | FIRE_PROOF
/obj/item/clothing/glasses/godeye/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, EYE_OF_GOD_TRAIT)
/obj/item/clothing/glasses/godeye/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, src) && W != src && W.loc == user)
if(W.icon_state == "godeye")
W.icon_state = "doublegodeye"
W.item_state = "doublegodeye"
W.desc = "A pair of strange eyes, said to have been torn from an omniscient creature that used to roam the wastes. There's no real reason to have two, but that isn't stopping you."
if(iscarbon(user))
var/mob/living/carbon/C = user
C.update_inv_wear_mask()
else
to_chat(user, "<span class='notice'>The eye winks at you and vanishes into the abyss, you feel really unlucky.</span>")
qdel(src)
..()
/obj/item/clothing/glasses/AltClick(mob/user)
if(glass_colour_type && ishuman(user))
var/mob/living/carbon/human/H = user
if(H.client)
if(H.client.prefs)
if(src == H.glasses)
H.client.prefs.uses_glasses_colour = !H.client.prefs.uses_glasses_colour
if(H.client.prefs.uses_glasses_colour)
to_chat(H, "You will now see glasses colors.")
else
to_chat(H, "You will no longer see glasses colors.")
H.update_glasses_color(src, 1)
else
return ..()
/obj/item/clothing/glasses/proc/change_glass_color(mob/living/carbon/human/H, datum/client_colour/glass_colour/new_color_type)
var/old_colour_type = glass_colour_type
if(!new_color_type || ispath(new_color_type)) //the new glass colour type must be null or a path.
glass_colour_type = new_color_type
if(H && H.glasses == src)
if(old_colour_type)
H.remove_client_colour(old_colour_type)
if(glass_colour_type)
H.update_glasses_color(src, 1)
/mob/living/carbon/human/proc/update_glasses_color(obj/item/clothing/glasses/G, glasses_equipped)
if(client && client.prefs.uses_glasses_colour && glasses_equipped)
add_client_colour(G.glass_colour_type)
else
remove_client_colour(G.glass_colour_type)
//Glasses
/obj/item/clothing/glasses
name = "glasses"
icon = 'icons/obj/clothing/glasses.dmi'
w_class = WEIGHT_CLASS_SMALL
flags_cover = GLASSESCOVERSEYES
slot_flags = ITEM_SLOT_EYES
strip_delay = 20
equip_delay_other = 25
resistance_flags = NONE
materials = list(MAT_GLASS = 250)
var/vision_flags = 0
var/darkness_view = 2//Base human is 2
var/invis_view = SEE_INVISIBLE_LIVING //admin only for now
var/invis_override = 0 //Override to allow glasses to set higher than normal see_invis
var/lighting_alpha
var/list/icon/current = list() //the current hud icons
var/vision_correction = 0 //does wearing these glasses correct some of our vision defects?
var/glass_colour_type //colors your vision when worn
/obj/item/clothing/glasses/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is stabbing \the [src] into [user.p_their()] eyes! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return BRUTELOSS
/obj/item/clothing/glasses/examine(mob/user)
. = ..()
if(glass_colour_type && ishuman(user))
. += "<span class='notice'>Alt-click to toggle its colors.</span>"
/obj/item/clothing/glasses/visor_toggling()
..()
if(visor_vars_to_toggle & VISOR_VISIONFLAGS)
vision_flags ^= initial(vision_flags)
if(visor_vars_to_toggle & VISOR_DARKNESSVIEW)
darkness_view ^= initial(darkness_view)
if(visor_vars_to_toggle & VISOR_INVISVIEW)
invis_view ^= initial(invis_view)
/obj/item/clothing/glasses/weldingvisortoggle(mob/user)
. = ..()
if(. && user)
user.update_sight()
//called when thermal glasses are emped.
/obj/item/clothing/glasses/proc/thermal_overload()
if(ishuman(src.loc))
var/mob/living/carbon/human/H = src.loc
if(!(HAS_TRAIT(H, TRAIT_BLIND)))
if(H.glasses == src)
to_chat(H, "<span class='danger'>[src] overloads and blinds you!</span>")
H.flash_act(visual = 1)
H.blind_eyes(3)
H.blur_eyes(5)
H.adjust_eye_damage(5)
/obj/item/clothing/glasses/meson
name = "optical meson scanner"
desc = "Used by engineering and mining staff to see basic structural and terrain layouts through walls, regardless of lighting conditions."
icon_state = "meson"
item_state = "meson"
darkness_view = 2
vision_flags = SEE_TURFS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
glass_colour_type = /datum/client_colour/glass_colour/lightgreen
/obj/item/clothing/glasses/meson/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is putting \the [src] to [user.p_their()] eyes and overloading the brightness! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return BRUTELOSS
/obj/item/clothing/glasses/meson/prescription
name = "prescription optical meson scanner"
desc = "Used by engineering and mining staff to see basic structural and terrain layouts through walls, regardless of lighting conditions. This one has prescription lens fitted in."
vision_correction = 1
/obj/item/clothing/glasses/meson/night
name = "night vision meson scanner"
desc = "An optical meson scanner fitted with an amplified visible light spectrum overlay, providing greater visual clarity in darkness."
icon_state = "nvgmeson"
item_state = "nvgmeson"
darkness_view = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
glass_colour_type = /datum/client_colour/glass_colour/green
/obj/item/clothing/glasses/meson/gar
name = "gar mesons"
icon_state = "garm"
item_state = "garm"
desc = "Do the impossible, see the invisible!"
force = 10
throwforce = 10
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
/obj/item/clothing/glasses/science
name = "science goggles"
desc = "A pair of snazzy goggles used to protect against chemical spills. Fitted with an analyzer for scanning items and reagents."
icon_state = "purple"
item_state = "glasses"
clothing_flags = SCAN_REAGENTS //You can see reagents while wearing science goggles
actions_types = list(/datum/action/item_action/toggle_research_scanner)
glass_colour_type = /datum/client_colour/glass_colour/purple
resistance_flags = ACID_PROOF
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
/obj/item/clothing/glasses/science/item_action_slot_check(slot)
if(slot == SLOT_GLASSES)
return 1
/obj/item/clothing/glasses/night
name = "night vision goggles"
desc = "You can totally see in the dark now!"
icon_state = "night"
item_state = "glasses"
darkness_view = 8
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
glass_colour_type = /datum/client_colour/glass_colour/green
/obj/item/clothing/glasses/night/prescription
name = "prescription night vision goggles"
desc = "NVGs but for those with nearsightedness."
vision_correction = 1
/obj/item/clothing/glasses/science/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is tightening \the [src]'s straps around [user.p_their()] neck! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return OXYLOSS
/obj/item/clothing/glasses/eyepatch
name = "eyepatch"
desc = "Yarr."
icon_state = "eyepatch"
item_state = "eyepatch"
/obj/item/clothing/glasses/monocle
name = "monocle"
desc = "Such a dapper eyepiece!"
icon_state = "monocle"
item_state = "headset" // lol
/obj/item/clothing/glasses/material
name = "optical material scanner"
desc = "Very confusing glasses."
icon_state = "material"
item_state = "glasses"
vision_flags = SEE_OBJS
glass_colour_type = /datum/client_colour/glass_colour/lightblue
/obj/item/clothing/glasses/material/mining
name = "optical material scanner"
desc = "Used by miners to detect ores deep within the rock."
icon_state = "material"
item_state = "glasses"
darkness_view = 0
/obj/item/clothing/glasses/material/mining/gar
name = "gar material scanner"
icon_state = "garm"
item_state = "garm"
desc = "Do the impossible, see the invisible!"
force = 10
throwforce = 20
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
vision_correction = 1
glass_colour_type = /datum/client_colour/glass_colour/lightgreen
/obj/item/clothing/glasses/regular
name = "prescription glasses"
desc = "Made by Nerd. Co."
icon_state = "glasses"
item_state = "glasses"
vision_correction = 1 //corrects nearsightedness
/obj/item/clothing/glasses/regular/jamjar
name = "jamjar glasses"
desc = "Also known as Virginity Protectors."
icon_state = "jamjar_glasses"
item_state = "jamjar_glasses"
/obj/item/clothing/glasses/regular/hipster
name = "prescription glasses"
desc = "Made by Uncool. Co."
icon_state = "hipster_glasses"
item_state = "hipster_glasses"
//Here lies green glasses, so ugly they died. RIP
/obj/item/clothing/glasses/sunglasses
name = "sunglasses"
desc = "Strangely ancient technology used to help provide rudimentary eye cover. Enhanced shielding blocks flashes."
icon_state = "sun"
item_state = "sunglasses"
darkness_view = 1
flash_protect = 1
tint = 1
glass_colour_type = /datum/client_colour/glass_colour/gray
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/glasses/sunglasses/reagent
name = "beer goggles"
desc = "A pair of sunglasses outfitted with apparatus to scan reagents."
clothing_flags = SCAN_REAGENTS
/obj/item/clothing/glasses/sunglasses/garb
name = "black gar glasses"
desc = "Go beyond impossible and kick reason to the curb!"
icon_state = "garb"
item_state = "garb"
force = 10
throwforce = 10
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
/obj/item/clothing/glasses/sunglasses/garb/supergarb
name = "black giga gar glasses"
desc = "Believe in us humans."
icon_state = "supergarb"
item_state = "garb"
force = 12
throwforce = 12
/obj/item/clothing/glasses/garb
name = "plain black gar glasses"
desc = "Go beyond impossible and kick reason to the curb! Doesn't seem to have flash protection and doesn't seem sharp either."
icon_state = "garb"
item_state = "garb"
/obj/item/clothing/glasses/garb/supergarb
name = "plain black giga gar glasses"
desc = "Believe in us humans. Also doesn't seem to have flash protection and doesn't seem sharp either."
icon_state = "supergarb"
/obj/item/clothing/glasses/sunglasses/gar
name = "gar glasses"
desc = "Just who the hell do you think I am?!"
icon_state = "gar"
item_state = "gar"
force = 10
throwforce = 10
throw_speed = 4
attack_verb = list("sliced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
glass_colour_type = /datum/client_colour/glass_colour/orange
/obj/item/clothing/glasses/sunglasses/gar/supergar
name = "giga gar glasses"
desc = "We evolve past the person we were a minute before. Little by little we advance with each turn. That's how a drill works!"
icon_state = "supergar"
item_state = "gar"
force = 12
throwforce = 12
glass_colour_type = /datum/client_colour/glass_colour/red
/obj/item/clothing/glasses/welding
name = "welding goggles"
desc = "Protects the eyes from welders; approved by the mad scientist association."
icon_state = "welding-g"
item_state = "welding-g"
actions_types = list(/datum/action/item_action/toggle)
materials = list(MAT_METAL = 250)
flash_protect = 2
tint = 2
visor_vars_to_toggle = VISOR_FLASHPROTECT | VISOR_TINT
flags_cover = GLASSESCOVERSEYES
visor_flags_inv = HIDEEYES
glass_colour_type = /datum/client_colour/glass_colour/gray
/obj/item/clothing/glasses/welding/attack_self(mob/user)
weldingvisortoggle(user)
/obj/item/clothing/glasses/sunglasses/blindfold
name = "blindfold"
desc = "Covers the eyes, preventing sight."
icon_state = "blindfold"
item_state = "blindfold"
flash_protect = 2
tint = 3 // to make them blind
/obj/item/clothing/glasses/sunglasses/blindfold/equipped(mob/living/carbon/human/user, slot)
. = ..()
if(slot == SLOT_GLASSES)
user.become_blind("blindfold_[REF(src)]")
/obj/item/clothing/glasses/sunglasses/blindfold/dropped(mob/living/carbon/human/user)
..()
user.cure_blind("blindfold_[REF(src)]")
/obj/item/clothing/glasses/sunglasses/big
desc = "Strangely ancient technology used to help provide rudimentary eye cover. Larger than average enhanced shielding blocks flashes."
icon_state = "bigsunglasses"
item_state = "bigsunglasses"
/obj/item/clothing/glasses/thermal
name = "optical thermal scanner"
desc = "Thermals in the shape of glasses."
icon_state = "thermal"
item_state = "glasses"
vision_flags = SEE_MOBS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
flash_protect = 0
glass_colour_type = /datum/client_colour/glass_colour/red
/obj/item/clothing/glasses/thermal/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
thermal_overload()
/obj/item/clothing/glasses/thermal/syndi //These are now a traitor item, concealed as mesons. -Pete
name = "chameleon thermals"
desc = "A pair of thermal optic goggles with an onboard chameleon generator."
flash_protect = -1
var/datum/action/item_action/chameleon/change/chameleon_action
/obj/item/clothing/glasses/thermal/syndi/New()
..()
chameleon_action = new(src)
chameleon_action.chameleon_type = /obj/item/clothing/glasses
chameleon_action.chameleon_name = "Glasses"
chameleon_action.chameleon_blacklist = typecacheof(/obj/item/clothing/glasses/changeling, only_root_path = TRUE)
chameleon_action.initialize_disguises()
/obj/item/clothing/glasses/thermal/syndi/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
chameleon_action.emp_randomise()
/obj/item/clothing/glasses/thermal/monocle
name = "thermoncle"
desc = "Never before has seeing through walls felt so gentlepersonly."
icon_state = "thermoncle"
flags_1 = null //doesn't protect eyes because it's a monocle, duh
/obj/item/clothing/glasses/thermal/monocle/examine(mob/user) //Different examiners see a different description!
var/desk = desc
if(user.gender == MALE)
desc = replacetext(desc, "person", "man")
else if(user.gender == FEMALE)
desc = replacetext(desc, "person", "woman")
. = ..()
desc = desk
/obj/item/clothing/glasses/thermal/eyepatch
name = "optical thermal eyepatch"
desc = "An eyepatch with built-in thermal optics."
icon_state = "eyepatch"
item_state = "eyepatch"
/obj/item/clothing/glasses/cold
name = "cold goggles"
desc = "A pair of goggles meant for low temperatures."
icon_state = "cold"
item_state = "cold"
/obj/item/clothing/glasses/heat
name = "heat goggles"
desc = "A pair of goggles meant for high temperatures."
icon_state = "heat"
item_state = "heat"
/obj/item/clothing/glasses/orange
name = "orange glasses"
desc = "A sweet pair of orange shades."
icon_state = "orangeglasses"
item_state = "orangeglasses"
glass_colour_type = /datum/client_colour/glass_colour/lightorange
/obj/item/clothing/glasses/red
name = "red glasses"
desc = "Hey, you're looking good, senpai!"
icon_state = "redglasses"
item_state = "redglasses"
glass_colour_type = /datum/client_colour/glass_colour/red
/obj/item/clothing/glasses/godeye
name = "eye of god"
desc = "A strange eye, said to have been torn from an omniscient creature that used to roam the wastes."
icon_state = "godeye"
item_state = "godeye"
vision_flags = SEE_TURFS|SEE_MOBS|SEE_OBJS
darkness_view = 8
clothing_flags = SCAN_REAGENTS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
resistance_flags = LAVA_PROOF | FIRE_PROOF
/obj/item/clothing/glasses/godeye/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, EYE_OF_GOD_TRAIT)
/obj/item/clothing/glasses/godeye/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, src) && W != src && W.loc == user)
if(W.icon_state == "godeye")
W.icon_state = "doublegodeye"
W.item_state = "doublegodeye"
W.desc = "A pair of strange eyes, said to have been torn from an omniscient creature that used to roam the wastes. There's no real reason to have two, but that isn't stopping you."
if(iscarbon(user))
var/mob/living/carbon/C = user
C.update_inv_wear_mask()
else
to_chat(user, "<span class='notice'>The eye winks at you and vanishes into the abyss, you feel really unlucky.</span>")
qdel(src)
..()
/obj/item/clothing/glasses/AltClick(mob/user)
. = ..()
if(glass_colour_type && ishuman(user))
var/mob/living/carbon/human/H = user
if(H.client?.prefs && src == H.glasses)
H.client.prefs.uses_glasses_colour = !H.client.prefs.uses_glasses_colour
if(H.client.prefs.uses_glasses_colour)
to_chat(H, "You will now see glasses colors.")
else
to_chat(H, "You will no longer see glasses colors.")
H.update_glasses_color(src, 1)
return TRUE
/obj/item/clothing/glasses/proc/change_glass_color(mob/living/carbon/human/H, datum/client_colour/glass_colour/new_color_type)
var/old_colour_type = glass_colour_type
if(!new_color_type || ispath(new_color_type)) //the new glass colour type must be null or a path.
glass_colour_type = new_color_type
if(H && H.glasses == src)
if(old_colour_type)
H.remove_client_colour(old_colour_type)
if(glass_colour_type)
H.update_glasses_color(src, 1)
/mob/living/carbon/human/proc/update_glasses_color(obj/item/clothing/glasses/G, glasses_equipped)
if(client && client.prefs.uses_glasses_colour && glasses_equipped)
add_client_colour(G.glass_colour_type)
else
remove_client_colour(G.glass_colour_type)
+160 -158
View File
@@ -1,159 +1,161 @@
/obj/item/clothing/head/hardhat
name = "hard hat"
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight."
icon_state = "hardhat0_yellow"
item_state = "hardhat0_yellow"
var/brightness_on = 4 //luminosity when on
light_color = "#FFCC66"
var/power_on = 0.8
var/on = FALSE
item_color = "yellow" //Determines used sprites: hardhat[on]_[item_color] and hardhat[on]_[item_color]2 (lying down sprite)
armor = list("melee" = 15, "bullet" = 5, "laser" = 20,"energy" = 10, "bomb" = 20, "bio" = 10, "rad" = 20, "fire" = 100, "acid" = 50)
flags_inv = 0
actions_types = list(/datum/action/item_action/toggle_helmet_light)
resistance_flags = FIRE_PROOF
dynamic_hair_suffix = "+generic"
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/head/hardhat/attack_self(mob/living/user)
toggle_helmet_light(user)
/obj/item/clothing/head/hardhat/proc/toggle_helmet_light(mob/living/user)
on = !on
if(on)
turn_on(user)
else
turn_off(user)
update_icon()
/obj/item/clothing/head/hardhat/update_icon()
icon_state = "hardhat[on]_[item_color]"
item_state = "hardhat[on]_[item_color]"
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.update_inv_head()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon(force = TRUE)
/obj/item/clothing/head/hardhat/proc/turn_on(mob/user)
set_light(brightness_on, power_on)
/obj/item/clothing/head/hardhat/proc/turn_off(mob/user)
set_light(0)
/obj/item/clothing/head/hardhat/orange
icon_state = "hardhat0_orange"
item_state = "hardhat0_orange"
item_color = "orange"
dog_fashion = null
/obj/item/clothing/head/hardhat/red
icon_state = "hardhat0_red"
item_state = "hardhat0_red"
item_color = "red"
dog_fashion = null
name = "firefighter helmet"
clothing_flags = STOPSPRESSUREDAMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
/obj/item/clothing/head/hardhat/white
icon_state = "hardhat0_white"
item_state = "hardhat0_white"
item_color = "white"
clothing_flags = STOPSPRESSUREDAMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/head/hardhat/dblue
icon_state = "hardhat0_dblue"
item_state = "hardhat0_dblue"
item_color = "dblue"
dog_fashion = null
/obj/item/clothing/head/hardhat/atmos
icon_state = "hardhat0_atmos"
item_state = "hardhat0_atmos"
item_color = "atmos"
dog_fashion = null
name = "atmospheric technician's firefighting helmet"
desc = "A firefighter's helmet, able to keep the user cool in any situation."
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
mutantrace_variation = MUTANTRACE_VARIATION
/obj/item/clothing/head/hardhat/weldhat
name = "welding hard hat"
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight AND welding shield! The bulb seems a little smaller though."
brightness_on = 3 //Needs a little bit of tradeoff
dog_fashion = null
actions_types = list(/datum/action/item_action/toggle_helmet_light, /datum/action/item_action/toggle_welding_screen)
flash_protect = 2
tint = 2
flags_inv = HIDEEYES | HIDEFACE
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
visor_vars_to_toggle = VISOR_FLASHPROTECT | VISOR_TINT
visor_flags_inv = HIDEEYES | HIDEFACE
visor_flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
/obj/item/clothing/head/hardhat/weldhat/Initialize()
. = ..()
update_icon()
/obj/item/clothing/head/hardhat/weldhat/attack_self(mob/living/user)
toggle_helmet_light(user)
/obj/item/clothing/head/hardhat/weldhat/AltClick(mob/user)
if(user.canUseTopic(src, BE_CLOSE))
toggle_welding_screen(user)
/obj/item/clothing/head/hardhat/weldhat/proc/toggle_welding_screen(mob/living/user)
if(weldingvisortoggle(user))
playsound(src, 'sound/mecha/mechmove03.ogg', 30, TRUE) //Visors don't just come from nothing
update_icon()
/obj/item/clothing/head/hardhat/weldhat/worn_overlays(isinhands)
. = ..()
if(!isinhands)
. += mutable_appearance('icons/mob/head.dmi', "weldhelmet")
if(!up)
. += mutable_appearance('icons/mob/head.dmi', "weldvisor")
/obj/item/clothing/head/hardhat/weldhat/update_icon()
cut_overlays()
if(!up)
add_overlay("weldvisor")
..()
/obj/item/clothing/head/hardhat/weldhat/orange
icon_state = "hardhat0_orange"
item_state = "hardhat0_orange"
item_color = "orange"
/obj/item/clothing/head/hardhat/weldhat/white
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight AND welding shield!" //This bulb is not smaller
icon_state = "hardhat0_white"
item_state = "hardhat0_white"
brightness_on = 4 //Boss always takes the best stuff
item_color = "white"
clothing_flags = STOPSPRESSUREDAMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
/obj/item/clothing/head/hardhat/weldhat/dblue
icon_state = "hardhat0_dblue"
item_state = "hardhat0_dblue"
/obj/item/clothing/head/hardhat
name = "hard hat"
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight."
icon_state = "hardhat0_yellow"
item_state = "hardhat0_yellow"
var/brightness_on = 4 //luminosity when on
light_color = "#FFCC66"
var/power_on = 0.8
var/on = FALSE
item_color = "yellow" //Determines used sprites: hardhat[on]_[item_color] and hardhat[on]_[item_color]2 (lying down sprite)
armor = list("melee" = 15, "bullet" = 5, "laser" = 20,"energy" = 10, "bomb" = 20, "bio" = 10, "rad" = 20, "fire" = 100, "acid" = 50)
flags_inv = 0
actions_types = list(/datum/action/item_action/toggle_helmet_light)
resistance_flags = FIRE_PROOF
dynamic_hair_suffix = "+generic"
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/head/hardhat/attack_self(mob/living/user)
toggle_helmet_light(user)
/obj/item/clothing/head/hardhat/proc/toggle_helmet_light(mob/living/user)
on = !on
if(on)
turn_on(user)
else
turn_off(user)
update_icon()
/obj/item/clothing/head/hardhat/update_icon()
icon_state = "hardhat[on]_[item_color]"
item_state = "hardhat[on]_[item_color]"
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.update_inv_head()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon(force = TRUE)
/obj/item/clothing/head/hardhat/proc/turn_on(mob/user)
set_light(brightness_on, power_on)
/obj/item/clothing/head/hardhat/proc/turn_off(mob/user)
set_light(0)
/obj/item/clothing/head/hardhat/orange
icon_state = "hardhat0_orange"
item_state = "hardhat0_orange"
item_color = "orange"
dog_fashion = null
/obj/item/clothing/head/hardhat/red
icon_state = "hardhat0_red"
item_state = "hardhat0_red"
item_color = "red"
dog_fashion = null
name = "firefighter helmet"
clothing_flags = STOPSPRESSUREDAMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
/obj/item/clothing/head/hardhat/white
icon_state = "hardhat0_white"
item_state = "hardhat0_white"
item_color = "white"
clothing_flags = STOPSPRESSUREDAMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/head/hardhat/dblue
icon_state = "hardhat0_dblue"
item_state = "hardhat0_dblue"
item_color = "dblue"
dog_fashion = null
/obj/item/clothing/head/hardhat/atmos
icon_state = "hardhat0_atmos"
item_state = "hardhat0_atmos"
item_color = "atmos"
dog_fashion = null
name = "atmospheric technician's firefighting helmet"
desc = "A firefighter's helmet, able to keep the user cool in any situation."
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
mutantrace_variation = MUTANTRACE_VARIATION
/obj/item/clothing/head/hardhat/weldhat
name = "welding hard hat"
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight AND welding shield! The bulb seems a little smaller though."
brightness_on = 3 //Needs a little bit of tradeoff
dog_fashion = null
actions_types = list(/datum/action/item_action/toggle_helmet_light, /datum/action/item_action/toggle_welding_screen)
flash_protect = 2
tint = 2
flags_inv = HIDEEYES | HIDEFACE
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
visor_vars_to_toggle = VISOR_FLASHPROTECT | VISOR_TINT
visor_flags_inv = HIDEEYES | HIDEFACE
visor_flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
/obj/item/clothing/head/hardhat/weldhat/Initialize()
. = ..()
update_icon()
/obj/item/clothing/head/hardhat/weldhat/attack_self(mob/living/user)
toggle_helmet_light(user)
/obj/item/clothing/head/hardhat/weldhat/AltClick(mob/user)
. = ..()
if(user.canUseTopic(src, BE_CLOSE))
toggle_welding_screen(user)
return TRUE
/obj/item/clothing/head/hardhat/weldhat/proc/toggle_welding_screen(mob/living/user)
if(weldingvisortoggle(user))
playsound(src, 'sound/mecha/mechmove03.ogg', 30, TRUE) //Visors don't just come from nothing
update_icon()
/obj/item/clothing/head/hardhat/weldhat/worn_overlays(isinhands)
. = ..()
if(!isinhands)
. += mutable_appearance('icons/mob/head.dmi', "weldhelmet")
if(!up)
. += mutable_appearance('icons/mob/head.dmi', "weldvisor")
/obj/item/clothing/head/hardhat/weldhat/update_icon()
cut_overlays()
if(!up)
add_overlay("weldvisor")
..()
/obj/item/clothing/head/hardhat/weldhat/orange
icon_state = "hardhat0_orange"
item_state = "hardhat0_orange"
item_color = "orange"
/obj/item/clothing/head/hardhat/weldhat/white
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight AND welding shield!" //This bulb is not smaller
icon_state = "hardhat0_white"
item_state = "hardhat0_white"
brightness_on = 4 //Boss always takes the best stuff
item_color = "white"
clothing_flags = STOPSPRESSUREDAMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
/obj/item/clothing/head/hardhat/weldhat/dblue
icon_state = "hardhat0_dblue"
item_state = "hardhat0_dblue"
item_color = "dblue"
+297 -297
View File
@@ -1,297 +1,297 @@
//defines the drill hat's yelling setting
#define DRILL_DEFAULT "default"
#define DRILL_SHOUTING "shouting"
#define DRILL_YELLING "yelling"
#define DRILL_CANADIAN "canadian"
//Chef
/obj/item/clothing/head/chefhat
name = "chef's hat"
item_state = "chef"
icon_state = "chef"
desc = "The commander in chef's head wear."
strip_delay = 10
equip_delay_other = 10
dynamic_hair_suffix = ""
dog_fashion = /datum/dog_fashion/head/chef
/obj/item/clothing/head/chefhat/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is donning [src]! It looks like [user.p_theyre()] trying to become a chef.</span>")
user.say("Bork Bork Bork!", forced = "chef hat suicide")
sleep(20)
user.visible_message("<span class='suicide'>[user] climbs into an imaginary oven!</span>")
user.say("BOOORK!", forced = "chef hat suicide")
playsound(user, 'sound/machines/ding.ogg', 50, 1)
return(FIRELOSS)
//Captain
/obj/item/clothing/head/caphat
name = "captain's hat"
desc = "It's good being the king."
icon_state = "captain"
item_state = "that"
flags_inv = 0
armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/captain
//Captain: This is no longer space-worthy
/obj/item/clothing/head/caphat/parade
name = "captain's parade cap"
desc = "Worn only by Captains with an abundance of class."
icon_state = "capcap"
dog_fashion = null
/obj/item/clothing/head/caphat/beret
name = "captain's beret"
desc = "A beret fit for a leader."
icon_state = "capberet"
dynamic_hair_suffix = ""
dog_fashion = null
//Head of Personnel
/obj/item/clothing/head/hopcap
name = "head of personnel's cap"
icon_state = "hopcap"
desc = "The symbol of true bureaucratic micromanagement."
armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
dog_fashion = /datum/dog_fashion/head/hop
/obj/item/clothing/head/hopcap/beret
name = "head of personnel's beret"
desc = "The symbol of true bureaucratic micromanagement, although in a fancy form."
icon_state = "hopberet"
dynamic_hair_suffix = ""
dog_fashion = null
//Chaplain
/obj/item/clothing/head/nun_hood
name = "nun hood"
desc = "Maximum piety in this star system."
icon_state = "nun_hood"
flags_inv = HIDEHAIR
flags_cover = HEADCOVERSEYES
//Detective
/obj/item/clothing/head/fedora/det_hat
name = "detective's fedora"
desc = "There's only one man who can sniff out the dirty stench of crime, and he's likely wearing this hat."
armor = list("melee" = 25, "bullet" = 5, "laser" = 25, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 50)
icon_state = "detective"
var/candy_cooldown = 0
pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/detective
dog_fashion = /datum/dog_fashion/head/detective
/obj/item/clothing/head/fedora/det_hat/Initialize()
. = ..()
new /obj/item/reagent_containers/food/drinks/flask/det(src)
/obj/item/clothing/head/fedora/det_hat/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click to take a candy corn.</span>"
/obj/item/clothing/head/fedora/det_hat/AltClick(mob/user)
if(user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
..()
if(loc == user)
if(candy_cooldown < world.time)
var/obj/item/reagent_containers/food/snacks/candy_corn/CC = new /obj/item/reagent_containers/food/snacks/candy_corn(src)
user.put_in_hands(CC)
to_chat(user, "You slip a candy corn from your hat.")
candy_cooldown = world.time+1200
else
to_chat(user, "You just took a candy corn! You should wait a couple minutes, lest you burn through your stash.")
//Mime
/obj/item/clothing/head/beret
name = "beret"
desc = "A beret, a mime's favorite headwear."
icon_state = "beret"
dog_fashion = /datum/dog_fashion/head/beret
dynamic_hair_suffix = ""
/obj/item/clothing/head/beret/black
name = "black beret"
desc = "A black beret, perfect for war veterans and dark, brooding, anti-hero mimes."
icon_state = "beretblack"
/obj/item/clothing/head/beret/highlander
desc = "That was white fabric. <i>Was.</i>"
dog_fashion = null //THIS IS FOR SLAUGHTER, NOT PUPPIES
/obj/item/clothing/head/beret/highlander/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, HIGHLANDER)
//Security
/obj/item/clothing/head/HoS
name = "head of security cap"
desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge."
icon_state = "hoscap"
armor = list("melee" = 40, "bullet" = 30, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 60)
strip_delay = 80
dynamic_hair_suffix = ""
/obj/item/clothing/head/HoS/syndicate
name = "syndicate cap"
desc = "A black cap fit for a high ranking syndicate officer."
/obj/item/clothing/head/HoS/beret
name = "head of security beret"
desc = "A robust beret for the Head of Security, for looking stylish while not sacrificing protection."
icon_state = "hosberetblack"
/obj/item/clothing/head/HoS/beret/syndicate
name = "syndicate beret"
desc = "A black beret with thick armor padding inside. Stylish and robust."
/obj/item/clothing/head/warden
name = "warden's police hat"
desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
icon_state = "policehelm"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 60)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/warden
/obj/item/clothing/head/warden/drill
name = "warden's campaign hat"
desc = "A special armored campaign hat with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficient protection. Has the letters 'FMJ' enscribed on its side."
icon_state = "wardendrill"
item_state = "wardendrill"
dog_fashion = null
var/mode = DRILL_DEFAULT
/obj/item/clothing/head/warden/drill/screwdriver_act(mob/living/carbon/human/user, obj/item/I)
if(..())
return TRUE
switch(mode)
if(DRILL_DEFAULT)
to_chat(user, "<span class='notice'>You set the voice circuit to the middle position.</span>")
mode = DRILL_SHOUTING
if(DRILL_SHOUTING)
to_chat(user, "<span class='notice'>You set the voice circuit to the last position.</span>")
mode = DRILL_YELLING
if(DRILL_YELLING)
to_chat(user, "<span class='notice'>You set the voice circuit to the first position.</span>")
mode = DRILL_DEFAULT
if(DRILL_CANADIAN)
to_chat(user, "<span class='danger'>You adjust voice circuit but nothing happens, probably because it's broken.</span>")
return TRUE
/obj/item/clothing/head/warden/drill/wirecutter_act(mob/living/user, obj/item/I)
if(mode != DRILL_CANADIAN)
to_chat(user, "<span class='danger'>You broke the voice circuit!</span>")
mode = DRILL_CANADIAN
return TRUE
/obj/item/clothing/head/warden/drill/equipped(mob/M, slot)
. = ..()
if (slot == SLOT_HEAD)
RegisterSignal(M, COMSIG_MOB_SAY, .proc/handle_speech)
else
UnregisterSignal(M, COMSIG_MOB_SAY)
/obj/item/clothing/head/warden/drill/dropped(mob/M)
. = ..()
UnregisterSignal(M, COMSIG_MOB_SAY)
/obj/item/clothing/head/warden/drill/proc/handle_speech(datum/source, mob/speech_args)
var/message = speech_args[SPEECH_MESSAGE]
if(message[1] != "*")
switch (mode)
if(DRILL_SHOUTING)
message += "!"
if(DRILL_YELLING)
message += "!!"
if(DRILL_CANADIAN)
message = " [message]"
var/list/canadian_words = strings("canadian_replacement.json", "canadian")
for(var/key in canadian_words)
var/value = canadian_words[key]
if(islist(value))
value = pick(value)
message = replacetextEx(message, " [uppertext(key)]", " [uppertext(value)]")
message = replacetextEx(message, " [capitalize(key)]", " [capitalize(value)]")
message = replacetextEx(message, " [key]", " [value]")
if(prob(30))
message += pick(", eh?", ", EH?")
speech_args[SPEECH_MESSAGE] = message
/obj/item/clothing/head/beret/sec
name = "security beret"
desc = "A robust beret with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficient protection."
icon_state = "beret_badge"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
strip_delay = 60
dog_fashion = null
/obj/item/clothing/head/beret/sec/navyhos
name = "head of security's beret"
desc = "A special beret with the Head of Security's insignia emblazoned on it. A symbol of excellence, a badge of courage, a mark of distinction."
icon_state = "hosberet"
/obj/item/clothing/head/beret/sec/navywarden
name = "warden's beret"
desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class."
icon_state = "wardenberet"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
strip_delay = 60
/obj/item/clothing/head/beret/sec/navyofficer
desc = "A special beret with the security insignia emblazoned on it. For officers with class."
icon_state = "officerberet"
/obj/item/clothing/head/beret/sec/bitch
name = "security's bitch beret"
desc = "A softer beret with the word 'BITCH' embroidered on it in pink thread."
icon_state = "bitchberet"
//Curator
/obj/item/clothing/head/fedora/curator
name = "treasure hunter's fedora"
desc = "You got red text today kid, but it doesn't mean you have to like it."
icon_state = "curator"
//Chief Medical Officer
/obj/item/clothing/head/beret/cmo
name = "chief medical officer's beret"
desc = "A fancy beret with a green cross, signifying your status in the station's medbay."
icon_state = "cmoberet"
//Research Director
/obj/item/clothing/head/beret/rd
name = "research director's beret"
desc = "A beret worn only by highly intelligent people."
icon_state = "rdberet"
//Chief Engineer
/obj/item/clothing/head/beret/ce
name = "chief engineer's beret"
desc = "A beret that will surely make you look way cooler than a hard hat, although lack of protection is the price."
icon_state = "ceberet"
//Quartermaster
/obj/item/clothing/head/beret/qm
name = "quartermaster's beret"
desc = "This headwear shows off your Cargonian leadership"
icon_state = "qmberet"
/obj/item/clothing/head/beret/durathread
name = "durathread beret"
desc = "A beret made from durathread, its resilient fibres provide some protection to the wearer."
icon_state = "beretdurathread"
item_color = null
armor = list("melee" = 25, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 30, "bio" = 15, "rad" = 20, "fire" = 100, "acid" = 50)
#undef DRILL_DEFAULT
#undef DRILL_SHOUTING
#undef DRILL_YELLING
#undef DRILL_CANADIAN
//defines the drill hat's yelling setting
#define DRILL_DEFAULT "default"
#define DRILL_SHOUTING "shouting"
#define DRILL_YELLING "yelling"
#define DRILL_CANADIAN "canadian"
//Chef
/obj/item/clothing/head/chefhat
name = "chef's hat"
item_state = "chef"
icon_state = "chef"
desc = "The commander in chef's head wear."
strip_delay = 10
equip_delay_other = 10
dynamic_hair_suffix = ""
dog_fashion = /datum/dog_fashion/head/chef
/obj/item/clothing/head/chefhat/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is donning [src]! It looks like [user.p_theyre()] trying to become a chef.</span>")
user.say("Bork Bork Bork!", forced = "chef hat suicide")
sleep(20)
user.visible_message("<span class='suicide'>[user] climbs into an imaginary oven!</span>")
user.say("BOOORK!", forced = "chef hat suicide")
playsound(user, 'sound/machines/ding.ogg', 50, 1)
return(FIRELOSS)
//Captain
/obj/item/clothing/head/caphat
name = "captain's hat"
desc = "It's good being the king."
icon_state = "captain"
item_state = "that"
flags_inv = 0
armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/captain
//Captain: This is no longer space-worthy
/obj/item/clothing/head/caphat/parade
name = "captain's parade cap"
desc = "Worn only by Captains with an abundance of class."
icon_state = "capcap"
dog_fashion = null
/obj/item/clothing/head/caphat/beret
name = "captain's beret"
desc = "A beret fit for a leader."
icon_state = "capberet"
dynamic_hair_suffix = ""
dog_fashion = null
//Head of Personnel
/obj/item/clothing/head/hopcap
name = "head of personnel's cap"
icon_state = "hopcap"
desc = "The symbol of true bureaucratic micromanagement."
armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
dog_fashion = /datum/dog_fashion/head/hop
/obj/item/clothing/head/hopcap/beret
name = "head of personnel's beret"
desc = "The symbol of true bureaucratic micromanagement, although in a fancy form."
icon_state = "hopberet"
dynamic_hair_suffix = ""
dog_fashion = null
//Chaplain
/obj/item/clothing/head/nun_hood
name = "nun hood"
desc = "Maximum piety in this star system."
icon_state = "nun_hood"
flags_inv = HIDEHAIR
flags_cover = HEADCOVERSEYES
//Detective
/obj/item/clothing/head/fedora/det_hat
name = "detective's fedora"
desc = "There's only one man who can sniff out the dirty stench of crime, and he's likely wearing this hat."
armor = list("melee" = 25, "bullet" = 5, "laser" = 25, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 50)
icon_state = "detective"
var/candy_cooldown = 0
pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/detective
dog_fashion = /datum/dog_fashion/head/detective
/obj/item/clothing/head/fedora/det_hat/Initialize()
. = ..()
new /obj/item/reagent_containers/food/drinks/flask/det(src)
/obj/item/clothing/head/fedora/det_hat/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click to take a candy corn.</span>"
/obj/item/clothing/head/fedora/det_hat/AltClick(mob/user)
. = ..()
if(loc == user && user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
if(candy_cooldown < world.time)
var/obj/item/reagent_containers/food/snacks/candy_corn/CC = new /obj/item/reagent_containers/food/snacks/candy_corn(src)
user.put_in_hands(CC)
to_chat(user, "You slip a candy corn from your hat.")
candy_cooldown = world.time+1200
else
to_chat(user, "You just took a candy corn! You should wait a couple minutes, lest you burn through your stash.")
return TRUE
//Mime
/obj/item/clothing/head/beret
name = "beret"
desc = "A beret, a mime's favorite headwear."
icon_state = "beret"
dog_fashion = /datum/dog_fashion/head/beret
dynamic_hair_suffix = ""
/obj/item/clothing/head/beret/black
name = "black beret"
desc = "A black beret, perfect for war veterans and dark, brooding, anti-hero mimes."
icon_state = "beretblack"
/obj/item/clothing/head/beret/highlander
desc = "That was white fabric. <i>Was.</i>"
dog_fashion = null //THIS IS FOR SLAUGHTER, NOT PUPPIES
/obj/item/clothing/head/beret/highlander/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, HIGHLANDER)
//Security
/obj/item/clothing/head/HoS
name = "head of security cap"
desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge."
icon_state = "hoscap"
armor = list("melee" = 40, "bullet" = 30, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 60)
strip_delay = 80
dynamic_hair_suffix = ""
/obj/item/clothing/head/HoS/syndicate
name = "syndicate cap"
desc = "A black cap fit for a high ranking syndicate officer."
/obj/item/clothing/head/HoS/beret
name = "head of security beret"
desc = "A robust beret for the Head of Security, for looking stylish while not sacrificing protection."
icon_state = "hosberetblack"
/obj/item/clothing/head/HoS/beret/syndicate
name = "syndicate beret"
desc = "A black beret with thick armor padding inside. Stylish and robust."
/obj/item/clothing/head/warden
name = "warden's police hat"
desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
icon_state = "policehelm"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 60)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/warden
/obj/item/clothing/head/warden/drill
name = "warden's campaign hat"
desc = "A special armored campaign hat with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficient protection. Has the letters 'FMJ' enscribed on its side."
icon_state = "wardendrill"
item_state = "wardendrill"
dog_fashion = null
var/mode = DRILL_DEFAULT
/obj/item/clothing/head/warden/drill/screwdriver_act(mob/living/carbon/human/user, obj/item/I)
if(..())
return TRUE
switch(mode)
if(DRILL_DEFAULT)
to_chat(user, "<span class='notice'>You set the voice circuit to the middle position.</span>")
mode = DRILL_SHOUTING
if(DRILL_SHOUTING)
to_chat(user, "<span class='notice'>You set the voice circuit to the last position.</span>")
mode = DRILL_YELLING
if(DRILL_YELLING)
to_chat(user, "<span class='notice'>You set the voice circuit to the first position.</span>")
mode = DRILL_DEFAULT
if(DRILL_CANADIAN)
to_chat(user, "<span class='danger'>You adjust voice circuit but nothing happens, probably because it's broken.</span>")
return TRUE
/obj/item/clothing/head/warden/drill/wirecutter_act(mob/living/user, obj/item/I)
if(mode != DRILL_CANADIAN)
to_chat(user, "<span class='danger'>You broke the voice circuit!</span>")
mode = DRILL_CANADIAN
return TRUE
/obj/item/clothing/head/warden/drill/equipped(mob/M, slot)
. = ..()
if (slot == SLOT_HEAD)
RegisterSignal(M, COMSIG_MOB_SAY, .proc/handle_speech)
else
UnregisterSignal(M, COMSIG_MOB_SAY)
/obj/item/clothing/head/warden/drill/dropped(mob/M)
. = ..()
UnregisterSignal(M, COMSIG_MOB_SAY)
/obj/item/clothing/head/warden/drill/proc/handle_speech(datum/source, mob/speech_args)
var/message = speech_args[SPEECH_MESSAGE]
if(message[1] != "*")
switch (mode)
if(DRILL_SHOUTING)
message += "!"
if(DRILL_YELLING)
message += "!!"
if(DRILL_CANADIAN)
message = " [message]"
var/list/canadian_words = strings("canadian_replacement.json", "canadian")
for(var/key in canadian_words)
var/value = canadian_words[key]
if(islist(value))
value = pick(value)
message = replacetextEx(message, " [uppertext(key)]", " [uppertext(value)]")
message = replacetextEx(message, " [capitalize(key)]", " [capitalize(value)]")
message = replacetextEx(message, " [key]", " [value]")
if(prob(30))
message += pick(", eh?", ", EH?")
speech_args[SPEECH_MESSAGE] = message
/obj/item/clothing/head/beret/sec
name = "security beret"
desc = "A robust beret with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficient protection."
icon_state = "beret_badge"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
strip_delay = 60
dog_fashion = null
/obj/item/clothing/head/beret/sec/navyhos
name = "head of security's beret"
desc = "A special beret with the Head of Security's insignia emblazoned on it. A symbol of excellence, a badge of courage, a mark of distinction."
icon_state = "hosberet"
/obj/item/clothing/head/beret/sec/navywarden
name = "warden's beret"
desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class."
icon_state = "wardenberet"
armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
strip_delay = 60
/obj/item/clothing/head/beret/sec/navyofficer
desc = "A special beret with the security insignia emblazoned on it. For officers with class."
icon_state = "officerberet"
/obj/item/clothing/head/beret/sec/bitch
name = "security's bitch beret"
desc = "A softer beret with the word 'BITCH' embroidered on it in pink thread."
icon_state = "bitchberet"
//Curator
/obj/item/clothing/head/fedora/curator
name = "treasure hunter's fedora"
desc = "You got red text today kid, but it doesn't mean you have to like it."
icon_state = "curator"
//Chief Medical Officer
/obj/item/clothing/head/beret/cmo
name = "chief medical officer's beret"
desc = "A fancy beret with a green cross, signifying your status in the station's medbay."
icon_state = "cmoberet"
//Research Director
/obj/item/clothing/head/beret/rd
name = "research director's beret"
desc = "A beret worn only by highly intelligent people."
icon_state = "rdberet"
//Chief Engineer
/obj/item/clothing/head/beret/ce
name = "chief engineer's beret"
desc = "A beret that will surely make you look way cooler than a hard hat, although lack of protection is the price."
icon_state = "ceberet"
//Quartermaster
/obj/item/clothing/head/beret/qm
name = "quartermaster's beret"
desc = "This headwear shows off your Cargonian leadership"
icon_state = "qmberet"
/obj/item/clothing/head/beret/durathread
name = "durathread beret"
desc = "A beret made from durathread, its resilient fibres provide some protection to the wearer."
icon_state = "beretdurathread"
item_color = null
armor = list("melee" = 25, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 30, "bio" = 15, "rad" = 20, "fire" = 100, "acid" = 50)
#undef DRILL_DEFAULT
#undef DRILL_SHOUTING
#undef DRILL_YELLING
#undef DRILL_CANADIAN
+142 -142
View File
@@ -1,142 +1,142 @@
/obj/item/clothing/head/soft
name = "cargo cap"
desc = "It's a baseball hat in a tasteless yellow colour."
icon_state = "cargosoft"
item_state = "helmet"
item_color = "cargo"
dog_fashion = /datum/dog_fashion/head/cargo_tech
var/flipped = 0
/obj/item/clothing/head/soft/dropped()
src.icon_state = "[item_color]soft"
src.flipped=0
..()
/obj/item/clothing/head/soft/verb/flipcap()
set category = "Object"
set name = "Flip cap"
flip(usr)
/obj/item/clothing/head/soft/AltClick(mob/user)
..()
if(!user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
else
flip(user)
/obj/item/clothing/head/soft/proc/flip(mob/user)
if(!user.incapacitated())
src.flipped = !src.flipped
if(src.flipped)
icon_state = "[item_color]soft_flipped"
to_chat(user, "<span class='notice'>You flip the hat backwards.</span>")
else
icon_state = "[item_color]soft"
to_chat(user, "<span class='notice'>You flip the hat back in normal position.</span>")
usr.update_inv_head() //so our mob-overlays update
/obj/item/clothing/head/soft/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click the cap to flip it [flipped ? "forwards" : "backwards"].</span>"
/obj/item/clothing/head/soft/red
name = "red cap"
desc = "It's a baseball hat in a tasteless red colour."
icon_state = "redsoft"
item_color = "red"
dog_fashion = null
/obj/item/clothing/head/soft/blue
name = "blue cap"
desc = "It's a baseball hat in a tasteless blue colour."
icon_state = "bluesoft"
item_color = "blue"
dog_fashion = null
/obj/item/clothing/head/soft/green
name = "green cap"
desc = "It's a baseball hat in a tasteless green colour."
icon_state = "greensoft"
item_color = "green"
dog_fashion = null
/obj/item/clothing/head/soft/yellow
name = "yellow cap"
desc = "It's a baseball hat in a tasteless yellow colour."
icon_state = "yellowsoft"
item_color = "yellow"
dog_fashion = null
/obj/item/clothing/head/soft/grey
name = "grey cap"
desc = "It's a baseball hat in a tasteful grey colour."
icon_state = "greysoft"
item_color = "grey"
dog_fashion = null
/obj/item/clothing/head/soft/orange
name = "orange cap"
desc = "It's a baseball hat in a tasteless orange colour."
icon_state = "orangesoft"
item_color = "orange"
dog_fashion = null
/obj/item/clothing/head/soft/mime
name = "white cap"
desc = "It's a baseball hat in a tasteless white colour."
icon_state = "mimesoft"
item_color = "mime"
dog_fashion = null
/obj/item/clothing/head/soft/purple
name = "purple cap"
desc = "It's a baseball hat in a tasteless purple colour."
icon_state = "purplesoft"
item_color = "purple"
dog_fashion = null
/obj/item/clothing/head/soft/black
name = "black cap"
desc = "It's a baseball hat in a tasteless black colour."
icon_state = "blacksoft"
item_color = "black"
dog_fashion = null
/obj/item/clothing/head/soft/rainbow
name = "rainbow cap"
desc = "It's a baseball hat in a bright rainbow of colors."
icon_state = "rainbowsoft"
item_color = "rainbow"
dog_fashion = null
/obj/item/clothing/head/soft/sec
name = "security cap"
desc = "It's a robust baseball hat in tasteful red colour."
icon_state = "secsoft"
item_color = "sec"
armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
strip_delay = 60
dog_fashion = null
/obj/item/clothing/head/soft/emt
name = "paramedic cap"
desc = "It's a baseball hat with a dark turquoise color and a reflective cross on the top."
icon_state = "emtsoft"
item_color = "emt"
dog_fashion = null
/obj/item/clothing/head/soft/baseball
name = "baseball cap"
desc = "It's a robust baseball hat, this one belongs to syndicate major league team."
icon_state = "baseballsoft"
item_color = "baseballsoft"
item_state = "baseballsoft"
flags_inv = HIDEEYES|HIDEFACE
armor = list("melee" = 35, "bullet" = 35, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 90)
strip_delay = 90 //You dont take a Major Leage cap
dog_fashion = null
/obj/item/clothing/head/soft
name = "cargo cap"
desc = "It's a baseball hat in a tasteless yellow colour."
icon_state = "cargosoft"
item_state = "helmet"
item_color = "cargo"
dog_fashion = /datum/dog_fashion/head/cargo_tech
var/flipped = 0
/obj/item/clothing/head/soft/dropped()
src.icon_state = "[item_color]soft"
src.flipped=0
..()
/obj/item/clothing/head/soft/verb/flipcap()
set category = "Object"
set name = "Flip cap"
flip(usr)
/obj/item/clothing/head/soft/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
flip(user)
return TRUE
/obj/item/clothing/head/soft/proc/flip(mob/user)
if(!user.incapacitated())
src.flipped = !src.flipped
if(src.flipped)
icon_state = "[item_color]soft_flipped"
to_chat(user, "<span class='notice'>You flip the hat backwards.</span>")
else
icon_state = "[item_color]soft"
to_chat(user, "<span class='notice'>You flip the hat back in normal position.</span>")
usr.update_inv_head() //so our mob-overlays update
/obj/item/clothing/head/soft/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click the cap to flip it [flipped ? "forwards" : "backwards"].</span>"
/obj/item/clothing/head/soft/red
name = "red cap"
desc = "It's a baseball hat in a tasteless red colour."
icon_state = "redsoft"
item_color = "red"
dog_fashion = null
/obj/item/clothing/head/soft/blue
name = "blue cap"
desc = "It's a baseball hat in a tasteless blue colour."
icon_state = "bluesoft"
item_color = "blue"
dog_fashion = null
/obj/item/clothing/head/soft/green
name = "green cap"
desc = "It's a baseball hat in a tasteless green colour."
icon_state = "greensoft"
item_color = "green"
dog_fashion = null
/obj/item/clothing/head/soft/yellow
name = "yellow cap"
desc = "It's a baseball hat in a tasteless yellow colour."
icon_state = "yellowsoft"
item_color = "yellow"
dog_fashion = null
/obj/item/clothing/head/soft/grey
name = "grey cap"
desc = "It's a baseball hat in a tasteful grey colour."
icon_state = "greysoft"
item_color = "grey"
dog_fashion = null
/obj/item/clothing/head/soft/orange
name = "orange cap"
desc = "It's a baseball hat in a tasteless orange colour."
icon_state = "orangesoft"
item_color = "orange"
dog_fashion = null
/obj/item/clothing/head/soft/mime
name = "white cap"
desc = "It's a baseball hat in a tasteless white colour."
icon_state = "mimesoft"
item_color = "mime"
dog_fashion = null
/obj/item/clothing/head/soft/purple
name = "purple cap"
desc = "It's a baseball hat in a tasteless purple colour."
icon_state = "purplesoft"
item_color = "purple"
dog_fashion = null
/obj/item/clothing/head/soft/black
name = "black cap"
desc = "It's a baseball hat in a tasteless black colour."
icon_state = "blacksoft"
item_color = "black"
dog_fashion = null
/obj/item/clothing/head/soft/rainbow
name = "rainbow cap"
desc = "It's a baseball hat in a bright rainbow of colors."
icon_state = "rainbowsoft"
item_color = "rainbow"
dog_fashion = null
/obj/item/clothing/head/soft/sec
name = "security cap"
desc = "It's a robust baseball hat in tasteful red colour."
icon_state = "secsoft"
item_color = "sec"
armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
strip_delay = 60
dog_fashion = null
/obj/item/clothing/head/soft/emt
name = "paramedic cap"
desc = "It's a baseball hat with a dark turquoise color and a reflective cross on the top."
icon_state = "emtsoft"
item_color = "emt"
dog_fashion = null
/obj/item/clothing/head/soft/baseball
name = "baseball cap"
desc = "It's a robust baseball hat, this one belongs to syndicate major league team."
icon_state = "baseballsoft"
item_color = "baseballsoft"
item_state = "baseballsoft"
flags_inv = HIDEEYES|HIDEFACE
armor = list("melee" = 35, "bullet" = 35, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 90)
strip_delay = 90 //You dont take a Major Leage cap
dog_fashion = null
+42 -42
View File
@@ -1,42 +1,42 @@
/obj/item/clothing/mask/breath
desc = "A close-fitting mask that can be connected to an air supply."
name = "breath mask"
icon_state = "breath"
item_state = "m_mask"
body_parts_covered = 0
clothing_flags = ALLOWINTERNALS
visor_flags = ALLOWINTERNALS
w_class = WEIGHT_CLASS_SMALL
gas_transfer_coefficient = 0.1
permeability_coefficient = 0.5
actions_types = list(/datum/action/item_action/adjust)
flags_cover = MASKCOVERSMOUTH
visor_flags_cover = MASKCOVERSMOUTH
resistance_flags = NONE
mutantrace_variation = MUTANTRACE_VARIATION
/obj/item/clothing/mask/breath/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is wrapping \the [src]'s tube around [user.p_their()] neck! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return OXYLOSS
/obj/item/clothing/mask/breath/attack_self(mob/user)
adjustmask(user)
/obj/item/clothing/mask/breath/AltClick(mob/user)
..()
if(!user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
else
adjustmask(user)
/obj/item/clothing/mask/breath/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click [src] to adjust it.</span>"
/obj/item/clothing/mask/breath/medical
desc = "A close-fitting sterile mask that can be connected to an air supply."
name = "medical mask"
icon_state = "medical"
item_state = "m_mask"
permeability_coefficient = 0.01
equip_delay_other = 10
/obj/item/clothing/mask/breath
desc = "A close-fitting mask that can be connected to an air supply."
name = "breath mask"
icon_state = "breath"
item_state = "m_mask"
body_parts_covered = 0
clothing_flags = ALLOWINTERNALS
visor_flags = ALLOWINTERNALS
w_class = WEIGHT_CLASS_SMALL
gas_transfer_coefficient = 0.1
permeability_coefficient = 0.5
actions_types = list(/datum/action/item_action/adjust)
flags_cover = MASKCOVERSMOUTH
visor_flags_cover = MASKCOVERSMOUTH
resistance_flags = NONE
mutantrace_variation = MUTANTRACE_VARIATION
/obj/item/clothing/mask/breath/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is wrapping \the [src]'s tube around [user.p_their()] neck! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return OXYLOSS
/obj/item/clothing/mask/breath/attack_self(mob/user)
adjustmask(user)
/obj/item/clothing/mask/breath/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
adjustmask(user)
return TRUE
/obj/item/clothing/mask/breath/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click [src] to adjust it.</span>"
/obj/item/clothing/mask/breath/medical
desc = "A close-fitting sterile mask that can be connected to an air supply."
name = "medical mask"
icon_state = "medical"
item_state = "m_mask"
permeability_coefficient = 0.01
equip_delay_other = 10
@@ -865,3 +865,126 @@
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
actions_types = list()
/*
CYDONIAN ARMOR THAT IS RGB AND STUFF WOOOOOOOOOO
*/
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight
name = "cydonian helmet"
desc = "A helmet designed with both form and function in mind, it protects the user against physical trauma and hazardous conditions while also having polychromic light strips."
icon_state = "knight_cydonia"
item_state = "knight_yellow"
item_color = null
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | LAVA_PROOF
heat_protection = HEAD
armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100)
brightness_on = 7
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator)
var/energy_color = "#35FFF0"
var/obj/item/clothing/suit/space/hardsuit/lavaknight/linkedsuit = null
mutantrace_variation = NO_MUTANTRACE_VARIATION
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/Initialize()
. = ..()
if(istype(loc, /obj/item/clothing/suit/space/hardsuit/lavaknight))
var/obj/item/clothing/suit/space/hardsuit/lavaknight/S = loc
energy_color = S.energy_color
update_icon()
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/attack_self(mob/user)
on = !on
if(on)
set_light(brightness_on)
else
set_light(0)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/update_icon()
var/mutable_appearance/helm_overlay = mutable_appearance(icon, "knight_cydonia_overlay")
if(energy_color)
helm_overlay.color = energy_color
cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
add_overlay(helm_overlay)
/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/worn_overlays(isinhands = FALSE, icon_file)
. = ..()
if(!isinhands)
var/mutable_appearance/energy_overlay = mutable_appearance(icon_file, "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
energy_overlay.plane = ABOVE_LIGHTING_LAYER
energy_overlay.color = energy_color
. += energy_overlay
/obj/item/clothing/suit/space/hardsuit/lavaknight
icon_state = "knight_cydonia"
name = "cydonian armor"
desc = "A suit designed with both form and function in mind, it protects the user against physical trauma and hazardous conditions while also having polychromic light strips."
item_state = "swat_suit"
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | LAVA_PROOF
armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/lavaknight
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
tauric = TRUE //Citadel Add for tauric hardsuits
var/energy_color = "#35FFF0"
/obj/item/clothing/suit/space/hardsuit/lavaknight/Initialize()
..()
light_color = energy_color
set_light(1)
update_icon()
/obj/item/clothing/suit/space/hardsuit/lavaknight/update_icon()
var/mutable_appearance/suit_overlay = mutable_appearance(icon, "knight_cydonia_overlay")
if(energy_color)
suit_overlay.color = energy_color
cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
add_overlay(suit_overlay)
/obj/item/clothing/suit/space/hardsuit/lavaknight/worn_overlays(isinhands = FALSE, icon_file)
. = ..()
if(!isinhands)
var/mutable_appearance/energy_overlay = mutable_appearance(icon_file, "knight_cydonia_overlay", ABOVE_LIGHTING_LAYER)
energy_overlay.plane = ABOVE_LIGHTING_LAYER
energy_overlay.color = energy_color
. += energy_overlay
/obj/item/clothing/suit/space/hardsuit/lavaknight/AltClick(mob/living/user)
. = ..()
if(!in_range(src, user) || !istype(user))
return
if(user.incapacitated())
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return TRUE
if(alert("Are you sure you want to recolor your armor stripes?", "Confirm Repaint", "Yes", "No") == "Yes")
var/energy_color_input = input(usr,"","Choose Energy Color",energy_color) as color|null
if(energy_color_input)
energy_color = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
user.update_inv_wear_suit()
if(helmet)
var/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/H = helmet
H.energy_color = energy_color
user.update_inv_head()
H.update_icon()
update_icon()
user.update_inv_wear_suit()
light_color = energy_color
update_light()
return TRUE
/obj/item/clothing/suit/space/hardsuit/lavaknight/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click to recolor it.</span>"
+3 -3
View File
@@ -92,11 +92,11 @@
//Toggle exosuits for different aesthetic styles (hoodies, suit jacket buttons, etc)
/obj/item/clothing/suit/toggle/AltClick(mob/user)
..()
. = ..()
if(!user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
else
suit_toggle(user)
suit_toggle(user)
return TRUE
/obj/item/clothing/suit/toggle/ui_action_click()
suit_toggle()
@@ -67,10 +67,12 @@
return
/obj/item/clothing/accessory/AltClick(mob/user)
. = ..()
if(istype(user) && user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
if(initial(above_suit))
above_suit = !above_suit
to_chat(user, "[src] will be worn [above_suit ? "above" : "below"] your suit.")
return TRUE
/obj/item/clothing/accessory/examine(mob/user)
. = ..()
+219 -217
View File
@@ -1,217 +1,219 @@
//CONTAINS: Detective's Scanner
// TODO: Split everything into easy to manage procs.
/obj/item/detective_scanner
name = "forensic scanner"
desc = "Used to remotely scan objects and biomass for DNA and fingerprints. Can print a report of the findings."
icon = 'icons/obj/device.dmi'
icon_state = "forensicnew"
w_class = WEIGHT_CLASS_SMALL
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
flags_1 = CONDUCT_1
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
var/scanning = FALSE
var/list/log = list()
var/range = 8
var/view_check = TRUE
actions_types = list(/datum/action/item_action/displayDetectiveScanResults)
/datum/action/item_action/displayDetectiveScanResults
name = "Display Forensic Scanner Results"
/datum/action/item_action/displayDetectiveScanResults/Trigger()
var/obj/item/detective_scanner/scanner = target
if(istype(scanner))
scanner.displayDetectiveScanResults(usr)
/obj/item/detective_scanner/attack_self(mob/user)
if(log.len && !scanning)
scanning = TRUE
to_chat(user, "<span class='notice'>Printing report, please wait...</span>")
addtimer(CALLBACK(src, .proc/PrintReport), 100)
else
to_chat(user, "<span class='notice'>The scanner has no logs or is in use.</span>")
/obj/item/detective_scanner/attack(mob/living/M, mob/user)
return
/obj/item/detective_scanner/proc/PrintReport()
// Create our paper
var/obj/item/paper/P = new(get_turf(src))
P.name = "paper- 'Scanner Report'"
P.info = "<center><font size='6'><B>Scanner Report</B></font></center><HR><BR>"
P.info += jointext(log, "<BR>")
P.info += "<HR><B>Notes:</B><BR>"
P.info_links = P.info
P.updateinfolinks()
if(ismob(loc))
var/mob/M = loc
M.put_in_hands(P)
to_chat(M, "<span class='notice'>Report printed. Log cleared.</span>")
// Clear the logs
log = list()
scanning = FALSE
/obj/item/detective_scanner/afterattack(atom/A, mob/user, params)
. = ..()
scan(A, user)
return FALSE
/obj/item/detective_scanner/proc/scan(atom/A, mob/user)
set waitfor = 0
if(!scanning)
// Can remotely scan objects and mobs.
if((get_dist(A, user) > range) || (!(A in view(range, user)) && view_check) || (loc != user))
return
scanning = TRUE
user.visible_message("\The [user] points the [src.name] at \the [A] and performs a forensic scan.")
to_chat(user, "<span class='notice'>You scan \the [A]. The scanner is now analysing the results...</span>")
// GATHER INFORMATION
//Make our lists
var/list/fingerprints = list()
var/list/blood = list()
var/list/fibers = list()
var/list/reagents = list()
var/target_name = A.name
// Start gathering
if(A.blood_DNA && A.blood_DNA.len)
blood = A.blood_DNA.Copy()
if(A.suit_fibers && A.suit_fibers.len)
fibers = A.suit_fibers.Copy()
if(ishuman(A))
var/mob/living/carbon/human/H = A
if(!H.gloves)
fingerprints += md5(H.dna.uni_identity)
else if(!ismob(A))
if(A.fingerprints && A.fingerprints.len)
fingerprints = A.fingerprints.Copy()
// Only get reagents from non-mobs.
if(A.reagents && A.reagents.reagent_list.len)
for(var/datum/reagent/R in A.reagents.reagent_list)
reagents[R.name] = R.volume
// Get blood data from the blood reagent.
if(istype(R, /datum/reagent/blood))
if(R.data["blood_DNA"] && R.data["blood_type"])
var/blood_DNA = R.data["blood_DNA"]
var/blood_type = R.data["blood_type"]
LAZYINITLIST(blood)
blood[blood_DNA] = blood_type
// We gathered everything. Create a fork and slowly display the results to the holder of the scanner.
var/found_something = FALSE
add_log("<B>[STATION_TIME_TIMESTAMP("hh:mm:ss")][get_timestamp()] - [target_name]</B>", 0)
// Fingerprints
if(length(fingerprints))
sleep(3 SECONDS)
add_log("<span class='info'><B>Prints:</B></span>")
for(var/finger in fingerprints)
add_log("[finger]")
found_something = TRUE
// Blood
if (length(blood))
sleep(3 SECONDS)
add_log("<span class='info'><B>Blood:</B></span>")
found_something = TRUE
for(var/B in blood)
add_log("Type: <font color='red'>[blood[B]]</font> DNA: <font color='red'>[B]</font>")
//Fibers
if(length(fibers))
sleep(3 SECONDS)
add_log("<span class='info'><B>Fibers:</B></span>")
for(var/fiber in fibers)
add_log("[fiber]")
found_something = TRUE
//Reagents
if(length(reagents))
sleep(3 SECONDS)
add_log("<span class='info'><B>Reagents:</B></span>")
for(var/R in reagents)
add_log("Reagent: <font color='red'>[R]</font> Volume: <font color='red'>[reagents[R]]</font>")
found_something = TRUE
// Get a new user
var/mob/holder = null
if(ismob(src.loc))
holder = src.loc
if(!found_something)
add_log("<I># No forensic traces found #</I>", 0) // Don't display this to the holder user
if(holder)
to_chat(holder, "<span class='warning'>Unable to locate any fingerprints, materials, fibers, or blood on \the [target_name]!</span>")
else
if(holder)
to_chat(holder, "<span class='notice'>You finish scanning \the [target_name].</span>")
add_log("---------------------------------------------------------", 0)
scanning = FALSE
return
/obj/item/detective_scanner/proc/add_log(msg, broadcast = TRUE)
if(scanning)
if(broadcast && ismob(loc))
var/mob/M = loc
to_chat(M, msg)
log += "&nbsp;&nbsp;[msg]"
else
CRASH("[src] [REF(src)] is adding a log when it was never put in scanning mode!")
/proc/get_timestamp()
return time2text(world.time + 432000, ":ss")
/obj/item/detective_scanner/AltClick(mob/living/user)
// Best way for checking if a player can use while not incapacitated, etc
if(!user.canUseTopic(src, be_close=TRUE))
return
if(!LAZYLEN(log))
to_chat(user, "<span class='notice'>Cannot clear logs, the scanner has no logs.</span>")
return
if(scanning)
to_chat(user, "<span class='notice'>Cannot clear logs, the scanner is in use.</span>")
return
to_chat(user, "<span class='notice'>The scanner logs are cleared.</span>")
log = list()
/obj/item/detective_scanner/examine(mob/user)
. = ..()
if(LAZYLEN(log) && !scanning)
. += "<span class='notice'>Alt-click to clear scanner logs.</span>"
/obj/item/detective_scanner/proc/displayDetectiveScanResults(mob/living/user)
// No need for can-use checks since the action button should do proper checks
if(!LAZYLEN(log))
to_chat(user, "<span class='notice'>Cannot display logs, the scanner has no logs.</span>")
return
if(scanning)
to_chat(user, "<span class='notice'>Cannot display logs, the scanner is in use.</span>")
return
to_chat(user, "<span class='notice'><B>Scanner Report</B></span>")
for(var/iterLog in log)
to_chat(user, iterLog)
//CONTAINS: Detective's Scanner
// TODO: Split everything into easy to manage procs.
/obj/item/detective_scanner
name = "forensic scanner"
desc = "Used to remotely scan objects and biomass for DNA and fingerprints. Can print a report of the findings."
icon = 'icons/obj/device.dmi'
icon_state = "forensicnew"
w_class = WEIGHT_CLASS_SMALL
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
flags_1 = CONDUCT_1
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
var/scanning = FALSE
var/list/log = list()
var/range = 8
var/view_check = TRUE
actions_types = list(/datum/action/item_action/displayDetectiveScanResults)
/datum/action/item_action/displayDetectiveScanResults
name = "Display Forensic Scanner Results"
/datum/action/item_action/displayDetectiveScanResults/Trigger()
var/obj/item/detective_scanner/scanner = target
if(istype(scanner))
scanner.displayDetectiveScanResults(usr)
/obj/item/detective_scanner/attack_self(mob/user)
if(log.len && !scanning)
scanning = TRUE
to_chat(user, "<span class='notice'>Printing report, please wait...</span>")
addtimer(CALLBACK(src, .proc/PrintReport), 100)
else
to_chat(user, "<span class='notice'>The scanner has no logs or is in use.</span>")
/obj/item/detective_scanner/attack(mob/living/M, mob/user)
return
/obj/item/detective_scanner/proc/PrintReport()
// Create our paper
var/obj/item/paper/P = new(get_turf(src))
P.name = "paper- 'Scanner Report'"
P.info = "<center><font size='6'><B>Scanner Report</B></font></center><HR><BR>"
P.info += jointext(log, "<BR>")
P.info += "<HR><B>Notes:</B><BR>"
P.info_links = P.info
P.updateinfolinks()
if(ismob(loc))
var/mob/M = loc
M.put_in_hands(P)
to_chat(M, "<span class='notice'>Report printed. Log cleared.</span>")
// Clear the logs
log = list()
scanning = FALSE
/obj/item/detective_scanner/afterattack(atom/A, mob/user, params)
. = ..()
scan(A, user)
return FALSE
/obj/item/detective_scanner/proc/scan(atom/A, mob/user)
set waitfor = 0
if(!scanning)
// Can remotely scan objects and mobs.
if((get_dist(A, user) > range) || (!(A in view(range, user)) && view_check) || (loc != user))
return
scanning = TRUE
user.visible_message("\The [user] points the [src.name] at \the [A] and performs a forensic scan.")
to_chat(user, "<span class='notice'>You scan \the [A]. The scanner is now analysing the results...</span>")
// GATHER INFORMATION
//Make our lists
var/list/fingerprints = list()
var/list/blood = list()
var/list/fibers = list()
var/list/reagents = list()
var/target_name = A.name
// Start gathering
if(A.blood_DNA && A.blood_DNA.len)
blood = A.blood_DNA.Copy()
if(A.suit_fibers && A.suit_fibers.len)
fibers = A.suit_fibers.Copy()
if(ishuman(A))
var/mob/living/carbon/human/H = A
if(!H.gloves)
fingerprints += md5(H.dna.uni_identity)
else if(!ismob(A))
if(A.fingerprints && A.fingerprints.len)
fingerprints = A.fingerprints.Copy()
// Only get reagents from non-mobs.
if(A.reagents && A.reagents.reagent_list.len)
for(var/datum/reagent/R in A.reagents.reagent_list)
reagents[R.name] = R.volume
// Get blood data from the blood reagent.
if(istype(R, /datum/reagent/blood))
if(R.data["blood_DNA"] && R.data["blood_type"])
var/blood_DNA = R.data["blood_DNA"]
var/blood_type = R.data["blood_type"]
LAZYINITLIST(blood)
blood[blood_DNA] = blood_type
// We gathered everything. Create a fork and slowly display the results to the holder of the scanner.
var/found_something = FALSE
add_log("<B>[STATION_TIME_TIMESTAMP("hh:mm:ss")][get_timestamp()] - [target_name]</B>", 0)
// Fingerprints
if(length(fingerprints))
sleep(3 SECONDS)
add_log("<span class='info'><B>Prints:</B></span>")
for(var/finger in fingerprints)
add_log("[finger]")
found_something = TRUE
// Blood
if (length(blood))
sleep(3 SECONDS)
add_log("<span class='info'><B>Blood:</B></span>")
found_something = TRUE
for(var/B in blood)
add_log("Type: <font color='red'>[blood[B]]</font> DNA: <font color='red'>[B]</font>")
//Fibers
if(length(fibers))
sleep(3 SECONDS)
add_log("<span class='info'><B>Fibers:</B></span>")
for(var/fiber in fibers)
add_log("[fiber]")
found_something = TRUE
//Reagents
if(length(reagents))
sleep(3 SECONDS)
add_log("<span class='info'><B>Reagents:</B></span>")
for(var/R in reagents)
add_log("Reagent: <font color='red'>[R]</font> Volume: <font color='red'>[reagents[R]]</font>")
found_something = TRUE
// Get a new user
var/mob/holder = null
if(ismob(src.loc))
holder = src.loc
if(!found_something)
add_log("<I># No forensic traces found #</I>", 0) // Don't display this to the holder user
if(holder)
to_chat(holder, "<span class='warning'>Unable to locate any fingerprints, materials, fibers, or blood on \the [target_name]!</span>")
else
if(holder)
to_chat(holder, "<span class='notice'>You finish scanning \the [target_name].</span>")
add_log("---------------------------------------------------------", 0)
scanning = FALSE
return
/obj/item/detective_scanner/proc/add_log(msg, broadcast = TRUE)
if(scanning)
if(broadcast && ismob(loc))
var/mob/M = loc
to_chat(M, msg)
log += "&nbsp;&nbsp;[msg]"
else
CRASH("[src] [REF(src)] is adding a log when it was never put in scanning mode!")
/proc/get_timestamp()
return time2text(world.time + 432000, ":ss")
/obj/item/detective_scanner/AltClick(mob/living/user)
. = ..()
// Best way for checking if a player can use while not incapacitated, etc
if(!user.canUseTopic(src, be_close=TRUE))
return
. = TRUE
if(!LAZYLEN(log))
to_chat(user, "<span class='notice'>Cannot clear logs, the scanner has no logs.</span>")
return
if(scanning)
to_chat(user, "<span class='notice'>Cannot clear logs, the scanner is in use.</span>")
return
to_chat(user, "<span class='notice'>The scanner logs are cleared.</span>")
log = list()
/obj/item/detective_scanner/examine(mob/user)
. = ..()
if(LAZYLEN(log) && !scanning)
. += "<span class='notice'>Alt-click to clear scanner logs.</span>"
/obj/item/detective_scanner/proc/displayDetectiveScanResults(mob/living/user)
// No need for can-use checks since the action button should do proper checks
if(!LAZYLEN(log))
to_chat(user, "<span class='notice'>Cannot display logs, the scanner has no logs.</span>")
return
if(scanning)
to_chat(user, "<span class='notice'>Cannot display logs, the scanner is in use.</span>")
return
to_chat(user, "<span class='notice'><B>Scanner Report</B></span>")
for(var/iterLog in log)
to_chat(user, iterLog)
@@ -186,8 +186,10 @@
..()
/obj/machinery/microwave/AltClick(mob/user)
. = ..()
if(user.canUseTopic(src, !issilicon(usr)))
cook()
return TRUE
/obj/machinery/microwave/ui_interact(mob/user)
. = ..()
+2
View File
@@ -130,9 +130,11 @@
update_icon()
/obj/item/toy/cards/singlecard/cas/AltClick(mob/living/user)
. = ..()
if(!ishuman(user) || !user.canUseTopic(src, BE_CLOSE))
return
Flip()
return TRUE
/obj/item/toy/cards/singlecard/cas/update_icon()
if(flipped)
+4 -3
View File
@@ -180,10 +180,11 @@
else
return ..()
//this helps you not blow up so easily by overriding unlocking which results in an immediate boom.
/obj/structure/closet/crate/secure/loot/AltClick(mob/living/user)
if(!user.canUseTopic(src, BE_CLOSE))
return
return attack_hand(user) //this helps you not blow up so easily by overriding unlocking which results in an immediate boom.
if(user.canUseTopic(src, BE_CLOSE))
attack_hand(user)
return TRUE
/obj/structure/closet/crate/secure/loot/attackby(obj/item/W, mob/user)
if(locked)
@@ -59,6 +59,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
/obj/item/stack/marker_beacon/AltClick(mob/living/user)
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
return
. = TRUE
var/input_color = input(user, "Choose a color.", "Beacon Color") as null|anything in GLOB.marker_beacon_colors
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
return
@@ -128,9 +129,10 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
return ..()
/obj/structure/marker_beacon/AltClick(mob/living/user)
..()
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
return
. = TRUE
var/input_color = input(user, "Choose a color.", "Beacon Color") as null|anything in GLOB.marker_beacon_colors
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
return
@@ -29,6 +29,7 @@
/mob/living/simple_animal/hostile/guardian/bomb/AltClickOn(atom/movable/A)
if(!istype(A))
altclick_listed_turf(A)
return
if(loc == summoner)
to_chat(src, "<span class='danger'><B>You must be manifested to create bombs!</span></B>")
@@ -105,8 +105,9 @@
/mob/living/simple_animal/hostile/guardian/healer/AltClickOn(atom/movable/A)
if(!istype(A))
altclick_listed_turf(A)
return
if(src.loc == summoner)
if(loc == summoner)
to_chat(src, "<span class='danger'><B>You must be manifested to warp a target!</span></B>")
return
if(!beacon)
@@ -267,6 +267,7 @@ Difficulty: Medium
/mob/living/simple_animal/hostile/megafauna/dragon/AltClickOn(atom/movable/A)
if(!istype(A))
altclick_listed_turf(A)
return
if(swoop_cooldown >= world.time)
to_chat(src, "<span class='warning'>You need to wait 20 seconds between swoop attacks!</span>")
@@ -442,7 +442,7 @@ Difficulty: Normal
/mob/living/simple_animal/hostile/megafauna/hierophant/AltClickOn(atom/A) //player control handler(don't give this to a player holy fuck)
if(!istype(A) || get_dist(A, src) <= 2)
return
return altclick_listed_turf(A)
blink(A)
//Hierophant overlays
+1
View File
@@ -8,6 +8,7 @@ GLOBAL_LIST_INIT(ventcrawl_machinery, typecacheof(list(
/mob/living/proc/handle_ventcrawl(atom/A)
if(!ventcrawler || !Adjacent(A))
return
. = TRUE //return value to stop the client from being shown the turf contents stat tab on alt-click.
if(stat)
to_chat(src, "You must be conscious to do this!")
return
@@ -126,7 +126,7 @@
portable_drive.verb_pickup()
/obj/item/modular_computer/AltClick(mob/user)
..()
. = ..()
if(issilicon(user))
return
@@ -142,7 +142,7 @@
return
if(ai_slot)
ai_slot.try_eject(null, user)
return TRUE
// Gets IDs/access levels from card slot. Would be useful when/if PDAs would become modular PCs.
/obj/item/modular_computer/GetAccess()
@@ -86,8 +86,8 @@
/obj/item/modular_computer/laptop/AltClick(mob/user)
if(screen_on) // Close it.
try_toggle_open(user)
else
return ..()
return TRUE
return ..()
/obj/item/modular_computer/laptop/proc/toggle_open(mob/living/user=null)
if(screen_on)
@@ -92,8 +92,9 @@
cpu.eject_card()
/obj/machinery/modular_computer/AltClick(mob/user)
. = ..()
if(cpu)
cpu.AltClick(user)
return cpu.AltClick(user)
//ATTACK HAND IGNORING PARENT RETURN VALUE
// On-click handling. Turns on the computer if it's off and opens the GUI.
+2
View File
@@ -122,6 +122,7 @@
. += "<span class='notice'>Alt-click [src] to fold it into a paper plane.</span>"
/obj/item/paper/AltClick(mob/living/carbon/user, obj/item/I)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user), NO_TK))
return
to_chat(user, "<span class='notice'>You fold [src] into the shape of a plane!</span>")
@@ -134,3 +135,4 @@
I = new plane_type(user, src)
user.put_in_hands(I)
return TRUE
+215 -214
View File
@@ -1,214 +1,215 @@
#define CAMERA_PICTURE_SIZE_HARD_LIMIT 21
/obj/item/camera
name = "camera"
icon = 'icons/obj/items_and_weapons.dmi'
desc = "A polaroid camera."
icon_state = "camera"
item_state = "camera"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
light_color = LIGHT_COLOR_WHITE
light_power = FLASH_LIGHT_POWER
w_class = WEIGHT_CLASS_SMALL
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_NECK
materials = list(MAT_METAL = 50, MAT_GLASS = 150)
var/flash_enabled = TRUE
var/state_on = "camera"
var/state_off = "camera_off"
var/pictures_max = 10
var/pictures_left = 10
var/on = TRUE
var/cooldown = 64
var/blending = FALSE //lets not take pictures while the previous is still processing!
var/see_ghosts = CAMERA_NO_GHOSTS //for the spoop of it
var/obj/item/disk/holodisk/disk
var/sound/custom_sound
var/silent = FALSE
var/picture_size_x = 2
var/picture_size_y = 2
var/picture_size_x_min = 1
var/picture_size_y_min = 1
var/picture_size_x_max = 4
var/picture_size_y_max = 4
/obj/item/camera/attack_self(mob/user)
if(!disk)
return
to_chat(user, "<span class='notice'>You eject [disk] out the back of [src].</span>")
user.put_in_hands(disk)
disk = null
/obj/item/camera/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click to change its focusing, allowing you to set how big of an area it will capture.</span>"
/obj/item/camera/AltClick(mob/user)
if(!user.canUseTopic(src, BE_CLOSE))
return
var/desired_x = input(user, "How high do you want the camera to shoot, between [picture_size_x_min] and [picture_size_x_max]?", "Zoom", picture_size_x) as num
var/desired_y = input(user, "How wide do you want the camera to shoot, between [picture_size_y_min] and [picture_size_y_max]?", "Zoom", picture_size_y) as num
picture_size_x = min(CLAMP(desired_x, picture_size_x_min, picture_size_x_max), CAMERA_PICTURE_SIZE_HARD_LIMIT)
picture_size_y = min(CLAMP(desired_y, picture_size_y_min, picture_size_y_max), CAMERA_PICTURE_SIZE_HARD_LIMIT)
/obj/item/camera/attack(mob/living/carbon/human/M, mob/user)
return
/obj/item/camera/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/camera_film))
if(pictures_left)
to_chat(user, "<span class='notice'>[src] still has some film in it!</span>")
return
if(!user.temporarilyRemoveItemFromInventory(I))
return
to_chat(user, "<span class='notice'>You insert [I] into [src].</span>")
qdel(I)
pictures_left = pictures_max
return
if(istype(I, /obj/item/disk/holodisk))
if (!disk)
if(!user.transferItemToLoc(I, src))
to_chat(user, "<span class='warning'>[I] is stuck to your hand!</span>")
return TRUE
to_chat(user, "<span class='notice'>You slide [I] into the back of [src].</span>")
disk = I
else
to_chat(user, "<span class='warning'>There's already a disk inside [src].</span>")
return TRUE //no afterattack
..()
/obj/item/camera/examine(mob/user)
. = ..()
. += "It has [pictures_left] photos left."
//user can be atom or mob
/obj/item/camera/proc/can_target(atom/target, mob/user, prox_flag)
if(!on || blending || !pictures_left)
return FALSE
var/turf/T = get_turf(target)
if(!T)
return FALSE
if(istype(user))
if(isAI(user) && !GLOB.cameranet.checkTurfVis(T))
return FALSE
else if(user.client && !(get_turf(target) in get_hear(user.client.view, user)))
return FALSE
else if(!(get_turf(target) in get_hear(world.view, user)))
return FALSE
else //user is an atom
if(!(get_turf(target) in view(world.view, user)))
return FALSE
return TRUE
/obj/item/camera/afterattack(atom/target, mob/user, flag)
if (disk)
if(ismob(target))
if (disk.record)
QDEL_NULL(disk.record)
disk.record = new
var/mob/M = target
disk.record.caller_name = M.name
disk.record.set_caller_image(M)
else
to_chat(user, "<span class='warning'>Invalid holodisk target.</span>")
return
if(!can_target(target, user, flag))
return
on = FALSE
var/realcooldown = cooldown
var/mob/living/carbon/human/H = user
if (HAS_TRAIT(H, TRAIT_PHOTOGRAPHER))
realcooldown *= 0.5
addtimer(CALLBACK(src, .proc/cooldown), realcooldown)
icon_state = state_off
INVOKE_ASYNC(src, .proc/captureimage, target, user, flag, picture_size_x - 1, picture_size_y - 1)
/obj/item/camera/proc/cooldown()
UNTIL(!blending)
icon_state = state_on
on = TRUE
/obj/item/camera/proc/show_picture(mob/user, datum/picture/selection)
var/obj/item/photo/P = new(src, selection)
P.show(user)
to_chat(user, P.desc)
qdel(P)
/obj/item/camera/proc/captureimage(atom/target, mob/user, flag, size_x = 1, size_y = 1)
if(flash_enabled)
flash_lighting_fx(8, light_power, light_color)
blending = TRUE
var/turf/target_turf = get_turf(target)
if(!isturf(target_turf))
blending = FALSE
return FALSE
size_x = CLAMP(size_x, 0, CAMERA_PICTURE_SIZE_HARD_LIMIT)
size_y = CLAMP(size_y, 0, CAMERA_PICTURE_SIZE_HARD_LIMIT)
var/list/desc = list("This is a photo of an area of [size_x+1] meters by [size_y+1] meters.")
var/ai_user = isAI(user)
var/list/seen
var/list/viewlist = (user && user.client)? getviewsize(user.client.view) : getviewsize(world.view)
var/viewr = max(viewlist[1], viewlist[2]) + max(size_x, size_y)
var/viewc = user.client? user.client.eye : target
seen = get_hear(viewr, viewc)
var/list/turfs = list()
var/list/mobs = list()
var/blueprints = FALSE
var/clone_area = SSmapping.RequestBlockReservation(size_x * 2 + 1, size_y * 2 + 1)
for(var/turf/T in block(locate(target_turf.x - size_x, target_turf.y - size_y, target_turf.z), locate(target_turf.x + size_x, target_turf.y + size_y, target_turf.z)))
if((ai_user && GLOB.cameranet.checkTurfVis(T)) || (T in seen))
turfs += T
for(var/mob/M in T)
mobs += M
if(locate(/obj/item/areaeditor/blueprints) in T)
blueprints = TRUE
for(var/i in mobs)
var/mob/M = i
desc += M.get_photo_description(src)
var/psize_x = (size_x * 2 + 1) * world.icon_size
var/psize_y = (size_y * 2 + 1) * world.icon_size
var/get_icon = camera_get_icon(turfs, target_turf, psize_x, psize_y, clone_area, size_x, size_y, (size_x * 2 + 1), (size_y * 2 + 1))
qdel(clone_area)
var/icon/temp = icon('icons/effects/96x96.dmi',"")
temp.Blend("#000", ICON_OVERLAY)
temp.Scale(psize_x, psize_y)
temp.Blend(get_icon, ICON_OVERLAY)
var/datum/picture/P = new("picture", desc.Join(" "), temp, null, psize_x, psize_y, blueprints)
after_picture(user, P, flag)
blending = FALSE
/obj/item/camera/proc/after_picture(mob/user, datum/picture/picture, proximity_flag)
printpicture(user, picture)
/obj/item/camera/proc/printpicture(mob/user, datum/picture/picture) //Normal camera proc for creating photos
var/obj/item/photo/p = new(get_turf(src), picture)
if(in_range(src, user)) //needed because of TK
user.put_in_hands(p)
pictures_left--
to_chat(user, "<span class='notice'>[pictures_left] photos left.</span>")
var/customize = alert(user, "Do you want to customize the photo?", "Customization", "Yes", "No")
if(customize == "Yes")
var/name1 = stripped_input(user, "Set a name for this photo, or leave blank. 32 characters max.", "Name", max_length = 32)
var/desc1 = stripped_input(user, "Set a description to add to photo, or leave blank. 128 characters max.", "Caption", max_length = 128)
var/caption = stripped_input(user, "Set a caption for this photo, or leave blank. 256 characters max.", "Caption", max_length = 256)
if(name1)
picture.picture_name = name1
if(desc1)
picture.picture_desc = "[desc1] - [picture.picture_desc]"
if(caption)
picture.caption = caption
p.set_picture(picture, TRUE, TRUE)
if(CONFIG_GET(flag/picture_logging_camera))
picture.log_to_file()
#define CAMERA_PICTURE_SIZE_HARD_LIMIT 21
/obj/item/camera
name = "camera"
icon = 'icons/obj/items_and_weapons.dmi'
desc = "A polaroid camera."
icon_state = "camera"
item_state = "camera"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
light_color = LIGHT_COLOR_WHITE
light_power = FLASH_LIGHT_POWER
w_class = WEIGHT_CLASS_SMALL
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_NECK
materials = list(MAT_METAL = 50, MAT_GLASS = 150)
var/flash_enabled = TRUE
var/state_on = "camera"
var/state_off = "camera_off"
var/pictures_max = 10
var/pictures_left = 10
var/on = TRUE
var/cooldown = 64
var/blending = FALSE //lets not take pictures while the previous is still processing!
var/see_ghosts = CAMERA_NO_GHOSTS //for the spoop of it
var/obj/item/disk/holodisk/disk
var/sound/custom_sound
var/silent = FALSE
var/picture_size_x = 2
var/picture_size_y = 2
var/picture_size_x_min = 1
var/picture_size_y_min = 1
var/picture_size_x_max = 4
var/picture_size_y_max = 4
/obj/item/camera/attack_self(mob/user)
if(!disk)
return
to_chat(user, "<span class='notice'>You eject [disk] out the back of [src].</span>")
user.put_in_hands(disk)
disk = null
/obj/item/camera/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click to change its focusing, allowing you to set how big of an area it will capture.</span>"
/obj/item/camera/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, BE_CLOSE))
return
var/desired_x = input(user, "How high do you want the camera to shoot, between [picture_size_x_min] and [picture_size_x_max]?", "Zoom", picture_size_x) as num
var/desired_y = input(user, "How wide do you want the camera to shoot, between [picture_size_y_min] and [picture_size_y_max]?", "Zoom", picture_size_y) as num
picture_size_x = min(CLAMP(desired_x, picture_size_x_min, picture_size_x_max), CAMERA_PICTURE_SIZE_HARD_LIMIT)
picture_size_y = min(CLAMP(desired_y, picture_size_y_min, picture_size_y_max), CAMERA_PICTURE_SIZE_HARD_LIMIT)
return TRUE
/obj/item/camera/attack(mob/living/carbon/human/M, mob/user)
return
/obj/item/camera/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/camera_film))
if(pictures_left)
to_chat(user, "<span class='notice'>[src] still has some film in it!</span>")
return
if(!user.temporarilyRemoveItemFromInventory(I))
return
to_chat(user, "<span class='notice'>You insert [I] into [src].</span>")
qdel(I)
pictures_left = pictures_max
return
if(istype(I, /obj/item/disk/holodisk))
if (!disk)
if(!user.transferItemToLoc(I, src))
to_chat(user, "<span class='warning'>[I] is stuck to your hand!</span>")
return TRUE
to_chat(user, "<span class='notice'>You slide [I] into the back of [src].</span>")
disk = I
else
to_chat(user, "<span class='warning'>There's already a disk inside [src].</span>")
return TRUE //no afterattack
..()
/obj/item/camera/examine(mob/user)
. = ..()
. += "It has [pictures_left] photos left."
//user can be atom or mob
/obj/item/camera/proc/can_target(atom/target, mob/user, prox_flag)
if(!on || blending || !pictures_left)
return FALSE
var/turf/T = get_turf(target)
if(!T)
return FALSE
if(istype(user))
if(isAI(user) && !GLOB.cameranet.checkTurfVis(T))
return FALSE
else if(user.client && !(get_turf(target) in get_hear(user.client.view, user)))
return FALSE
else if(!(get_turf(target) in get_hear(world.view, user)))
return FALSE
else //user is an atom
if(!(get_turf(target) in view(world.view, user)))
return FALSE
return TRUE
/obj/item/camera/afterattack(atom/target, mob/user, flag)
if (disk)
if(ismob(target))
if (disk.record)
QDEL_NULL(disk.record)
disk.record = new
var/mob/M = target
disk.record.caller_name = M.name
disk.record.set_caller_image(M)
else
to_chat(user, "<span class='warning'>Invalid holodisk target.</span>")
return
if(!can_target(target, user, flag))
return
on = FALSE
var/realcooldown = cooldown
var/mob/living/carbon/human/H = user
if (HAS_TRAIT(H, TRAIT_PHOTOGRAPHER))
realcooldown *= 0.5
addtimer(CALLBACK(src, .proc/cooldown), realcooldown)
icon_state = state_off
INVOKE_ASYNC(src, .proc/captureimage, target, user, flag, picture_size_x - 1, picture_size_y - 1)
/obj/item/camera/proc/cooldown()
UNTIL(!blending)
icon_state = state_on
on = TRUE
/obj/item/camera/proc/show_picture(mob/user, datum/picture/selection)
var/obj/item/photo/P = new(src, selection)
P.show(user)
to_chat(user, P.desc)
qdel(P)
/obj/item/camera/proc/captureimage(atom/target, mob/user, flag, size_x = 1, size_y = 1)
if(flash_enabled)
flash_lighting_fx(8, light_power, light_color)
blending = TRUE
var/turf/target_turf = get_turf(target)
if(!isturf(target_turf))
blending = FALSE
return FALSE
size_x = CLAMP(size_x, 0, CAMERA_PICTURE_SIZE_HARD_LIMIT)
size_y = CLAMP(size_y, 0, CAMERA_PICTURE_SIZE_HARD_LIMIT)
var/list/desc = list("This is a photo of an area of [size_x+1] meters by [size_y+1] meters.")
var/ai_user = isAI(user)
var/list/seen
var/list/viewlist = (user && user.client)? getviewsize(user.client.view) : getviewsize(world.view)
var/viewr = max(viewlist[1], viewlist[2]) + max(size_x, size_y)
var/viewc = user.client? user.client.eye : target
seen = get_hear(viewr, viewc)
var/list/turfs = list()
var/list/mobs = list()
var/blueprints = FALSE
var/clone_area = SSmapping.RequestBlockReservation(size_x * 2 + 1, size_y * 2 + 1)
for(var/turf/T in block(locate(target_turf.x - size_x, target_turf.y - size_y, target_turf.z), locate(target_turf.x + size_x, target_turf.y + size_y, target_turf.z)))
if((ai_user && GLOB.cameranet.checkTurfVis(T)) || (T in seen))
turfs += T
for(var/mob/M in T)
mobs += M
if(locate(/obj/item/areaeditor/blueprints) in T)
blueprints = TRUE
for(var/i in mobs)
var/mob/M = i
desc += M.get_photo_description(src)
var/psize_x = (size_x * 2 + 1) * world.icon_size
var/psize_y = (size_y * 2 + 1) * world.icon_size
var/get_icon = camera_get_icon(turfs, target_turf, psize_x, psize_y, clone_area, size_x, size_y, (size_x * 2 + 1), (size_y * 2 + 1))
qdel(clone_area)
var/icon/temp = icon('icons/effects/96x96.dmi',"")
temp.Blend("#000", ICON_OVERLAY)
temp.Scale(psize_x, psize_y)
temp.Blend(get_icon, ICON_OVERLAY)
var/datum/picture/P = new("picture", desc.Join(" "), temp, null, psize_x, psize_y, blueprints)
after_picture(user, P, flag)
blending = FALSE
/obj/item/camera/proc/after_picture(mob/user, datum/picture/picture, proximity_flag)
printpicture(user, picture)
/obj/item/camera/proc/printpicture(mob/user, datum/picture/picture) //Normal camera proc for creating photos
var/obj/item/photo/p = new(get_turf(src), picture)
if(in_range(src, user)) //needed because of TK
user.put_in_hands(p)
pictures_left--
to_chat(user, "<span class='notice'>[pictures_left] photos left.</span>")
var/customize = alert(user, "Do you want to customize the photo?", "Customization", "Yes", "No")
if(customize == "Yes")
var/name1 = stripped_input(user, "Set a name for this photo, or leave blank. 32 characters max.", "Name", max_length = 32)
var/desc1 = stripped_input(user, "Set a description to add to photo, or leave blank. 128 characters max.", "Caption", max_length = 128)
var/caption = stripped_input(user, "Set a caption for this photo, or leave blank. 256 characters max.", "Caption", max_length = 256)
if(name1)
picture.picture_name = name1
if(desc1)
picture.picture_desc = "[desc1] - [picture.picture_desc]"
if(caption)
picture.caption = caption
p.set_picture(picture, TRUE, TRUE)
if(CONFIG_GET(flag/picture_logging_camera))
picture.log_to_file()
+3 -3
View File
@@ -748,11 +748,11 @@
return FALSE
/obj/machinery/power/apc/AltClick(mob/user)
..()
. = ..()
if(!user.canUseTopic(src, !issilicon(user)) || !isturf(loc))
return
else
togglelock(user)
togglelock(user)
return TRUE
/obj/machinery/power/apc/proc/togglelock(mob/living/user)
if(obj_flags & EMAGGED)
@@ -222,10 +222,11 @@
spread = 2
/obj/item/gun/ballistic/shotgun/automatic/combat/compact/AltClick(mob/living/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
toggle_stock(user)
. = ..()
return TRUE
/obj/item/gun/ballistic/shotgun/automatic/combat/compact/examine(mob/user)
. = ..()
@@ -286,8 +287,10 @@
to_chat(user, "You switch to tube A.")
/obj/item/gun/ballistic/shotgun/automatic/dual_tube/AltClick(mob/living/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
pump()
return TRUE
// DOUBLE BARRELED SHOTGUN and IMPROVISED SHOTGUN are in revolver.dm
@@ -442,10 +442,11 @@
return final_list
/obj/machinery/chem_dispenser/AltClick(mob/living/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
replace_beaker(user)
return
return TRUE
/obj/machinery/chem_dispenser/drinks/Initialize()
. = ..()
@@ -29,10 +29,11 @@
icon_state = "mixer0b"
/obj/machinery/chem_heater/AltClick(mob/living/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
replace_beaker(user)
return
return TRUE
/obj/machinery/chem_heater/proc/replace_beaker(mob/living/user, obj/item/reagent_containers/new_beaker)
if(beaker)
@@ -237,10 +237,11 @@
return ..()
/obj/machinery/computer/pandemic/AltClick(mob/living/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
replace_beaker(user)
return
return TRUE
/obj/machinery/computer/pandemic/proc/replace_beaker(mob/living/user, obj/item/reagent_containers/new_beaker)
if(beaker)
@@ -344,8 +344,10 @@
return FALSE
/obj/item/hypospray/mkii/AltClick(mob/user)
. = ..()
if(vial)
vial.attack_self(user)
return TRUE
// Gunna allow this for now, still really don't approve - Pooj
/obj/item/hypospray/mkii/emag_act(mob/user)
@@ -88,13 +88,25 @@
if(reagents.total_volume && user.canUseTopic(src, BE_CLOSE))
to_chat(user, "<span class='notice'>You start squeezing the liquids out of \the [src]...</span>")
if(do_after(user, action_speed, TRUE, src))
to_chat(user, "<span class='notice'>You squeeze \the [src] dry.</span>")
var/atom/react_loc = get_turf(src)
if(ismob(react_loc))
react_loc = react_loc.loc
if(react_loc)
reagents.reaction(react_loc, TOUCH)
reagents.clear_reagents()
var/msg = "You squeeze \the [src]"
var/obj/item/target
if(Adjacent(user)) //Allows the user to drain the reagents into a beaker if adjacent (no telepathy).
for(var/obj/item/I in user.held_items)
if(I == src)
continue
if(I.is_open_container() && !I.reagents.holder_full())
target = I
break
if(!target)
msg += " dry"
reagents.reaction(get_turf(src), TOUCH)
reagents.clear_reagents()
else
msg += "'s liquids into \the [target]"
reagents.trans_to(target, reagents.total_volume)
to_chat(user, "<span class='notice'>[msg].</span>")
return TRUE
/obj/item/reagent_containers/rag/towel
name = "towel"
@@ -177,4 +189,4 @@
extinguish_efficiency = 5
action_speed = 15
damp_threshold = 0.8
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 50, "acid" = 50) //items don't provide armor to wearers unlike clothing yet.
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 50, "acid" = 50) //items don't provide armor to wearers unlike clothing yet.
@@ -14,6 +14,7 @@
return
if(disk)
eject()
return TRUE
/obj/item/nanite_hijacker/examine(mob/user)
. = ..()
@@ -35,6 +35,7 @@
update_icon()
else
to_chat(user, "<span class='warning'>Access denied.</span>")
return TRUE
/obj/item/nanite_remote/emag_act(mob/user)
if(obj_flags & EMAGGED)
@@ -276,14 +276,15 @@ GLOBAL_VAR_INIT(hhmysteryRoomNumber, 1337)
promptExit(user)
/turf/closed/indestructible/hoteldoor/AltClick(mob/user)
. = ..()
if(get_dist(get_turf(src), get_turf(user)) <= 1)
to_chat(user, "<span class='notice'>You peak through the door's bluespace peephole...</span>")
user.reset_perspective(parentSphere)
user.set_machine(src)
var/datum/action/peepholeCancel/PHC = new
user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 1)
PHC.Grant(user)
. = ..()
if(get_dist(get_turf(src), get_turf(user)) <= 1)
to_chat(user, "<span class='notice'>You peak through the door's bluespace peephole...</span>")
user.reset_perspective(parentSphere)
user.set_machine(src)
var/datum/action/peepholeCancel/PHC = new
user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 1)
PHC.Grant(user)
return TRUE
/turf/closed/indestructible/hoteldoor/check_eye(mob/user)
if(get_dist(get_turf(src), get_turf(user)) >= 2)
+79 -78
View File
@@ -1,78 +1,79 @@
/obj/vehicle/ridden
name = "ridden vehicle"
can_buckle = TRUE
max_buckled_mobs = 1
buckle_lying = FALSE
default_driver_move = FALSE
var/legs_required = 1
var/arms_required = 0 //why not?
/obj/vehicle/ridden/Initialize()
. = ..()
LoadComponent(/datum/component/riding)
/obj/vehicle/ridden/examine(mob/user)
. = ..()
if(key_type)
if(!inserted_key)
. += "<span class='notice'>Put a key inside it by clicking it with the key.</span>"
else
. += "<span class='notice'>Alt-click [src] to remove the key.</span>"
/obj/vehicle/ridden/generate_action_type(actiontype)
var/datum/action/vehicle/ridden/A = ..()
. = A
if(istype(A))
A.vehicle_ridden_target = src
/obj/vehicle/ridden/post_unbuckle_mob(mob/living/M)
remove_occupant(M)
return ..()
/obj/vehicle/ridden/post_buckle_mob(mob/living/M)
add_occupant(M)
if(M.get_num_legs() < legs_required)
to_chat(M, "<span class='warning'>You don't have enough legs to operate the pedals!</span>")
unbuckle_mob(M)
return ..()
/obj/vehicle/ridden/attackby(obj/item/I, mob/user, params)
if(key_type && !is_key(inserted_key) && is_key(I))
if(user.transferItemToLoc(I, src))
to_chat(user, "<span class='notice'>You insert \the [I] into \the [src].</span>")
if(inserted_key) //just in case there's an invalid key
inserted_key.forceMove(drop_location())
inserted_key = I
else
to_chat(user, "<span class='notice'>[I] seems to be stuck to your hand!</span>")
return
return ..()
/obj/vehicle/ridden/AltClick(mob/user)
if(inserted_key && user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
if(!is_occupant(user))
to_chat(user, "<span class='notice'>You must be riding the [src] to remove [src]'s key!</span>")
return
to_chat(user, "<span class='notice'>You remove \the [inserted_key] from \the [src].</span>")
inserted_key.forceMove(drop_location())
user.put_in_hands(inserted_key)
inserted_key = null
return ..()
/obj/vehicle/ridden/driver_move(mob/user, direction)
if(key_type && !is_key(inserted_key))
to_chat(user, "<span class='warning'>[src] has no key inserted!</span>")
return FALSE
var/datum/component/riding/R = GetComponent(/datum/component/riding)
R.handle_ride(user, direction)
return ..()
/obj/vehicle/ridden/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE)
if(!in_range(user, src) || !in_range(M, src))
return FALSE
. = ..(M, user, FALSE)
/obj/vehicle/ridden/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
if(!force && occupant_amount() >= max_occupants)
return FALSE
return ..()
/obj/vehicle/ridden
name = "ridden vehicle"
can_buckle = TRUE
max_buckled_mobs = 1
buckle_lying = FALSE
default_driver_move = FALSE
var/legs_required = 1
var/arms_required = 0 //why not?
/obj/vehicle/ridden/Initialize()
. = ..()
LoadComponent(/datum/component/riding)
/obj/vehicle/ridden/examine(mob/user)
. = ..()
if(key_type)
if(!inserted_key)
. += "<span class='notice'>Put a key inside it by clicking it with the key.</span>"
else
. += "<span class='notice'>Alt-click [src] to remove the key.</span>"
/obj/vehicle/ridden/generate_action_type(actiontype)
var/datum/action/vehicle/ridden/A = ..()
. = A
if(istype(A))
A.vehicle_ridden_target = src
/obj/vehicle/ridden/post_unbuckle_mob(mob/living/M)
remove_occupant(M)
return ..()
/obj/vehicle/ridden/post_buckle_mob(mob/living/M)
add_occupant(M)
if(M.get_num_legs() < legs_required)
to_chat(M, "<span class='warning'>You don't have enough legs to operate the pedals!</span>")
unbuckle_mob(M)
return ..()
/obj/vehicle/ridden/attackby(obj/item/I, mob/user, params)
if(key_type && !is_key(inserted_key) && is_key(I))
if(user.transferItemToLoc(I, src))
to_chat(user, "<span class='notice'>You insert \the [I] into \the [src].</span>")
if(inserted_key) //just in case there's an invalid key
inserted_key.forceMove(drop_location())
inserted_key = I
else
to_chat(user, "<span class='notice'>[I] seems to be stuck to your hand!</span>")
return
return ..()
/obj/vehicle/ridden/AltClick(mob/user)
. = ..()
if(inserted_key && user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
if(!is_occupant(user))
to_chat(user, "<span class='notice'>You must be riding the [src] to remove [src]'s key!</span>")
return
to_chat(user, "<span class='notice'>You remove \the [inserted_key] from \the [src].</span>")
inserted_key.forceMove(drop_location())
user.put_in_hands(inserted_key)
inserted_key = null
return TRUE
/obj/vehicle/ridden/driver_move(mob/user, direction)
if(key_type && !is_key(inserted_key))
to_chat(user, "<span class='warning'>[src] has no key inserted!</span>")
return FALSE
var/datum/component/riding/R = GetComponent(/datum/component/riding)
R.handle_ride(user, direction)
return ..()
/obj/vehicle/ridden/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE)
if(!in_range(user, src) || !in_range(M, src))
return FALSE
. = ..(M, user, FALSE)
/obj/vehicle/ridden/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
if(!force && occupant_amount() >= max_occupants)
return FALSE
return ..()
+2
View File
@@ -94,6 +94,7 @@
qdel(src)
/obj/vehicle/ridden/scooter/skateboard/AltClick(mob/user)
. = ..()
var/datum/component/riding/R = src.GetComponent(/datum/component/riding)
if (!adjusted_speed)
R.vehicle_move_delay = 0
@@ -103,6 +104,7 @@
R.vehicle_move_delay = 1
to_chat(user, "<span class='notice'>You adjust the wheels on [src] to make it go slower.</span>")
adjusted_speed = FALSE
return TRUE
//CONSTRUCTION
/obj/item/scooter_frame