MultiZ Layenia Base

This commit is contained in:
Dahlular
2022-09-04 10:32:31 -06:00
parent ec54fb9c05
commit f45b4bfb4c
187 changed files with 260225 additions and 124296 deletions
+5
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@@ -1336,9 +1336,14 @@ GLOBAL_LIST_EMPTY(preferences_datums)
if(jobban_isbanned(user, rank))
HTML += "<font color=red>[rank]</font></td><td><a href='?_src_=prefs;jobbancheck=[rank]'> BANNED</a></td></tr>"
continue
//Hyperstation Edit - Whitelisted roles
if((rank in GLOB.silly_positions) && (!sillyroles))
HTML += "<font color=red>[rank]</font></td><td><a href='?_src_=prefs;jobbancheck=[rank]'> WHITELIST</a></td></tr>"
continue
if((rank in GLOB.important_positions) && (!importantroles)) //TODO: make whitelists a bit more accurate than "silly" and "important"
HTML += "<font color=red>[rank]</font></td><td><a href='?_src_=prefs;jobbancheck=[rank]'> WHITELIST</a></td></tr>"
continue
//Hyperstation Edit end
var/required_playtime_remaining = job.required_playtime_remaining(user.client)
if(required_playtime_remaining)
HTML += "<font color=red>[rank]</font></td><td><font color=red> \[ [get_exp_format(required_playtime_remaining)] as [job.get_exp_req_type()] \] </font></td></tr>"
@@ -28,6 +28,46 @@
allowed = list (/obj/item/gun/energy/laser/redtag)
resistance_flags = NONE
/*
* Posshim's Corpus atire
*/
/obj/item/clothing/suit/hooded/corpus/
name = "Standard Voidsuit"
desc = "Standard issue voidsuit in the name of Grofit!"
icon_state = "corpus"
item_state = "armor"
body_parts_covered = CHEST|GROIN|LEGS|ARMS|FEET|HANDS
hoodtype = /obj/item/clothing/head/hooded/corpus
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT //"Hide shoes" but digi shoes dont get hidden, too bad!
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
mutantrace_variation = NO_MUTANTRACE_VARIATION //There is no need for a digi variant, it's a costume
/obj/item/clothing/suit/hooded/corpus/s //sec
name = "Enforcer Voidsuit"
desc = "Delux issue grofit voidsuit. Let the middle class know You're in charge."
icon_state = "corpuss"
hoodtype = /obj/item/clothing/head/hooded/corpus/s //Enjoy this nice red outfit Kinaris! There is NO NEED for a pink one! xoxo -VivI Fanteriso
/obj/item/clothing/suit/hooded/corpus/c //command
name = "Commander Voidsuit"
desc = "Premium issue correctional worker attire. Grease the gears of production."
icon_state = "corpusc"
hoodtype = /obj/item/clothing/head/hooded/corpus/c
/obj/item/clothing/head/hooded/corpus
name = "Voidsuit helmet"
desc = "galvanized reinforced helm to protect against the elements"
icon_state = "corpus"
body_parts_covered = HEAD
flags_inv = HIDEHAIR|HIDEEARS|HIDEFACIALHAIR|HIDEFACE|HIDEMASK|HIDESNOUT|HIDENECK //hide your ugly face with this one simple trick!
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
/obj/item/clothing/head/hooded/corpus/s //sec
icon_state = "corpuss"
/obj/item/clothing/head/hooded/corpus/c //command
icon_state = "corpusc"
/*
* Costume
*/
+12 -6
View File
@@ -127,13 +127,13 @@
return list(ACCESS_CENT_GENERAL, ACCESS_CENT_LIVING, ACCESS_CENT_BAR)
/proc/get_all_accesses()
return list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_FORENSICS_LOCKERS, ACCESS_COURT, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP,
return list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_FORENSICS_LOCKERS, ACCESS_COURT, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP, ACCESS_LAMBENT,
ACCESS_MEDICAL, ACCESS_GENETICS, ACCESS_MORGUE, ACCESS_RD,
ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_CHEMISTRY, ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_MAINT_TUNNELS,
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CHANGE_IDS, ACCESS_AI_UPLOAD,
ACCESS_TELEPORTER, ACCESS_EVA, ACCESS_HEADS, ACCESS_CAPTAIN, ACCESS_ALL_PERSONAL_LOCKERS,
ACCESS_TECH_STORAGE, ACCESS_CHAPEL_OFFICE, ACCESS_ATMOSPHERICS, ACCESS_KITCHEN,
ACCESS_BAR, ACCESS_JANITOR, ACCESS_CREMATORIUM, ACCESS_ROBOTICS, ACCESS_CARGO, ACCESS_CONSTRUCTION,
ACCESS_BAR, ACCESS_JANITOR, ACCESS_CREMATORIUM, ACCESS_ROBOTICS, ACCESS_CARGO, ACCESS_CONSTRUCTION, ACCESS_BARISTA, ACCESS_BARBER,
ACCESS_HYDROPONICS, ACCESS_LIBRARY, ACCESS_LAWYER, ACCESS_VIROLOGY, ACCESS_CMO, ACCESS_QM, ACCESS_SURGERY,
ACCESS_THEATRE, ACCESS_RESEARCH, ACCESS_MINING, ACCESS_MAILSORTING, ACCESS_WEAPONS,
ACCESS_VAULT, ACCESS_MINING_STATION, ACCESS_XENOBIOLOGY, ACCESS_CE, ACCESS_HOP, ACCESS_HOS, ACCESS_RC_ANNOUNCE,
@@ -161,9 +161,9 @@
if(0)
return get_all_accesses()
if(1) //station general
return list(ACCESS_KITCHEN,ACCESS_BAR, ACCESS_HYDROPONICS, ACCESS_JANITOR, ACCESS_CHAPEL_OFFICE, ACCESS_CREMATORIUM, ACCESS_LIBRARY, ACCESS_THEATRE, ACCESS_LAWYER)
return list(ACCESS_KITCHEN,ACCESS_BAR, ACCESS_HYDROPONICS, ACCESS_JANITOR, ACCESS_CHAPEL_OFFICE, ACCESS_CREMATORIUM, ACCESS_LIBRARY, ACCESS_THEATRE, ACCESS_LAWYER, ACCESS_BARISTA, ACCESS_BARBER)
if(2) //security
return list(ACCESS_SEC_DOORS, ACCESS_WEAPONS, ACCESS_SECURITY, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_FORENSICS_LOCKERS, ACCESS_COURT, ACCESS_HOS, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP)
return list(ACCESS_SEC_DOORS, ACCESS_WEAPONS, ACCESS_SECURITY, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_FORENSICS_LOCKERS, ACCESS_COURT, ACCESS_HOS, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP, ACCESS_LAMBENT)
if(3) //medbay
return list(ACCESS_MEDICAL, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MORGUE, ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_SURGERY, ACCESS_CMO, ACCESS_PSYCH)
if(4) //research
@@ -224,6 +224,10 @@
return "RD Office"
if(ACCESS_BAR)
return "Bar"
if(ACCESS_BARBER)
return "Barber"
if(ACCESS_BARISTA)
return "Barista"
if(ACCESS_JANITOR)
return "Custodial Closet"
if(ACCESS_ENGINE)
@@ -322,6 +326,8 @@
return "Prison Turnstile Entrance"
if(ACCESS_LEAVE_GENPOP)
return "Prison Turnstile Exit"
if(ACCESS_LAMBENT)
return "Lambent's Quarters"
if(ACCESS_MINERAL_STOREROOM)
return "Mineral Storage"
if(ACCESS_MINISAT)
@@ -357,10 +363,10 @@
return "Code Scotch"
/proc/get_all_jobs()
return list("Assistant", "Captain", "Head of Personnel", "Bartender", "Cook", "Botanist", "Quartermaster", "Cargo Technician",
return list("Assistant", "Captain", "Head of Personnel", "Bartender", "Barista", "Barber", "Cook", "Botanist", "Quartermaster", "Cargo Technician",
"Shaft Miner", "Clown", "Mime", "Janitor", "Curator", "Lawyer", "Chaplain", "Chief Engineer", "Station Engineer", "Engineering Intern",
"Atmospheric Technician", "Chief Medical Officer", "Medical Doctor", "Chemist", "Geneticist", "Virologist", "Psychologist", "Medical Resident",
"Research Director", "Scientist", "Roboticist", "Research Student", "Head of Security", "Warden", "Detective", "Security Officer", "Rookie")
"Research Director", "Scientist", "Roboticist", "Research Student", "Head of Security", "Warden", "Detective", "Security Officer", "Rookie", "Lambent")
/proc/get_all_job_icons() //For all existing HUD icons
return get_all_jobs() + list("Prisoner")
+2 -2
View File
@@ -100,13 +100,13 @@ Head of Personnel
outfit = /datum/outfit/job/hop
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_COURT, ACCESS_WEAPONS,
ACCESS_MEDICAL, ACCESS_ENGINE, ACCESS_CHANGE_IDS, ACCESS_AI_UPLOAD, ACCESS_EVA, ACCESS_HEADS,
ACCESS_MEDICAL, ACCESS_ENGINE, ACCESS_CHANGE_IDS, ACCESS_AI_UPLOAD, ACCESS_EVA, ACCESS_HEADS, ACCESS_BARISTA, ACCESS_BARBER,
ACCESS_ALL_PERSONAL_LOCKERS, ACCESS_MAINT_TUNNELS, ACCESS_BAR, ACCESS_JANITOR, ACCESS_CONSTRUCTION, ACCESS_MORGUE,
ACCESS_CREMATORIUM, ACCESS_KITCHEN, ACCESS_CARGO, ACCESS_CARGO_BOT, ACCESS_MAILSORTING, ACCESS_QM, ACCESS_HYDROPONICS, ACCESS_LAWYER,
ACCESS_THEATRE, ACCESS_CHAPEL_OFFICE, ACCESS_LIBRARY, ACCESS_RESEARCH, ACCESS_MINING, ACCESS_VAULT, ACCESS_MINING_STATION,
ACCESS_HOP, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM, ACCESS_PSYCH)
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_COURT, ACCESS_WEAPONS,
ACCESS_MEDICAL, ACCESS_ENGINE, ACCESS_CHANGE_IDS, ACCESS_AI_UPLOAD, ACCESS_EVA, ACCESS_HEADS,
ACCESS_MEDICAL, ACCESS_ENGINE, ACCESS_CHANGE_IDS, ACCESS_AI_UPLOAD, ACCESS_EVA, ACCESS_HEADS, ACCESS_BARISTA, ACCESS_BARBER,
ACCESS_ALL_PERSONAL_LOCKERS, ACCESS_MAINT_TUNNELS, ACCESS_BAR, ACCESS_JANITOR, ACCESS_CONSTRUCTION, ACCESS_MORGUE,
ACCESS_CREMATORIUM, ACCESS_KITCHEN, ACCESS_CARGO, ACCESS_CARGO_BOT, ACCESS_MAILSORTING, ACCESS_QM, ACCESS_HYDROPONICS, ACCESS_LAWYER,
ACCESS_THEATRE, ACCESS_CHAPEL_OFFICE, ACCESS_LIBRARY, ACCESS_RESEARCH, ACCESS_MINING, ACCESS_VAULT, ACCESS_MINING_STATION,
+3 -3
View File
@@ -170,7 +170,7 @@ Bartender
outfit = /datum/outfit/job/bartender
access = list(ACCESS_HYDROPONICS, ACCESS_BAR, ACCESS_KITCHEN, ACCESS_MORGUE, ACCESS_WEAPONS, ACCESS_MINERAL_STOREROOM)
access = list(ACCESS_HYDROPONICS, ACCESS_BAR, ACCESS_KITCHEN, ACCESS_MORGUE, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_BAR, ACCESS_MINERAL_STOREROOM)
@@ -183,7 +183,7 @@ Bartender
ears = /obj/item/radio/headset/headset_srv
uniform = /obj/item/clothing/under/rank/bartender
suit = /obj/item/clothing/suit/armor/vest
backpack_contents = list(/obj/item/storage/box/beanbag=1,/obj/item/book/granter/action/drink_fling=1)
backpack_contents = list(/obj/item/book/granter/action/drink_fling=1)
shoes = /obj/item/clothing/shoes/laceup
/*
@@ -195,7 +195,7 @@ Cook
department_head = list("Head of Personnel")
department_flag = CIVILIAN
faction = "Station"
total_positions = 2
total_positions = 1
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#bbe291"
+2 -2
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@@ -27,11 +27,11 @@ Head of Security
outfit = /datum/outfit/job/hos
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP,
ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_ALL_PERSONAL_LOCKERS,
ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_ALL_PERSONAL_LOCKERS, ACCESS_BARISTA, ACCESS_BARBER,
ACCESS_RESEARCH, ACCESS_ENGINE, ACCESS_MINING, ACCESS_MEDICAL, ACCESS_CONSTRUCTION, ACCESS_MAILSORTING,
ACCESS_HEADS, ACCESS_HOS, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP,
ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_ALL_PERSONAL_LOCKERS,
ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_ALL_PERSONAL_LOCKERS, ACCESS_BARISTA, ACCESS_BARBER,
ACCESS_RESEARCH, ACCESS_ENGINE, ACCESS_MINING, ACCESS_MEDICAL, ACCESS_CONSTRUCTION, ACCESS_MAILSORTING,
ACCESS_HEADS, ACCESS_HOS, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
+6
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@@ -1,5 +1,6 @@
GLOBAL_LIST_INIT(command_positions, list(
"Captain",
"Lambent",
"Head of Personnel",
"Head of Security",
"Chief Engineer",
@@ -37,6 +38,8 @@ GLOBAL_LIST_INIT(supply_positions, list(
GLOBAL_LIST_INIT(civilian_positions, list(
"Head of Personnel",
"Barista",
"Barber",
"Bartender",
"Botanist",
"Cook",
@@ -60,6 +63,9 @@ GLOBAL_LIST_INIT(nonhuman_positions, list(
"Cyborg",
ROLE_PAI))
GLOBAL_LIST_INIT(important_positions, list(
"Lambent"))
GLOBAL_LIST_INIT(silly_positions, list(
"Clown",
"Mime"))
@@ -5,24 +5,30 @@
icon_state = "caucasian_m"
appearance_flags = KEEP_TOGETHER|TILE_BOUND|PIXEL_SCALE|LONG_GLIDE
/mob/living/carbon/human/Initialize()
add_verb(src, /mob/living/proc/mob_sleep)
add_verb(src, /mob/living/proc/lay_down)
time_initialized = world.time
//initialize limbs first
create_bodyparts()
//initialize dna. for spawned humans; overwritten by other code
create_dna(src)
randomize_human(src)
dna.initialize_dna()
if(dna.species)
set_species(dna.species.type)
//initialise organs
create_internal_organs() //most of it is done in set_species now, this is only for parent call
physiology = new()
AddComponent(/datum/component/personal_crafting)
. = ..()
RegisterSignal(src, COMSIG_COMPONENT_CLEAN_ACT, /mob/living/carbon/human/clean_blood)
+2 -1
View File
@@ -77,7 +77,8 @@
var/mob/living/carbon/human/B = src
if(HAS_TRAIT(B, TRAIT_CHOKE_SLUT))
B.adjustArousalLoss(7)
B.mob_climax_instant()
if (B.getArousalLoss() >= 100 && ishuman(B) && B.has_dna())
B.mob_climax(forced_climax=TRUE)
else
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "suffocation", /datum/mood_event/suffocation)
else
@@ -463,7 +463,7 @@
/obj/item/paint/anycolor,
/obj/item/cookiesynth,
/obj/item/pneumatic_cannon/pie/selfcharge/cyborg,
/obj/item/razor, //killbait material
///obj/item/razor, //killbait material
/obj/item/lipstick/purple,
/obj/item/soap/nanotrasen,
/obj/item/reagent_containers/spray/waterflower/cyborg,
@@ -497,7 +497,7 @@
/obj/item/toy/crayon/spraycan/borg,
/obj/item/extinguisher/mini,
/obj/item/hand_labeler/borg,
/obj/item/razor,
///obj/item/razor,
/obj/item/crowbar/cyborg,
/obj/item/instrument/violin,
/obj/item/soap/nanotrasen,
@@ -132,7 +132,7 @@
if(inventory_back)
armorval += inventory_back.armor.getRating(type)
return armorval*0.5
/*
/mob/living/simple_animal/pet/dog/corgi/attackby(obj/item/O, mob/user, params)
if (istype(O, /obj/item/razor))
if (shaved)
@@ -155,7 +155,7 @@
return
..()
update_corgi_fluff()
*/
/mob/living/simple_animal/pet/dog/corgi/Topic(href, href_list)
if(!(iscarbon(usr) || iscyborg(usr)) || !usr.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
usr << browse(null, "window=mob[REF(src)]")
@@ -282,16 +282,16 @@
. = ..()
if(.)
return
if(chalice_taken)
if(chalice_taken == 1)
to_chat(user, "<i>You hear a voice in your head... <b>\"My chalice has already been taken, dear. I cannot give you another...\"</i></b>")
return
if(user.getArousalLoss() < 100)
to_chat(user, "<i>You hear a voice in your head... <b>\"You are not horny enough to receive my blessing, dear~\"</i></b>")
return
var/mob/living/carbon/user_carbon = user
user_carbon.mob_climax_instant()
to_chat(user, "<i>You hear a voice in your head... <b>\"You are worthy of my blessing, dear~\"</i></b>")
to_chat(user, "<span class='userdanger'>You feel overpowering pleasure surge through your entire body.</span>")
var/A = new /obj/item/reagent_containers/chalice/lust
user.put_in_hands(A)
chalice_taken = TRUE
if (ishuman(user) && user.has_dna())
user.mob_climax(forced_climax=TRUE)
to_chat(user, "<i>You hear a voice in your head... <b>\"You are worth of my blessing dear~\"</i></b>")
to_chat(user, "<span class='userdanger'>You feel overpowering pleasure surge through your entire body.</span>")
var/A = new /obj/item/reagent_containers/chalice/lust
user.put_in_hands(A)
chalice_taken = 1