Merged in Erthilo's stuff.

This commit is contained in:
SkyMarshal
2012-03-29 21:11:17 -07:00
71 changed files with 9980 additions and 7140 deletions
+2 -2
View File
@@ -49,8 +49,8 @@
/obj/item/assembly/shock_kit/receive_signal()
//*****
//world << "Shock kit got r_signal"
if (istype(src.loc, /obj/structure/stool/chair/e_chair))
var/obj/structure/stool/chair/e_chair/C = src.loc
if (istype(src.loc, /obj/structure/stool/bed/chair/e_chair))
var/obj/structure/stool/bed/chair/e_chair/C = src.loc
//world << "Shock kit sending shock to EC"
C.shock()
return
+20 -108
View File
@@ -4,38 +4,13 @@ DATA CARD
ID CARD
FINGERPRINT CARD HOLDER
FINGERPRINT CARD
*/
/obj/item/weapon/card
name = "card"
desc = "Does card things."
icon = 'card.dmi'
w_class = 1.0
var/list/files = list( )
/obj/item/weapon/card/emag
desc = "An identification card. Seems to have some funny chip on it, though."
name = "modified identification card"
icon_state = "emag"
item_state = "card-id"
origin_tech = "magnets=2;syndicate=2"
var/uses = 5
New()
..()
uses = rand(3,5)
return
// DATA CARDS
/obj/item/weapon/card/data
name = "data disk"
desc = "A disk with data."
icon_state = "data"
var/function = "storage"
var/data = "null"
var/special = null
item_state = "card-id"
/obj/item/weapon/card/data/verb/label(t as text)
set name = "Label Disk"
@@ -50,58 +25,9 @@ FINGERPRINT CARD
return
// ID CARDS
/obj/item/weapon/card/id
name = "identification card"
desc = "An identification card."
icon_state = "id"
item_state = "card-id"
var/access = list()
var/registered_name = null // The name registered on the card
var/assignment = null
var/obj/item/weapon/photo/PHOTO = null
var/over_jumpsuit = 1 // If set to 0, it won't display on top of the mob's jumpsuit
var/dorm = 0 // determines if this ID has claimed a dorm already
/obj/item/weapon/card/id/gold
name = "identification card"
desc = "A golden identification card."
icon_state = "gold"
item_state = "gold_id"
/obj/item/weapon/card/id/captains_spare
name = "Captain's spare ID"
icon_state = "gold"
item_state = "gold_id"
registered_name = "Captain"
assignment = "Captain"
New()
access = get_access("Captain")
..()
/obj/item/weapon/card/id/centcom
name = "CentCom ID"
desc = "An ID straight from Cent. Com."
icon_state = "centcom"
registered_name = "Central Command"
assignment = "General"
New()
access = get_all_centcom_access()
..()
/obj/item/weapon/card/id/syndicate
name = "agent card"
desc = "Shhhhh."
access = list(access_maint_tunnels)
origin_tech = "syndicate=3"
/obj/item/weapon/card/id/syndicate_command
name = "Syndicate ID card"
desc = "An ID straight from the Syndicate."
registered_name = "Syndicate"
assignment = "Syndicate Overlord"
access = list(access_syndicate)
/obj/item/weapon/card/id/attack_self(mob/user as mob)
for(var/mob/O in viewers(user, null))
@@ -110,6 +36,14 @@ FINGERPRINT CARD
src.add_fingerprint(user)
return
/obj/item/weapon/card/id/attack_hand(mob/user as mob)
var/obj/item/weapon/storage/wallet/WL
if( istype(loc, /obj/item/weapon/storage/wallet) )
WL = loc
..()
if(WL)
WL.update_icon()
/obj/item/weapon/card/id/verb/read()
set name = "Read ID Card"
set category = "Object"
@@ -119,37 +53,13 @@ FINGERPRINT CARD
return
/obj/item/weapon/card/id/syndicate/attack_self(mob/user as mob)
src.registered_name = input(user, "What name would you like to put on this card?", "Agent card name", ishuman(user) ? user.real_name : user.name)
src.assignment = input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant")
src.name = "[src.registered_name]'s ID Card ([src.assignment])"
user << "\blue You successfully forge the ID card."
/obj/item/weapon/card/id/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if(istype(W,/obj/item/weapon/photo))
if(!(PHOTO))
src.PHOTO = W
usr.before_take_item(W)
W.loc = src
//src.orient2hud(usr)
add_fingerprint(usr)
usr << "\blue You add the photo to the ID."
else
usr << "\blue There is already a photo on this ID."
//PHOTO.loc = locate(0,0,0)
/obj/item/weapon/card/id/verb/removePhoto()
set name = "Remove Photo From ID"
set category = "Object"
if(PHOTO)
contents -= PHOTO
PHOTO.loc = usr.loc
PHOTO.layer = 3
PHOTO = null
if(!src.registered_name)
src.registered_name = input(user, "What name would you like to put on this card?", "Agent card name", ishuman(user) ? user.real_name : user.name)
src.assignment = input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant")
src.name = "[src.registered_name]'s ID Card ([src.assignment])"
user << "\blue You successfully forge the ID card."
else
usr << "\blue There is no photo to remove."
..()
// FINGERPRINT HOLDER
@@ -271,7 +181,9 @@ FINGERPRINT CARD
return
/obj/item/weapon/f_card/proc/display()
if(!fingerprints) return
if (!istype(src.fingerprints, /list))
src.fingerprints = params2list(src.fingerprints)
if (length(src.fingerprints))
var/dat = "<B>Fingerprints on Card</B><HR>"
for(var/i = 1, i < (src.fingerprints.len + 1), i++)
@@ -23,7 +23,7 @@
/obj/item/weapon/dnainjector/proc/inject(mob/M as mob)
M.radiation += rand(20,50)
if (!(M.mutations & HUSK)) // prevents husks from having their DNA changed
if (!(M.mutations2 & NOCLONE)) // prevents drained people from having their DNA changed
if (dnatype == "ui")
if (!block) //isolated block?
if (ue) //unique enzymes? yes
@@ -66,6 +66,8 @@
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been injected with [name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [name] to inject [M.name] ([M.ckey])</font>")
// log_attack("<font color='red'>[user.name] ([user.ckey]) used the [name] to inject [M.name] ([M.ckey])</font>")
if (user)
if (istype(M, /mob/living/carbon/human))
var/obj/effect/equip_e/human/O = new /obj/effect/equip_e/human( )
@@ -211,6 +211,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
if(!istype(M, /mob/living/carbon/human)) return
var/mob/living/carbon/human/H = M
if(H.mind in ticker.mode.head_revolutionaries)
visible_message("\red [M] seems to resist the implant.", 1)
for(var/mob/O in (viewers(M) - M))
O.show_message("\red [M] seems to resist the implant.", 1)
M << "\red You resist the implant."
@@ -220,7 +221,6 @@ the implant may become unstable and either pre-maturely inject the subject or si
H << "\blue You feel a surge of loyalty towards NanoTrasen."
return
//BS12 Explosive
/obj/item/weapon/implant/explosive
name = "explosive"