#define CELLSTANDARD 3600000.0 // gas capacity of cell at STP #define O2STANDARD 756000.0 // O2 standard value (21%) #define N2STANDARD 2844000.0 // N2 standard value (79%) #define T0C 273.15 // 0degC #define T20C 293.15 // 20degC #define FIREOFFSET 505 //bias for starting firelevel #define FIREQUOT 15000 //divisor to get target temp from firelevel #define FIRERATE 5 //divisor of temp difference rate of change #define NORMPIPERATE 40 //pipe-insulation rate divisor #define HEATPIPERATE 8 //heat-exch pipe insulation #define FLOWFRAC 0.99 // fraction of gas transfered per process #define PRESSURELIMIT 4E9 // maximum pressure (temp*content) excess before a pipe segment takes pressure damage //FLAGS BITMASK #define ONBACK 1 // can be put in back slot #define TABLEPASS 2 // can pass by a table or rack #define HALFMASK 4 // mask only gets 1/2 of air supply from internals #define HEADSPACE 4 // head wear protects against space #define MASKINTERNALS 8 // mask allows internals #define SUITSPACE 8 // suit protects against space #define USEDELAY 16 // 1 second extra delay on use #define NOSHIELD 32 // weapon not affected by shield #define DRIVABLE 64 // fireable by mass driver #define ONBELT 128 // can be put in belt slot #define FPRINT 256 // takes a fingerprint #define WINDOW 512 // window or window/door (or injector) // channel numbers for power #define EQUIP 1 #define LIGHT 2 #define ENVIRON 3 #define TOTAL 4 //for total power used only // bitflags for machine stat variable #define BROKEN 1 #define NOPOWER 2 #define POWEROFF 4 // tbd #define MAINT 8 // under maintaince /atom layer = 2.0 var/level = 2.0 var/flags = FPRINT var/fingerprints = null /atom/movable layer = 3.0 var/last_move = null var/anchored = 0.0 var/weight = 25000.0 var/elevation = 2.0 var/move_speed = 10.0 var/l_move_time = 1.0 var/m_flag = 1.0 /atom/movable/overlay var/atom/master = null anchored = 1.0 /client var/obj/admins/holder = null var/listen_ooc = 1.0 var/move_delay = 1.0 var/moving = null var/vote = null var/showvote = null var/adminobs = null /datum/air_tunnel //name = "air tunnel" var/operating = 0.0 var/siphon_status = 0.0 var/air_stat = 0.0 var/list/connectors = list( ) /datum/air_tunnel/air_tunnel1 //name = "air tunnel1" /datum/chemical //var/name = "chemical" var/moles = 0.0 var/molarmass = 18.0 var/density = 1.0 var/chem_formula = "H2O" var/name = "water-l" /datum/chemical/ch_cou //name = "ch cou" molarmass = 270.0 name = "CCSremedy-l" /datum/chemical/epil //name = "epil" molarmass = 230.0 name = "EPILremedy-l" /datum/chemical/l_plas //name = "l plas" name = "plasma-l" molarmass = 154.0 /datum/chemical/pathogen name = "pathogen" var/amount = 0.0 var/structure_id = null /datum/chemical/pathogen/antibody name = "antibody" var/tar_struct = null var/a_style = null /datum/chemical/pathogen/blood name = "blood" var/antibodies = null var/antigens = null var/has_oxygen = null var/has_co = null /datum/chemical/pathogen/virus name = "virus" /datum/chemical/pl_coag name = "pl coag" name = "antipla-l" molarmass = 176.0 /datum/chemical/rejuv name = "rejuv" molarmass = 97.0 name = "rejuv-l" /datum/chemical/s_tox name = "s tox" name = "sleeptox-l" molarmass = 45.0 /datum/chemical/waste name = "waste" name = "waste-l" molarmass = 200.0 /datum/chemical/water name = "water" /datum/control //name = "control" var/processing = 1.0 /datum/control/cellular //name = "cellular" var/checkfire = 0.0 var/var_swap = 1.0 var/time = 0 /datum/control/gameticker //name = "gameticker" var/timeleft = null var/timing = 0.0 var/mob/human/killer = null var/mob/human/target = null var/theft_obj = null var/objective = null var/shuttle_location = null var/mode = "random" var/event_time = null var/event = 0 var/burningo2 = 0 /datum/control/poll //name = "poll" var/question = null var/list/answers = list( ) /datum/data var/name = "data" var/size = 1.0 //name = null /datum/data/function name = "function" size = 2.0 /datum/data/function/data_control name = "data control" /datum/data/function/id_changer name = "id changer" /datum/data/record name = "record" size = 5.0 var/list/fields = list( ) /datum/data/text name = "text" var/data = null /datum/engine_eject //name = "engine eject" var/status = 0.0 var/resetting = null var/timeleft = 60.0 /datum/station_state var/floor = 0 var/wall = 0 var/r_wall = 0 var/window = 0 var/door = 0 var/grille = 0 var/mach = 0 /datum/config var/logooc = 0 // log OOC channek var/logaccess = 0 // log login/logout var/logsay = 0 // log client say var/logadmin = 0 // log admin actions var/loggame = 0 // log game events var/logvote = 0 var/allowvoterestart = 0 // allow votes to restart var/allowvotemode = 0 // allow votes to change mode var/votedelay = 600 // minimum time between voting sessions (seconds, 10 minute default) var/voteperiod = 60 // length of voting period (seconds, default 1 minute) var/votenodefault = 0 // vote does not default to nochange/norestart (tbi) var/votenodead = 0 // dead people can't vote (tbi) var/list/modes = list("extended", "traitor", "meteor", "monkey", "blob", "nuclear") // modes to choose between var/list/pickprob = list() // relative probability of each mode var/allowai = 1 // allow ai job var/bombtemp_determines_range = 0 var/crowbars_close_depowered_doors = 0 var/ai_can_call_shuttle = 0 var/ai_can_uncall_shuttle = 0 var/alternate_ai_laws = 0 var/air_pressure_flow = 0 var/min_gas_for_fire = 900000 // This sets the amount of gas needed for a fire in a tile to keep going, or for it to spread to another tile. The default is 900,000 units. var/meteorchance = 0.1 var/enable_drones = 0 var/humans_can_use_drones = 0 var/walkable_not_pullable_drones = 0 var/plasma_danger = 0 /datum/vote var/voting = 0 // true if currently voting var/nextvotetime = 0 // time at which next vote can be started var/votetime = 60 // time at which voting will end var/mode = 0 // 0 = restart vote, 1 = mode vote // modes which can be voted for var/list/vmodes = list("default", "extended", "secret", "random", "traitor", "meteor", "monkey", "nuclear", "blob", "sandbox" ) var/winner = null // the vote winner /datum/powernet var/list/cables = list() // all cables & junctions var/list/nodes = list() // all APCs & sources var/newload = 0 var/load = 0 var/newavail = 0 var/avail = 0 var/viewload = 0 var/number = 0 var/perapc = 0 // per-apc avilability var/netexcess = 0 /datum/debug var/list/debuglist /datum/sun var/angle var/dx var/dy var/counter = 50 // to make the vars update during 1st call var/rate /mob density = 1 layer = 4.0 var/already_placed = 0.0 var/obj/machinery/machine = null var/other_mobs = null var/memory = "" var/poll_answer = 0.0 var/sdisabilities = 0.0 var/disabilities = 0.0 var/atom/movable/pulling = null var/stat = 0.0 var/next_move = null var/prev_move = null var/monkeyizing = null var/other = 0.0 var/hand = null var/eye_blind = null var/eye_blurry = null var/ear_deaf = null var/ear_damage = null var/stuttering = null var/rname = null var/blinded = null var/rejuv = null var/r_epil = null var/r_ch_cou = null var/r_Tourette = null var/antitoxs = null var/plasma = null var/virus = 0.0 var/sleeping = 0.0 var/resting = 0.0 var/lying = 0.0 var/canmove = 1.0 var/eye_stat = null var/oxyloss = 0.0 var/toxloss = 0.0 var/fireloss = 0.0 var/timeofdeath = 0.0 var/bruteloss = 0.0 var/cpr_time = 1.0 var/health = 100.0 var/drowsyness = 0.0 var/paralysis = 0.0 var/stunned = 0.0 var/weakened = 0.0 var/losebreath = 0.0 var/muted = null var/intent = null var/a_intent = "disarm" var/m_int = null var/m_intent = "run" var/lastDblClick = 0 var/lastKnownIP = null var/lastKnownCKey = null var/obj/stool/chair/buckled = null var/obj/dna/primary = null var/obj/item/weapon/handcuffs/handcuffed = null var/obj/item/weapon/l_hand = null var/obj/item/weapon/r_hand = null var/obj/item/weapon/back = null var/obj/item/weapon/tank/internal = null var/obj/item/weapon/storage/s_active = null var/obj/item/weapon/clothing/mask/wear_mask = null var/obj/screen/flash = null var/obj/screen/blind = null var/obj/screen/hands = null var/obj/screen/mach = null var/obj/screen/sleep = null var/obj/screen/rest = null var/obj/screen/pullin = null var/obj/screen/internals = null var/obj/screen/oxygen = null var/obj/screen/i_select = null var/obj/screen/m_select = null var/obj/screen/toxin = null var/obj/screen/fire = null var/obj/screen/healths = null var/obj/screen/zone_sel/zone_sel = null var/obj/hud/hud_used = null var/start = null var/disable_one_click = 0 var/favorite_hud = 0 var/currentDrone = null var/droneTransitioning = 0 var/cameraFollow = null var/now_pushing = null var/list/organs = list( ) var/list/grabbed_by = list( ) var/list/requests = list( ) var/list/mapobjs = list() /mob/ghost name = "ghost" icon_state = "ghost" /mob/human name = "human" icon = 'mob.dmi' icon_state = "m-none" gender = MALE var/occupation1 = "No Preference" var/occupation2 = "No Preference" var/occupation3 = "No Preference" var/need_gl = 0.0 var/be_epil = 0.0 var/be_cough = 0.0 var/be_tur = 0.0 var/be_stut = 0.0 var/r_hair = 0.0 var/g_hair = 0.0 var/b_hair = 0.0 var/h_style = "Short Hair (M)" var/nr_hair = 0.0 var/ng_hair = 0.0 var/nb_hair = 0.0 var/ns_tone = 0.0 var/r_eyes = 0.0 var/g_eyes = 0.0 var/b_eyes = 0.0 var/s_tone = 0.0 var/age = 30.0 var/b_type = "A+" var/obj/item/weapon/clothing/suit/wear_suit = null var/obj/item/weapon/clothing/under/w_uniform = null var/obj/item/weapon/radio/w_radio = null var/obj/item/weapon/clothing/shoes/shoes = null var/obj/item/weapon/belt = null var/obj/item/weapon/clothing/gloves/gloves = null var/obj/item/weapon/clothing/glasses/glasses = null var/obj/item/weapon/clothing/head/head = null var/obj/item/weapon/clothing/ears/ears = null var/obj/item/weapon/card/id/wear_id = null var/obj/item/weapon/r_store = null var/obj/item/weapon/l_store = null var/icon/stand_icon = null var/icon/lying_icon = null var/t_plasma = 0.0 var/t_oxygen = 0.0 var/last_b_state = 1.0 var/image/face = null var/image/face2 = null var/h_style_r = "hair_a" weight = 2500000.0 var/list/body_standing = list( ) var/list/body_lying = list( ) /mob/monkey name = "monkey" icon = 'monkey.dmi' icon_state = "monkey1" gender = MALE var/t_plasma = null var/t_oxygen = null var/t_sl_gas = null var/t_n2 = null flags = 258.0 /mob/megamonkey name = "mutant monkey" icon = 'monkey.dmi' icon_state = "megamonkey1" gender = MALE var/lastattacktime // world.time that last p-attack happened - for tuning firing rate var/activecount // count-down before mob goes into idle mode /obj var/throwspeed = 0.0 var/throwing = null // var/datum/module/mod /obj/mark var/mark = "" icon = 'mark.dmi' icon_state = "blank" anchored = 1 layer = 99 mouse_opacity = 0 /obj/blob icon = 'blob.dmi' icon_state = "bloba0" var/health = 30 var/attempt = 0 var/idle = 0 density = 1 opacity = 0 anchored = 1 /obj/admins name = "admins" var/rank = null var/a_level = 0.0 var/screen = 1.0 var/owner = null /obj/barrier name = "barrier" icon = 'stationobjs.dmi' icon_state = "barrier" opacity = 1 density = 1 anchored = 1.0 /obj/beam name = "beam" /obj/beam/a_laser name = "a laser" icon = 'weap_sat.dmi' icon_state = "laser" density = 1 var/yo = null var/xo = null var/current = null var/life = 50.0 anchored = 1.0 flags = 2.0 /obj/beam/a_laser/s_laser name = "s laser" icon_state = "spark" /obj/beam/i_beam name = "i beam" icon = 'weap_sat.dmi' icon_state = "laser" var/obj/beam/i_beam/next = null var/obj/item/weapon/infra/master = null var/limit = null var/visible = 0.0 var/left = null anchored = 1.0 flags = 2.0 /obj/bedsheetbin name = "Linen Bin" desc = "A bin for containing bedsheets." icon = 'Icons.dmi' icon_state = "bedbin" var/amount = 23.0 anchored = 1.0 /obj/begin name = "begin" icon = 'stationobjs.dmi' icon_state = "begin" anchored = 1.0 /obj/bomb name = "bomb" icon = 'screen1.dmi' icon_state = "x" var/btype = 0 //0 = radio, 1= prox, 2=time var/explosive = 1 // 0= firebomb var/btemp = 500 // bomb temperature (degC) var/active = 0 /obj/bullet name = "bullet" icon = 'weap_sat.dmi' icon_state = "bullet" density = 1 var/yo = null var/xo = null var/current = null anchored = 1.0 flags = 2.0 /obj/closet desc = "It's a closet!" name = "Closet" icon = 'stationobjs.dmi' icon_state = "closet" density = 1 var/original = "closet" var/orig_closed = "emcloset1" var/opened = 0.0 var/welded = 0.0 flags = 320.0 weight = 1.0E8 /obj/closet/emcloset desc = "A bulky (yet mobile) closet. Comes prestocked with a gasmask and o2 tank for emergencies." name = "Emergency Closets" icon_state = "emcloset0" original = "emcloset0" /obj/closet/l3closet desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies." name = "Level 3 Biohazard Suit" icon_state = "l3closet0" original = "l3closet0" orig_closed = "l3closet1" /obj/closet/syndicate desc = "Why is this here?" name = "Syndicate Weapons Closet" icon_state = "syndicate0" original = "syndicate0" /obj/closet/syndicate/personal desc = "Gear preparation closet." /obj/closet/syndicate/nuclear desc = "Nuclear preparation closet." /obj/closet/wardrobe desc = "A bulky (yet mobile) wardrobe closet. Comes prestocked with 6 changes of clothes." name = "Wardrobe" icon_state = "wardrobe-b" original = "wardrobe-b" /obj/closet/wardrobe/black name = "Black Wardrobe" icon_state = "wardrobe-bl" original = "wardrobe-bl" /obj/closet/wardrobe/green name = "Green Wardrobe" icon_state = "wardrobe-g" original = "wardrobe-g" /obj/closet/wardrobe/mixed name = "Mixed Wardrobe" icon_state = "wardrobe-bp" original = "wardrobe-bp" /obj/closet/wardrobe/orange name = "Prisoners Wardrobe" icon_state = "wardrobe-o" original = "wardrobe-o" /obj/closet/wardrobe/pink name = "Pink Wardrobe" icon_state = "wardrobe-p" original = "wardrobe-p" /obj/closet/wardrobe/red name = "Red Wardrobe" icon_state = "wardrobe-r" original = "wardrobe-r" /obj/closet/wardrobe/white name = "Medical Wardrobe" icon_state = "wardrobe-w" original = "wardrobe-w" /obj/closet/wardrobe/yellow name = "Technician Wardrobe" icon_state = "wardrobe-y" original = "wardrobe-y" /obj/ctf_assist name = "ctf assist" var/play_team = 4.0 var/picker = null var/picking = null var/paint_cans = 0.0 var/immobile = 0.0 var/neutral_replace = 0.0 var/ejectengine = 1.0 var/autodress = 1.0 var/barriertime = 3.0 var/wintype = "None" var/starting = 0.0 var/list/avail_colors = list( "red", "blue", "green", "yellow", "black", "white" ) var/list/avail_bases = list( "Engine", "CR", "Lounge", "Atmo", "Medical" ) var/list/pickers_left = list( ) var/list/players_left = list( ) /obj/d_girders name = "Displaced girders" icon = 'stationobjs.dmi' icon_state = "d_girders" density = 1 anchored = 0.0 weight = 1.0E8 /obj/datacore name = "datacore" var/list/medical = list( ) var/list/general = list( ) var/list/security = list( ) /obj/dna name = "dna" var/spec_identity = null var/r_spec_identity = null var/use_enzyme = null var/struc_enzyme = null var/uni_identity = null var/n_chromo = null /obj/effects name = "effects" mouse_opacity = 0 flags = 2 /obj/effects/smoke name = "smoke" icon = 'water.dmi' icon_state = "smoke" opacity = 0 var/amount = 6 anchored = 0.0 weight = 100 /obj/effects/sparks name = "sparks" icon = 'water.dmi' icon_state = "sparks" var/amount = 6.0 anchored = 0.0 mouse_opacity = 0 /obj/effects/sparks/ion_trails name = "ion trails" icon_state = "ion_trails" anchored = 1.0 /obj/equip_e name = "equip e" var/mob/source = null var/s_loc = null var/t_loc = null var/obj/item/item = null var/place = null /obj/equip_e/human name = "human" var/mob/human/target = null /obj/equip_e/monkey name = "monkey" var/mob/monkey/target = null /obj/grille desc = "A piece of metal with evenly spaced gridlike holes in it. Blocks large object but lets small items, gas, or energy beams through." name = "grille" icon = 'turfs2.dmi' icon_state = "grille" density = 1 var/health = 10.0 var/destroyed = 0.0 anchored = 1.0 flags = 64.0 weight = 500000 // added /obj/securearea desc = "A warning sign which reads 'SECURE AREA'" name = "SECURE AREA" icon = 'Icons.dmi' icon_state = "securearea" anchored = 1.0 opacity = 0 density = 1 /obj/hud name = "hud" var/adding = null var/other = null var/intents = null var/mov_int = null var/mon_blo = null var/m_ints = null var/vimpaired = null var/obj/screen/g_dither = null var/obj/screen/blurry = null var/h_type = /obj/screen var/list/darkMask = null /obj/hud/hud2 name = "hud2" h_type = /obj/screen/screen2 /obj/item name = "item" var/w_class = 3.0 /obj/item/weapon name = "weapon" icon = 'items.dmi' var/abstract = 0.0 var/force = null var/s_istate = null var/damtype = "brute" var/throwforce = null var/r_speed = 1.0 var/health = null var/burn_point = null var/burning = null var/obj/item/weapon/master = null flags = 258.0 throwspeed = 7.0 weight = 500000.0 /obj/item/weapon/a_gift name = "Gift" icon_state = "gift" s_istate = "gift" weight = 1.0E7 /obj/item/weapon/ammo name = "ammo" icon = 'ammo.dmi' var/amount_left = 0.0 flags = 322.0 s_istate = "syringe_kit" /obj/item/weapon/ammo/a357 desc = "There are 7 bullets left!" name = "ammo-357" icon_state = "357-7" amount_left = 7.0 /obj/item/weapon/analyzer desc = "A hand-held environmental scanner which reports current gas levels." name = "analyzer" icon_state = "analyzer" w_class = 2.0 flags = 322.0 /obj/item/weapon/assembly name = "assembly" icon = 'assemblies.dmi' s_istate = "assembly" w_class = 3.0 var/status = 0.0 /obj/item/weapon/assembly/m_i_ptank desc = "A very intricate igniter and proximity sensor electrical assembly mounted onto top of a plasma tank." name = "Proximity/Igniter/Plasma Tank Assembly" icon_state = "m_i_ptank0" var/obj/item/weapon/prox_sensor/part1 = null var/obj/item/weapon/igniter/part2 = null var/obj/item/weapon/tank/plasmatank/part3 = null status = 0.0 flags = 322.0 /obj/item/weapon/assembly/prox_ignite name = "Proximity/Igniter Assembly" desc = "A proximity-activated igniter assembly." icon_state = "prox_igniter0" var/obj/item/weapon/prox_sensor/part1 = null var/obj/item/weapon/igniter/part2 = null status = null flags = 322.0 /obj/item/weapon/assembly/r_i_ptank desc = "A very intricate igniter and signaller electrical assembly mounted onto top of a plasma tank." name = "Radio/Igniter/Plasma Tank Assembly" icon_state = "r_i_ptank" var/obj/item/weapon/radio/signaler/part1 = null var/obj/item/weapon/igniter/part2 = null var/obj/item/weapon/tank/plasmatank/part3 = null status = 0.0 flags = 322.0 /obj/item/weapon/assembly/time_ignite name = "Timer/Igniter Assembly" desc = "A timer-activated igniter assembly." icon_state = "time_igniter0" var/obj/item/weapon/timer/part1 = null var/obj/item/weapon/igniter/part2 = null status = null flags = 322.0 s_istate = "electronic" /obj/item/weapon/assembly/t_i_ptank desc = "A very intricate igniter and timer assembly mounted onto top of a plasma tank." name = "Timer/Igniter/Plasma Tank Assembly" icon_state = "t_i_ptank0" var/obj/item/weapon/timer/part1 = null var/obj/item/weapon/igniter/part2 = null var/obj/item/weapon/tank/plasmatank/part3 = null status = 0.0 flags = 322.0 /obj/item/weapon/assembly/rad_ignite name = "Radio/Igniter Assembly" desc = "A radio-activated igniter assembly." icon_state = "rad_igniter" var/obj/item/weapon/radio/signaler/part1 = null var/obj/item/weapon/igniter/part2 = null status = null flags = 322.0 /obj/item/weapon/assembly/rad_infra name = "Signaller/Infrared Assembly" desc = "An infrared-activated radio signaller" icon_state = "infrared0" var/obj/item/weapon/radio/signaler/part1 = null var/obj/item/weapon/infra/part2 = null status = null flags = 322.0 /obj/item/weapon/assembly/rad_prox name = "Signaller/Prox Sensor Assembly" desc = "A proximity-activated radio signaller." icon_state = "motion0" var/obj/item/weapon/radio/signaler/part1 = null var/obj/item/weapon/prox_sensor/part2 = null status = null flags = 322.0 /obj/item/weapon/assembly/rad_time name = "Signaller/Timer Assembly" desc = "A radio signaller activated by a count-down timer." icon_state = "time_sig" var/obj/item/weapon/radio/signaler/part1 = null var/obj/item/weapon/timer/part2 = null status = null flags = 322.0 /obj/item/weapon/assembly/shock_kit name = "Shock Kit" icon_state = "shock_kit" var/obj/item/weapon/clothing/head/helmet/part1 = null var/obj/item/weapon/radio/electropack/part2 = null status = 0.0 w_class = 5.0 flags = 322.0 /obj/item/weapon/baton name = "baton" icon_state = "baton" flags = 450.0 force = 10.0 throwforce = 7.0 w_class = 3.0 /obj/item/weapon/bedsheet name = "bedsheet" icon = 'Icons.dmi' icon_state = "sheet" layer = 4.0 s_istate = "w_suit" /obj/item/weapon/bottle name = "bottle" var/obj/substance/chemical/chem = null throwspeed = 20.0 w_class = 1.0 /obj/item/weapon/bottle/antitoxins name = "antitoxins" icon_state = "atoxinbottle" /obj/item/weapon/bottle/r_ch_cough name = "Cough remedy" icon_state = "medibottle" /obj/item/weapon/bottle/r_epil name = "Epileptic Remedy" icon_state = "medibottle" /obj/item/weapon/bottle/rejuvenators name = "rejuvenators" icon_state = "rejuvbottle" /obj/item/weapon/bottle/s_tox name = "sleep toxins" icon_state = "toxinbottle" /obj/item/weapon/bottle/toxins name = "toxins" icon_state = "toxinbottle" /obj/item/weapon/brutepack name = "Bruise Pack" desc = "A pack designed to treat blunt-force trauma." icon_state = "brutepack" var/amount = 5.0 w_class = 1.0 throwspeed = 20.0 /obj/item/weapon/c_tube name = "Cardboard tube" icon_state = "c_tube" /obj/item/weapon/camera name = "camera" icon_state = "camera" var/last_pic = 1.0 s_istate = "wrench" w_class = 2.0 /obj/item/weapon/card name = "card" w_class = 1.0 var/list/files = list( ) /obj/item/weapon/card/data name = "Data Disk" icon_state = "card-data" var/function = "storage" var/data = "null" var/special = null s_istate = "card-id" /obj/item/weapon/card/emag desc = "It's a card with a magnetic strip attached to some circuitry." name = "emag" icon_state = "emag-card" s_istate = "card-id" /obj/item/weapon/card/id name = "Identification Card" icon_state = "card-id" var/access_level = null var/lab_access = null var/engine_access = null var/air_access = null var/registered = null var/assignment = null /obj/item/weapon/card/id/syndicate name = "Syndicate Card" /obj/item/weapon/card/id/captains_spare name = "Captain's spare ID" icon_state = "card-id" access_level = 5 lab_access = 5 engine_access = 5 air_access = 5 registered = "Captain" assignment = "Captain" /obj/item/weapon/clipboard name = "clipboard" icon_state = "clipboard00" var/obj/item/weapon/pen/pen = null s_istate = "clipboard" /obj/item/weapon/cloaking_device name = "cloaking device" icon_state = "shield0" var/active = 0.0 flags = 322.0 s_istate = "electronic" throwforce = 5.0 throwspeed = 5.0 w_class = 2.0 /obj/item/weapon/clothing name = "clothing" var/a_filter = 0.0 var/fb_filter = 0.0 var/h_filter = 0.0 var/s_fire = 0.0 var/see_face = 1.0 var/color = null var/brute_protect = 0.0 var/fire_protect = 0.0 /obj/item/weapon/clothing/ears name = "ears" w_class = 2.0 /obj/item/weapon/clothing/ears/earmuffs name = "earmuffs" icon_state = "earmuffs" s_fire = 1.875E7 s_istate = "earmuffs" /obj/item/weapon/clothing/glasses name = "glasses" w_class = 2.0 s_fire = 7.5E7 /obj/item/weapon/clothing/glasses/blindfold name = "blindfold" icon_state = "blindfold" s_istate = "blindfold" /obj/item/weapon/clothing/glasses/meson name = "Optical Meson Scanner" icon_state = "m_glasses" s_istate = "glasses" /obj/item/weapon/clothing/glasses/regular name = "Prescription Glasses" icon_state = "p_glasses" s_istate = "glasses" /obj/item/weapon/clothing/glasses/sunglasses desc = "Strangely ancient technology used to help provide rudimentary eye cover. Enhanced shielding blocks many flashes." name = "Sunglasses" icon_state = "s_glasses" s_istate = "s_glasses" /obj/item/weapon/clothing/glasses/thermal name = "Optical Thermal/Meson Scanner" icon_state = "t_glasses" s_istate = "glasses" /obj/item/weapon/clothing/gloves name = "gloves" w_class = 2.0 s_fire = 1.875E7 var/elec_protect = 1 /obj/item/weapon/clothing/gloves/black desc = "These gloves are somewhat fire-resistant." name = "Black Gloves" icon_state = "bgloves" s_istate = "bgloves" h_filter = 4.0 s_fire = 7.5E7 fire_protect = 16.0 /obj/item/weapon/clothing/gloves/latex name = "Latex Gloves" icon_state = "lgloves" s_istate = "lgloves" h_filter = 5.0 elec_protect = 2 /obj/item/weapon/clothing/gloves/robot desc = "These gloves are somewhat fire-resistant." name = "Robot Gloves" icon_state = "r_hands" s_istate = "r_hands" h_filter = 4.0 fire_protect = 16.0 elec_protect = 0 /obj/item/weapon/clothing/gloves/swat desc = "These gloves are somewhat fire-resistant." name = "SWAT Gloves" icon_state = "swat_gl" s_istate = "swat_gl" h_filter = 4.0 fire_protect = 16.0 brute_protect = 16.0 elec_protect = 2 /obj/item/weapon/clothing/gloves/yellow desc = "These gloves are electrically insulated." name = "insulated gloves" icon_state = "ygloves" s_istate = "ygloves" h_filter = 4.0 s_fire = 7.5E7 fire_protect = 16.0 elec_protect = 10 /obj/item/weapon/clothing/head name = "head" /obj/item/weapon/clothing/head/bio_hood name = "bio hood" icon_state = "bio_hood" fb_filter = 9.0 flags = 262.0 see_face = 0.0 s_fire = 1.875E7 fire_protect = 1.0 /obj/item/weapon/clothing/head/helmet name = "helmet" icon_state = "helmet" flags = 266.0 s_istate = "helmet" s_fire = 6.75E7 fire_protect = 1.0 brute_protect = 1.0 /obj/item/weapon/clothing/head/s_helmet name = "s helmet" icon_state = "s_helmet" flags = 262.0 see_face = 0.0 s_istate = "s_helmet" s_fire = 5.625E7 fire_protect = 1.0 /obj/item/weapon/clothing/head/swat_hel name = "swat hel" icon_state = "swat_hel" flags = 270.0 see_face = 0.0 s_istate = "swat_hel" s_fire = 6.75E7 brute_protect = 1.0 fire_protect = 1.0 /obj/item/weapon/clothing/head/wig name = "wig" /obj/item/weapon/clothing/mask name = "mask" /obj/item/weapon/clothing/mask/gasmask name = "gasmask" desc = "A close-fitting mask that can filter some environmental toxins or be connected to an air supply." icon_state = "mask" flags = 266.0 w_class = 3.0 fb_filter = 5.0 a_filter = 6.0 see_face = 0.0 s_istate = "gas_mask" s_fire = 7.5E7 brute_protect = 1.0 fire_protect = 1.0 /obj/item/weapon/clothing/mask/m_mask desc = "This mask does not work very well in low pressure environments." name = "Medical Mask" icon_state = "m_mask" flags = 270.0 w_class = 3.0 fb_filter = 4.0 a_filter = 6.0 s_istate = "m_mask" s_fire = 1.875E7 /obj/item/weapon/clothing/mask/muzzle name = "muzzle" icon_state = "muzzle" w_class = 2.0 a_filter = 3.0 s_istate = "muzzle" s_fire = 1.875E7 /obj/item/weapon/clothing/mask/robot name = "Robot Mask" icon_state = "r_head" flags = 266.0 w_class = 3.0 fb_filter = 5.0 a_filter = 6.0 see_face = 0.0 s_istate = "r_head" s_fire = 7.5E7 brute_protect = 1.0 fire_protect = 1.0 /obj/item/weapon/clothing/mask/robot/swat name = "SWAT Mask" /obj/item/weapon/clothing/mask/surgical name = "Sterile Mask" icon_state = "s_mask" w_class = 1.0 flags = 262.0 fb_filter = 5.0 a_filter = 6.0 s_istate = "s_mask" s_fire = 1.875E7 /obj/item/weapon/clothing/shoes name = "shoes" var/chained = 0.0 fb_filter = 1.0 s_fire = 3.75E7 brute_protect = 64.0 fire_protect = 64.0 /obj/item/weapon/clothing/shoes/black name = "Black Shoes" icon_state = "bl_shoes" /obj/item/weapon/clothing/shoes/brown name = "Brown Shoes" icon_state = "b_shoes" /obj/item/weapon/clothing/shoes/orange name = "Orange Shoes" icon_state = "o_shoes" /obj/item/weapon/clothing/shoes/robot name = "Robot Shoes" icon_state = "r_feet" /obj/item/weapon/clothing/shoes/swat name = "SWAT shoes" icon_state = "swat_sh" /obj/item/weapon/clothing/shoes/white name = "White Shoes" icon_state = "w_shoes" fb_filter = 5.0 /obj/item/weapon/clothing/suit name = "suit" /obj/item/weapon/clothing/suit/armor name = "armor" icon_state = "armor" s_istate = "armor" s_fire = 1.875E7 brute_protect = 6.0 /obj/item/weapon/clothing/suit/bio_suit name = "bio suit" desc = "A suit that protects against biological contamination." icon_state = "bio_suit" fb_filter = 9.0 a_filter = 9.0 h_filter = 9.0 s_istate = "bio_suit" flags = 266.0 s_fire = 1350000.0 fire_protect = 126.0 /obj/item/weapon/clothing/suit/firesuit name = "firesuit" desc = "A suit that protects against fire and heat." icon_state = "firesuit" fb_filter = 6.0 h_filter = 6.0 a_filter = 4.0 s_istate = "fire_suit" flags = 266.0 s_fire = 7.5E7 fire_protect = 126.0 obj/item/weapon/clothing/suit/labcoat name = "labcoat" desc = "A suit that protects against minor chemical spills." icon_state = "labcoat" s_istate = "labcoat" flags = 266.0 s_fire = 1000000.0 fire_protect = 126.0 /obj/item/weapon/clothing/suit/robot_suit name = "robot suit" icon_state = "ro_suit" fb_filter = 9.0 a_filter = 9.0 h_filter = 9.0 s_istate = "ro_suit" flags = 266.0 s_fire = 1.875E7 fire_protect = 126.0 /obj/item/weapon/clothing/suit/sp_suit name = "sp suit" desc = "A suit that protects against low pressure environments." icon_state = "s_suit" fb_filter = 6.0 h_filter = 6.0 a_filter = 4.0 s_istate = "s_suit" flags = 266.0 s_fire = 6.75E7 fire_protect = 126.0 /obj/item/weapon/clothing/suit/straight_jacket name = "straight jacket" icon_state = "straight_jacket" s_istate = "straight_jacket" s_fire = 1.875E7 fire_protect = 126.0 /obj/item/weapon/clothing/suit/swat_suit name = "swat suit" icon_state = "swat_suit" fb_filter = 6.0 h_filter = 6.0 a_filter = 4.0 s_istate = "swat_suit" flags = 266.0 s_fire = 6.75E7 brute_protect = 126.0 fire_protect = 126.0 /obj/item/weapon/clothing/under name = "under" s_fire = 1.875E7 fb_filter = 1.0 fire_protect = 46.0 /obj/item/weapon/clothing/under/black name = "Black Jumpsuit" icon_state = "bl_suit" color = "black" /obj/item/weapon/clothing/under/blue name = "Blue Jumpsuit" icon_state = "b_suit" color = "blue" /obj/item/weapon/clothing/under/green name = "Green Jumpsuit" icon_state = "g_suit" color = "green" /obj/item/weapon/clothing/under/orange name = "Orange Jumpsuit" icon_state = "o_suit" color = "orange" /obj/item/weapon/clothing/under/pink name = "Pink Jumpsuit (F)" icon_state = "p_suit" color = "pink" /obj/item/weapon/clothing/under/red name = "Red Jumpsuit" icon_state = "r_suit" color = "red" /obj/item/weapon/clothing/under/white desc = "Made of a special fiber that gives special protection against biohazards" name = "White Jumpsuit" icon_state = "w_suit" color = "white" fb_filter = 5.0 /obj/item/weapon/clothing/under/yellow name = "Yellow Jumpsuit" icon_state = "y_suit" color = "yellow" /obj/item/weapon/clothing/under/darkgreen name = "Dark Green Jumpsuit" icon_state = "dg_suit" color = "darkgreen" /obj/item/weapon/clothing/under/grey name = "Grey Jumpsuit" icon_state = "gy_suit" color = "grey" #define MAXCOIL 30 /obj/item/weapon/cable_coil name = "cable coil" var/amount = MAXCOIL icon = 'power.dmi' icon_state = "coil" desc = "A coil of power cable." w_class = 2 flags = TABLEPASS|USEDELAY|DRIVABLE|FPRINT s_istate = "coil" /obj/item/weapon/crowbar name = "crowbar" icon_state = "crowbar" flags = 322.0 force = 5.0 throwforce = 7.0 s_istate = "wrench" w_class = 2.0 /obj/item/weapon/disk name = "disk" /obj/item/weapon/disk/nuclear name = "Nuclear Authentication Disk" icon_state = "nucleardisk" s_istate = "card-id" w_class = 1.0 /obj/item/weapon/dropper name = "dropper" desc = "A dropper that can hold a small amount of liquid." icon_state = "dropper_0" var/obj/substance/chemical/chem = null var/mode = "inject" throwspeed = 5.0 w_class = 1.0 /obj/item/weapon/dummy name = "dummy" invisibility = 101.0 anchored = 1.0 flags = 2.0 /obj/item/weapon/extinguisher desc = "The safety is on." name = "Fire Extinguisher" icon_state = "fire_extinguisher0" var/waterleft = 20.0 var/last_use = 1.0 flags = 274.0 w_class = 2.0 force = 17.0 s_istate = "fire_extinguisher" /obj/item/weapon/f_card name = "Finger Print Card" icon_state = "f_print_card0" var/amount = 10.0 s_istate = "paper" w_class = 1.0 /obj/item/weapon/f_print_scanner name = "Finger Print Scanner" icon_state = "f_print_scanner0" var/amount = 20.0 var/printing = 0.0 w_class = 3.0 s_istate = "electronic" flags = 450.0 /obj/item/weapon/fcardholder name = "Finger Print Case" icon_state = "fcardholder0" s_istate = "clipboard" w_class = 3.0 /obj/item/weapon/filter //New vent air filters icon_state = "regulatorfilter1" var/oftype //Original filter type. Used when repairing Malf. Filters var/ftype //Filter Type var/cover = 1 //Starts covered. var/oname //Original name. Used when repairing Malf. Filters var/odesc //Original desc. Used when repairing Malf. Filters w_class = 3.0 filtertype1 name = "Filter Type 1" desc = "A type 1 Air Filter. Filters all gasses except Nitrogen and Oxygen." oname = "Filter Type 1" odesc = "A type 1 Air Filter. Filters all gasses except Nitrogen and Oxygen." icon_state = "regulatorfilter1" oftype = 1 ftype = 1 filtertype2 name = "Filter Type 2" desc = "A type 2 Air Filter. Filters all gasses except co2." oname = "Filter Type 2" odesc = "A type 2 Air Filter. Filters all gasses except co2." icon_state = "regulatorfilter2" oftype = 2 ftype = 2 filtertype3 name = "Filter Type 3" desc = "A type 3 Air Filter. Filters co2." oname = "Filter Type 3" odesc = "A type 3 Air Filter. Filters co2." icon_state = "regulatorfilter3" oftype = 3 ftype = 3 filtertype4 name = "Filter Type 4" desc = "A type 4 Air Filter. Filters Nitrogen and Oxygen." oname = "Filter Type 4" odesc = "A type 4 Air Filter. Filters Nitrogen and Oxygen." icon_state = "regulatorfilter4" oftype = 4 ftype = 4 filtertype5 name = "Malfunctioning Filter" desc = "A malfunctioning Air Filter. Filters nothing." icon_state = "regulatorfilter5" ftype = 5 /obj/item/weapon/flash name = "flash" icon_state = "flash" var/l_time = 1.0 var/shots = 5.0 w_class = 1.0 flags = 322.0 s_istate = "electronic" throwspeed = 20.0 /obj/item/weapon/flashbang desc = "It is set to detonate in 3 seconds." name = "flashbang" icon_state = "flashbang" var/state = null var/det_time = 30.0 w_class = 2.0 s_istate = "flashbang" throwspeed = 20.0 flags = 402.0 /obj/item/weapon/flasks name = "flask" icon = 'Cryogenic2.dmi' var/oxygen = 0.0 var/plasma = 0.0 var/coolant = 0.0 /obj/item/weapon/flasks/coolant name = "light blue flask" icon_state = "coolant-c" coolant = 1000.0 /obj/item/weapon/flasks/oxygen name = "blue flask" icon_state = "oxygen-c" oxygen = 500.0 /obj/item/weapon/flasks/plasma name = "orange flask" icon_state = "plasma-c" plasma = 500.0 /obj/item/weapon/flashlight name = "flashlight" desc = "A hand-held emergency light." icon_state = "flight0" var/on = 0 w_class = 2 s_istate = "flight" var/image/img var/lastHolder = null /obj/item/weapon/game_kit name = "Gaming Kit" icon_state = "game_kit" var/selected = null var/board_stat = null var/data = "" var/internet = 1.0 s_istate = "sheet-metal" w_class = 5.0 /obj/item/weapon/gift name = "gift" icon_state = "gift3" var/size = 3.0 var/obj/item/gift = null s_istate = "gift" w_class = 4.0 /obj/item/weapon/grab name = "grab" icon = 'screen1.dmi' icon_state = "grabbed" var/obj/screen/grab/hud1 = null var/mob/affecting = null var/mob/assailant = null var/state = 1.0 var/killing = 0.0 var/allow_upgrade = 1.0 var/last_suffocate = 1.0 abstract = 1.0 s_istate = "nothing" w_class = 5.0 /obj/item/weapon/gun name = "gun" flags = 466.0 s_istate = "gun" /obj/item/weapon/gun/energy name = "energy" var/charges = 10.0 var/maximum_charges = 10.0 /obj/item/weapon/gun/energy/laser_gun name = "laser gun" icon_state = "gun" w_class = 3.0 throwspeed = 10.0 force = 7.0 /obj/item/weapon/gun/energy/taser_gun name = "taser gun" icon_state = "t_gun" w_class = 3.0 s_istate = "gun" force = 10.0 throwspeed = 10.0 /obj/item/weapon/gun/revolver desc = "There are 0 bullets left. Uses 357" name = "revolver" icon_state = "revolver" var/bullets = 0.0 w_class = 3.0 throwspeed = 10.0 force = 60.0 /obj/item/weapon/hand_tele name = "hand tele" icon_state = "hand_tele" s_istate = "electronic" w_class = 2.0 /obj/item/weapon/handcuffs name = "handcuffs" icon_state = "handcuff" flags = 450.0 w_class = 2.0 /obj/item/weapon/healthanalyzer name = "Health Analyzer" icon_state = "healthanalyzer" desc = "A hand-held body scanner able to distinguish vital signs of the subject." flags = 450.0 w_class = 1.0 /obj/item/weapon/igniter name = "igniter" desc = "A small electronic device able to ignite combustable substances." icon_state = "igniter" var/status = 1.0 flags = 322.0 s_istate = "electronic" /obj/item/weapon/implant name = "implant" var/implanted = null var/color = "b" /obj/item/weapon/implant/freedom name = "freedom" var/uses = 1.0 color = "r" /obj/item/weapon/implant/tracking name = "tracking" var/freq = 145.1 var/id = 1.0 /obj/item/weapon/implantcase name = "Glass Case" icon_state = "implantcase-0" var/obj/item/weapon/implant/imp = null s_istate = "implantcase" throwspeed = 5.0 w_class = 1.0 /obj/item/weapon/implantcase/tracking name = "Glass Case- 'Tracking'" icon_state = "implantcase-b" /obj/item/weapon/implanter name = "implanter" icon_state = "implanter0" var/obj/item/weapon/implant/imp = null s_istate = "syringe_0" throwspeed = 5.0 w_class = 2.0 /obj/item/weapon/implantpad name = "implantpad" icon_state = "implantpad-0" var/obj/item/weapon/implantcase/case = null var/broadcasting = null var/listening = 1.0 s_istate = "electronic" throwspeed = 5.0 w_class = 2.0 /obj/item/weapon/infra name = "Infrared Beam (Security)" desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted." icon_state = "infrared0" var/obj/beam/i_beam/first = null var/state = 0.0 var/visible = 0.0 flags = 322.0 w_class = 2.0 s_istate = "electronic" /obj/item/weapon/infra_sensor name = "Infrared Sensor" desc = "Scans for infrared beams in the vicinity." icon_state = "infra_sensor" var/passive = 1.0 flags = 322.0 s_istate = "electronic" /obj/item/weapon/t_scanner name = "T-ray scanner" desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes." icon_state = "t-scanner0" var/on = 0 flags = FPRINT|ONBELT|DRIVABLE|TABLEPASS w_class = 2 s_istate = "electronic" /obj/item/weapon/locator name = "locator" icon_state = "locator" var/temp = null var/freq = 145.1 var/broadcasting = null var/listening = 1.0 flags = 322.0 w_class = 2.0 s_istate = "electronic" throwspeed = 20.0 /obj/item/weapon/m_pill name = "pill" icon_state = "pill" var/amount = 1.0 var/s_time = 1.0 w_class = 1.0 s_istate = "pill" throwspeed = 20.0 /obj/item/weapon/m_pill/Tourette name = "green pill" icon_state = "pill2" /obj/item/weapon/m_pill/antitoxin name = "red/blue pill" /obj/item/weapon/m_pill/cough name = "red pill" icon_state = "pill4" /obj/item/weapon/m_pill/cyanide name = "orange pill" icon_state = "pill5" /obj/item/weapon/m_pill/epilepsy name = "blue pill" icon_state = "pill3" /obj/item/weapon/m_pill/sleep name = "red/blue pill" /obj/item/weapon/m_pill/superpill name = "red/blue pill" /obj/item/weapon/ointment name = "ointment" icon_state = "ointment" var/amount = 5.0 throwspeed = 20.0 w_class = 1.0 /obj/item/weapon/organ name = "organ" var/owner = null s_istate = "bio_orange" /obj/item/weapon/organ/external name = "external" icon = 'human.dmi' var/d_i_state = "" var/brute_dam = 0.0 var/burn_dam = 0.0 var/bandaged = 0.0 var/max_damage = 0.0 var/r_name = "chest" var/wound_size = 0.0 var/max_size = 0.0 /obj/item/weapon/organ/external/chest name = "chest" icon_state = "chest" max_damage = 100.0 d_i_state = "00" /obj/item/weapon/organ/external/diaper name = "diaper" icon_state = "diaper" r_name = "diaper" max_damage = 90.0 d_i_state = "00" /obj/item/weapon/organ/external/head name = "head" icon_state = "head" r_name = "head" max_damage = 100.0 d_i_state = "00" /obj/item/weapon/organ/external/l_arm name = "l arm" icon_state = "l_arm" r_name = "l_arm" max_damage = 40.0 d_i_state = "00" /obj/item/weapon/organ/external/l_foot name = "l foot" icon_state = "l_foot" r_name = "l_foot" max_damage = 20.0 d_i_state = "00" /obj/item/weapon/organ/external/l_hand name = "l hand" icon_state = "l_hand" r_name = "l_hand" max_damage = 20.0 d_i_state = "00" /obj/item/weapon/organ/external/l_leg name = "l leg" icon_state = "l_leg" r_name = "l_leg" max_damage = 40.0 d_i_state = "00" /obj/item/weapon/organ/external/r_arm name = "r arm" icon_state = "r_arm" r_name = "r_arm" max_damage = 40.0 d_i_state = "00" /obj/item/weapon/organ/external/r_foot name = "r foot" icon_state = "r_foot" r_name = "r_foot" max_damage = 20.0 d_i_state = "00" /obj/item/weapon/organ/external/r_hand name = "r hand" icon_state = "r_hand" r_name = "r_hand" max_damage = 20.0 d_i_state = "00" /obj/item/weapon/organ/external/r_leg name = "r leg" icon_state = "r_leg" r_name = "r_leg" max_damage = 40.0 d_i_state = "00" /obj/item/weapon/organ/internal name = "internal" /obj/item/weapon/organ/internal/blood_vessels name = "blood vessels" var/heart = null var/lungs = null var/kidneys = null /obj/item/weapon/organ/internal/brain name = "brain" var/head = null /obj/item/weapon/organ/internal/excretory name = "excretory" var/excretory = 7.0 var/blood_vessels = null /obj/item/weapon/organ/internal/heart name = "heart" /obj/item/weapon/organ/internal/immune_system name = "immune system" var/blood_vessels = null var/isys = null /obj/item/weapon/organ/internal/intestines name = "intestines" var/intestines = 3.0 var/blood_vessels = null /obj/item/weapon/organ/internal/liver name = "liver" var/intestines = null var/blood_vessels = null /obj/item/weapon/organ/internal/lungs name = "lungs" var/lungs = 3.0 var/throat = null var/blood_vessels = null /obj/item/weapon/organ/internal/stomach name = "stomach" var/intestines = null /obj/item/weapon/organ/internal/throat name = "throat" var/lungs = null var/stomach = null /obj/item/weapon/paint name = "Paint Can" icon_state = "paint_neutral" var/color = "neutral" s_istate = "paintcan" w_class = 3.0 /obj/item/weapon/paper name = "Paper" icon_state = "paper" var/info = null w_class = 1.0 throwspeed = 15.0 /obj/item/weapon/paper/Internal name = "paper- 'Internal Atmosphere Operating Instructions'" info = "Equipment:
\n\t1+ Tank(s) with appropriate atmosphere
\n\t1 Gas Mask w regulator (standard issue)
\n
\nProcedure:
\n\t1. Wear mask
\n\t2. Attach oxygen tank pipe to regulater (automatic))
\n\t3. Set internal!
\n
\nNotes:
\n\tDon't forget to stop internal when tank is low by
\n\tremoving internal!
\n
\n\tDo not use a tank that has a high concentration of toxins.
\n\tThe filters shut down on internal mode!
\n
\n\tWhen exiting a high danger environment it is advised
\n\tthat you exit through a decontamination zone!
\n
\n\tRefill a tank at a oxygen canister by equiping the tank (Double Click)
\n\tthen 'attacking' the canister (Double Click the canister)." /obj/item/weapon/paper/Map name = "paper- 'Station Blueprint'" var/map_graphic = 'ss13mapd.png' info = {"
CQ: Crew Quarters
L: Lounge
CH: Chapel
ENG: Engine Area
EC: Engine Control
ES: Engine Storage
GR: Generator Room
MB: Medical Bay
MR: Medical Research
TR: Toxin Research
TS: Toxin Storage
AC: Atmospheric Control
SEC: Security
SB: Shuttle Bay SA: Shuttle Airlock
S: Storage
CR: Control Room
EV: EVA Storage
AE: Aux. Engine
P: Podbay
NA: North Airlock
SC: Solar Control
ASC: Aux. Solar Control
"} /obj/item/weapon/paper/Toxin name = "paper- 'Chemical Information'" info = "Known Onboard Toxins:
\n\tGrade A Semi-Liquid Plasma:
\n\t\tHighly poisonous. You cannot sustain concentrations above 15 units.
\n\t\tA gas mask fails to filter plasma after 50 units.
\n\t\tWill attempt to diffuse like a gas.
\n\t\tFiltered by scrubbers.
\n\t\tThere is a bottled version which is very different
\n\t\t\tfrom the version found in canisters!
\n
\n\t\tWARNING: Highly Flammable. Keep away from heat sources
\n\t\texcept in a enclosed fire area!
\n\t\tWARNING: It is a crime to use this without authorization.
\nKnown Onboard Anti-Toxin:
\n\tAnti-Toxin Type 01P: Works against Grade A Plasma.
\n\t\tBest if injected directly into bloodstream.
\n\t\tA full injection is in every regular Med-Kit.
\n\t\tSpecial toxin Kits hold around 7.
\n
\nKnown Onboard Chemicals (other):
\n\tRejuvenation T#001:
\n\t\tEven 1 unit injected directly into the bloodstream
\n\t\t\twill cure paralysis and sleep toxins.
\n\t\tIf administered to a dying patient it will prevent
\n\t\t\tfurther damage for about units*3 seconds.
\n\t\t\tit will not cure them or allow them to be cured.
\n\t\tIt can be administeredd to a non-dying patient
\n\t\t\tbut the chemicals disappear just as fast.
\n\tSleep Toxin T#054:
\n\t\t5 units wilkl induce precisely 1 minute of sleep.
\n\t\t\tThe effects are cumulative.
\n\t\tWARNING: It is a crime to use this without authorization" /obj/item/weapon/paper/courtroom name = "paper- 'A Crash Course in Legal SOP on SS13'" info = "Roles:
\nThe Forensic Technician is basically the investigator and prosecutor.
\nThe Staff Assistant can perform these functions with written authority from the Forensic Technician.
\nThe Captain/HoP/Warden is ct as the judicial authority.
\nThe Security Officers are responsible for executing warrants, security during trial, and prisoner transport.
\n
\nInvestigative Phase:
\nAfter the crime has been committed the Forensic Technician's job is to gather evidence and try to ascertain not only who did it but what happened. He must take special care to catalogue everything and don't leave anything out. Write out all the evidence on paper. Make sure you take an appropriate number of fingerprints. IF he must ask someone questions he has permission to confront them. If the person refuses he can ask a judicial authority to write a subpoena for questioning. If again he fails to respond then that person is to be jailed as insubordinate and obstructing justice. Said person will be released after he cooperates.
\n
\nONCE the FT has a clear idea as to who the criminal is he is to write an arrest warrant on the piece of paper. IT MUST LIST THE CHARGES. The FT is to then go to the judicial authority and explain a small version of his case. If the case is moderately acceptable the authority should sign it. Security must then execute said warrant.
\n
\nPre-Pre-Trial Phase:
\nNow a legal representative must be presented to the defendant if said defendant requests one. That person and the defendant are then to be given time to meet (in the jail IS ACCEPTABLE). The defendant and his lawyer are then to be given a copy of all the evidence that will be presented at trial (rewriting it all on paper is fine). THIS IS CALLED THE DISCOVERY PACK. With a few exceptions, THIS IS THE ONLY EVIDENCE BOTH SIDES MAY USE AT TRIAL. IF the prosecution will be seeking the death penalty it MUST be stated at this time. ALSO if the defense will be seeking not guilty by mental defect it must state this at this time to allow ample time for examination.
\nNow at this time each side is to compile a list of witnesses. By default, the defendant is on both lists regardless of anything else. Also the defense and prosecution can compile more evidence beforehand BUT in order for it to be used the evidence MUST also be given to the other side.\nThe defense has time to compile motions against some evidence here.
\nPossible Motions:
\n1. Invalidate Evidence- Something with the evidence is wrong and the evidence is to be thrown out. This includes irrelevance or corrupt security.
\n2. Free Movement- Basically the defendant is to be kept uncuffed before and during the trial.
\n3. Subpoena Witness- If the defense presents god reasons for needing a witness but said person fails to cooperate then a subpoena is issued.
\n4. Drop the Charges- Not enough evidence is there for a trial so the charges are to be dropped. The FT CAN RETRY but the judicial authority must carefully reexamine the new evidence.
\n5. Declare Incompetent- Basically the defendant is insane. Once this is granted a medical official is to examine the patient. If he is indeed insane he is to be placed under care of the medical staff until he is deemed competent to stand trial.
\n
\nALL SIDES MOVE TO A COURTROOM
\nPre-Trial Hearings:
\nA judicial authority and the 2 sides are to meet in the trial room. NO ONE ELSE BESIDES A SECURITY DETAIL IS TO BE PRESENT. The defense submits a plea. If the plea is guilty then proceed directly to sentencing phase. Now the sides each present their motions to the judicial authority. He rules on them. Each side can debate each motion. Then the judicial authority gets a list of crew members. He first gets a chance to look at them all and pick out acceptable and available jurors. Those jurors are then called over. Each side can ask a few questions and dismiss jurors they find too biased. HOWEVER before dismissal the judicial authority MUST agree to the reasoning.
\n
\nThe Trial:
\nThe trial has three phases.
\n1. Opening Arguments- Each side can give a short speech. They may not present ANY evidence.
\n2. Witness Calling/Evidence Presentation- The prosecution goes first and is able to call the witnesses on his approved list in any order. He can recall them if necessary. During the questioning the lawyer may use the evidence in the questions to help prove a point. After every witness the other side has a chance to cross-examine. After both sides are done questioning a witness the prosecution can present another or recall one (even the EXACT same one again!). After prosecution is done the defense can call witnesses. After the initial cases are presented both sides are free to call witnesses on either list.
\nFINALLY once both sides are done calling witnesses we move onto the next phase.
\n3. Closing Arguments- Same as opening.
\nThe jury then deliberates IN PRIVATE. THEY MUST ALL AGREE on a verdict. REMEMBER: They mix between some charges being guilty and others not guilty (IE if you supposedly killed someone with a gun and you unfortunately picked up a gun without authorization then you CAN be found not guilty of murder BUT guilty of possession of illegal weaponry.). Once they have agreed they present their verdict. If unable to reach a verdict and feel they will never they call a deadlocked jury and we restart at Pre-Trial phase with an entirely new set of jurors.
\n
\nSentencing Phase:
\nIf the death penalty was sought (you MUST have gone through a trial for death penalty) then skip to the second part.
\nI. Each side can present more evidence/witnesses in any order. There is NO ban on emotional aspects or anything. The prosecution is to submit a suggested penalty. After all the sides are done then the judicial authority is to give a sentence.
\nII. The jury stays and does the same thing as I. Their sole job is to determine if the death penalty is applicable. If NOT then the judge selects a sentence.
\n
\nTADA you're done. Security then executes the sentence and adds the applicable convictions to the person's record.
\n" /obj/item/weapon/paper/flag icon_state = "flag_neutral" s_istate = "paper" anchored = 1.0 /obj/item/weapon/paper/jobs name = "paper- 'Job Information'" info = "Information on all formal jobs that can be assigned on Space Station 13 can be found on this document.
\nThe data will be in the following form.
\nGenerally lower ranking positions come first in this list.
\n
\nJob Name general access>lab access-engine access-systems access (atmosphere control)
\n\tJob Description
\nJob Duties (in no particular order)
\nTips (where applicable)
\n
\nResearch Assistant 1>1-0-0
\n\tThis is probably the lowest level position. Anyone who enters the space station after the initial job\nassignment will automatically receive this position. Access with this is restricted. Head of Personnel should\nappropriate the correct level of assistance.
\n1. Assist the researchers.
\n2. Clean up the labs.
\n3. Prepare materials.
\n
\nStaff Assistant 2>0-0-0
\n\tThis position assists the security officer in his duties. The staff assisstants should primarily br\npatrolling the ship waiting until they are needed to maintain ship safety.\n(Addendum: Updated/Elevated Security Protocols admit issuing of low level weapons to security personnel)
\n1. Patrol ship/Guard key areas
\n2. Assist security officer
\n3. Perform other security duties.
\n
\nTechnical Assistant 1>0-0-1
\n\tThis is yet another low level position. The technical assistant helps the engineer and the statian\ntechnician with the upkeep and maintenance of the station. This job is very important because it usually\ngets to be a heavy workload on station technician and these helpers will alleviate that.
\n1. Assist Station technician and Engineers.
\n2. Perform general maintenance of station.
\n3. Prepare materials.
\n
\nMedical Assistant 1>1-0-0
\n\tThis is the fourth position yet it is slightly less common. This position doesn't have much power\noutside of the med bay. Consider this position like a nurse who helps to upkeep medical records and the\nmaterials (filling syringes and checking vitals)
\n1. Assist the medical personnel.
\n2. Update medical files.
\n3. Prepare materials for medical operations.
\n
\nResearch Technician 2>3-0-0
\n\tThis job is primarily a step up from research assistant. These people generally do not get their own lab\nbut are more hands on in the experimentation process. At this level they are permitted to work as consultants to\nthe others formally.
\n1. Inform superiors of research.
\n2. Perform research alongside of official researchers.
\n
\nForensic Technician 3>2-0-0
\n\tThis job is in most cases slightly boring at best. Their sole duty is to\nperform investigations of crine scenes and analysis of the crime scene. This\nalleviates SOME of the burden from the security officer. This person's duty\nis to draw conclusions as to what happened and testify in court. Said person\nalso should stroe the evidence safely.
\n1. Perform crime-scene investigations/draw conclusions.
\n2. Store and catalogue evidence properly.
\n3. Testify to superiors/inquieries on findings.
\n
\nStation Technician 2>0-2-3
\n\tPeople assigned to this position must work to make sure all the systems aboard Space Station 13 are operable.\nThey should primarily work in the computer lab and repairing faulty equipment. They should work with the\natmospheric technician.
\n1. Maintain SS13 systems.
\n2. Repair equipment.
\n
\nAtmospheric Technician 3>0-0-4
\n\tThese people should primarily work in the atmospheric control center and lab. They have the very important\njob of maintaining the delicate atmosphere on SS13.
\n1. Maintain atmosphere on SS13
\n2. Research atmospheres on the space station. (safely please!)
\n
\nEngineer 2>1-3-0
\n\tPeople working as this should generally have detailed knowledge as to how the propulsion systems on SS13\nwork. They are one of the few classes that have unrestricted access to the engine area.
\n1. Upkeep the engine.
\n2. Prevent fires in the engine.
\n3. Maintain a safe orbit.
\n
\nMedical Researcher 2>5-0-0
\n\tThis position may need a little clarification. Their duty is to make sure that all experiments are safe and\nto conduct experiments that may help to improve the station. They will be generally idle until a new laboratory\nis constructed.
\n1. Make sure the station is kept safe.
\n2. Research medical properties of materials studied of Space Station 13.
\n
\nToxin Researcher 2>5-0-0
\n\tThese people study the properties, particularly the toxic properties, of materials handled on SS13.\nTechnically they can also be called Plasma Technicians as plasma is the material they routinly handle.
\n1. Research plasma
\n2. Make sure all plasma is properly handled.
\n
\nMedical Doctor (Officer) 2>0-0-0
\n\tPeople working this job should primarily stay in the medical area. They should make sure everyone goes to\nthe medical bay for treatment and examination. Also they should make sure that medical supplies are kept in\norder.
\n1. Heal wounded people.
\n2. Perform examinations of all personnel.
\n3. Moniter usage of medical equipment.
\n
\nSecurity Officer 3>0-0-0
\n\tThese people should attempt to keep the peace inside the station and make sure the station is kept safe. One\nside duty is to assist in repairing the station. They also work like general maintenance personnel. They are not\ngiven a weapon and must use their own resources.
\n(Addendum: Updated/Elevated Security Protocols admit issuing of weapons to security personnel)
\n1. Maintain order.
\n2. Assist others.
\n3. Repair structural problems.
\n
\nHead of Research 4>5-2-2
\n\tPeople assigned as head of research should make sure all experiments are conducted efficiently. They should\nalso carefully moderate the usage of all equipment. All experiment results should be reported to this person.
\n1. Moderate equipment.
\n2. Process research results.
\n3. Coordinate all research.
\n
\nHead of Personnel 4>4-2-2
\n\tPeople assigned as head of personnel will find themselves moderating all actions done by personnel. Security\nshould report to them. Also they have the ability to assign jobs and access levels.
\n1. Assign duties.
\n2. Moderate personnel.
\n3. Command Security.
\n
\nCaptain 5>5-5-5 (unrestricted station wide access)
\n\tThis is the highest position youi can aquire on Space Station 13. They are allowed anywhere inside the\nspace station and therefore should protect their ID card. They also have the ability to assign positions\nand access levels. They should not abuse their power.
\n1. Assign all positions on SS13
\n2. Inspect the station for any problems.
\n3. Perform administrative duties.
\n" /obj/item/weapon/paper/photograph name = "photo" icon_state = "photo" var/photo_id = 0.0 s_istate = "paper" /obj/item/weapon/paper/sop name = "paper- 'Standard Operating Procedure'" info = "Alert Levels:
\nBlue- Emergency
\n\t1. Caused by fire
\n\t2. Caused by manual interaction
\n\tAction:
\n\t\tClose all fire doors. These can only be opened by reseting the alarm
\nRed- Ejection/Self Destruct
\n\t1. Caused by module operating computer.
\n\tAction:
\n\t\tAfter the specified time the module will eject completely.
\n
\nEngine Maintenance Instructions:
\n\tShut off ignition systems:
\n\tActivate internal power
\n\tActivate orbital balance matrix
\n\tRemove volatile liquids from area
\n\tWear a fire suit
\n
\n\tAfter
\n\t\tDecontaminate
\n\t\tVisit medical examiner
\n
\nToxin Laboratory Procedure:
\n\tWear a gas mask regardless
\n\tGet an oxygen tank.
\n\tActivate internal atmosphere
\n
\n\tAfter
\n\t\tDecontaminate
\n\t\tVisit medical examiner
\n
\nDisaster Procedure:
\n\tFire:
\n\t\tActivate sector fire alarm.
\n\t\tMove to a safe area.
\n\t\tGet a fire suit
\n\t\tAfter:
\n\t\t\tAssess Damage
\n\t\t\tRepair damages
\n\t\t\tIf needed, Evacuate
\n\tMeteor Shower:
\n\t\tActivate fire alarm
\n\t\tMove to the back of ship
\n\t\tAfter
\n\t\t\tRepair damage
\n\t\t\tIf needed, Evacuate
\n\tAccidental Reentry:
\n\t\tActivate fire alrms in front of ship.
\n\t\tMove volatile matter to a fire proof area!
\n\t\tGet a fire suit.
\n\t\tStay secure until an emergency ship arrives.
\n
\n\t\tIf ship does not arrive-
\n\t\t\tEvacuate to a nearby safe area!" /obj/item/weapon/paper/engine name = "paper- 'Generator Startup Procedure'" info = {"Thermo-Electric Generator Startup Procedure for Mark I Plasma-Fired Engines
Warning! Improper engine and generator operation may cause exposure to hazardous gasses, extremes of heat and cold, and dangerous electrical voltages.
Only trained personnel should operate station systems. Follow all procedures carefully. Wear correct personal protective equipment at all times.
Refer to your supervisor or Head of Personnel for procedure updates and additional information.
Standard checklist for engine and generator cold-start.
  1. Perform visual inspection of external (cooling) and internal (heating) heat-exchange pipe loops. Refer any breaks or cracks in the pipe to Station Maintenance for repair before continuing.
  2. Connect a CO2 canister to the external (cooling) loop connector, and release the contents. Check loop pressurization is stable.
    Note: Observe standard canister safety procedures.
    Note: Other gasses may be substituted as a medium in the external (cooling) loop in the event that CO2 is not available.
  3. Connect a CO2 canister to the internal (heating) loop connector, and release the contents. Check loop pressurization is stable.
    Note: Observe standard canister safety procedures.
    Note: Nitrogen may be substituted as a medium in the internal (heating) loop in the event that CO2 is not available. Do not use plasma in the internal (heating) pipe loop as an unsafe condition may result.
  4. Using the thermo-electric generator (TEG) master control panel, engage the internal and external loop circulator pumps at 1% maximum rate.
  5. Ignite the engine. Refer to document NTRSN-113-H9-12939 for proper engine preparation, ignition, and plasma-oxygen loading procedures.
    Note: Exceeding recommended plasma-oxygen concentrations can cause engine damage and potential hazards.
  6. Monitor engine temperatures until stable operation is achieved.
  7. Increase internal and external circulator pumps to 10% of maximum rate. Monitor the generated power output on the TEG control panel.
    Note: Consult appendix A for expected electrical generation rates.
  8. Adjust circulator rates until required electrical demand is met.
    Note: Generation rate varies with internal and external loop temperatures, exchange media pressure, and engine geometry. Refer to Appendix B or your supervisor for locally determined optimal settings.
    Note: Do not exceed safety ratings for station power cabling and electrical equipment.
  9. With the power generation rate stable, engage charging of the superconducting magnetic energy storage (SMES) devices. Total SMES charging rate should not exceed total power generation rate, or an overload condition may occur. "} /obj/item/weapon/paper_bin name = "Paper Bin" icon = 'stationobjs.dmi' icon_state = "paper_bin1" var/amount = 30.0 s_istate = "sheet-metal" w_class = 5.0 /obj/item/weapon/pen desc = "It's a normal black ink pen." name = "pen" icon_state = "pen" flags = 386.0 w_class = 1.0 throwspeed = 15.0 /obj/item/weapon/pen/sleepypen desc = "It's a normal black ink pen with a sharp point." var/obj/substance/chemical/chem = null /obj/item/weapon/pill_canister name = "Pill Canister" icon_state = "pill_canister" w_class = 1.0 s_istate = "brutepack" /obj/item/weapon/pill_canister/Tourette desc = "Tourette's Syndrome Remedy\nAdminister as required to surpress Tourette syndrome induced twitching.\nAdminister only once every 15 minutes. Active for 20 at most.\nWARNING: Neurodepressant! Rebalances chemical alignment!\nWarning: May cause drowsyness.\nIf drowsyness persists for over 5 minutes contact medical professional." name = "Pill Canister- 'Tourette's Syndrome Remedy'" /obj/item/weapon/pill_canister/antitoxin desc = "Anti-toxins\nAdminister as required to relieve of plasma burns.\nAdminister only once every 5 minutes.\nWarning: May cause drowsyness.\nIf drowsyness persists for over 5 minutes contact medical professional." name = "Pill Canister- 'Antitoxin Supplements'" /obj/item/weapon/pill_canister/cough desc = "Chronic Cough Syndrome Remedy\nAdminister as required to surpress excessive coughs.\nAdminister only once every 15 minutes. Active for 20 at most.\nWarning: May cause drowsyness.\nIf drowsyness persists for over 5 minutes contact medical professional." name = "Pill Canister- 'CCS Remedy'" /obj/item/weapon/pill_canister/epilepsy desc = "Epilepsy Remedy\nAdminister as required to surpress excessive coughs.\nAdminister only once every 15 minutes. Active for 20 at most.\nWARNING: Neurodepressant! Rebalances chemcial alignment!\nWarning: May cause drowsyness.\nIf drowsyness persists for over 5 minutes contact medical professional." name = "Pill Canister- 'Epilepsy Remedy'" /obj/item/weapon/pill_canister/placebo desc = "Placebos\nThese pills do nothing phsyiologically." name = "Pill Canister- 'Placebos'" /obj/item/weapon/pill_canister/sleep desc = "Sleeping Pills\nAdminister as required to calm person.\nCauses 10 minutes of drowsyness. MAY induce immediate sleep.\nWARNING: Neurodepressant! Do not overdose!\nWarning: Causes drowsiness!If drowsyness persists for over 15 minutes contact medical professional." name = "Pill Canister- 'Sleeping Pills'" /obj/item/weapon/prox_sensor name = "Proximity Sensor" icon_state = "motion0" var/state = 0.0 flags = 322.0 w_class = 2.0 s_istate = "electronic" /obj/item/weapon/rack_parts name = "rack parts" icon_state = "rack_parts" flags = 322.0 /obj/item/weapon/radio name = "Station Bounced Radio" suffix = "\[3\]" icon_state = "radio" var/freq = 145.9 var/wires = 7.0 var/b_stat = 0.0 var/broadcasting = null var/listening = 1.0 flags = 450.0 throwspeed = 9.0 w_class = 2.0 s_istate = "electronic" /obj/item/weapon/radio/beacon name = "Tracking Beacon" icon_state = "beacon" var/code = "beacon" /obj/item/weapon/radio/electropack name = "Electropack" icon_state = "electropack0" var/code = 2.0 var/on = 0.0 var/e_pads = 0.0 freq = 144.9 w_class = 5.0 flags = 323.0 s_istate = "electropack" /obj/item/weapon/radio/headset name = "Radio Headset" icon_state = "headset" /obj/item/weapon/radio/intercom name = "Station Intercom (Radio)" icon_state = "intercom" anchored = 1.0 layer = 3.1 var/number = 0 /obj/item/weapon/radio/signaler name = "Remote Signaling Device" icon_state = "signaler" var/code = 30.0 w_class = 1.0 freq = 145.7 var/delay = 0 /obj/item/weapon/rods name = "rods" icon_state = "rods" var/amount = 1.0 flags = 322.0 w_class = 4.0 force = 9.0 throwforce = 20.0 throwspeed = 10.0 /obj/item/weapon/screwdriver name = "screwdriver" icon_state = "screwdriver" flags = 322.0 force = 5.0 w_class = 2.0 throwforce = 5.0 throwspeed = 15.0 /obj/item/weapon/shard name = "shard" icon = 'shards.dmi' icon_state = "large" w_class = 4.0 force = 7.0 throwforce = 10.0 s_istate = "shard-glass" /obj/item/weapon/sheet name = "sheet" var/amount = 1.0 var/length = 2.5 var/width = 1.5 var/height = 0.01 flags = 322.0 throwforce = 7.0 throwspeed = 10.0 w_class = 4.0 /obj/item/weapon/sheet/glass name = "glass" icon_state = "sheet-glass" force = 5.0 /obj/item/weapon/sheet/rglass name = "reinforced glass" icon_state = "sheet-rglass" s_istate = "sheet-rglass" force = 6.0 /obj/item/weapon/sheet/metal name = "metal" icon_state = "sheet-metal" throwforce = 14.0 /obj/item/weapon/sheet/r_metal name = "reinforced metal" icon_state = "sheet-r_metal" force = 5.0 throwforce = 14.0 s_istate = "sheet-metal" /obj/item/weapon/shield name = "shield" icon_state = "shield0" var/active = 0.0 flags = 322.0 s_istate = "electronic" throwforce = 5.0 throwspeed = 5.0 w_class = 2.0 /obj/item/weapon/storage name = "storage" var/obj/screen/storage/boxes = null var/obj/screen/close/closer = null w_class = 3.0 /obj/item/weapon/storage/backpack name = "backpack" icon_state = "backpack" w_class = 4.0 flags = 259.0 /obj/item/weapon/storage/box name = "Box" icon_state = "box" s_istate = "syringe_kit" /obj/item/weapon/storage/disk_kit name = "Data Disks" icon_state = "id_kit" s_istate = "syringe_kit" /obj/item/weapon/storage/disk_kit/disks /obj/item/weapon/storage/disk_kit/disks2 /obj/item/weapon/storage/fcard_kit name = "Fingerprint Cards" icon_state = "id_kit" s_istate = "syringe_kit" /obj/item/weapon/storage/firstaid name = "First-Aid" throwspeed = 8.0 /obj/item/weapon/storage/firstaid/fire name = "Fire First Aid" icon_state = "firstaid-ointment" /obj/item/weapon/storage/firstaid/regular icon_state = "firstaid" /obj/item/weapon/storage/firstaid/syringes name = "Syringes (Biohazard Alert)" icon_state = "syringe_kit" /obj/item/weapon/storage/firstaid/toxin name = "Toxin First Aid" icon_state = "firstaid-toxin" /obj/item/weapon/storage/flashbang_kit desc = "WARNING: Do not use without reading these preautions!\nThese devices are extremely dangerous and can cause blindness or deafness if used incorrectly.\nThe chemicals contained in these devices have been tuned for maximal effectiveness and due to\nextreme safety precuaiotn shave been incased in a tamper-proof pack. DO NOT ATTEMPT TO OPEN\nFLASH WARNING: Do not use continually. Excercise extreme care when detonating in closed spaces.\n\tMake attemtps not to detonate withing range of 2 meters of the intended target. It is imperative\n\tthat the targets visit a medical professional after usage. Damage to eyes increases extremely per\n\tuse and according to range. Glasses with flash resistant filters DO NOT always work on high powered\n\tflash devices such as this. EXERCISE CAUTION REGARDLESS OF CIRCUMSTANCES\nSOUND WARNING: Do not use continually. Visit a medical professional if hearing is lost.\n\tThere is a slight chance per use of complete deafness. Exercise caution and restraint.\nSTUN WARNING: If the intended or unintended target is too close to detonation the resulting sound\n\tand flash have been known to cause extreme sensory overload resulting in temporary\n\tincapacitation.\nDO NOT USE CONTINUALLY\nOperating Directions:\n\t1. Pull detonnation pin. ONCE THE PIN IS PULLED THE GRENADE CAN NOT BE DISARMED!\n\t2. Throw grenade. NEVER HOLD A LIVE FLASHBANG\n\t3. The grenade will detonste 10 seconds hafter being primed. EXCERCISE CAUTION\n\t-Never prime another grenade until after the first is detonated\nNote: Usage of this pyrotechnic device without authorization is an extreme offense and can\nresult in severe punishment upwards of 10 years in prison per use.\n\nDefault 3 second wait till from prime to detonation. This can be switched with a screwdriver\nto 10 seconds.\n\nCopyright of Nanotrasen Industries- Military Armnaments Division\nThis device was created by Nanotrasen Labs a member of the Expert Advisor Corporation" name = "Flashbangs (WARNING)" icon_state = "flashbang_kit" s_istate = "syringe_kit" /obj/item/weapon/storage/gl_kit name = "Prescription Glasses" icon_state = "id_kit" s_istate = "syringe_kit" /obj/item/weapon/storage/handcuff_kit name = "Spare Handcuffs" icon_state = "handcuff_kit" s_istate = "syringe_kit" /obj/item/weapon/storage/id_kit name = "Spare IDs" icon_state = "id_kit" s_istate = "syringe_kit" /obj/item/weapon/storage/lglo_kit name = "Latex Gloves" icon_state = "lglo_kit" s_istate = "syringe_kit" /obj/item/weapon/storage/stma_kit name = "Sterile Masks" icon_state = "lglo_kit" s_istate = "syringe_kit" /obj/item/weapon/storage/toolbox name = "toolbox" icon_state = "toolbox" flags = 322.0 force = 8.0 throwspeed = 4.0 w_class = 4.0 /obj/item/weapon/storage/toolbox/electrical name = "electical toolbox" icon_state = "toolbox-y" flags = 322.0 force = 8.0 throwspeed = 4.0 w_class = 4.0 /obj/item/weapon/storage/trackimp_kit name = "Tracking Implant Kit" icon_state = "imp_kit" s_istate = "syringe_kit" /obj/item/weapon/sword name = "sword" icon_state = "sword0" var/active = 0.0 force = 3.0 throwforce = 5.0 throwspeed = 5.0 w_class = 2.0 flags = 290.0 /obj/item/weapon/syndicate_uplink name = "Station Bounced Radio" icon_state = "radio" var/temp = null var/uses = 1.0 var/selfdestruct = 0.0 flags = 322.0 w_class = 2.0 s_istate = "electronic" throwspeed = 20.0 /obj/item/weapon/syringe name = "syringe" icon_state = "syringe_0" var/obj/substance/chemical/chem = null var/mode = "inject" var/s_time = 1.0 throwspeed = 5.0 w_class = 1.0 /obj/item/weapon/table_parts name = "table parts" icon_state = "table_parts" flags = 322.0 /obj/item/weapon/tank name = "tank" var/maximum = null var/obj/substance/gas/gas = null var/i_used = 350.0 flags = 323.0 weight = 1000000.0 force = 5.0 throwforce = 10.0 throwspeed = 4.0 /obj/item/weapon/tank/anesthetic name = "anesthetic" icon_state = "an_tank" maximum = 1750000.0 i_used = 1.0 /obj/item/weapon/tank/jetpack name = "jetpack" icon_state = "jetpack0" var/on = 0.0 maximum = 3500000.0 w_class = 4.0 s_istate = "jetpack" /obj/item/weapon/tank/oxygentank name = "oxygentank" icon_state = "oxygen" maximum = 1750000.0 /obj/item/weapon/tank/plasmatank name = "plasmatank" icon_state = "plasma" maximum = 1600000.0 /obj/item/weapon/tile name = "steel floor tile" icon_state = "tile" var/amount = 1.0 w_class = 3.0 throwspeed = 5.0 force = 6.0 throwforce = 7.0 /obj/item/weapon/timer name = "timer" icon_state = "timer0" var/timing = 0.0 var/time = null flags = 322.0 w_class = 2.0 s_istate = "electronic" /obj/item/weapon/wire desc = "This is just a simple piece of regular insulated wire." name = "wire" icon_state = "item_wire" var/amount = 1.0 var/laying = 0.0 var/old_lay = null /obj/item/weapon/wirecutters name = "wirecutters" icon_state = "cutters" flags = 322.0 force = 6.0 throwspeed = 9.0 w_class = 2.0 /obj/item/weapon/wrapping_paper name = "wrapping paper" icon_state = "wrap_paper" var/amount = 20.0 /obj/item/weapon/wrench name = "wrench" icon_state = "wrench" flags = 322.0 force = 5.0 throwforce = 7.0 w_class = 2.0 #define CELLRATE 0.002 /obj/item/weapon/cell name = "power cell" desc = "A rechargable electrochemical power cell." icon = 'power.dmi' icon_state = "cell" s_istate = "cell" flags = FPRINT|DRIVABLE|TABLEPASS force = 10.0 throwforce = 2.0 throwspeed = 1 w_class = 3.0 weight = 100000 var/charge = 0 // note %age conveted to actual charge in New var/maxcharge = 1000 /obj/landmark name = "landmark" icon = 'screen1.dmi' icon_state = "x2" anchored = 1.0 /obj/landmark/alterations name = "alterations" /obj/laser name = "laser" icon = 'weap_sat.dmi' var/damage = 0.0 var/range = 10.0 /obj/lattice desc = "A lightweight support lattice." name = "lattice" icon = 'turfs2.dmi' icon_state = "lattice" density = 0 anchored = 1.0 layer = 2.5 // flags = 64.0 /obj/list_container name = "list container" /obj/list_container/mobl name = "mobl" var/master = null var/list/container = list( ) /obj/m_tray name = "morgue tray" icon = 'stationobjs.dmi' icon_state = "morguet" density = 1 layer = 2.0 var/obj/morgue/connected = null anchored = 1.0 /obj/machinery/computer/dna name = "DNA operations computer" icon = 'Cryogenic2.dmi' icon_state = "dna_computer" var/obj/item/weapon/card/data/scan = null var/obj/item/weapon/card/data/modify = null var/obj/item/weapon/card/data/modify2 = null var/mode = null var/temp = null /obj/machinery/computer/security name = "security" icon = 'stationobjs.dmi' icon_state = "sec_computer" var/obj/machinery/camera/current = null var/last_pic = 1.0 var/network = "SS13" var/maplevel = 1 /obj/machinery/computer/teleporter name = "teleporter" icon = 'stationobjs.dmi' icon_state = "tele_computer" var/locked = null var/id = null /obj/machinery/dna_scanner name = "DNA Scanner/Implanter" icon = 'Cryogenic2.dmi' icon_state = "scanner_0" density = 1 var/locked = 0.0 var/mob/occupant = null anchored = 1.0 /obj/machinery/restruct name = "DNA Physical Restructurization Accelerator" icon = 'Cryogenic2.dmi' icon_state = "restruct_0" density = 1 var/locked = 0.0 var/mob/occupant = null anchored = 1.0 /obj/machinery/scan_console name = "DNA Scanner Access Console" icon = 'Cryogenic2.dmi' icon_state = "scannerconsole" density = 1 var/obj/item/weapon/card/data/scan = null var/func = "" var/data = "" var/special = "" var/status = null var/prog_p1 = null var/prog_p2 = null var/prog_p3 = null var/prog_p4 = null var/temp = null var/obj/machinery/dna_scanner/connected = null anchored = 1.0 //*****RM //***** /obj/machinery/teleport name = "teleport" icon = 'stationobjs.dmi' density = 1 anchored = 1.0 /obj/machinery/teleport/hub name = "hub" icon_state = "tele0" /obj/machinery/teleport/station name = "station" icon_state = "controller" var/active = 0 /obj/machinery/wire name = "wire" icon = 'wire.dmi' /obj/machinery/power/portable_gen name = "portable generator" desc = "A plasma-powered portable power generator." var/obj/item/weapon/tank/holding anchored = 0 netnum = -1 directwired = 0 /obj/cable level = 1 anchored =1 var/netnum = 0 name = "power cable" desc = "A flexible superconducting cable for heavy-duty power transfer." icon = 'power_cond.dmi' icon_state = "0-1" var/d1 = 0 var/d2 = 1 layer = 2.5 /obj/manifest name = "manifest" icon = 'screen1.dmi' icon_state = "x" /obj/meteor name = "meteor" icon = 'meteor.dmi' density = 1 var/steps = null var/hits = 3.0 anchored = 1.0 /obj/meteor/small name = "small" icon_state = "small" /obj/morgue name = "morgue" icon = 'stationobjs.dmi' icon_state = "morgue1" density = 1 var/obj/m_tray/connected = null anchored = 1.0 /obj/move name = "move" icon = 'shuttle.dmi' var/master = null var/tx = null var/ty = null var/oxygen = O2STANDARD var/oldoxy = null var/tmpoxy = null var/oldpoison = null var/tmppoison = null var/poison = 0.0 var/co2 = 0.0 var/oldco2 = null var/tmpco2 = null var/sl_gas = 0.0 var/osl_gas = null var/tsl_gas = null var/n2 = N2STANDARD var/on2 = null var/tn2 = null var/temp = T20C var/otemp var/ttemp var/firelevel = 0.0 var/airdir = null var/airforce = null var/checkfire = 1.0 var/updatecell = 1.0 anchored = 1.0 /obj/move/airtunnel name = "airtunnel" icon = 'airtunnel.dmi' icon_state = "floor" var/deployed = 0.0 var/obj/move/airtunnel/next = null var/obj/move/airtunnel/previous = null var/r_master = null /obj/move/airtunnel/connector name = "connector" icon_state = "floor-c" var/obj/move/airtunnel/current = null deployed = 1.0 /obj/move/airtunnel/connector/wall name = "wall" icon_state = "wall-c" opacity = 1 density = 1 updatecell = 0.0 /obj/move/airtunnel/wall name = "wall" icon_state = "wall" opacity = 1 density = 1 updatecell = 0.0 /obj/move/floor name = "floor" icon_state = "floor" /obj/move/wall name = "wall" icon_state = "wall" opacity = 1 density = 1 updatecell = 0.0 /obj/overlay name = "overlay" /obj/point name = "point" icon = 'screen1.dmi' icon_state = "arrow" layer = 16.0 /obj/rack name = "rack" icon = 'Icons.dmi' icon_state = "rack" density = 1 flags = 320.0 anchored = 1.0 /obj/screen name = "screen" icon = 'screen1.dmi' layer = 20.0 var/id = 0.0 var/obj/master /obj/screen/close name = "close" master = null /obj/screen/grab name = "grab" master = null /obj/screen/screen2 name = "screen2" icon = 'screen.dmi' /obj/screen/storage name = "storage" master = null /obj/screen/zone_sel name = "Damage Zone" icon = 'zone_sel.dmi' icon_state = "blank" var/selecting = "chest" screen_loc = "15,15" /obj/secloset desc = "An immobile card-locked storage closet." name = "Security Locker" icon = 'stationobjs.dmi' icon_state = "1secloset0" density = 1 var/opened = 0.0 var/locked = 1.0 var/allowed = null var/access = null anchored = 1.0 /obj/secloset/animal name = "Animal Control" /obj/secloset/highsec name = "Experimental Technology" allowed = "Captain/Head of Personnel/Head of Research" /obj/secloset/captains name = "Captain's Closet" allowed = "Captain" /obj/secloset/medical1 name = "Medicine Closet" allowed = "Medical Researcher/Prison Doctor/Medical Doctor/Captain/Head of Research" /obj/secloset/medical2 name = "Anesthetic" allowed = "Medical Researcher/Prison Doctor/Medical Doctor/Captain/Head of Research" /obj/secloset/personal desc = "The first card swiped gains control." name = "Personal Closet" icon_state = "0secloset0" /obj/secloset/security1 name = "Security Equipment" allowed = "Prison Security/Prison Warden/Security Officer/Captain/Head of Personnel/Head of Research" /obj/secloset/security2 name = "Forensics Locker" allowed = "Prison Security/Prison Warden/Forensic Technician/Security Officer/Captain/Head of Personnel/Head of Research" /obj/shut_controller name = "shut controller" var/moving = null var/list/parts = list( ) /obj/shuttle name = "shuttle" /obj/shuttle/door name = "door" icon = 'shuttle.dmi' icon_state = "door1" opacity = 1 density = 1 var/visible = 1.0 var/operating = null anchored = 1.0 /obj/sp_start name = "sp start" icon = 'human.dmi' icon_state = "male" var/special = null anchored = 1.0 /obj/start name = "start" icon = 'screen1.dmi' icon_state = "x" anchored = 1.0 /obj/stool name = "stool" icon = 'Icons.dmi' icon_state = "stool" flags = 320.0 weight = 100000 /obj/stool/bed name = "bed" icon_state = "bed" anchored = 1.0 /obj/stool/chair name = "chair" icon_state = "chair" var/status = 0.0 anchored = 1.0 /obj/stool/chair/e_chair name = "electrified chair" icon_state = "e_chair0" var/atom/movable/overlay/overl = null var/on = 0.0 var/obj/item/weapon/assembly/shock_kit/part1 = null var/last_time = 1.0 /obj/substance name = "substance" var/maximum var/temperature var/co2 var/n2 var/oxygen var/plasma var/sl_gas /obj/substance/chemical name = "chemical" maximum = null var/list/chemicals = list( ) // contains /datum/chemical /obj/substance/gas name = "gas" temperature = T20C co2 = 0.0 n2 = 0.0 oxygen = 0.0 plasma = 0.0 sl_gas = 0.0 maximum = -1.0 /obj/table name = "table" icon = 'table.dmi' icon_state = "alone" density = 1 anchored = 1.0 /obj/team name = "team" var/captain = null var/obj/ctf_assist/master = null var/color = null var/base = null var/max_players = 20.0 var/list/members = list( ) /obj/test name = "test" var/success = 1.0 /obj/watertank name = "watertank" icon = 'stationobjs.dmi' icon_state = "watertank" density = 1 flags = 320.0 weight = 5000000.0 /obj/weldfueltank name = "weldfueltank" icon = 'items.dmi' icon_state = "weldtank" density = 1 flags = 320.0 weight = 5000000.0 /obj/window name = "window" icon = 'turfs2.dmi' icon_state = "window" desc = "A window." density = 1 var/health = 14.0 var/ini_dir = null var/state = 0 var/reinf = 0 weight = 2500000.0 anchored = 1.0 flags = 512.0 /turf icon = 'turfs.dmi' var/intact = 0.0 var/firelevel = null var/oxygen = O2STANDARD var/oldoxy = null var/tmpoxy = null var/oldpoison = null var/tmppoison = null var/poison = 0.0 var/co2 = 0.0 var/oldco2 = null var/tmpco2 = null var/sl_gas = 0.0 var/osl_gas = null var/tsl_gas = null var/n2 = N2STANDARD var/on2 = null var/tn2 = null var/temp = T20C var/otemp var/ttemp var/airdir = null var/airforce = null var/checkfire = 1.0 var/atmoalt = null var/updatecell = null level = 1.0 // the turfs to the N,S,E & W var/turf/linkN var/turf/linkS var/turf/linkE var/turf/linkW // whether those turfs are air-connected var/airN var/airS var/airE var/airW // whether to use special conduction heat transfer (through windows only) var/condN var/condS var/condE var/condW /turf/space name = "space" icon_state = "space" var/previousArea = null updatecell = 1.0 oxygen = 0.0 n2 = 0.0 checkfire = 0 oldoxy = 0.0 oldpoison = 0.0 temp = 2.7 // CMB radiation temperature+ /turf/station name = "station" intact = 1.0 /turf/station/command name = "command" /turf/station/command/floor name = "floor" icon = 'Icons.dmi' icon_state = "Floor3" updatecell = 1.0 /turf/station/command/floor/other icon_state = "Floor" /turf/station/command/wall name = "wall" icon = 'wall.dmi' icon_state = "CCWall" opacity = 1 density = 1 updatecell = 0.0 /turf/station/command/wall/other icon_state = "r_wall" /turf/station/engine name = "engine" icon = 'engine.dmi' /turf/station/engine/floor name = "floor" icon_state = "floor" updatecell = 1.0 /turf/station/floor name = "floor" icon = 'Icons.dmi' icon_state = "Floor" var/health = 150.0 var/burnt = null updatecell = 1.0 /turf/station/floor/grid icon = 'weap_sat.dmi' icon_state = "grid" /turf/station/floor/plasma_test /turf/station/r_wall name = "r wall" icon = 'wall.dmi' icon_state = "r_wall" var/previousArea = null opacity = 1 density = 1 var/state = 2.0 var/d_state = 0.0 updatecell = 0.0 /turf/station/shuttle name = "shuttle" icon = 'shuttle.dmi' /turf/station/shuttle/floor name = "floor" icon_state = "floor" updatecell = 1.0 /turf/station/shuttle/wall name = "wall" icon_state = "wall" opacity = 1 density = 1 updatecell = 0.0 /turf/station/wall name = "wall" icon = 'wall.dmi' var/previousArea = null opacity = 1 density = 1 var/state = 2.0 updatecell = 0.0