Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into MOREDOTS

This commit is contained in:
Aurorablade
2018-02-02 01:26:12 -05:00
317 changed files with 5139 additions and 3656 deletions
+20 -21
View File
@@ -2,20 +2,6 @@
var/canEnterVentWith = "/obj/item/weapon/implant=0&/obj/item/clothing/mask/facehugger=0&/obj/item/device/radio/borg=0&/obj/machinery/camera=0"
var/datum/middleClickOverride/middleClickOverride = null
/mob/living/carbon/prepare_huds()
..()
prepare_data_huds()
/mob/living/carbon/proc/prepare_data_huds()
..()
med_hud_set_health()
med_hud_set_status()
/mob/living/carbon/updatehealth()
..()
med_hud_set_health()
med_hud_set_status()
/mob/living/carbon/Destroy()
QDEL_LIST(internal_organs)
QDEL_LIST(stomach_contents)
@@ -23,7 +9,6 @@
if(B)
B.leave_host()
qdel(B)
remove_from_all_data_huds()
return ..()
/mob/living/carbon/blob_act()
@@ -313,6 +298,7 @@
/mob/living/carbon/flash_eyes(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0)
. = ..()
var/damage = intensity - check_eye_prot()
var/extra_damage = 0
if(.)
if(visual)
return
@@ -323,19 +309,32 @@
if(!E || (E && E.weld_proof))
return
var/extra_darkview = 0
if(E.dark_view)
extra_darkview = max(E.dark_view - 2, 0)
extra_damage = extra_darkview
var/light_amount = 10 // assume full brightness
if(isturf(src.loc))
var/turf/T = src.loc
light_amount = round(T.get_lumcount() * 10)
// a dark view of 8, in full darkness, will result in maximum 1st tier damage
var/extra_prob = (10 - light_amount) * extra_darkview
switch(damage)
if(1)
to_chat(src, "<span class='warning'>Your eyes sting a little.</span>")
if(prob(40)) //waiting on carbon organs
E.receive_damage(1, 1)
var/minor_damage_multiplier = min(40 + extra_prob, 100) / 100
var/minor_damage = minor_damage_multiplier * (1 + extra_damage)
E.receive_damage(minor_damage, 1)
if(2)
to_chat(src, "<span class='warning'>Your eyes burn.</span>")
E.receive_damage(rand(2, 4), 1)
E.receive_damage(rand(2, 4) + extra_damage, 1)
else
to_chat(src, "Your eyes itch and burn severely!</span>")
E.receive_damage(rand(12, 16), 1)
E.receive_damage(rand(12, 16) + extra_damage, 1)
if(E.damage > E.min_bruised_damage)
AdjustEyeBlind(damage)
@@ -1105,4 +1104,4 @@ so that different stomachs can handle things in different ways VB*/
update_tint()
if(I.flags_inv & HIDEMASK || forced)
update_inv_wear_mask()
update_inv_head()
update_inv_head()
@@ -1,6 +1,5 @@
/mob/living/carbon
gender = MALE
hud_possible = list(HEALTH_HUD,STATUS_HUD,SPECIALROLE_HUD)
var/list/stomach_contents = list()
var/list/internal_organs = list()
var/list/internal_organs_slot = list() //Same as above, but stores "slot ID" - "organ" pairs for easy access.
@@ -618,7 +618,7 @@
if(istype(D,/obj/machinery/door/airlock))
var/obj/machinery/door/airlock/AL = D
if(!AL.CanAStarPass(RPID)) // only crack open doors we can't get through
AL.p_open = 1
AL.panel_open = 1
AL.update_icon()
AL.shock(src, mistake_chance)
sleep(5)
@@ -638,7 +638,7 @@
if(prob(mistake_chance) && !AL.wires.IsIndexCut(AIRLOCK_WIRE_ELECTRIFY))
AL.wires.CutWireIndex(AIRLOCK_WIRE_ELECTRIFY)
sleep(5)
AL.p_open = 0
AL.panel_open = 0
AL.update_icon()
D.open()
@@ -565,7 +565,5 @@ It'll return null if the organ doesn't correspond, so include null checks when u
H.see_invisible = H.see_override
/datum/species/proc/water_act(mob/living/carbon/human/M, volume, temperature, source)
if(temperature >= 330)
M.bodytemperature = M.bodytemperature + (temperature - M.bodytemperature)
if(temperature <= 280)
M.bodytemperature = M.bodytemperature - (M.bodytemperature - temperature)
if(abs(temperature - M.bodytemperature) > 10) //If our water and mob temperature varies by more than 10K, cool or/ heat them appropriately
M.bodytemperature = (temperature + M.bodytemperature) * 0.5 //Approximation for gradual heating or cooling
+3
View File
@@ -14,4 +14,7 @@
var/datum/soullink/S = s
S.sharerDies(gibbed, src)
med_hud_set_health()
med_hud_set_status()
..(gibbed)
+17
View File
@@ -1,7 +1,23 @@
/mob/living/New()
. = ..()
var/datum/atom_hud/data/human/medical/advanced/medhud = huds[DATA_HUD_MEDICAL_ADVANCED]
medhud.add_to_hud(src)
/mob/living/prepare_huds()
..()
prepare_data_huds()
/mob/living/proc/prepare_data_huds()
..()
med_hud_set_health()
med_hud_set_status()
/mob/living/Destroy()
if(ranged_ability)
ranged_ability.remove_ranged_ability(src)
remove_from_all_data_huds()
if(LAZYLEN(status_effects))
for(var/s in status_effects)
var/datum/status_effect/S = s
@@ -221,6 +237,7 @@
stat = CONSCIOUS
return
health = maxHealth - getOxyLoss() - getToxLoss() - getFireLoss() - getBruteLoss() - getCloneLoss()
med_hud_set_health()
//This proc is used for mobs which are affected by pressure to calculate the amount of pressure that actually
@@ -64,6 +64,7 @@
var/list/recent_tastes = list()
var/blood_volume = 0 //how much blood the mob has
hud_possible = list(HEALTH_HUD,STATUS_HUD,SPECIALROLE_HUD)
var/list/status_effects //a list of all status effects the mob has
@@ -1,3 +1,4 @@
#define EMAG_TIMER 3000
/mob/living/silicon/robot/drone
name = "drone"
real_name = "drone"
@@ -30,6 +31,7 @@
var/mail_destination = 0
var/reboot_cooldown = 60 // one minute
var/last_reboot
var/emagged_time
holder_type = /obj/item/weapon/holder/drone
// var/sprite[0]
@@ -180,14 +182,21 @@
return
to_chat(user, "<span class='warning'>You swipe the sequencer across [src]'s interface and watch its eyes flicker.</span>")
to_chat(src, "<span class='warning'>You feel a sudden burst of malware loaded into your execute-as-root buffer. Your tiny brain methodically parses, loads and executes the script.</span>")
if(jobban_isbanned(src, ROLE_SYNDICATE))
ticker.mode.replace_jobbanned_player(src, ROLE_SYNDICATE)
to_chat(src, "<span class='warning'>You feel a sudden burst of malware loaded into your execute-as-root buffer. Your tiny brain methodically parses, loads and executes the script. You sense you have five minutes before the drone server detects this and automatically shuts you down.</span>")
message_admins("[key_name_admin(user)] emagged drone [key_name_admin(src)]. Laws overridden.")
log_game("[key_name(user)] emagged drone [key_name(src)]. Laws overridden.")
var/time = time2text(world.realtime,"hh:mm:ss")
lawchanges.Add("[time] <B>:</B> [H.name]([H.key]) emagged [name]([key])")
emagged_time = world.time
emagged = 1
density = 1
pass_flags = 0
icon_state = "repairbot-emagged"
holder_type = /obj/item/weapon/holder/drone/emagged
update_icons()
@@ -196,11 +205,11 @@
clear_supplied_laws()
clear_inherent_laws()
laws = new /datum/ai_laws/syndicate_override
set_zeroth_law("Only [H.real_name] and people he designates as being such are Syndicate Agents.")
set_zeroth_law("Only [H.real_name] and people [H.real_name] designates as being such are Syndicate Agents.")
to_chat(src, "<b>Obey these laws:</b>")
laws.show_laws(src)
to_chat(src, "<span class='boldwarning'>ALERT: [H.real_name] is your new master. Obey your new laws and his commands.</span>")
to_chat(src, "<span class='boldwarning'>ALERT: [H.real_name] is your new master. Obey your new laws and [H.real_name]'s commands.</span>")
return
//DRONE LIFE/DEATH
@@ -245,13 +254,16 @@
full_law_reset()
show_laws()
/mob/living/silicon/robot/drone/proc/shut_down()
if(stat != 2)
if(emagged)
to_chat(src, "<span class='warning'>You feel a system kill order percolate through your tiny brain, but it doesn't seem like a good idea to you.</span>")
else
to_chat(src, "<span class='warning'>You feel a system kill order percolate through your tiny brain, and you obediently destroy yourself.</span>")
death()
/mob/living/silicon/robot/drone/proc/shut_down(force=FALSE)
if(stat == 2)
return
if(emagged && !force)
to_chat(src, "<span class='warning'>You feel a system kill order percolate through your tiny brain, but it doesn't seem like a good idea to you.</span>")
return
to_chat(src, "<span class='warning'>You feel a system kill order percolate through your tiny brain, and you obediently destroy yourself.</span>")
death()
/mob/living/silicon/robot/drone/proc/full_law_reset()
clear_supplied_laws()
@@ -347,6 +359,11 @@
/mob/living/silicon/robot/drone/update_canmove(delay_action_updates = 0)
. = ..()
if(emagged)
density = 1
if(world.time - emagged_time > EMAG_TIMER)
shut_down(TRUE)
return
density = 0 //this is reset every canmove update otherwise
/mob/living/simple_animal/drone/flash_eyes(intensity = 1, override_blindness_check = 0, affect_silicon = 0)
@@ -24,7 +24,6 @@
/obj/item/mounted/frame/firealarm,
/obj/item/mounted/frame/newscaster_frame,
/obj/item/mounted/frame/intercom,
/obj/item/weapon/table_parts,
/obj/item/weapon/rack_parts,
/obj/item/weapon/camera_assembly,
/obj/item/weapon/tank,
+20 -2
View File
@@ -1481,10 +1481,28 @@ var/list/robot_verbs_default = list(
radio.recalculateChannels()
aiCamera = new/obj/item/device/camera/siliconcam/robot_camera(src)
/mob/living/silicon/robot/ert/New(loc)
..()
/mob/living/silicon/robot/ert/New(loc, cyborg_unlock)
..(loc)
cell.maxcharge = 25000
cell.charge = 25000
var/rnum = rand(1,1000)
var/borgname = "ERT [rnum]"
name = borgname
custom_name = borgname
real_name = name
mind = new
mind.current = src
mind.original = src
mind.assigned_role = "MODE"
mind.special_role = SPECIAL_ROLE_ERT
if(cyborg_unlock)
crisis = 1
if(!(mind in ticker.minds))
ticker.minds += mind
ticker.mode.ert += mind
/mob/living/silicon/robot/ert/gamma
crisis = 1
/mob/living/silicon/robot/nations
base_icon = "droidpeace"
@@ -502,8 +502,6 @@
modules += new /obj/item/device/t_scanner(src)
modules += new /obj/item/weapon/rpd(src)
emag = new /obj/item/weapon/pickaxe/drill/cyborg/diamond(src)
for(var/T in stacktypes)
var/obj/item/stack/sheet/W = new T(src)
W.amount = stacktypes[T]
+9 -3
View File
@@ -30,7 +30,7 @@
var/med_hud = DATA_HUD_MEDICAL_ADVANCED //Determines the med hud to use
var/sec_hud = DATA_HUD_SECURITY_ADVANCED //Determines the sec hud to use
var/d_hud = DATA_HUD_DIAGNOSTIC //There is only one kind of diag hud
var/d_hud = DATA_HUD_DIAGNOSTIC_ADVANCED //There is only one kind of diag hud
var/obj/item/device/radio/common_radio
@@ -44,6 +44,12 @@
add_language("Galactic Common")
init_subsystems()
/mob/living/silicon/med_hud_set_health()
return //we use a different hud
/mob/living/silicon/med_hud_set_status()
return //we use a different hud
/mob/living/silicon/Destroy()
silicon_mob_list -= src
for(var/datum/alarm_handler/AH in alarm_handlers)
@@ -232,8 +238,8 @@
medsensor.add_hud_to(src)
/mob/living/silicon/proc/add_diag_hud()
var/datum/atom_hud/diagsensor = huds[d_hud]
diagsensor.add_hud_to(src)
for(var/datum/atom_hud/data/diagnostic/diagsensor in huds)
diagsensor.add_hud_to(src)
/mob/living/silicon/proc/toggle_sensor_mode()
+106 -17
View File
@@ -47,7 +47,7 @@
var/frustration = 0 //Used by some bots for tracking failures to reach their target.
var/base_speed = 2 //The speed at which the bot moves, or the number of times it moves per process() tick.
var/turf/ai_waypoint //The end point of a bot's path, or the target location.
var/list/path = list() //List of turfs through which a bot 'steps' to reach the waypoint.
var/list/path = list() //List of turfs through which a bot 'steps' to reach the waypoint, associated with the path image, if there is one.
var/pathset = 0
var/list/ignore_list = list() //List of unreachable targets for an ignore-list enabled bot to ignore.
var/mode = BOT_IDLE //Standardizes the vars that indicate the bot is busy with its function.
@@ -75,6 +75,7 @@
var/control_freq = BOT_FREQ // bot control frequency
var/bot_filter // The radio filter the bot uses to identify itself on the network.
var/bot_type = 0 //The type of bot it is, for radio control.
var/data_hud_type = DATA_HUD_DIAGNOSTIC //The type of data HUD the bot uses. Diagnostic by default.
//This holds text for what the bot is mode doing, reported on the remote bot control interface.
var/list/mode_name = list("In Pursuit","Preparing to Arrest", "Arresting", \
"Beginning Patrol", "Patrolling", "Summoned by PDA", \
@@ -82,7 +83,13 @@
"Responding", "Navigating to Delivery Location", "Navigating to Home", \
"Waiting for clear path", "Calculating navigation path", "Pinging beacon network", "Unable to reach destination")
hud_possible = list(DIAG_STAT_HUD, DIAG_BOT_HUD, DIAG_HUD) //Diagnostic HUD views
var/datum/atom_hud/data/bot_path/path_hud = new /datum/atom_hud/data/bot_path()
var/path_image_icon = 'icons/obj/aibots.dmi'
var/path_image_icon_state = "path_indicator"
var/path_image_color = "#FFFFFF"
var/reset_access_timer_id
hud_possible = list(DIAG_STAT_HUD, DIAG_BOT_HUD, DIAG_HUD, DIAG_PATH_HUD = HUD_LIST_LIST)//Diagnostic HUD views
/obj/item/device/radio/headset/bot
subspace_transmission = 1
@@ -130,6 +137,7 @@
/mob/living/simple_animal/bot/New()
..()
bots_list += src
icon_living = icon_state
icon_dead = icon_state
access_card = new /obj/item/weapon/card/id(src)
@@ -151,14 +159,24 @@
radio_controller.add_object(bot_core, control_freq, bot_filter)
prepare_huds()
var/datum/atom_hud/data/diagnostic/diag_hud = huds[DATA_HUD_DIAGNOSTIC]
diag_hud.add_to_hud(src)
for(var/datum/atom_hud/data/diagnostic/diag_hud in huds)
diag_hud.add_to_hud(src)
diag_hud.add_hud_to(src)
permanent_huds |= diag_hud
diag_hud_set_bothealth()
diag_hud_set_botstat()
diag_hud_set_botmode()
// give us the hud too!
diag_hud.add_hud_to(src)
permanent_huds |= diag_hud
if(path_hud)
path_hud.add_to_hud(src)
path_hud.add_hud_to(src)
/mob/living/simple_animal/bot/med_hud_set_health()
return //we use a different hud
/mob/living/simple_animal/bot/med_hud_set_status()
return //we use a different hud
/mob/living/simple_animal/bot/update_canmove(delay_action_updates = 0)
. = ..()
@@ -169,6 +187,10 @@
/mob/living/simple_animal/bot/Destroy()
if(paicard)
ejectpai()
if(path_hud)
QDEL_NULL(path_hud)
path_hud = null
bots_list -= src
QDEL_NULL(Radio)
QDEL_NULL(access_card)
if(radio_controller && bot_filter)
@@ -446,14 +468,14 @@ Pass a positive integer as an argument to override a bot's default speed.
/mob/living/simple_animal/bot/proc/bot_move(dest, move_speed)
if(!dest || !path || path.len == 0) //A-star failed or a path/destination was not set.
path = list()
set_path(null)
return 0
dest = get_turf(dest) //We must always compare turfs, so get the turf of the dest var if dest was originally something else.
var/turf/last_node = get_turf(path[path.len]) //This is the turf at the end of the path, it should be equal to dest.
if(get_turf(src) == dest) //We have arrived, no need to move again.
return 1
else if(dest != last_node) //The path should lead us to our given destination. If this is not true, we must stop.
path = list()
set_path(null)
return 0
var/step_count = move_speed ? move_speed : base_speed //If a value is passed into move_speed, use that instead of the default speed var.
@@ -472,14 +494,14 @@ Pass a positive integer as an argument to override a bot's default speed.
if(path.len > 1)
step_towards(src, path[1])
if(get_turf(src) == path[1]) //Successful move
path -= path[1]
increment_path()
tries = 0
else
tries++
return 0
else if(path.len == 1)
step_to(src, dest)
path = list()
set_path(null)
return 1
@@ -496,7 +518,7 @@ Pass a positive integer as an argument to override a bot's default speed.
var/datum/job/captain/All = new/datum/job/captain
all_access.access = All.get_access()
path = get_path_to(src, waypoint, /turf/proc/Distance_cardinal, 0, 200, id=all_access)
set_path(get_path_to(src, waypoint, /turf/proc/Distance_cardinal, 0, 200, id=all_access))
calling_ai = caller //Link the AI to the bot!
ai_waypoint = waypoint
@@ -504,6 +526,9 @@ Pass a positive integer as an argument to override a bot's default speed.
if(!on)
turn_on() //Saves the AI the hassle of having to activate a bot manually.
access_card = all_access //Give the bot all-access while under the AI's command.
if(client)
reset_access_timer_id = addtimer(src, "bot_reset", 600) //if the bot is player controlled, they get the extra access for a limited time
to_chat(src, "<span class='notice'><span class='big'>Priority waypoint set by [calling_ai] <b>[caller]</b>. Proceed to <b>[end_area.name]</b>.</span><br>[path.len-1] meters to destination. You have been granted additional door access for 60 seconds.</span>")
if(message)
to_chat(calling_ai, "<span class='notice'>[bicon(src)] [name] called to [end_area.name]. [path.len-1] meters to destination.</span>")
pathset = 1
@@ -513,7 +538,7 @@ Pass a positive integer as an argument to override a bot's default speed.
if(message)
to_chat(calling_ai, "<span class='danger'>Failed to calculate a valid route. Ensure destination is clear of obstructions and within range.</span>")
calling_ai = null
path = list()
set_path(null)
/mob/living/simple_animal/bot/proc/call_mode() //Handles preparing a bot for a call, as well as calling the move proc.
//Handles the bot's movement during a call.
@@ -528,7 +553,10 @@ Pass a positive integer as an argument to override a bot's default speed.
if(calling_ai) //Simple notification to the AI if it called a bot. It will not know the cause or identity of the bot.
to_chat(calling_ai, "<span class='danger'>Call command to a bot has been reset.</span>")
calling_ai = null
path = list()
if(reset_access_timer_id)
deltimer(reset_access_timer_id)
reset_access_timer_id = null
set_path(null)
summon_target = null
pathset = 0
access_card.access = prev_access
@@ -593,7 +621,7 @@ Pass a positive integer as an argument to override a bot's default speed.
else if(path.len > 0 && patrol_target) // valid path
var/turf/next = path[1]
if(next == loc)
path -= next
increment_path()
return
@@ -749,12 +777,12 @@ Pass a positive integer as an argument to override a bot's default speed.
// given an optional turf to avoid
/mob/living/simple_animal/bot/proc/calc_path(turf/avoid)
check_bot_access()
path = get_path_to(src, patrol_target, /turf/proc/Distance_cardinal, 0, 120, id=access_card, exclude=avoid)
set_path(get_path_to(src, patrol_target, /turf/proc/Distance_cardinal, 0, 120, id=access_card, exclude=avoid))
/mob/living/simple_animal/bot/proc/calc_summon_path(turf/avoid)
check_bot_access()
spawn()
path = get_path_to(src, summon_target, /turf/proc/Distance_cardinal, 0, 150, id=access_card, exclude=avoid)
set_path(get_path_to(src, summon_target, /turf/proc/Distance_cardinal, 0, 150, id=access_card, exclude=avoid))
if(!path.len) //Cannot reach target. Give up and announce the issue.
speak("Summon command failed, destination unreachable.",radio_channel)
bot_reset()
@@ -771,7 +799,7 @@ Pass a positive integer as an argument to override a bot's default speed.
else if(path.len > 0 && summon_target) //Proper path acquired!
var/turf/next = path[1]
if(next == loc)
path -= next
increment_path()
return
var/moved = bot_move(summon_target, 3) // Move attempt
@@ -1015,3 +1043,64 @@ Pass a positive integer as an argument to override a bot's default speed.
/mob/living/simple_animal/bot/is_mechanical()
return 1
/mob/living/simple_animal/bot/proc/set_path(list/newpath)
path = newpath ? newpath : list()
if(!path_hud)
return
var/list/path_huds_watching_me = list(huds[DATA_HUD_DIAGNOSTIC_ADVANCED])
if(path_hud)
path_huds_watching_me += path_hud
for(var/V in path_huds_watching_me)
var/datum/atom_hud/H = V
H.remove_from_hud(src)
var/list/path_images = hud_list[DIAG_PATH_HUD]
QDEL_LIST(path_images)
if(newpath)
for(var/i in 1 to newpath.len)
var/turf/T = newpath[i]
var/direction = NORTH
if(i > 1)
var/turf/prevT = path[i - 1]
var/image/prevI = path[prevT]
direction = get_dir(prevT, T)
if(i > 2)
var/turf/prevprevT = path[i - 2]
var/prevDir = get_dir(prevprevT, prevT)
var/mixDir = direction|prevDir
if(mixDir in diagonals)
prevI.dir = mixDir
if(prevDir & (NORTH|SOUTH))
var/matrix/ntransform = matrix()
ntransform.Turn(90)
if((mixDir == NORTHWEST) || (mixDir == SOUTHEAST))
ntransform.Scale(-1, 1)
else
ntransform.Scale(1, -1)
prevI.transform = ntransform
var/mutable_appearance/MA = new /mutable_appearance()
MA.icon = path_image_icon
MA.icon_state = path_image_icon_state
MA.layer = ABOVE_OPEN_TURF_LAYER
MA.plane = 0
MA.appearance_flags = RESET_COLOR|RESET_TRANSFORM
MA.color = path_image_color
MA.dir = direction
var/image/I = image(loc = T)
I.appearance = MA
path[T] = I
path_images += I
for(var/V in path_huds_watching_me)
var/datum/atom_hud/H = V
H.add_to_hud(src)
/mob/living/simple_animal/bot/proc/increment_path()
if(!path || !path.len)
return
var/image/I = path[path[1]]
if(I)
I.icon = null
path.Cut(1, 2)
@@ -17,6 +17,8 @@
window_id = "autoclean"
window_name = "Automatic Station Cleaner v1.1"
pass_flags = PASSMOB
path_image_color = "#993299"
var/blood = 1
var/list/target_types = list()
@@ -20,6 +20,8 @@
bot_core = /obj/machinery/bot_core/secbot
window_id = "autoed209"
window_name = "Automatic Security Unit v2.6"
path_image_color = "#FF0000"
data_hud_type = DATA_HUD_SECURITY_ADVANCED
var/lastfired = 0
var/shot_delay = 3 //.3 seconds between shots
@@ -17,6 +17,7 @@
bot_core = /obj/machinery/bot_core/floorbot
window_id = "autofloor"
window_name = "Automatic Station Floor Repairer v1.1"
path_image_color = "#FFA500"
var/process_type //Determines what to do when process_scan() recieves a target. See process_scan() for details.
var/targetdirection
@@ -19,6 +19,8 @@
bot_core_type = /obj/machinery/bot_core/medbot
window_id = "automed"
window_name = "Automatic Medical Unit v1.1"
path_image_color = "#DDDDFF"
data_hud_type = DATA_HUD_MEDICAL_ADVANCED
var/obj/item/weapon/reagent_containers/glass/reagent_glass = null //Can be set to draw from this for reagents.
var/skin = null //Set to "tox", "ointment" or "o2" for the other two firstaid kits.
@@ -26,6 +26,8 @@
model = "MULE"
bot_purpose = "deliver crates and other packages between departments, as requested"
bot_core_type = /obj/machinery/bot_core/mulebot
path_image_color = "#7F5200"
suffix = ""
@@ -502,7 +504,7 @@
var/turf/next = path[1]
reached_target = 0
if(next == loc)
path -= next
increment_path()
return
if(istype(next, /turf/simulated))
// to_chat(world, "at ([x],[y]) moving to ([next.x],[next.y])")
@@ -513,7 +515,7 @@
if(moved && oldloc!=loc) // successful move
// to_chat(world, "Successful move.")
blockcount = 0
path -= loc
increment_path()
if(destination == home_destination)
mode = BOT_GO_HOME
@@ -570,7 +572,7 @@
// given an optional turf to avoid
/mob/living/simple_animal/bot/mulebot/calc_path(turf/avoid = null)
check_bot_access()
path = get_path_to(src, target, /turf/proc/Distance_cardinal, 0, 250, id=access_card, exclude=avoid)
set_path(get_path_to(src, target, /turf/proc/Distance_cardinal, 0, 250, id=access_card, exclude=avoid))
// sets the current destination
// signals all beacons matching the delivery code
@@ -18,6 +18,8 @@
bot_core_type = /obj/machinery/bot_core/secbot
window_id = "autosec"
window_name = "Automatic Security Unit v1.6"
path_image_color = "#FF0000"
data_hud_type = DATA_HUD_SECURITY_ADVANCED
var/base_icon = "secbot"
var/mob/living/carbon/target
@@ -67,7 +67,7 @@
if(health < maxHealth)
adjustBruteLoss(-5)
if(src != M)
Beam(M,icon_state="sendbeam",icon='icons/effects/effects.dmi',time=4)
Beam(M,icon_state="sendbeam",time=4)
M.visible_message("<span class='danger'>[M] repairs some of \the <b>[src]'s</b> dents.</span>", \
"<span class='cult'>You repair some of <b>[src]'s</b> dents, leaving <b>[src]</b> at <b>[health]/[maxHealth]</b> health.</span>")
else
@@ -563,7 +563,7 @@
if(change)
if(change > 0)
if(M && stat != DEAD) // Added check to see if this mob (the corgi) is dead to fix issue 2454
flick_overlay(image('icons/mob/animal.dmi',src,"heart-ani2",MOB_LAYER+1), list(M.client), 20)
new /obj/effect/temp_visual/heart(loc)
custom_emote(1, "yaps happily!")
else
if(M && stat != DEAD) // Same check here, even though emote checks it as well (poor form to check it only in the help case)
@@ -0,0 +1,49 @@
/mob/living/simple_animal/hostile/deathsquid
name = "death squid"
desc = "A large, floating eldritch horror. Its body glows with an evil red light, and its tentacles look to have been dipped in alien blood."
speed = 1
speak_emote = list("telepathically thunders", "telepathically booms")
maxHealth = 2500 // same as megafauna
health = 2500
icon = 'icons/mob/deathsquid_large.dmi' // Credit: FullofSkittles
icon_state = "deathsquid"
icon_living = "deathsquid"
icon_dead = "deathsquiddead"
attacktext = "slices"
attack_sound = 'sound/weapons/bladeslice.ogg'
armour_penetration = 25
melee_damage_lower = 10
melee_damage_upper = 100
environment_smash = 3
force_threshold = 15
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
unsuitable_atmos_damage = 0
heat_damage_per_tick = 0
see_in_dark = 8
mob_size = MOB_SIZE_LARGE
ventcrawler = 0
gold_core_spawnable = CHEM_MOB_SPAWN_INVALID
/mob/living/simple_animal/hostile/deathsquid/Process_Spacemove(var/movement_dir = 0)
return 1 //copypasta from carp code
/mob/living/simple_animal/hostile/deathsquid/ex_act(severity)
return
/mob/living/simple_animal/hostile/deathsquid/joke
name = "deaf squid"
desc = "An elderly, hard-of-hearing eldrich horror."
maxHealth = 200
health = 200
speed = 3
armour_penetration = 5
melee_damage_lower = 10
melee_damage_upper = 20
environment_smash = 2
@@ -131,7 +131,7 @@ Difficulty: Hard
/mob/living/simple_animal/hostile/megafauna/bubblegum/Move()
if(charging)
new /obj/effect/overlay/temp/decoy/fading(loc, src)
new /obj/effect/temp_visual/decoy/fading(loc, src)
DestroySurroundings()
. = ..()
if(!stat && .)
@@ -152,12 +152,12 @@ Difficulty: Hard
var/turf/T = get_turf(target)
if(!T || T == loc)
return
new /obj/effect/overlay/temp/dragon_swoop(T)
new /obj/effect/temp_visual/dragon_swoop(T)
charging = 1
DestroySurroundings()
walk(src, 0)
dir = get_dir(src, T)
var/obj/effect/overlay/temp/decoy/D = new /obj/effect/overlay/temp/decoy(loc, src)
var/obj/effect/temp_visual/decoy/D = new /obj/effect/temp_visual/decoy(loc, src)
animate(D, alpha = 0, color = "#FF0000", transform = matrix()*2, time = 5)
sleep(5)
throw_at(T, get_dist(src, T), 1, src, 0)
@@ -242,9 +242,9 @@ Difficulty: Hard
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/bloodsmack(turf/T, handedness)
if(handedness)
new /obj/effect/overlay/temp/bubblegum_hands/rightsmack(T)
new /obj/effect/temp_visual/bubblegum_hands/rightsmack(T)
else
new /obj/effect/overlay/temp/bubblegum_hands/leftsmack(T)
new /obj/effect/temp_visual/bubblegum_hands/leftsmack(T)
sleep(2.5)
for(var/mob/living/L in T)
if(!faction_check(L))
@@ -256,11 +256,11 @@ Difficulty: Hard
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/bloodgrab(turf/T, handedness)
if(handedness)
new /obj/effect/overlay/temp/bubblegum_hands/rightpaw(T)
new /obj/effect/overlay/temp/bubblegum_hands/rightthumb(T)
new /obj/effect/temp_visual/bubblegum_hands/rightpaw(T)
new /obj/effect/temp_visual/bubblegum_hands/rightthumb(T)
else
new /obj/effect/overlay/temp/bubblegum_hands/leftpaw(T)
new /obj/effect/overlay/temp/bubblegum_hands/leftthumb(T)
new /obj/effect/temp_visual/bubblegum_hands/leftpaw(T)
new /obj/effect/temp_visual/bubblegum_hands/leftthumb(T)
sleep(6)
for(var/mob/living/L in T)
if(!faction_check(L))
@@ -274,28 +274,28 @@ Difficulty: Hard
devour(L)
sleep(1)
/obj/effect/overlay/temp/bubblegum_hands
/obj/effect/temp_visual/bubblegum_hands
icon = 'icons/effects/bubblegum.dmi'
duration = 9
/obj/effect/overlay/temp/bubblegum_hands/rightthumb
/obj/effect/temp_visual/bubblegum_hands/rightthumb
icon_state = "rightthumbgrab"
/obj/effect/overlay/temp/bubblegum_hands/leftthumb
/obj/effect/temp_visual/bubblegum_hands/leftthumb
icon_state = "leftthumbgrab"
/obj/effect/overlay/temp/bubblegum_hands/rightpaw
/obj/effect/temp_visual/bubblegum_hands/rightpaw
icon_state = "rightpawgrab"
layer = MOB_LAYER - 0.1
/obj/effect/overlay/temp/bubblegum_hands/leftpaw
/obj/effect/temp_visual/bubblegum_hands/leftpaw
icon_state = "leftpawgrab"
layer = MOB_LAYER - 0.1
/obj/effect/overlay/temp/bubblegum_hands/rightsmack
/obj/effect/temp_visual/bubblegum_hands/rightsmack
icon_state = "rightsmack"
/obj/effect/overlay/temp/bubblegum_hands/leftsmack
/obj/effect/temp_visual/bubblegum_hands/leftsmack
icon_state = "leftsmack"
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/blood_warp()
@@ -311,7 +311,7 @@ Difficulty: Hard
if(!pools.len)
return FALSE
var/obj/effect/overlay/temp/decoy/DA = new /obj/effect/overlay/temp/decoy(loc, src)
var/obj/effect/temp_visual/decoy/DA = new /obj/effect/temp_visual/decoy(loc, src)
DA.color = "#FF0000"
var/oldtransform = DA.transform
DA.transform = matrix()*2
@@ -353,7 +353,7 @@ Difficulty: Hard
new /obj/effect/decal/cleanable/blood/bubblegum(J)
for(var/i in 1 to range)
J = get_step(previousturf, targetdir)
new /obj/effect/overlay/temp/dir_setting/bloodsplatter(previousturf, get_dir(previousturf, J))
new /obj/effect/temp_visual/dir_setting/bloodsplatter(previousturf, get_dir(previousturf, J))
playsound(previousturf,'sound/effects/splat.ogg', 100, 1, -1)
if(!J || !previousturf.CanAtmosPass(J))
break
@@ -97,7 +97,7 @@ Difficulty: Very Hard
..()
internal_gps = new/obj/item/device/gps/internal/colossus(src)
/obj/effect/overlay/temp/at_shield
/obj/effect/temp_visual/at_shield
name = "anti-toolbox field"
desc = "A shimmering forcefield protecting the colossus."
icon = 'icons/effects/effects.dmi'
@@ -107,7 +107,7 @@ Difficulty: Very Hard
duration = 8
var/target
/obj/effect/overlay/temp/at_shield/New(new_loc, new_target)
/obj/effect/temp_visual/at_shield/New(new_loc, new_target)
..()
target = new_target
spawn(0)
@@ -115,7 +115,7 @@ Difficulty: Very Hard
/mob/living/simple_animal/hostile/megafauna/colossus/bullet_act(obj/item/projectile/P)
if(!stat)
var/obj/effect/overlay/temp/at_shield/AT = new /obj/effect/overlay/temp/at_shield(loc, src)
var/obj/effect/temp_visual/at_shield/AT = new /obj/effect/temp_visual/at_shield(loc, src)
var/random_x = rand(-32, 32)
AT.pixel_x += random_x
@@ -86,7 +86,7 @@ Difficulty: Medium
/mob/living/simple_animal/hostile/megafauna/dragon/Process_Spacemove(movement_dir = 0)
return 1
/obj/effect/overlay/temp/fireball
/obj/effect/temp_visual/fireball
icon = 'icons/obj/wizard.dmi'
icon_state = "fireball"
name = "fireball"
@@ -96,18 +96,18 @@ Difficulty: Medium
duration = 12
pixel_z = 500
/obj/effect/overlay/temp/fireball/New(loc)
/obj/effect/temp_visual/fireball/New(loc)
..()
animate(src, pixel_z = 0, time = 12)
/obj/effect/overlay/temp/target
/obj/effect/temp_visual/target
icon = 'icons/mob/actions.dmi'
icon_state = "sniper_zoom"
layer = MOB_LAYER - 0.1
luminosity = 2
duration = 12
/obj/effect/overlay/temp/dragon_swoop
/obj/effect/temp_visual/dragon_swoop
name = "certain death"
desc = "Don't just stand there, move!"
icon = 'icons/effects/96x96.dmi'
@@ -118,18 +118,18 @@ Difficulty: Medium
color = "#FF0000"
duration = 10
/obj/effect/overlay/temp/target/ex_act()
/obj/effect/temp_visual/target/ex_act()
return
/obj/effect/overlay/temp/target/New(loc)
/obj/effect/temp_visual/target/New(loc)
..()
spawn(0)
fall()
/obj/effect/overlay/temp/target/proc/fall()
/obj/effect/temp_visual/target/proc/fall()
var/turf/T = get_turf(src)
playsound(T,'sound/magic/Fireball.ogg', 200, 1)
new /obj/effect/overlay/temp/fireball(T)
new /obj/effect/temp_visual/fireball(T)
sleep(12)
explosion(T, 0, 0, 1, 0, 0, 0, 1)
@@ -161,7 +161,7 @@ Difficulty: Medium
visible_message("<span class='boldwarning'>Fire rains from the sky!</span>")
for(var/turf/turf in range(12,get_turf(src)))
if(prob(10))
new /obj/effect/overlay/temp/target(turf)
new /obj/effect/temp_visual/target(turf)
/mob/living/simple_animal/hostile/megafauna/dragon/proc/fire_walls()
playsound(get_turf(src),'sound/magic/Fireball.ogg', 200, 1)
@@ -223,7 +223,7 @@ Difficulty: Medium
else
tturf = get_turf(src)
forceMove(tturf)
new /obj/effect/overlay/temp/dragon_swoop(tturf)
new /obj/effect/temp_visual/dragon_swoop(tturf)
animate(src, pixel_x = initial(pixel_x), pixel_z = 0, time = 10)
sleep(10)
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 200, 1)
@@ -242,7 +242,7 @@ Difficulty: Hard
pickedtarget = pick_n_take(targets)
if(pickedtarget.stat == DEAD)
pickedtarget = target
var/obj/effect/overlay/temp/hierophant/chaser/C = new /obj/effect/overlay/temp/hierophant/chaser(loc, src, pickedtarget, chaser_speed, FALSE)
var/obj/effect/temp_visual/hierophant/chaser/C = new /obj/effect/temp_visual/hierophant/chaser(loc, src, pickedtarget, chaser_speed, FALSE)
C.moving = 3
C.moving_dir = pick_n_take(cardinal_copy)
sleep(10)
@@ -277,10 +277,10 @@ Difficulty: Hard
spawn(0)
diagonal_blasts(target)
else if(chaser_cooldown < world.time) //if chasers are off cooldown, fire some!
var/obj/effect/overlay/temp/hierophant/chaser/C = new /obj/effect/overlay/temp/hierophant/chaser(loc, src, target, chaser_speed, FALSE)
var/obj/effect/temp_visual/hierophant/chaser/C = new /obj/effect/temp_visual/hierophant/chaser(loc, src, target, chaser_speed, FALSE)
chaser_cooldown = world.time + initial(chaser_cooldown)
if((prob(anger_modifier) || target.Adjacent(src)) && target != src)
var/obj/effect/overlay/temp/hierophant/chaser/OC = new /obj/effect/overlay/temp/hierophant/chaser(loc, src, target, max(1.5, 5 - anger_modifier * 0.07), FALSE)
var/obj/effect/temp_visual/hierophant/chaser/OC = new /obj/effect/temp_visual/hierophant/chaser(loc, src, target, max(1.5, 5 - anger_modifier * 0.07), FALSE)
OC.moving = 4
OC.moving_dir = pick(cardinal - C.moving_dir)
else //just release a burst of power
@@ -291,11 +291,11 @@ Difficulty: Hard
var/turf/T = get_turf(victim)
if(!T)
return
new /obj/effect/overlay/temp/hierophant/telegraph/diagonal(T, src)
new /obj/effect/temp_visual/hierophant/telegraph/diagonal(T, src)
playsound(T,'sound/magic/blink.ogg', 200, 1)
//playsound(T,'sound/effects/bin_close.ogg', 200, 1)
sleep(2)
new /obj/effect/overlay/temp/hierophant/blast(T, src, FALSE)
new /obj/effect/temp_visual/hierophant/blast(T, src, FALSE)
for(var/d in diagonals)
spawn(0)
blast_wall(T, d)
@@ -304,11 +304,11 @@ Difficulty: Hard
var/turf/T = get_turf(victim)
if(!T)
return
new /obj/effect/overlay/temp/hierophant/telegraph/cardinal(T, src)
new /obj/effect/temp_visual/hierophant/telegraph/cardinal(T, src)
playsound(T,'sound/magic/blink.ogg', 200, 1)
//playsound(T,'sound/effects/bin_close.ogg', 200, 1)
sleep(2)
new /obj/effect/overlay/temp/hierophant/blast(T, src, FALSE)
new /obj/effect/temp_visual/hierophant/blast(T, src, FALSE)
for(var/d in cardinal)
spawn(0)
blast_wall(T, d)
@@ -317,11 +317,11 @@ Difficulty: Hard
var/turf/T = get_turf(victim)
if(!T)
return
new /obj/effect/overlay/temp/hierophant/telegraph(T, src)
new /obj/effect/temp_visual/hierophant/telegraph(T, src)
playsound(T,'sound/magic/blink.ogg', 200, 1)
//playsound(T,'sound/effects/bin_close.ogg', 200, 1)
sleep(2)
new /obj/effect/overlay/temp/hierophant/blast(T, src, FALSE)
new /obj/effect/temp_visual/hierophant/blast(T, src, FALSE)
for(var/d in alldirs)
spawn(0)
blast_wall(T, d)
@@ -331,7 +331,7 @@ Difficulty: Hard
var/turf/previousturf = T
var/turf/J = get_step(previousturf, dir)
for(var/i in 1 to range)
new /obj/effect/overlay/temp/hierophant/blast(J, src, FALSE)
new /obj/effect/temp_visual/hierophant/blast(J, src, FALSE)
previousturf = J
J = get_step(previousturf, dir)
@@ -340,21 +340,21 @@ Difficulty: Hard
return
var/turf/T = get_turf(victim)
var/turf/source = get_turf(src)
new /obj/effect/overlay/temp/hierophant/telegraph(T, src)
new /obj/effect/overlay/temp/hierophant/telegraph(source, src)
new /obj/effect/temp_visual/hierophant/telegraph(T, src)
new /obj/effect/temp_visual/hierophant/telegraph(source, src)
playsound(T,'sound/magic/blink.ogg', 200, 1)
//playsound(T,'sound/magic/Wand_Teleport.ogg', 200, 1)
playsound(source,'sound/magic/blink.ogg', 200, 1)
//playsound(source,'sound/machines/AirlockOpen.ogg', 200, 1)
blinking = TRUE
sleep(2) //short delay before we start...
new /obj/effect/overlay/temp/hierophant/telegraph/teleport(T, src)
new /obj/effect/overlay/temp/hierophant/telegraph/teleport(source, src)
new /obj/effect/temp_visual/hierophant/telegraph/teleport(T, src)
new /obj/effect/temp_visual/hierophant/telegraph/teleport(source, src)
for(var/t in RANGE_TURFS(1, T))
var/obj/effect/overlay/temp/hierophant/blast/B = new /obj/effect/overlay/temp/hierophant/blast(t, src, FALSE)
var/obj/effect/temp_visual/hierophant/blast/B = new /obj/effect/temp_visual/hierophant/blast(t, src, FALSE)
B.damage = 30
for(var/t in RANGE_TURFS(1, source))
var/obj/effect/overlay/temp/hierophant/blast/B = new /obj/effect/overlay/temp/hierophant/blast(t, src, FALSE)
var/obj/effect/temp_visual/hierophant/blast/B = new /obj/effect/temp_visual/hierophant/blast(t, src, FALSE)
B.damage = 30
animate(src, alpha = 0, time = 2, easing = EASE_OUT) //fade out
sleep(1)
@@ -376,12 +376,12 @@ Difficulty: Hard
var/turf/T = get_turf(victim)
if(!T)
return
new /obj/effect/overlay/temp/hierophant/telegraph(T, src)
new /obj/effect/temp_visual/hierophant/telegraph(T, src)
playsound(T,'sound/magic/blink.ogg', 200, 1)
//playsound(T,'sound/effects/bin_close.ogg', 200, 1)
sleep(2)
for(var/t in RANGE_TURFS(1, T))
new /obj/effect/overlay/temp/hierophant/blast(t, src, FALSE)
new /obj/effect/temp_visual/hierophant/blast(t, src, FALSE)
/mob/living/simple_animal/hostile/megafauna/hierophant/proc/burst(turf/original) //release a wave of blasts
playsound(original,'sound/magic/blink.ogg', 200, 1)
@@ -395,7 +395,7 @@ Difficulty: Hard
if(dist > last_dist)
last_dist = dist
sleep(1 + (burst_range - last_dist) * 0.5) //gets faster as it gets further out
new /obj/effect/overlay/temp/hierophant/blast(T, src, FALSE)
new /obj/effect/temp_visual/hierophant/blast(T, src, FALSE)
/mob/living/simple_animal/hostile/megafauna/hierophant/AltClickOn(atom/A) //player control handler(don't give this to a player holy fuck)
if(!istype(A) || get_dist(A, src) <= 2)
@@ -403,16 +403,16 @@ Difficulty: Hard
blink(A)
//Hierophant overlays
/obj/effect/overlay/temp/hierophant
/obj/effect/temp_visual/hierophant
layer = MOB_LAYER - 0.1
var/mob/living/caster //who made this, anyway
/obj/effect/overlay/temp/hierophant/New(loc, new_caster)
/obj/effect/temp_visual/hierophant/New(loc, new_caster)
..()
if(new_caster)
caster = new_caster
/obj/effect/overlay/temp/hierophant/chaser //a hierophant's chaser. follows target around, moving and producing a blast every speed deciseconds.
/obj/effect/temp_visual/hierophant/chaser //a hierophant's chaser. follows target around, moving and producing a blast every speed deciseconds.
duration = 98
var/mob/living/target //what it's following
var/turf/targetturf //what turf the target is actually on
@@ -426,7 +426,7 @@ Difficulty: Hard
var/currently_seeking = FALSE
var/friendly_fire_check = FALSE //if blasts produced apply friendly fire
/obj/effect/overlay/temp/hierophant/chaser/New(loc, new_caster, new_target, new_speed, is_friendly_fire)
/obj/effect/temp_visual/hierophant/chaser/New(loc, new_caster, new_target, new_speed, is_friendly_fire)
..()
target = new_target
friendly_fire_check = is_friendly_fire
@@ -435,14 +435,14 @@ Difficulty: Hard
spawn(0)
seek_target()
/obj/effect/overlay/temp/hierophant/chaser/proc/get_target_dir()
/obj/effect/temp_visual/hierophant/chaser/proc/get_target_dir()
. = get_cardinal_dir(src, targetturf)
if((. != previous_moving_dir && . == more_previouser_moving_dir) || . == 0) //we're alternating, recalculate
var/list/cardinal_copy = cardinal.Copy()
cardinal_copy -= more_previouser_moving_dir
. = pick(cardinal_copy)
/obj/effect/overlay/temp/hierophant/chaser/proc/seek_target()
/obj/effect/temp_visual/hierophant/chaser/proc/seek_target()
if(!currently_seeking)
currently_seeking = TRUE
targetturf = get_turf(target)
@@ -470,27 +470,27 @@ Difficulty: Hard
sleep(speed)
targetturf = get_turf(target)
/obj/effect/overlay/temp/hierophant/chaser/proc/make_blast()
new /obj/effect/overlay/temp/hierophant/blast(loc, caster, friendly_fire_check)
/obj/effect/temp_visual/hierophant/chaser/proc/make_blast()
new /obj/effect/temp_visual/hierophant/blast(loc, caster, friendly_fire_check)
/obj/effect/overlay/temp/hierophant/telegraph
/obj/effect/temp_visual/hierophant/telegraph
icon = 'icons/effects/96x96.dmi'
icon_state = "hierophant_telegraph"
pixel_x = -32
pixel_y = -32
duration = 3
/obj/effect/overlay/temp/hierophant/telegraph/diagonal
/obj/effect/temp_visual/hierophant/telegraph/diagonal
icon_state = "hierophant_telegraph_diagonal"
/obj/effect/overlay/temp/hierophant/telegraph/cardinal
/obj/effect/temp_visual/hierophant/telegraph/cardinal
icon_state = "hierophant_telegraph_cardinal"
/obj/effect/overlay/temp/hierophant/telegraph/teleport
/obj/effect/temp_visual/hierophant/telegraph/teleport
icon_state = "hierophant_telegraph_teleport"
duration = 9
/obj/effect/overlay/temp/hierophant/blast
/obj/effect/temp_visual/hierophant/blast
icon = 'icons/effects/effects.dmi'
icon_state = "hierophant_blast"
name = "vortex blast"
@@ -502,7 +502,7 @@ Difficulty: Hard
var/friendly_fire_check = FALSE
var/bursting = FALSE //if we're bursting and need to hit anyone crossing us
/obj/effect/overlay/temp/hierophant/blast/New(loc, new_caster, friendly_fire)
/obj/effect/temp_visual/hierophant/blast/New(loc, new_caster, friendly_fire)
..()
friendly_fire_check = friendly_fire
if(new_caster)
@@ -513,7 +513,7 @@ Difficulty: Hard
spawn(0)
blast()
/obj/effect/overlay/temp/hierophant/blast/proc/blast()
/obj/effect/temp_visual/hierophant/blast/proc/blast()
var/turf/T = get_turf(src)
if(!T)
return
@@ -524,12 +524,12 @@ Difficulty: Hard
sleep(1.3) //slightly forgiving; the burst animation is 1.5 deciseconds
bursting = FALSE //we no longer damage crossers
/obj/effect/overlay/temp/hierophant/blast/Crossed(atom/movable/AM)
/obj/effect/temp_visual/hierophant/blast/Crossed(atom/movable/AM)
..()
if(bursting)
do_damage(get_turf(src))
/obj/effect/overlay/temp/hierophant/blast/proc/do_damage(turf/T)
/obj/effect/temp_visual/hierophant/blast/proc/do_damage(turf/T)
for(var/mob/living/L in T.contents - hit_things) //find and damage mobs...
hit_things += L
if((friendly_fire_check && caster && caster.faction_check(L)) || L.stat == DEAD)
@@ -570,7 +570,7 @@ Difficulty: Hard
H.timer = world.time + 51
if(do_after(user, 50, target = src))
playsound(src,'sound/magic/Blind.ogg', 200, 1, -4)
new /obj/effect/overlay/temp/hierophant/telegraph/teleport(get_turf(src), user)
new /obj/effect/temp_visual/hierophant/telegraph/teleport(get_turf(src), user)
to_chat(user, "<span class='hierophant_warning'>You touch the rune with the staff, dispelling it!</span>")
H.rune = null
user.update_action_buttons_icon()
@@ -106,6 +106,7 @@
/mob/living/simple_animal/updatehealth()
..()
health = Clamp(health, 0, maxHealth)
med_hud_set_status()
/mob/living/simple_animal/handle_hud_icons_health()
..()
+8 -1
View File
@@ -34,8 +34,15 @@
..()
/atom/proc/prepare_huds()
hud_list = list()
for(var/hud in hud_possible)
hud_list[hud] = image('icons/mob/hud.dmi', src, "")
var/hint = hud_possible[hud]
switch(hint)
if(HUD_LIST_LIST)
hud_list[hud] = list()
else
var/image/I = image('icons/mob/hud.dmi', src, "")
hud_list[hud] = I
/mob/proc/generate_name()
return name
+15 -11
View File
@@ -147,11 +147,12 @@
mob.control_object.forceMove(get_step(mob.control_object, direct))
return
#define MOVEMENT_DELAY_BUFFER 0.75
#define MOVEMENT_DELAY_BUFFER_DELTA 1.25
/client/Move(n, direct)
if(world.time < move_delay)
return
var/old_move_delay = move_delay
move_delay = world.time + world.tick_lag //this is here because Move() can now be called multiple times per tick
if(!mob || !mob.loc)
return 0
@@ -203,9 +204,9 @@
if(isobj(mob.loc) || ismob(mob.loc)) //Inside an object, tell it we moved
var/atom/O = mob.loc
return O.relaymove(mob, direct)
if(!mob.Process_Spacemove(direct))
return 0
return 0
if(mob.restrained()) // Why being pulled while cuffed prevents you from moving
for(var/mob/M in orange(1, mob))
@@ -220,7 +221,11 @@
//We are now going to move
moving = 1
move_delay = mob.movement_delay() + world.time
var/delay = mob.movement_delay()
if(old_move_delay + (delay * MOVEMENT_DELAY_BUFFER_DELTA) + MOVEMENT_DELAY_BUFFER > world.time)
move_delay = old_move_delay + delay
else
move_delay = delay + world.time
mob.last_movement = world.time
if(locate(/obj/item/weapon/grab, mob))
@@ -252,7 +257,7 @@
return
spawn(1)
M.other_mobs = null
M.animate_movement = 2
M.animate_movement = 2
return
else if(mob.confused)
@@ -361,13 +366,12 @@
spawn(0)
var/limit = 2//For only two trailing shadows.
for(var/turf/T in getline(mobloc, L.loc))
spawn(0)
anim(T,L,'icons/mob/mob.dmi',,"shadow",,L.dir)
new /obj/effect/temp_visual/dir_setting/ninja/shadow(T, L.dir)
limit--
if(limit<=0) break
if(limit<=0)
break
else
spawn(0)
anim(mobloc,mob,'icons/mob/mob.dmi',,"shadow",,L.dir)
new /obj/effect/temp_visual/dir_setting/ninja/shadow(mobloc, L.dir)
L.forceMove(get_step(L, direct))
L.dir = direct
if(3) //Incorporeal move, but blocked by holy-watered tiles