mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 11:05:03 +01:00
Merged in Erthilo's stuff.
This commit is contained in:
@@ -49,8 +49,8 @@
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/obj/item/assembly/shock_kit/receive_signal()
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//*****
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//world << "Shock kit got r_signal"
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if (istype(src.loc, /obj/structure/stool/chair/e_chair))
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var/obj/structure/stool/chair/e_chair/C = src.loc
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if (istype(src.loc, /obj/structure/stool/bed/chair/e_chair))
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var/obj/structure/stool/bed/chair/e_chair/C = src.loc
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//world << "Shock kit sending shock to EC"
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C.shock()
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return
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@@ -4,38 +4,13 @@ DATA CARD
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ID CARD
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FINGERPRINT CARD HOLDER
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FINGERPRINT CARD
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*/
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/obj/item/weapon/card
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name = "card"
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desc = "Does card things."
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icon = 'card.dmi'
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w_class = 1.0
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var/list/files = list( )
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/obj/item/weapon/card/emag
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desc = "An identification card. Seems to have some funny chip on it, though."
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name = "modified identification card"
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icon_state = "emag"
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item_state = "card-id"
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origin_tech = "magnets=2;syndicate=2"
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var/uses = 5
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New()
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..()
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uses = rand(3,5)
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return
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// DATA CARDS
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/obj/item/weapon/card/data
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name = "data disk"
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desc = "A disk with data."
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icon_state = "data"
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var/function = "storage"
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var/data = "null"
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var/special = null
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item_state = "card-id"
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/obj/item/weapon/card/data/verb/label(t as text)
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set name = "Label Disk"
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@@ -50,58 +25,9 @@ FINGERPRINT CARD
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return
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// ID CARDS
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/obj/item/weapon/card/id
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name = "identification card"
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desc = "An identification card."
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icon_state = "id"
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item_state = "card-id"
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var/access = list()
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var/registered_name = null // The name registered on the card
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var/assignment = null
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var/obj/item/weapon/photo/PHOTO = null
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var/over_jumpsuit = 1 // If set to 0, it won't display on top of the mob's jumpsuit
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var/dorm = 0 // determines if this ID has claimed a dorm already
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/obj/item/weapon/card/id/gold
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name = "identification card"
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desc = "A golden identification card."
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icon_state = "gold"
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item_state = "gold_id"
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/obj/item/weapon/card/id/captains_spare
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name = "Captain's spare ID"
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icon_state = "gold"
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item_state = "gold_id"
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registered_name = "Captain"
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assignment = "Captain"
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New()
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access = get_access("Captain")
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..()
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/obj/item/weapon/card/id/centcom
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name = "CentCom ID"
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desc = "An ID straight from Cent. Com."
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icon_state = "centcom"
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registered_name = "Central Command"
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assignment = "General"
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New()
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access = get_all_centcom_access()
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..()
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/obj/item/weapon/card/id/syndicate
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name = "agent card"
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desc = "Shhhhh."
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access = list(access_maint_tunnels)
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origin_tech = "syndicate=3"
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/obj/item/weapon/card/id/syndicate_command
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name = "Syndicate ID card"
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desc = "An ID straight from the Syndicate."
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registered_name = "Syndicate"
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assignment = "Syndicate Overlord"
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access = list(access_syndicate)
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/obj/item/weapon/card/id/attack_self(mob/user as mob)
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for(var/mob/O in viewers(user, null))
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@@ -110,6 +36,14 @@ FINGERPRINT CARD
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src.add_fingerprint(user)
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return
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/obj/item/weapon/card/id/attack_hand(mob/user as mob)
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var/obj/item/weapon/storage/wallet/WL
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if( istype(loc, /obj/item/weapon/storage/wallet) )
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WL = loc
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..()
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if(WL)
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WL.update_icon()
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/obj/item/weapon/card/id/verb/read()
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set name = "Read ID Card"
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set category = "Object"
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@@ -119,37 +53,13 @@ FINGERPRINT CARD
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return
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/obj/item/weapon/card/id/syndicate/attack_self(mob/user as mob)
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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)
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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")
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src.name = "[src.registered_name]'s ID Card ([src.assignment])"
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user << "\blue You successfully forge the ID card."
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/obj/item/weapon/card/id/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if(istype(W,/obj/item/weapon/photo))
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if(!(PHOTO))
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src.PHOTO = W
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usr.before_take_item(W)
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W.loc = src
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//src.orient2hud(usr)
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add_fingerprint(usr)
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usr << "\blue You add the photo to the ID."
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else
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usr << "\blue There is already a photo on this ID."
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//PHOTO.loc = locate(0,0,0)
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/obj/item/weapon/card/id/verb/removePhoto()
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set name = "Remove Photo From ID"
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set category = "Object"
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if(PHOTO)
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contents -= PHOTO
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PHOTO.loc = usr.loc
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PHOTO.layer = 3
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PHOTO = null
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if(!src.registered_name)
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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)
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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")
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src.name = "[src.registered_name]'s ID Card ([src.assignment])"
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user << "\blue You successfully forge the ID card."
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else
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usr << "\blue There is no photo to remove."
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..()
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// FINGERPRINT HOLDER
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@@ -271,7 +181,9 @@ FINGERPRINT CARD
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return
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/obj/item/weapon/f_card/proc/display()
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if(!fingerprints) return
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if (!istype(src.fingerprints, /list))
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src.fingerprints = params2list(src.fingerprints)
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if (length(src.fingerprints))
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var/dat = "<B>Fingerprints on Card</B><HR>"
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for(var/i = 1, i < (src.fingerprints.len + 1), i++)
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@@ -23,7 +23,7 @@
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/obj/item/weapon/dnainjector/proc/inject(mob/M as mob)
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M.radiation += rand(20,50)
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if (!(M.mutations & HUSK)) // prevents husks from having their DNA changed
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if (!(M.mutations2 & NOCLONE)) // prevents drained people from having their DNA changed
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if (dnatype == "ui")
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if (!block) //isolated block?
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if (ue) //unique enzymes? yes
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@@ -66,6 +66,8 @@
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M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been injected with [name] by [user.name] ([user.ckey])</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [name] to inject [M.name] ([M.ckey])</font>")
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// log_attack("<font color='red'>[user.name] ([user.ckey]) used the [name] to inject [M.name] ([M.ckey])</font>")
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if (user)
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if (istype(M, /mob/living/carbon/human))
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var/obj/effect/equip_e/human/O = new /obj/effect/equip_e/human( )
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@@ -211,6 +211,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
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if(!istype(M, /mob/living/carbon/human)) return
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var/mob/living/carbon/human/H = M
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if(H.mind in ticker.mode.head_revolutionaries)
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visible_message("\red [M] seems to resist the implant.", 1)
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for(var/mob/O in (viewers(M) - M))
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O.show_message("\red [M] seems to resist the implant.", 1)
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M << "\red You resist the implant."
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@@ -220,7 +221,6 @@ the implant may become unstable and either pre-maturely inject the subject or si
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H << "\blue You feel a surge of loyalty towards NanoTrasen."
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return
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//BS12 Explosive
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/obj/item/weapon/implant/explosive
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name = "explosive"
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