mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-16 09:34:21 +01:00
@@ -1,248 +0,0 @@
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/*
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* Contains
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* /obj/item/rig_module/grenade_launcher
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* /obj/item/rig_module/mounted
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* /obj/item/rig_module/mounted/taser
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* /obj/item/rig_module/shield
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* /obj/item/rig_module/fabricator
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* /obj/item/rig_module/device/flash
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*/
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/obj/item/rig_module/device/flash
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name = "mounted flash"
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desc = "You are the law."
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icon_state = "flash"
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interface_name = "mounted flash"
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interface_desc = "Stuns your target by blinding them with a bright light."
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device_type = /obj/item/flash
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/obj/item/rig_module/grenade_launcher
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name = "mounted grenade launcher"
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desc = "A shoulder-mounted micro-explosive dispenser."
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selectable = 1
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icon_state = "grenade"
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interface_name = "integrated grenade launcher"
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interface_desc = "Discharges loaded grenades against the wearer's location."
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var/fire_force = 30
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var/fire_distance = 10
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charges = list(
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list("flashbang", "flashbang", /obj/item/grenade/flashbang, 3),
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list("smoke bomb", "smoke bomb", /obj/item/grenade/smokebomb, 3),
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list("EMP grenade", "EMP grenade", /obj/item/grenade/empgrenade, 3),
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)
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/obj/item/rig_module/grenade_launcher/accepts_item(var/obj/item/input_device, var/mob/living/user)
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if(!istype(input_device) || !istype(user))
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return 0
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var/datum/rig_charge/accepted_item
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for(var/charge in charges)
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var/datum/rig_charge/charge_datum = charges[charge]
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if(input_device.type == charge_datum.product_type)
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accepted_item = charge_datum
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break
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if(!accepted_item)
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return 0
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if(accepted_item.charges >= 5)
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to_chat(user, "<span class='danger'>Another grenade of that type will not fit into the module.</span>")
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return 0
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to_chat(user, "<font color='blue'><b>You slot \the [input_device] into the suit module.</b></font>")
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user.unEquip(input_device)
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qdel(input_device)
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accepted_item.charges++
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return 1
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/obj/item/rig_module/grenade_launcher/engage(atom/target)
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if(!..())
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return 0
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if(!target)
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return 0
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var/mob/living/carbon/human/H = holder.wearer
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if(!charge_selected)
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to_chat(H, "<span class='danger'>You have not selected a grenade type.</span>")
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return 0
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var/datum/rig_charge/charge = charges[charge_selected]
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if(!charge)
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return 0
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if(charge.charges <= 0)
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to_chat(H, "<span class='danger'>Insufficient grenades!</span>")
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return 0
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charge.charges--
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var/obj/item/grenade/new_grenade = new charge.product_type(get_turf(H))
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H.visible_message("<span class='danger'>[H] launches \a [new_grenade]!</span>")
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new_grenade.throw_at(target,fire_force,fire_distance)
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new_grenade.prime()
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/obj/item/rig_module/mounted
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name = "mounted laser cannon"
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desc = "A shoulder-mounted battery-powered laser cannon mount."
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selectable = 1
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usable = 1
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module_cooldown = 0
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icon_state = "lcannon"
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engage_string = "Configure"
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interface_name = "mounted laser cannon"
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interface_desc = "A shoulder-mounted cell-powered laser cannon."
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var/gun_type = /obj/item/gun/energy/lasercannon/mounted
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var/obj/item/gun/gun
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/obj/item/rig_module/mounted/New()
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..()
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gun = new gun_type(src)
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/obj/item/rig_module/mounted/engage(atom/target)
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if(!..())
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return 0
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if(!target)
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gun.attack_self(holder.wearer)
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return 1
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gun.afterattack(target,holder.wearer)
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return 1
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/obj/item/rig_module/mounted/egun
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name = "mounted energy gun"
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desc = "A forearm-mounted energy projector."
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icon_state = "egun"
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interface_name = "mounted energy gun"
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interface_desc = "A forearm-mounted suit-powered energy gun."
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gun_type = /obj/item/gun/energy/gun/mounted
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/obj/item/rig_module/mounted/taser
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name = "mounted taser"
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desc = "A palm-mounted nonlethal energy projector."
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icon_state = "taser"
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usable = 0
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suit_overlay_active = "mounted-taser"
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suit_overlay_inactive = "mounted-taser"
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interface_name = "mounted energy gun"
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interface_desc = "A shoulder-mounted cell-powered energy gun."
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gun_type = /obj/item/gun/energy/taser/mounted
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/obj/item/rig_module/mounted/energy_blade
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name = "energy blade projector"
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desc = "A powerful cutting beam projector."
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icon_state = "eblade"
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activate_string = "Project Blade"
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deactivate_string = "Cancel Blade"
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interface_name = "spider fang blade"
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interface_desc = "A lethal energy projector that can shape a blade projected from the hand of the wearer or launch radioactive darts."
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usable = 0
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selectable = 1
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toggleable = 1
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use_power_cost = 50
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active_power_cost = 10
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passive_power_cost = 0
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gun_type = /obj/item/gun/energy/kinetic_accelerator/crossbow/ninja
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/obj/item/rig_module/mounted/energy_blade/process()
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if(holder && holder.wearer)
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if(!(locate(/obj/item/melee/energy/blade) in holder.wearer))
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deactivate()
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return 0
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return ..()
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/obj/item/rig_module/mounted/energy_blade/activate()
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..()
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var/mob/living/M = holder.wearer
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if(M.l_hand && M.r_hand)
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to_chat(M, "<span class='danger'>Your hands are full.</span>")
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deactivate()
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return
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var/obj/item/melee/energy/blade/blade = new(M)
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M.put_in_hands(blade)
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/obj/item/rig_module/mounted/energy_blade/deactivate()
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..()
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var/mob/living/M = holder.wearer
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if(!M)
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return
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for(var/obj/item/melee/energy/blade/blade in M.contents)
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M.unEquip(blade)
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qdel(blade)
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/obj/item/rig_module/fabricator
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name = "matter fabricator"
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desc = "A self-contained microfactory system for hardsuit integration."
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selectable = 1
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usable = 1
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use_power_cost = 15
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icon_state = "enet"
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engage_string = "Fabricate Tile"
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interface_name = "death blossom launcher"
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interface_desc = "An integrated microfactory that produces floor tiles from thin air and electricity."
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var/fabrication_type = /obj/item/stack/tile/plasteel
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var/fire_force = 30
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var/fire_distance = 10
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/obj/item/rig_module/fabricator/engage(atom/target)
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if(!..())
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return 0
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var/mob/living/H = holder.wearer
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if(target)
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var/obj/item/firing = new fabrication_type()
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firing.forceMove(get_turf(src))
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H.visible_message("<span class='danger'>[H] launches \a [firing]!</span>")
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firing.throw_at(target,fire_force,fire_distance)
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else
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if(H.l_hand && H.r_hand)
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to_chat(H, "<span class='danger'>Your hands are full.</span>")
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else
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var/obj/item/new_weapon = new fabrication_type()
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new_weapon.forceMove(H)
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to_chat(H, "<font color='blue'><b>You quickly fabricate \a [new_weapon].</b></font>")
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H.put_in_hands(new_weapon)
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return 1
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@@ -1,496 +0,0 @@
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/*
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* Contains
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* /obj/item/rig_module/ai_container
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* /obj/item/rig_module/datajack
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* /obj/item/rig_module/power_sink
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* /obj/item/rig_module/electrowarfare_suite
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*/
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/obj/item/ai_verbs
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name = "AI verb holder"
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/obj/item/ai_verbs/verb/hardsuit_interface()
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set category = "Hardsuit"
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set name = "Open Hardsuit Interface"
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set src in usr
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if(!usr.loc || !usr.loc.loc || !istype(usr.loc.loc, /obj/item/rig_module))
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to_chat(usr, "You are not loaded into a hardsuit.")
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return
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var/obj/item/rig_module/module = usr.loc.loc
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if(!module.holder)
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to_chat(usr, "Your module is not installed in a hardsuit.")
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return
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module.holder.ui_interact(usr, state = GLOB.contained_state)
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/obj/item/rig_module/ai_container
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name = "IIS module"
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desc = "An integrated intelligence system module suitable for most hardsuits."
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icon_state = "IIS"
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toggleable = 1
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usable = 1
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disruptive = 0
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activates_on_touch = 1
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engage_string = "Eject AI"
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activate_string = "Enable Dataspike"
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deactivate_string = "Disable Dataspike"
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interface_name = "integrated intelligence system"
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interface_desc = "A socket that supports a range of artificial intelligence systems."
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var/mob/integrated_ai // Direct reference to the actual mob held in the suit.
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var/obj/item/ai_card // Reference to the MMI, posibrain, intellicard or pAI card previously holding the AI.
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var/obj/item/ai_verbs/verb_holder
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/mob
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var/get_rig_stats = 0
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/obj/item/rig_module/ai_container/process()
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if(integrated_ai)
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var/obj/item/rig/rig = get_rig()
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if(rig && rig.ai_override_enabled)
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integrated_ai.get_rig_stats = 1
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else
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integrated_ai.get_rig_stats = 0
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/obj/item/rig_module/ai_container/proc/update_verb_holder()
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if(!verb_holder)
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verb_holder = new(src)
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if(integrated_ai)
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verb_holder.forceMove(integrated_ai)
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else
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verb_holder.forceMove(src)
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/obj/item/rig_module/ai_container/accepts_item(var/obj/item/input_device, var/mob/living/user)
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// Check if there's actually an AI to deal with.
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var/mob/living/silicon/ai/target_ai
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if(istype(input_device, /mob/living/silicon/ai))
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target_ai = input_device
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else
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target_ai = locate(/mob/living/silicon/ai) in input_device.contents
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var/obj/item/aicard/card = ai_card
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// Downloading from/loading to a terminal.
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if(istype(input_device,/obj/machinery/computer/aifixer) || istype(input_device,/mob/living/silicon/ai) || istype(input_device,/obj/structure/AIcore/deactivated))
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// If we're stealing an AI, make sure we have a card for it.
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if(!card)
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card = new /obj/item/aicard(src)
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// Terminal interaction only works with an intellicarded AI.
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if(!istype(card))
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return 0
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// Since we've explicitly checked for three types, this should be safe.
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card.afterattack(input_device, user, 1)
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// If the transfer failed we can delete the card.
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if(locate(/mob/living/silicon/ai) in card)
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ai_card = card
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integrated_ai = locate(/mob/living/silicon/ai) in card
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else
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eject_ai()
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update_verb_holder()
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return 1
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if(istype(input_device,/obj/item/aicard))
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// We are carding the AI in our suit.
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if(integrated_ai)
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var/obj/item/aicard/ext_card = input_device
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ext_card.afterattack(integrated_ai, user, 1)
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// If the transfer was successful, we can clear out our vars.
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if(integrated_ai.loc != src)
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integrated_ai = null
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eject_ai()
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else
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// You're using an empty card on an empty suit, idiot.
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if(!target_ai)
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return 0
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integrate_ai(input_device,user)
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return 1
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||||
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// Okay, it wasn't a terminal being touched, check for all the simple insertions.
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if(input_device.type in list(/obj/item/paicard, /obj/item/mmi, /obj/item/mmi/robotic_brain))
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if(integrated_ai)
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integrated_ai.attackby(input_device,user)
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// If the transfer was successful, we can clear out our vars.
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if(integrated_ai.loc != src)
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integrated_ai = null
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eject_ai()
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else
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integrate_ai(input_device,user)
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return 1
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return 0
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||||
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/obj/item/rig_module/ai_container/engage(atom/target)
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||||
|
||||
if(!..())
|
||||
return 0
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||||
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||||
var/mob/living/carbon/human/H = holder.wearer
|
||||
|
||||
if(!target)
|
||||
if(ai_card)
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if(istype(ai_card,/obj/item/aicard))
|
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ai_card.ui_interact(H, state = GLOB.deep_inventory_state)
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else
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eject_ai(H)
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update_verb_holder()
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return 1
|
||||
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if(accepts_item(target,H))
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||||
return 1
|
||||
|
||||
return 0
|
||||
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||||
/obj/item/rig_module/ai_container/removed()
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eject_ai()
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||||
..()
|
||||
|
||||
/obj/item/rig_module/ai_container/proc/eject_ai(var/mob/user)
|
||||
|
||||
if(ai_card)
|
||||
if(istype(ai_card, /obj/item/aicard))
|
||||
if(integrated_ai && !integrated_ai.stat)
|
||||
if(user)
|
||||
to_chat(user, "<span class='danger'>You cannot eject your currently stored AI. Purge it manually.</span>")
|
||||
return 0
|
||||
to_chat(user, "<span class='danger'>You purge the remaining scraps of data from your previous AI, freeing it for use.</span>")
|
||||
QDEL_NULL(integrated_ai)
|
||||
QDEL_NULL(ai_card)
|
||||
else if(user)
|
||||
user.put_in_hands(ai_card)
|
||||
else
|
||||
ai_card.forceMove(get_turf(src))
|
||||
ai_card = null
|
||||
integrated_ai = null
|
||||
update_verb_holder()
|
||||
|
||||
|
||||
|
||||
/obj/item/rig_module/ai_container/proc/integrate_ai(var/obj/item/ai,var/mob/user)
|
||||
if(!ai) return
|
||||
|
||||
// The ONLY THING all the different AI systems have in common is that they all store the mob inside an item.
|
||||
var/mob/living/ai_mob = locate(/mob/living) in ai.contents
|
||||
if(ai_mob)
|
||||
if(ai_mob.key && ai_mob.client)
|
||||
if(istype(ai, /obj/item/aicard))
|
||||
var/mob/living/silicon/ai/ROBUTT = ai_mob
|
||||
if(istype(ROBUTT))
|
||||
if(!ai_card)
|
||||
ai_card = new /obj/item/aicard(src)
|
||||
|
||||
var/obj/item/aicard/source_card = ai
|
||||
var/obj/item/aicard/target_card = ai_card
|
||||
if(istype(source_card) && istype(target_card))
|
||||
ROBUTT.forceMove(target_card)
|
||||
ROBUTT.aiRestorePowerRoutine = 0//So the AI initially has power.
|
||||
ROBUTT.control_disabled = 1//Can't control things remotely if you're stuck in a card!
|
||||
ROBUTT.aiRadio.disabledAi = 1 //No talking on the built-in radio for you either!
|
||||
source_card.update_state()
|
||||
target_card.update_state()
|
||||
else
|
||||
return 0
|
||||
|
||||
else
|
||||
user.unEquip(ai)
|
||||
ai.forceMove(src)
|
||||
ai_card = ai
|
||||
to_chat(ai_mob, "<font color='blue'>You have been transferred to \the [holder]'s [src].</font>")
|
||||
to_chat(user, "<font color='blue'>You load [ai_mob] into \the [holder]'s [src].</font>")
|
||||
|
||||
integrated_ai = ai_mob
|
||||
|
||||
if(!(locate(integrated_ai) in ai_card))
|
||||
integrated_ai = null
|
||||
eject_ai()
|
||||
else
|
||||
to_chat(user, "<span class='warning'>There is no active AI within \the [ai].</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>There is no active AI within \the [ai].</span>")
|
||||
update_verb_holder()
|
||||
|
||||
/obj/item/rig_module/datajack
|
||||
|
||||
name = "datajack module"
|
||||
desc = "A simple induction datalink module."
|
||||
icon_state = "datajack"
|
||||
toggleable = 1
|
||||
activates_on_touch = 1
|
||||
usable = 0
|
||||
|
||||
activate_string = "Enable Datajack"
|
||||
deactivate_string = "Disable Datajack"
|
||||
|
||||
interface_name = "contact datajack"
|
||||
interface_desc = "An induction-powered high-throughput datalink suitable for hacking encrypted networks."
|
||||
var/list/stored_research
|
||||
|
||||
/obj/item/rig_module/datajack/New()
|
||||
..()
|
||||
stored_research = list()
|
||||
|
||||
/obj/item/rig_module/datajack/engage(atom/target)
|
||||
|
||||
if(!..())
|
||||
return 0
|
||||
|
||||
if(target)
|
||||
var/mob/living/carbon/human/H = holder.wearer
|
||||
if(!accepts_item(target,H))
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/obj/item/rig_module/datajack/accepts_item(var/obj/item/input_device, var/mob/living/user)
|
||||
|
||||
if(istype(input_device,/obj/item/disk/tech_disk))
|
||||
to_chat(user, "You slot the disk into [src].")
|
||||
var/obj/item/disk/tech_disk/disk = input_device
|
||||
if(disk.stored)
|
||||
if(load_data(disk.stored))
|
||||
to_chat(user, "<font color='blue'>Download successful; disk erased.</font>")
|
||||
disk.stored = null
|
||||
else
|
||||
to_chat(user, "<span class='warning'>The disk is corrupt. It is useless to you.</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>The disk is blank. It is useless to you.</span>")
|
||||
return 1
|
||||
|
||||
// I fucking hate R&D code. This typecheck spam would be totally unnecessary in a sane setup.
|
||||
else if(istype(input_device,/obj/machinery))
|
||||
var/datum/research/incoming_files
|
||||
if(istype(input_device,/obj/machinery/computer/rdconsole))
|
||||
var/obj/machinery/computer/rdconsole/input_machine = input_device
|
||||
incoming_files = input_machine.files
|
||||
else if(istype(input_device,/obj/machinery/r_n_d/server))
|
||||
var/obj/machinery/r_n_d/server/input_machine = input_device
|
||||
incoming_files = input_machine.files
|
||||
else if(istype(input_device,/obj/machinery/mecha_part_fabricator))
|
||||
var/obj/machinery/mecha_part_fabricator/input_machine = input_device
|
||||
incoming_files = input_machine.files
|
||||
|
||||
if(!incoming_files || !incoming_files.known_tech || !incoming_files.known_tech.len)
|
||||
to_chat(user, "<span class='warning'>Memory failure. There is nothing accessible stored on this terminal.</span>")
|
||||
else
|
||||
// Maybe consider a way to drop all your data into a target repo in the future.
|
||||
if(load_data(incoming_files.known_tech))
|
||||
to_chat(user, "<font color='blue'>Download successful; local and remote repositories synchronized.</font>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>Scan complete. There is nothing useful stored on this terminal.</span>")
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/rig_module/datajack/proc/load_data(var/incoming_data)
|
||||
|
||||
if(islist(incoming_data))
|
||||
for(var/entry in incoming_data)
|
||||
load_data(entry)
|
||||
return 1
|
||||
|
||||
if(istype(incoming_data, /datum/tech))
|
||||
var/data_found
|
||||
var/datum/tech/new_data = incoming_data
|
||||
for(var/datum/tech/current_data in stored_research)
|
||||
if(current_data.id == new_data.id)
|
||||
data_found = 1
|
||||
if(current_data.level < new_data.level)
|
||||
current_data.level = new_data.level
|
||||
break
|
||||
if(!data_found)
|
||||
stored_research += incoming_data
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/rig_module/electrowarfare_suite
|
||||
|
||||
name = "electrowarfare module"
|
||||
desc = "A bewilderingly complex bundle of fiber optics and chips."
|
||||
icon_state = "ewar"
|
||||
toggleable = 1
|
||||
usable = 0
|
||||
|
||||
activate_string = "Enable Countermeasures"
|
||||
deactivate_string = "Disable Countermeasures"
|
||||
|
||||
interface_name = "electrowarfare system"
|
||||
interface_desc = "An active counter-electronic warfare suite that disrupts AI tracking."
|
||||
|
||||
/obj/item/rig_module/electrowarfare_suite/activate()
|
||||
|
||||
if(!..())
|
||||
return
|
||||
|
||||
// This is not the best way to handle this, but I don't want it to mess with ling camo
|
||||
var/mob/living/M = holder.wearer
|
||||
M.digitalcamo++
|
||||
|
||||
/obj/item/rig_module/electrowarfare_suite/deactivate()
|
||||
|
||||
if(!..())
|
||||
return
|
||||
|
||||
var/mob/living/M = holder.wearer
|
||||
M.digitalcamo = max(0,(M.digitalcamo-1))
|
||||
|
||||
/* //Not easily compatible with our current powernet, and is
|
||||
/obj/item/rig_module/power_sink // quite stupid anyways, iyam
|
||||
|
||||
name = "hardsuit power sink"
|
||||
desc = "An heavy-duty power sink."
|
||||
icon_state = "powersink"
|
||||
toggleable = 1
|
||||
activates_on_touch = 1
|
||||
disruptive = 0
|
||||
|
||||
activate_string = "Enable Power Sink"
|
||||
deactivate_string = "Disable Power Sink"
|
||||
|
||||
interface_name = "niling d-sink"
|
||||
interface_desc = "Colloquially known as a power siphon, this module drains power through the suit hands into the suit battery."
|
||||
|
||||
var/atom/interfaced_with // Currently draining power from this device.
|
||||
var/total_power_drained = 0
|
||||
var/drain_loc
|
||||
|
||||
/obj/item/rig_module/power_sink/deactivate()
|
||||
|
||||
if(interfaced_with)
|
||||
if(holder && holder.wearer)
|
||||
to_chat(holder.wearer, "<span class = 'warning'>Your power sink retracts as the module deactivates.</span>")
|
||||
drain_complete()
|
||||
interfaced_with = null
|
||||
total_power_drained = 0
|
||||
return ..()
|
||||
|
||||
/obj/item/rig_module/power_sink/activate()
|
||||
interfaced_with = null
|
||||
total_power_drained = 0
|
||||
return ..()
|
||||
|
||||
/obj/item/rig_module/power_sink/engage(atom/target)
|
||||
|
||||
if(!..())
|
||||
return 0
|
||||
|
||||
//Target wasn't supplied or we're already draining.
|
||||
if(interfaced_with)
|
||||
return 0
|
||||
|
||||
if(!target)
|
||||
return 1
|
||||
|
||||
// Are we close enough?
|
||||
var/mob/living/carbon/human/H = holder.wearer
|
||||
if(!target.Adjacent(H))
|
||||
return 0
|
||||
|
||||
// Is it a valid power source?
|
||||
if(target.drain_power(1) <= 0)
|
||||
return 0
|
||||
|
||||
to_chat(H, "<span class = 'danger'>You begin draining power from [target]!</span>")
|
||||
interfaced_with = target
|
||||
drain_loc = interfaced_with.loc
|
||||
|
||||
holder.spark_system.start()
|
||||
playsound(H.loc, 'sound/effects/sparks2.ogg', 50, 1)
|
||||
|
||||
return 1
|
||||
|
||||
/obj/item/rig_module/power_sink/accepts_item(var/obj/item/input_device, var/mob/living/user)
|
||||
var/can_drain = input_device.drain_power(1)
|
||||
if(can_drain > 0)
|
||||
engage(input_device)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/rig_module/power_sink/process()
|
||||
|
||||
if(!interfaced_with)
|
||||
return ..()
|
||||
|
||||
var/mob/living/carbon/human/H
|
||||
if(holder && holder.wearer)
|
||||
H = holder.wearer
|
||||
|
||||
if(!H || !istype(H))
|
||||
return 0
|
||||
|
||||
holder.spark_system.start()
|
||||
playsound(H.loc, 'sound/effects/sparks2.ogg', 50, 1)
|
||||
|
||||
if(!holder.cell)
|
||||
to_chat(H, "<span class = 'danger'>Your power sink flashes an error; there is no cell in your rig.</span>")
|
||||
drain_complete(H)
|
||||
return
|
||||
|
||||
if(!interfaced_with || !interfaced_with.Adjacent(H) || !(interfaced_with.loc == drain_loc))
|
||||
to_chat(H, "<span class = 'warning'>Your power sink retracts into its casing.</span>")
|
||||
drain_complete(H)
|
||||
return
|
||||
|
||||
if(holder.cell.fully_charged())
|
||||
to_chat(H, "<span class = 'warning'>Your power sink flashes an amber light; your rig cell is full.</span>")
|
||||
drain_complete(H)
|
||||
return
|
||||
|
||||
// Attempts to drain up to 40kW, determines this value from remaining cell capacity to ensure we don't drain too much..
|
||||
var/to_drain = min(40000, ((holder.cell.maxcharge - holder.cell.charge) / CELLRATE))
|
||||
var/target_drained = interfaced_with.drain_power(0,0,to_drain)
|
||||
if(target_drained <= 0)
|
||||
to_chat(H, "<span class = 'danger'>Your power sink flashes a red light; there is no power left in [interfaced_with].</span>")
|
||||
drain_complete(H)
|
||||
return
|
||||
|
||||
holder.cell.give(target_drained * CELLRATE)
|
||||
total_power_drained += target_drained
|
||||
|
||||
return 1
|
||||
|
||||
/obj/item/rig_module/power_sink/proc/drain_complete(var/mob/living/M)
|
||||
|
||||
if(!interfaced_with)
|
||||
to_chat(if(M) M, "<font color='blue'><b>Total power drained:</b> [round(total_power_drained/1000)]kJ.</font>")
|
||||
else
|
||||
to_chat(if(M) M, "<font color='blue'><b>Total power drained from [interfaced_with]:</b> [round(total_power_drained/1000)]kJ.</font>")
|
||||
interfaced_with.drain_power(0,1,0) // Damage the victim.
|
||||
|
||||
drain_loc = null
|
||||
interfaced_with = null
|
||||
total_power_drained = 0*/
|
||||
|
||||
/*
|
||||
//Maybe make this use power when active or something
|
||||
/obj/item/rig_module/emp_shielding
|
||||
name = "\improper EMP dissipation module"
|
||||
desc = "A bewilderingly complex bundle of fiber optics and chips."
|
||||
toggleable = 1
|
||||
usable = 0
|
||||
|
||||
activate_string = "Enable active EMP shielding"
|
||||
deactivate_string = "Disable active EMP shielding"
|
||||
|
||||
interface_name = "active EMP shielding system"
|
||||
interface_desc = "A highly experimental system that augments the hardsuit's existing EM shielding."
|
||||
var/protection_amount = 20
|
||||
|
||||
/obj/item/rig_module/emp_shielding/activate()
|
||||
if(!..())
|
||||
return
|
||||
|
||||
holder.emp_protection += protection_amount
|
||||
|
||||
/obj/item/rig_module/emp_shielding/deactivate()
|
||||
if(!..())
|
||||
return
|
||||
|
||||
holder.emp_protection = max(0,(holder.emp_protection - protection_amount))
|
||||
*/
|
||||
@@ -1,50 +0,0 @@
|
||||
|
||||
/obj/item/rig_module/handheld
|
||||
name = "mounted device"
|
||||
desc = "Some kind of hardsuit extension."
|
||||
usable = 0
|
||||
selectable = 0
|
||||
toggleable = 1
|
||||
disruptive = 0
|
||||
activate_string = "Deploy"
|
||||
deactivate_string = "Retract"
|
||||
|
||||
var/device_type
|
||||
var/obj/item
|
||||
|
||||
/obj/item/rig_module/handheld/activate()
|
||||
if(!..())
|
||||
return
|
||||
|
||||
if(!holder.wearer.put_in_hands(device))
|
||||
to_chat(holder.wearer, "<span class='notice'>You need a free hand to hold \the [device].</span>")
|
||||
active = 0
|
||||
return
|
||||
|
||||
to_chat(holder.wearer, "<span class='notice'>You deploy \the [device].</span>")
|
||||
|
||||
|
||||
/obj/item/rig_module/handheld/deactivate()
|
||||
if(!..())
|
||||
return
|
||||
if(ismob(device.loc)) //Better check for the holder, instead of assuming the rigwearer has it.
|
||||
var/mob/M = device.loc //Helps in case the code fails to keep the module in one place, this should still return it.
|
||||
M.unEquip(device, 1)
|
||||
|
||||
device.loc = src
|
||||
to_chat(holder.wearer, "<span class='notice'>You retract \the [device].</span>")
|
||||
|
||||
/obj/item/rig_module/handheld/New()
|
||||
..()
|
||||
if(device_type)
|
||||
device = new device_type(src)
|
||||
device.flags |= NODROP //We don't want to drop it while it's active/inhand.
|
||||
activate_string += " [device]"
|
||||
deactivate_string += " [device]"
|
||||
|
||||
/obj/item/rig_module/handheld/horn
|
||||
name = "mounted bikehorn"
|
||||
desc = "For tactical honking"
|
||||
interface_name = "mounted bikehorn"
|
||||
interface_desc = "Honks"
|
||||
device_type = /obj/item/bikehorn
|
||||
@@ -1,330 +0,0 @@
|
||||
/*
|
||||
* Rigsuit upgrades/abilities.
|
||||
*/
|
||||
|
||||
/datum/rig_charge
|
||||
var/short_name = "undef"
|
||||
var/display_name = "undefined"
|
||||
var/product_type = "undefined"
|
||||
var/charges = 0
|
||||
|
||||
/obj/item/rig_module
|
||||
name = "hardsuit upgrade"
|
||||
desc = "It looks pretty sciency."
|
||||
icon = 'icons/obj/rig_modules.dmi'
|
||||
icon_state = "module"
|
||||
|
||||
toolspeed = 1
|
||||
|
||||
var/damage = 0
|
||||
var/obj/item/rig/holder
|
||||
|
||||
var/module_cooldown = 10
|
||||
var/next_use = 0
|
||||
|
||||
var/toggleable // Set to 1 for the device to show up as an active effect.
|
||||
var/usable // Set to 1 for the device to have an on-use effect.
|
||||
var/selectable // Set to 1 to be able to assign the device as primary system.
|
||||
var/redundant // Set to 1 to ignore duplicate module checking when installing.
|
||||
var/permanent // If set, the module can't be removed.
|
||||
var/disruptive = 1 // Can disrupt by other effects.
|
||||
var/activates_on_touch // If set, unarmed attacks will call engage() on the target.
|
||||
|
||||
var/active // Basic module status
|
||||
var/disruptable // Will deactivate if some other powers are used.
|
||||
|
||||
var/use_power_cost = 0 // Power used when single-use ability called.
|
||||
var/active_power_cost = 0 // Power used when turned on.
|
||||
var/passive_power_cost = 0 // Power used when turned off.
|
||||
|
||||
var/list/charges // Associative list of charge types and remaining numbers.
|
||||
var/charge_selected // Currently selected option used for charge dispensing.
|
||||
|
||||
// Icons.
|
||||
var/suit_overlay
|
||||
var/suit_overlay_active // If set, drawn over icon and mob when effect is active.
|
||||
var/suit_overlay_inactive // As above, inactive.
|
||||
var/suit_overlay_used // As above, when engaged.
|
||||
|
||||
//Display fluff
|
||||
var/interface_name = "hardsuit upgrade"
|
||||
var/interface_desc = "A generic hardsuit upgrade."
|
||||
var/engage_string = "Engage"
|
||||
var/activate_string = "Activate"
|
||||
var/deactivate_string = "Deactivate"
|
||||
|
||||
var/list/stat_rig_module/stat_modules = new()
|
||||
|
||||
/obj/item/rig_module/examine(mob/user)
|
||||
. = ..()
|
||||
switch(damage)
|
||||
if(0)
|
||||
. += "It is undamaged."
|
||||
if(1)
|
||||
. += "It is badly damaged."
|
||||
if(2)
|
||||
. += "It is almost completely destroyed."
|
||||
|
||||
/obj/item/rig_module/attackby(obj/item/W as obj, mob/user as mob)
|
||||
|
||||
if(istype(W,/obj/item/stack/nanopaste))
|
||||
|
||||
if(damage == 0)
|
||||
to_chat(user, "There is no damage to mend.")
|
||||
return
|
||||
|
||||
to_chat(user, "You start mending the damaged portions of \the [src]...")
|
||||
|
||||
if(!do_after(user, 30 * W.toolspeed, target = src) || !W || !src)
|
||||
return
|
||||
|
||||
var/obj/item/stack/nanopaste/paste = W
|
||||
damage = 0
|
||||
to_chat(user, "You mend the damage to [src] with [W].")
|
||||
paste.use(1)
|
||||
return
|
||||
|
||||
else if(istype(W,/obj/item/stack/cable_coil))
|
||||
|
||||
switch(damage)
|
||||
if(0)
|
||||
to_chat(user, "There is no damage to mend.")
|
||||
return
|
||||
if(2)
|
||||
to_chat(user, "There is no damage that you are capable of mending with such crude tools.")
|
||||
return
|
||||
|
||||
var/obj/item/stack/cable_coil/cable = W
|
||||
if(!cable.amount >= 5)
|
||||
to_chat(user, "You need five units of cable to repair \the [src].")
|
||||
return
|
||||
|
||||
to_chat(user, "You start mending the damaged portions of \the [src]...")
|
||||
if(!do_after(user, 30 * W.toolspeed, target = src) || !W || !src)
|
||||
return
|
||||
|
||||
damage = 1
|
||||
to_chat(user, "You mend some of damage to [src] with [W], but you will need more advanced tools to fix it completely.")
|
||||
cable.use(5)
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/rig_module/New()
|
||||
..()
|
||||
if(suit_overlay_inactive)
|
||||
suit_overlay = suit_overlay_inactive
|
||||
|
||||
if(charges && charges.len)
|
||||
var/list/processed_charges = list()
|
||||
for(var/list/charge in charges)
|
||||
var/datum/rig_charge/charge_dat = new
|
||||
|
||||
charge_dat.short_name = charge[1]
|
||||
charge_dat.display_name = charge[2]
|
||||
charge_dat.product_type = charge[3]
|
||||
charge_dat.charges = charge[4]
|
||||
|
||||
if(!charge_selected) charge_selected = charge_dat.short_name
|
||||
processed_charges[charge_dat.short_name] = charge_dat
|
||||
|
||||
charges = processed_charges
|
||||
|
||||
stat_modules += new/stat_rig_module/activate(src)
|
||||
stat_modules += new/stat_rig_module/deactivate(src)
|
||||
stat_modules += new/stat_rig_module/engage(src)
|
||||
stat_modules += new/stat_rig_module/select(src)
|
||||
stat_modules += new/stat_rig_module/charge(src)
|
||||
|
||||
// Called when the module is installed into a suit.
|
||||
/obj/item/rig_module/proc/installed(var/obj/item/rig/new_holder)
|
||||
holder = new_holder
|
||||
return
|
||||
|
||||
//Proc for one-use abilities like teleport.
|
||||
/obj/item/rig_module/proc/engage()
|
||||
|
||||
if(damage >= 2)
|
||||
to_chat(usr, "<span class='warning'>The [interface_name] is damaged beyond use!</span>")
|
||||
return 0
|
||||
|
||||
if(world.time < next_use)
|
||||
to_chat(usr, "<span class='warning'>You cannot use the [interface_name] again so soon.</span>")
|
||||
return 0
|
||||
|
||||
if(!holder || (!(holder.flags & NODROP)))
|
||||
to_chat(usr, "<span class='warning'>The suit is not initialized.</span>")
|
||||
return 0
|
||||
|
||||
if(usr.lying || usr.stat || usr.stunned || usr.paralysis || usr.IsWeakened())
|
||||
to_chat(usr, "<span class='warning'>You cannot use the suit in this state.</span>")
|
||||
return 0
|
||||
|
||||
if(holder.wearer && holder.wearer.lying)
|
||||
to_chat(usr, "<span class='warning'>The suit cannot function while the wearer is prone.</span>")
|
||||
return 0
|
||||
|
||||
if(holder.security_check_enabled && !holder.check_suit_access(usr))
|
||||
to_chat(usr, "<span class='danger'>Access denied.</span>")
|
||||
return 0
|
||||
|
||||
if(!holder.check_power_cost(usr, use_power_cost, 0, src, (istype(usr,/mob/living/silicon ? 1 : 0) ) ) )
|
||||
return 0
|
||||
|
||||
next_use = world.time + module_cooldown
|
||||
|
||||
return 1
|
||||
|
||||
// Proc for toggling on active abilities.
|
||||
/obj/item/rig_module/proc/activate()
|
||||
|
||||
if(active || !engage())
|
||||
return 0
|
||||
|
||||
active = 1
|
||||
|
||||
spawn(1)
|
||||
if(suit_overlay_active)
|
||||
suit_overlay = suit_overlay_active
|
||||
else
|
||||
suit_overlay = null
|
||||
holder.update_icon()
|
||||
|
||||
return 1
|
||||
|
||||
// Proc for toggling off active abilities.
|
||||
/obj/item/rig_module/proc/deactivate()
|
||||
|
||||
if(!active)
|
||||
return 0
|
||||
|
||||
active = 0
|
||||
|
||||
spawn(1)
|
||||
if(suit_overlay_inactive)
|
||||
suit_overlay = suit_overlay_inactive
|
||||
else
|
||||
suit_overlay = null
|
||||
if(holder)
|
||||
holder.update_icon()
|
||||
|
||||
return 1
|
||||
|
||||
// Called when the module is uninstalled from a suit.
|
||||
/obj/item/rig_module/proc/removed()
|
||||
deactivate()
|
||||
holder = null
|
||||
return
|
||||
|
||||
// Called by the hardsuit each rig process tick.
|
||||
/obj/item/rig_module/process()
|
||||
if(active)
|
||||
return active_power_cost
|
||||
else
|
||||
return passive_power_cost
|
||||
|
||||
// Called by holder rigsuit attackby()
|
||||
// Checks if an item is usable with this module and handles it if it is
|
||||
/obj/item/rig_module/proc/accepts_item(var/obj/item/input_device)
|
||||
return 0
|
||||
|
||||
/mob/proc/SetupStat(var/obj/item/rig/R)
|
||||
if(R && (R.flags & NODROP) && R.installed_modules.len && statpanel("Hardsuit Modules"))
|
||||
var/cell_status = R.cell ? "[R.cell.charge]/[R.cell.maxcharge]" : "ERROR"
|
||||
stat("Suit charge", cell_status)
|
||||
for(var/obj/item/rig_module/module in R.installed_modules)
|
||||
{
|
||||
for(var/stat_rig_module/SRM in module.stat_modules)
|
||||
if(SRM.CanUse())
|
||||
stat(SRM.module.interface_name,SRM)
|
||||
}
|
||||
|
||||
/stat_rig_module
|
||||
parent_type = /atom/movable
|
||||
var/module_mode = ""
|
||||
var/obj/item/rig_module/module
|
||||
|
||||
/stat_rig_module/New(var/obj/item/rig_module/module)
|
||||
..()
|
||||
src.module = module
|
||||
|
||||
/stat_rig_module/proc/AddHref(var/list/href_list)
|
||||
return
|
||||
|
||||
/stat_rig_module/proc/CanUse()
|
||||
return 0
|
||||
|
||||
/stat_rig_module/Click()
|
||||
if(CanUse())
|
||||
var/list/href_list = list(
|
||||
"interact_module" = module.holder.installed_modules.Find(module),
|
||||
"module_mode" = module_mode
|
||||
)
|
||||
AddHref(href_list)
|
||||
module.holder.Topic(usr, href_list)
|
||||
|
||||
/stat_rig_module/DblClick()
|
||||
return Click()
|
||||
|
||||
/stat_rig_module/activate/New(var/obj/item/rig_module/module)
|
||||
..()
|
||||
name = module.activate_string
|
||||
if(module.active_power_cost)
|
||||
name += " ([module.active_power_cost*10]A)"
|
||||
module_mode = "activate"
|
||||
|
||||
/stat_rig_module/activate/CanUse()
|
||||
return module.toggleable && !module.active
|
||||
|
||||
/stat_rig_module/deactivate/New(var/obj/item/rig_module/module)
|
||||
..()
|
||||
name = module.deactivate_string
|
||||
// Show cost despite being 0, if it means changing from an active cost.
|
||||
if(module.active_power_cost || module.passive_power_cost)
|
||||
name += " ([module.passive_power_cost*10]P)"
|
||||
|
||||
module_mode = "deactivate"
|
||||
|
||||
/stat_rig_module/deactivate/CanUse()
|
||||
return module.toggleable && module.active
|
||||
|
||||
/stat_rig_module/engage/New(var/obj/item/rig_module/module)
|
||||
..()
|
||||
name = module.engage_string
|
||||
if(module.use_power_cost)
|
||||
name += " ([module.use_power_cost*10]E)"
|
||||
module_mode = "engage"
|
||||
|
||||
/stat_rig_module/engage/CanUse()
|
||||
return module.usable
|
||||
|
||||
/stat_rig_module/select/New()
|
||||
..()
|
||||
name = "Select"
|
||||
module_mode = "select"
|
||||
|
||||
/stat_rig_module/select/CanUse()
|
||||
if(module.selectable)
|
||||
name = module.holder.selected_module == module ? "Selected" : "Select"
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/stat_rig_module/charge/New()
|
||||
..()
|
||||
name = "Change Charge"
|
||||
module_mode = "select_charge_type"
|
||||
|
||||
/stat_rig_module/charge/AddHref(var/list/href_list)
|
||||
var/charge_index = module.charges.Find(module.charge_selected)
|
||||
if(!charge_index)
|
||||
charge_index = 0
|
||||
else
|
||||
charge_index = charge_index == module.charges.len ? 1 : charge_index+1
|
||||
|
||||
href_list["charge_type"] = module.charges[charge_index]
|
||||
|
||||
/stat_rig_module/charge/CanUse()
|
||||
if(module.charges && module.charges.len)
|
||||
var/datum/rig_charge/charge = module.charges[module.charge_selected]
|
||||
name = "[charge.display_name] ([charge.charges]C) - Change"
|
||||
return 1
|
||||
return 0
|
||||
@@ -1,196 +0,0 @@
|
||||
/*
|
||||
* Contains
|
||||
* /obj/item/rig_module/stealth_field
|
||||
* /obj/item/rig_module/teleporter
|
||||
* /obj/item/rig_module/fabricator/energy_net
|
||||
* /obj/item/rig_module/self_destruct
|
||||
*/
|
||||
|
||||
/obj/item/rig_module/stealth_field
|
||||
|
||||
name = "active camouflage module"
|
||||
desc = "A robust hardsuit-integrated stealth module."
|
||||
icon_state = "cloak"
|
||||
|
||||
toggleable = 1
|
||||
disruptable = 1
|
||||
disruptive = 0
|
||||
|
||||
use_power_cost = 50
|
||||
active_power_cost = 10
|
||||
passive_power_cost = 0
|
||||
module_cooldown = 30
|
||||
|
||||
activate_string = "Enable Cloak"
|
||||
deactivate_string = "Disable Cloak"
|
||||
|
||||
interface_name = "integrated stealth system"
|
||||
interface_desc = "An integrated active camouflage system."
|
||||
|
||||
suit_overlay_active = "stealth_active"
|
||||
suit_overlay_inactive = "stealth_inactive"
|
||||
|
||||
/obj/item/rig_module/stealth_field/activate()
|
||||
|
||||
if(!..())
|
||||
return 0
|
||||
|
||||
var/mob/living/carbon/human/H = holder.wearer
|
||||
|
||||
to_chat(H, "<font color='blue'><b>You are now invisible to normal detection.</b></font>")
|
||||
H.invisibility = INVISIBILITY_LEVEL_TWO
|
||||
|
||||
H.visible_message("[H.name] vanishes into thin air!",1)
|
||||
|
||||
/obj/item/rig_module/stealth_field/deactivate()
|
||||
|
||||
if(!..())
|
||||
return 0
|
||||
|
||||
var/mob/living/carbon/human/H = holder.wearer
|
||||
|
||||
to_chat(H, "<span class='danger'>You are now visible.</span>")
|
||||
H.invisibility = 0
|
||||
|
||||
new /obj/effect/temp_visual/dir_setting/ninja(get_turf(H), H.dir)
|
||||
|
||||
for(var/mob/O in oviewers(H))
|
||||
O.show_message("[H.name] appears from thin air!",1)
|
||||
playsound(get_turf(H), 'sound/effects/stealthoff.ogg', 75, 1)
|
||||
|
||||
|
||||
/obj/item/rig_module/teleporter
|
||||
|
||||
name = "teleportation module"
|
||||
desc = "A complex, sleek-looking, hardsuit-integrated teleportation module."
|
||||
icon_state = "teleporter"
|
||||
use_power_cost = 40
|
||||
redundant = 1
|
||||
usable = 1
|
||||
selectable = 1
|
||||
|
||||
engage_string = "Emergency Leap"
|
||||
|
||||
interface_name = "VOID-shift phase projector"
|
||||
interface_desc = "An advanced teleportation system. It is capable of pinpoint precision or random leaps forward."
|
||||
|
||||
/obj/item/rig_module/teleporter/proc/phase_in(var/mob/M,var/turf/T)
|
||||
|
||||
if(!M || !T)
|
||||
return
|
||||
|
||||
holder.spark_system.start()
|
||||
playsound(T, 'sound/effects/phasein.ogg', 25, 1)
|
||||
playsound(T, 'sound/effects/sparks2.ogg', 50, 1)
|
||||
new /obj/effect/temp_visual/dir_setting/ninja/phase(T, M.dir)
|
||||
|
||||
/obj/item/rig_module/teleporter/proc/phase_out(var/mob/M,var/turf/T)
|
||||
|
||||
if(!M || !T)
|
||||
return
|
||||
|
||||
playsound(T, "sparks", 50, 1)
|
||||
new /obj/effect/temp_visual/dir_setting/ninja/phase/out(T, M.dir)
|
||||
|
||||
/obj/item/rig_module/teleporter/engage(var/atom/target, var/notify_ai)
|
||||
|
||||
if(!..()) return 0
|
||||
|
||||
var/mob/living/carbon/human/H = holder.wearer
|
||||
|
||||
if(!istype(H.loc, /turf))
|
||||
to_chat(H, "<span class='warning'>You cannot teleport out of your current location.</span>")
|
||||
return 0
|
||||
|
||||
var/turf/T
|
||||
if(target)
|
||||
T = get_turf(target)
|
||||
else
|
||||
T = get_teleport_loc(get_turf(H), H, rand(5, 9))
|
||||
|
||||
/*if(!T || T.density)
|
||||
to_chat(H, "<span class='warning'>You cannot teleport into solid walls.</span>")
|
||||
return 0*///Who the fuck cares? Ninjas in walls are cool.
|
||||
|
||||
if(!is_teleport_allowed(T.z))
|
||||
to_chat(H, "<span class='warning'>You cannot use your teleporter on this Z-level.</span>")
|
||||
return 0
|
||||
|
||||
phase_out(H,get_turf(H))
|
||||
H.forceMove(T)
|
||||
phase_in(H,get_turf(H))
|
||||
|
||||
for(var/obj/item/grab/G in H.contents)
|
||||
if(G.affecting)
|
||||
phase_out(G.affecting,get_turf(G.affecting))
|
||||
G.affecting.forceMove(locate(T.x+rand(-1,1),T.y+rand(-1,1),T.z))
|
||||
phase_in(G.affecting,get_turf(G.affecting))
|
||||
|
||||
return 1
|
||||
|
||||
/*
|
||||
/obj/item/rig_module/fabricator/energy_net
|
||||
|
||||
name = "net projector"
|
||||
desc = "Some kind of complex energy projector with a hardsuit mount."
|
||||
icon_state = "enet"
|
||||
|
||||
interface_name = "energy net launcher"
|
||||
interface_desc = "An advanced energy-patterning projector used to capture targets."
|
||||
|
||||
engage_string = "Fabricate Net"
|
||||
|
||||
fabrication_type = /obj/item/energy_net
|
||||
use_power_cost = 70
|
||||
|
||||
/obj/item/rig_module/fabricator/energy_net/engage(atom/target)
|
||||
|
||||
if(holder && holder.wearer)
|
||||
if(..(target) && target)
|
||||
holder.wearer.Beam(target,"n_beam",,10)
|
||||
return 1
|
||||
return 0*/
|
||||
|
||||
/obj/item/rig_module/self_destruct
|
||||
|
||||
name = "self-destruct module"
|
||||
desc = "Oh my God, Captain. A bomb."
|
||||
icon_state = "deadman"
|
||||
usable = 1
|
||||
active = 1
|
||||
permanent = 1
|
||||
|
||||
engage_string = "Detonate"
|
||||
|
||||
interface_name = "dead man's switch"
|
||||
interface_desc = "An integrated self-destruct module. When the wearer dies, so does the surrounding area. Do not press this button."
|
||||
|
||||
/obj/item/rig_module/self_destruct/activate()
|
||||
return
|
||||
|
||||
/obj/item/rig_module/self_destruct/deactivate()
|
||||
return
|
||||
|
||||
/obj/item/rig_module/self_destruct/process()
|
||||
|
||||
// Not being worn, leave it alone.
|
||||
if(!holder || !holder.wearer || !holder.wearer.wear_suit == holder)
|
||||
return 0
|
||||
|
||||
//OH SHIT.
|
||||
if(holder.wearer.stat == 2)
|
||||
engage()
|
||||
|
||||
/obj/item/rig_module/self_destruct/engage()
|
||||
explosion(get_turf(src), 1, 2, 4, 5)
|
||||
if(holder && holder.wearer)
|
||||
holder.wearer.unEquip(src)
|
||||
qdel(holder)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/rig_module/self_destruct/small/engage()
|
||||
explosion(get_turf(src), 0, 0, 3, 4)
|
||||
if(holder && holder.wearer)
|
||||
holder.wearer.unEquip(src)
|
||||
qdel(holder)
|
||||
qdel(src)
|
||||
@@ -1,476 +0,0 @@
|
||||
/* Contains:
|
||||
* /obj/item/rig_module/device
|
||||
* /obj/item/rig_module/device/plasmacutter
|
||||
* /obj/item/rig_module/device/healthscanner
|
||||
* /obj/item/rig_module/device/drill
|
||||
* /obj/item/rig_module/device/orescanner
|
||||
* /obj/item/rig_module/device/rcd
|
||||
* /obj/item/rig_module/device/anomaly_scanner
|
||||
* /obj/item/rig_module/maneuvering_jets
|
||||
* /obj/item/rig_module/foam_sprayer
|
||||
* /obj/item/rig_module/device/broadcaster
|
||||
* /obj/item/rig_module/chem_dispenser
|
||||
* /obj/item/rig_module/chem_dispenser/injector
|
||||
* /obj/item/rig_module/voice
|
||||
* /obj/item/rig_module/device/paperdispenser
|
||||
* /obj/item/rig_module/device/pen
|
||||
* /obj/item/rig_module/device/stamp
|
||||
*/
|
||||
|
||||
/obj/item/rig_module/device
|
||||
name = "mounted device"
|
||||
desc = "Some kind of hardsuit mount."
|
||||
usable = 0
|
||||
selectable = 1
|
||||
toggleable = 0
|
||||
disruptive = 0
|
||||
|
||||
var/device_type
|
||||
var/obj/item/device
|
||||
|
||||
/obj/item/rig_module/device/plasmacutter
|
||||
name = "hardsuit plasma cutter"
|
||||
desc = "A lethal-looking industrial cutter."
|
||||
icon_state = "plasmacutter"
|
||||
interface_name = "plasma cutter"
|
||||
interface_desc = "A self-sustaining plasma arc capable of cutting through walls."
|
||||
suit_overlay_active = "plasmacutter"
|
||||
suit_overlay_inactive = "plasmacutter"
|
||||
|
||||
device_type = /obj/item/gun/energy/plasmacutter
|
||||
|
||||
/obj/item/rig_module/device/healthscanner
|
||||
name = "health scanner module"
|
||||
desc = "A hardsuit-mounted health scanner."
|
||||
icon_state = "scanner"
|
||||
interface_name = "health scanner"
|
||||
interface_desc = "Shows an informative health readout when used on a subject."
|
||||
|
||||
device_type = /obj/item/healthanalyzer
|
||||
|
||||
/obj/item/rig_module/device/drill
|
||||
name = "hardsuit drill mount"
|
||||
desc = "A very heavy diamond-tipped drill."
|
||||
icon_state = "drill"
|
||||
interface_name = "mounted drill"
|
||||
interface_desc = "A diamond-tipped industrial drill."
|
||||
suit_overlay_active = "mounted-drill"
|
||||
suit_overlay_inactive = "mounted-drill"
|
||||
device_type = /obj/item/pickaxe/drill/diamonddrill
|
||||
|
||||
/obj/item/rig_module/device/orescanner
|
||||
name = "ore scanner module"
|
||||
desc = "A clunky old ore scanner."
|
||||
icon_state = "scanner"
|
||||
interface_name = "ore detector"
|
||||
interface_desc = "A sonar system for detecting large masses of ore."
|
||||
engage_string = "Begin Scan"
|
||||
usable = 1
|
||||
selectable = 0
|
||||
device_type = /obj/item/mining_scanner
|
||||
/*
|
||||
/obj/item/rig_module/device/rcd
|
||||
name = "RCD mount"
|
||||
desc = "A cell-powered rapid construction device for a hardsuit."
|
||||
icon_state = "rcd"
|
||||
interface_name = "mounted RCD"
|
||||
interface_desc = "A device for building or removing walls. Cell-powered."
|
||||
usable = 1
|
||||
engage_string = "Configure RCD"
|
||||
|
||||
device_type = /obj/item/rcd/mounted
|
||||
*/
|
||||
/obj/item/rig_module/device/New()
|
||||
..()
|
||||
if(device_type)
|
||||
device = new device_type(src)
|
||||
device.flags |= ABSTRACT //Abstract in the sense that it's not an item that stands alone, but rather is just there to let the module act like it.
|
||||
|
||||
/obj/item/rig_module/device/engage(atom/target)
|
||||
if(!..() || !device)
|
||||
return 0
|
||||
|
||||
if(!target)
|
||||
device.attack_self(holder.wearer)
|
||||
return 1
|
||||
|
||||
var/turf/T = get_turf(target)
|
||||
if(istype(T) && !T.Adjacent(get_turf(src)))
|
||||
return 0
|
||||
|
||||
var/resolved = target.attackby(device,holder.wearer)
|
||||
if(!resolved && device && target)
|
||||
device.afterattack(target,holder.wearer,1)
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
/obj/item/rig_module/chem_dispenser
|
||||
name = "mounted chemical dispenser"
|
||||
desc = "A complex web of tubing and needles suitable for hardsuit use."
|
||||
icon_state = "injector"
|
||||
usable = 1
|
||||
selectable = 0
|
||||
toggleable = 0
|
||||
disruptive = 0
|
||||
|
||||
engage_string = "Inject"
|
||||
|
||||
interface_name = "integrated chemical dispenser"
|
||||
interface_desc = "Dispenses loaded chemicals directly into the wearer's bloodstream."
|
||||
|
||||
charges = list(
|
||||
list("saline-glucose", "salglu_solution", 0, 80),
|
||||
list("salicylic acid", "sal_acid", 0, 80),
|
||||
list("salbutamol", "salbutamol", 0, 80),
|
||||
list("antibiotics", "spaceacillin", 0, 80),
|
||||
list("charcoal", "charcoal", 0, 80),
|
||||
list("nutrients", "nutriment", 0, 80),
|
||||
list("potasssium iodide","potass_iodide", 0, 80),
|
||||
list("radium", "radium", 0, 80)
|
||||
)
|
||||
|
||||
var/max_reagent_volume = 80 //Used when refilling.
|
||||
|
||||
/obj/item/rig_module/chem_dispenser/ninja
|
||||
interface_desc = "Dispenses loaded chemicals directly into the wearer's bloodstream. This variant is made to be extremely light and flexible."
|
||||
|
||||
//just over a syringe worth of each. Want more? Go refill. Gives the ninja another reason to have to show their face.
|
||||
charges = list(
|
||||
list("saline-glucose", "salglu_solution", 0, 20),
|
||||
list("salicylic acid", "sal_acid", 0, 20),
|
||||
list("salbutamol", "salbutamol", 0, 20),
|
||||
list("antibiotics", "spaceacillin", 0, 20),
|
||||
list("charcoal", "charcoal", 0, 20),
|
||||
list("nutrients", "nutriment", 0, 80),
|
||||
list("potasssium iodide","potass_iodide", 0, 20),
|
||||
list("radium", "radium", 0, 20)
|
||||
)
|
||||
|
||||
|
||||
/obj/item/rig_module/chem_dispenser/accepts_item(var/obj/item/input_item, var/mob/living/user)
|
||||
|
||||
if(!input_item.is_open_container())
|
||||
return 0
|
||||
|
||||
if(!input_item.reagents || !input_item.reagents.total_volume)
|
||||
to_chat(user, "\The [input_item] is empty.")
|
||||
return 0
|
||||
|
||||
// Magical chemical filtration system, do not question it.
|
||||
var/total_transferred = 0
|
||||
for(var/datum/reagent/R in input_item.reagents.reagent_list)
|
||||
for(var/chargetype in charges)
|
||||
var/datum/rig_charge/charge = charges[chargetype]
|
||||
if(charge.display_name == R.id)
|
||||
|
||||
var/chems_to_transfer = R.volume
|
||||
|
||||
if((charge.charges + chems_to_transfer) > max_reagent_volume)
|
||||
chems_to_transfer = max_reagent_volume - charge.charges
|
||||
|
||||
charge.charges += chems_to_transfer
|
||||
input_item.reagents.remove_reagent(R.id, chems_to_transfer)
|
||||
total_transferred += chems_to_transfer
|
||||
|
||||
break
|
||||
|
||||
if(total_transferred)
|
||||
to_chat(user, "<font color='blue'>You transfer [total_transferred] units into the suit reservoir.</font>")
|
||||
else
|
||||
to_chat(user, "<span class='danger'>None of the reagents seem suitable.</span>")
|
||||
return 1
|
||||
|
||||
/obj/item/rig_module/chem_dispenser/engage(atom/target)
|
||||
|
||||
if(!..())
|
||||
return 0
|
||||
|
||||
var/mob/living/carbon/human/H = holder.wearer
|
||||
|
||||
if(!charge_selected)
|
||||
to_chat(H, "<span class='danger'>You have not selected a chemical type.</span>")
|
||||
return 0
|
||||
|
||||
var/datum/rig_charge/charge = charges[charge_selected]
|
||||
|
||||
if(!charge)
|
||||
return 0
|
||||
|
||||
var/chems_to_use = 10
|
||||
if(charge.charges <= 0)
|
||||
to_chat(H, "<span class='danger'>Insufficient chems!</span>")
|
||||
return 0
|
||||
else if(charge.charges < chems_to_use)
|
||||
chems_to_use = charge.charges
|
||||
|
||||
var/mob/living/carbon/target_mob
|
||||
if(target)
|
||||
if(istype(target,/mob/living/carbon))
|
||||
target_mob = target
|
||||
else
|
||||
return 0
|
||||
else
|
||||
target_mob = H
|
||||
|
||||
if(target_mob != H)
|
||||
to_chat(H, "<span class='danger'>You inject [target_mob] with [chems_to_use] unit\s of [charge.display_name].</span>")
|
||||
to_chat(target_mob, "<span class='danger'>You feel a rushing in your veins as [chems_to_use] unit\s of [charge.display_name] [chems_to_use == 1 ? "is" : "are"] injected.</span>")
|
||||
target_mob.reagents.add_reagent(charge.display_name, chems_to_use)
|
||||
|
||||
charge.charges -= chems_to_use
|
||||
if(charge.charges < 0) charge.charges = 0
|
||||
|
||||
return 1
|
||||
|
||||
/obj/item/rig_module/chem_dispenser/combat
|
||||
|
||||
name = "combat chemical injector"
|
||||
desc = "A complex web of tubing and needles suitable for hardsuit use."
|
||||
|
||||
charges = list(
|
||||
list("synaptizine", "synaptizine", 0, 30),
|
||||
list("hydrocodone", "hydrocodone", 0, 30),
|
||||
list("nutrients", "nutriment", 0, 80),
|
||||
)
|
||||
|
||||
interface_name = "combat chem dispenser"
|
||||
interface_desc = "Dispenses loaded chemicals directly into the bloodstream."
|
||||
|
||||
|
||||
/obj/item/rig_module/chem_dispenser/injector
|
||||
|
||||
name = "mounted chemical injector"
|
||||
desc = "A complex web of tubing and a large needle suitable for hardsuit use."
|
||||
usable = 0
|
||||
selectable = 1
|
||||
disruptive = 1
|
||||
|
||||
interface_name = "mounted chem injector"
|
||||
interface_desc = "Dispenses loaded chemicals via an arm-mounted injector."
|
||||
|
||||
/obj/item/rig_module/voice
|
||||
|
||||
name = "hardsuit voice synthesiser"
|
||||
desc = "A speaker box and sound processor."
|
||||
icon_state = "megaphone"
|
||||
usable = 1
|
||||
selectable = 0
|
||||
toggleable = 0
|
||||
disruptive = 0
|
||||
|
||||
engage_string = "Configure Synthesiser"
|
||||
|
||||
interface_name = "voice synthesiser"
|
||||
interface_desc = "A flexible and powerful voice modulator system."
|
||||
|
||||
var/obj/item/voice_changer/voice_holder
|
||||
|
||||
/obj/item/rig_module/voice/New()
|
||||
..()
|
||||
voice_holder = new(src)
|
||||
voice_holder.active = FALSE
|
||||
|
||||
/obj/item/rig_module/voice/installed()
|
||||
..()
|
||||
holder.speech = src
|
||||
|
||||
/obj/item/rig_module/voice/engage()
|
||||
if(!..())
|
||||
return 0
|
||||
|
||||
var/choice= input("Would you like to toggle the synthesiser or set the name?") as null|anything in list("Enable","Disable","Set Name")
|
||||
|
||||
if(!choice)
|
||||
return 0
|
||||
|
||||
switch(choice)
|
||||
if("Enable")
|
||||
active = TRUE
|
||||
voice_holder.active = TRUE
|
||||
to_chat(usr, "<font color='blue'>You enable the speech synthesiser.</font>")
|
||||
if("Disable")
|
||||
active = FALSE
|
||||
voice_holder.active = FALSE
|
||||
to_chat(usr, "<font color='blue'>You disable the speech synthesiser.</font>")
|
||||
if("Set Name")
|
||||
var/raw_choice = sanitize(input(usr, "Please enter a new name.") as text|null, MAX_NAME_LEN)
|
||||
if(!raw_choice)
|
||||
return FALSE
|
||||
voice_holder.voice = raw_choice
|
||||
to_chat(usr, "<font color='blue'>You are now mimicking <B>[voice_holder.voice]</B>.</font>")
|
||||
return 1
|
||||
|
||||
/obj/item/rig_module/maneuvering_jets
|
||||
|
||||
name = "hardsuit maneuvering jets"
|
||||
desc = "A compact gas thruster system for a hardsuit."
|
||||
icon_state = "thrusters"
|
||||
usable = 1
|
||||
toggleable = 1
|
||||
selectable = 0
|
||||
disruptive = 0
|
||||
|
||||
suit_overlay_active = "maneuvering_active"
|
||||
suit_overlay_inactive = null //"maneuvering_inactive"
|
||||
|
||||
engage_string = "Toggle Stabilizers"
|
||||
activate_string = "Activate Thrusters"
|
||||
deactivate_string = "Deactivate Thrusters"
|
||||
|
||||
interface_name = "maneuvering jets"
|
||||
interface_desc = "An inbuilt EVA maneuvering system that runs off the rig air supply."
|
||||
|
||||
var/obj/item/tank/jetpack/rig/jets
|
||||
|
||||
/obj/item/rig_module/maneuvering_jets/engage()
|
||||
if(!..())
|
||||
return 0
|
||||
jets.toggle_stabilization(usr)
|
||||
return 1
|
||||
|
||||
/obj/item/rig_module/maneuvering_jets/activate()
|
||||
|
||||
if(active)
|
||||
return 0
|
||||
|
||||
active = 1
|
||||
|
||||
spawn(1)
|
||||
if(suit_overlay_active)
|
||||
suit_overlay = suit_overlay_active
|
||||
else
|
||||
suit_overlay = null
|
||||
holder.update_icon()
|
||||
|
||||
jets.turn_on()
|
||||
return 1
|
||||
|
||||
/obj/item/rig_module/maneuvering_jets/deactivate()
|
||||
if(!..())
|
||||
return 0
|
||||
jets.turn_off()
|
||||
return 1
|
||||
|
||||
/obj/item/rig_module/maneuvering_jets/New()
|
||||
..()
|
||||
jets = new(src)
|
||||
|
||||
/obj/item/rig_module/maneuvering_jets/installed()
|
||||
..()
|
||||
jets.holder = holder
|
||||
jets.ion_trail.set_up(holder)
|
||||
|
||||
/obj/item/rig_module/maneuvering_jets/removed()
|
||||
..()
|
||||
jets.holder = null
|
||||
jets.ion_trail.set_up(jets)
|
||||
|
||||
/obj/item/rig_module/foam_sprayer
|
||||
|
||||
/obj/item/rig_module/device/paperdispenser
|
||||
name = "hardsuit paper dispenser"
|
||||
desc = "Crisp sheets."
|
||||
icon_state = "paper"
|
||||
interface_name = "paper dispenser"
|
||||
interface_desc = "Dispenses warm, clean, and crisp sheets of paper."
|
||||
engage_string = "Dispense"
|
||||
usable = 1
|
||||
selectable = 0
|
||||
device_type = /obj/item/paper_bin
|
||||
|
||||
/obj/item/rig_module/device/paperdispenser/engage(atom/target)
|
||||
|
||||
if(!..() || !device)
|
||||
return 0
|
||||
|
||||
if(!target)
|
||||
device.attack_hand(holder.wearer)
|
||||
return 1
|
||||
|
||||
/obj/item/rig_module/device/pen
|
||||
name = "mounted pen"
|
||||
desc = "For mecha John Hancocks."
|
||||
icon_state = "pen"
|
||||
interface_name = "mounted pen"
|
||||
interface_desc = "Signatures with style(tm)."
|
||||
engage_string = "Change color"
|
||||
usable = 1
|
||||
device_type = /obj/item/pen/multi
|
||||
|
||||
/obj/item/rig_module/device/stamp
|
||||
name = "mounted internal affairs stamp"
|
||||
desc = "DENIED."
|
||||
icon_state = "stamp"
|
||||
interface_name = "mounted stamp"
|
||||
interface_desc = "Leave your mark."
|
||||
engage_string = "Toggle stamp type"
|
||||
usable = 1
|
||||
var/obj/iastamp //Theese were just vars, but any device would need to be an object
|
||||
var/obj/deniedstamp //Stops assigning non-objects to theese vars, which probably would break quite a bit.
|
||||
|
||||
/obj/item/rig_module/device/stamp/New()
|
||||
..()
|
||||
iastamp = new /obj/item/stamp/law(src)
|
||||
deniedstamp = new /obj/item/stamp/denied(src)
|
||||
iastamp.flags |= ABSTRACT
|
||||
deniedstamp.flags |= ABSTRACT
|
||||
device = iastamp
|
||||
|
||||
/obj/item/rig_module/device/stamp/engage(atom/target)
|
||||
if(!..() || !device)
|
||||
return 0
|
||||
|
||||
if(!target)
|
||||
if(device == iastamp)
|
||||
device = deniedstamp
|
||||
to_chat(holder.wearer, "<span class='notice'>Switched to denied stamp.</span>")
|
||||
else if(device == deniedstamp)
|
||||
device = iastamp
|
||||
to_chat(holder.wearer, "<span class='notice'>Switched to internal affairs stamp.</span>")
|
||||
return 1
|
||||
|
||||
/obj/item/rig_module/welding_tank
|
||||
name = "welding fuel tank"
|
||||
desc = "A bluespace welding fuel storage tank for a rigsuit."
|
||||
icon_state = "welding_tank"
|
||||
interface_name = "mounted welding fuel tank"
|
||||
interface_desc = "A minitaure fuel tank used for storage of welding fuel, built into a hardsuit."
|
||||
engage_string = "Dispense fuel"
|
||||
usable = 1
|
||||
|
||||
var/max_fuel = 300
|
||||
|
||||
/obj/item/rig_module/welding_tank/New()
|
||||
..()
|
||||
|
||||
create_reagents(max_fuel)
|
||||
reagents.add_reagent("fuel", max_fuel)
|
||||
|
||||
/obj/item/rig_module/welding_tank/engage(atom/target)
|
||||
if(!..() || !reagents)
|
||||
return 0
|
||||
|
||||
if(!target)
|
||||
if(get_fuel() >= 0)
|
||||
var/obj/item/weldingtool/W = holder.wearer.get_active_hand()
|
||||
if(istype(W))
|
||||
fill_welder(W)
|
||||
else
|
||||
W = holder.wearer.get_inactive_hand()
|
||||
if(istype(W))
|
||||
fill_welder(W)
|
||||
else
|
||||
to_chat(holder.wearer, "<span class='danger'>Your welding tank is out of fuel!</span>")
|
||||
else
|
||||
to_chat(holder.wearer, "<span class='notice'>You need to have a welding tool in one of your hands to dispense fuel.</span>")
|
||||
|
||||
/obj/item/rig_module/welding_tank/proc/fill_welder(obj/item/weldingtool/W)
|
||||
if(!istype(W))
|
||||
return
|
||||
W.refill(holder.wearer, src, W.maximum_fuel)
|
||||
if(!reagents.get_reagent_amount("fuel"))
|
||||
to_chat(holder.wearer, "<span class='notice'>You hear a faint dripping as your hardsuit welding tank completely empties.</span>")
|
||||
|
||||
/obj/item/rig_module/welding_tank/proc/get_fuel()
|
||||
return reagents.get_reagent_amount("fuel")
|
||||
@@ -1,191 +0,0 @@
|
||||
/*
|
||||
* Contains
|
||||
* /obj/item/rig_module/vision
|
||||
* /obj/item/rig_module/vision/multi
|
||||
* /obj/item/rig_module/vision/meson
|
||||
* /obj/item/rig_module/vision/thermal
|
||||
* /obj/item/rig_module/vision/nvg
|
||||
* /obj/item/rig_module/vision/medhud
|
||||
* /obj/item/rig_module/vision/sechud
|
||||
*/
|
||||
|
||||
/datum/rig_vision
|
||||
var/mode
|
||||
var/obj/item/clothing/glasses/glasses
|
||||
|
||||
/datum/rig_vision/nvg
|
||||
mode = "night vision"
|
||||
/datum/rig_vision/nvg/New()
|
||||
glasses = new /obj/item/clothing/glasses/night
|
||||
|
||||
/datum/rig_vision/thermal
|
||||
mode = "thermal scanner"
|
||||
/datum/rig_vision/thermal/New()
|
||||
glasses = new /obj/item/clothing/glasses/thermal
|
||||
|
||||
/datum/rig_vision/meson
|
||||
mode = "meson scanner"
|
||||
/datum/rig_vision/meson/New()
|
||||
glasses = new /obj/item/clothing/glasses/meson
|
||||
|
||||
/datum/rig_vision/sechud
|
||||
mode = "security HUD"
|
||||
/datum/rig_vision/sechud/New()
|
||||
glasses = new /obj/item/clothing/glasses/hud/security
|
||||
|
||||
/datum/rig_vision/medhud
|
||||
mode = "medical HUD"
|
||||
/datum/rig_vision/medhud/New()
|
||||
glasses = new /obj/item/clothing/glasses/hud/health
|
||||
|
||||
/obj/item/rig_module/vision
|
||||
|
||||
name = "hardsuit visor"
|
||||
desc = "A layered, translucent visor system for a hardsuit."
|
||||
icon_state = "optics"
|
||||
|
||||
interface_name = "optical scanners"
|
||||
interface_desc = "An integrated multi-mode vision system."
|
||||
|
||||
usable = 1
|
||||
toggleable = 1
|
||||
disruptive = 0
|
||||
|
||||
engage_string = "Cycle Visor Mode"
|
||||
activate_string = "Enable Visor"
|
||||
deactivate_string = "Disable Visor"
|
||||
|
||||
var/datum/rig_vision/vision
|
||||
var/list/vision_modes = list(
|
||||
/datum/rig_vision/nvg,
|
||||
/datum/rig_vision/thermal,
|
||||
/datum/rig_vision/meson
|
||||
)
|
||||
|
||||
var/vision_index
|
||||
|
||||
/obj/item/rig_module/vision/multi
|
||||
|
||||
name = "hardsuit optical package"
|
||||
desc = "A complete visor system of optical scanners and vision modes."
|
||||
icon_state = "fulloptics"
|
||||
|
||||
|
||||
interface_name = "multi optical visor"
|
||||
interface_desc = "An integrated multi-mode vision system."
|
||||
|
||||
vision_modes = list(/datum/rig_vision/meson,
|
||||
/datum/rig_vision/nvg,
|
||||
/datum/rig_vision/thermal,
|
||||
/datum/rig_vision/sechud,
|
||||
/datum/rig_vision/medhud)
|
||||
|
||||
/obj/item/rig_module/vision/meson
|
||||
|
||||
name = "hardsuit meson scanner"
|
||||
desc = "A layered, translucent visor system for a hardsuit."
|
||||
icon_state = "meson"
|
||||
|
||||
usable = 0
|
||||
|
||||
interface_name = "meson scanner"
|
||||
interface_desc = "An integrated meson scanner."
|
||||
|
||||
vision_modes = list(/datum/rig_vision/meson)
|
||||
|
||||
/obj/item/rig_module/vision/thermal
|
||||
|
||||
name = "hardsuit thermal scanner"
|
||||
desc = "A layered, translucent visor system for a hardsuit."
|
||||
icon_state = "thermal"
|
||||
|
||||
usable = 0
|
||||
|
||||
interface_name = "thermal scanner"
|
||||
interface_desc = "An integrated thermal scanner."
|
||||
|
||||
vision_modes = list(/datum/rig_vision/thermal)
|
||||
|
||||
/obj/item/rig_module/vision/nvg
|
||||
|
||||
name = "hardsuit night vision interface"
|
||||
desc = "A multi input night vision system for a hardsuit."
|
||||
icon_state = "night"
|
||||
|
||||
usable = 0
|
||||
|
||||
interface_name = "night vision interface"
|
||||
interface_desc = "An integrated night vision system."
|
||||
|
||||
vision_modes = list(/datum/rig_vision/nvg)
|
||||
|
||||
/obj/item/rig_module/vision/sechud
|
||||
|
||||
name = "hardsuit security hud"
|
||||
desc = "A simple tactical information system for a hardsuit."
|
||||
icon_state = "securityhud"
|
||||
|
||||
usable = 0
|
||||
|
||||
interface_name = "security HUD"
|
||||
interface_desc = "An integrated security heads up display."
|
||||
|
||||
vision_modes = list(/datum/rig_vision/sechud)
|
||||
|
||||
/obj/item/rig_module/vision/medhud
|
||||
|
||||
name = "hardsuit medical hud"
|
||||
desc = "A simple medical status indicator for a hardsuit."
|
||||
icon_state = "healthhud"
|
||||
|
||||
usable = 0
|
||||
|
||||
interface_name = "medical HUD"
|
||||
interface_desc = "An integrated medical heads up display."
|
||||
|
||||
vision_modes = list(/datum/rig_vision/medhud)
|
||||
|
||||
|
||||
// There should only ever be one vision module installed in a suit.
|
||||
/obj/item/rig_module/vision/installed()
|
||||
..()
|
||||
holder.visor = src
|
||||
|
||||
/obj/item/rig_module/vision/engage()
|
||||
|
||||
var/starting_up = !active
|
||||
|
||||
if(!..() || !vision_modes)
|
||||
return 0
|
||||
|
||||
// Don't cycle if this engage() is being called by activate().
|
||||
if(starting_up)
|
||||
to_chat(holder.wearer, "<font color='blue'>You activate your visual sensors.</font>")
|
||||
return 1
|
||||
|
||||
if(vision_modes.len > 1)
|
||||
vision_index++
|
||||
if(vision_index > vision_modes.len)
|
||||
vision_index = 1
|
||||
vision = vision_modes[vision_index]
|
||||
|
||||
to_chat(holder.wearer, "<font color='blue'>You cycle your sensors to <b>[vision.mode]</b> mode.</font>")
|
||||
else
|
||||
to_chat(holder.wearer, "<font color='blue'>Your sensors only have one mode.</font>")
|
||||
return 1
|
||||
|
||||
/obj/item/rig_module/vision/New()
|
||||
..()
|
||||
|
||||
if(!vision_modes)
|
||||
return
|
||||
|
||||
vision_index = 1
|
||||
var/list/processed_vision = list()
|
||||
|
||||
for(var/vision_mode in vision_modes)
|
||||
var/datum/rig_vision/vision_datum = new vision_mode
|
||||
if(!vision) vision = vision_datum
|
||||
processed_vision += vision_datum
|
||||
|
||||
vision_modes = processed_vision
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,30 +0,0 @@
|
||||
/obj/item/clothing/suit/space/new_rig/calc_breach_damage()
|
||||
..()
|
||||
holder.update_armor() //New dammage, new armormultiplikator.
|
||||
return damage
|
||||
|
||||
/obj/item/rig/proc/update_armor()
|
||||
var/multi = 1 //Multiplicative modification to the armor, maybe add an additive later on
|
||||
if(chest)
|
||||
multi *= (100 - chest.damage) / 100 //If we have some breaches, lower the armor value.
|
||||
|
||||
//TODO check for other armor mods, likely modules, which need to be coded.
|
||||
if(!armor) //Did we even give them some armor, if this is the case, the list should be initialized from New()
|
||||
return
|
||||
|
||||
var/datum/armor/A = armor
|
||||
for(var/obj/item/piece in list(gloves, helmet, boots, chest))
|
||||
if(!istype(piece)) //Do we have the piece
|
||||
continue
|
||||
|
||||
piece.armor = piece.armor.setRating(melee_value = A.getRating("melee") * multi,
|
||||
bullet_value = A.getRating("bullet") * multi,
|
||||
laser_value = A.getRating("laser") * multi,
|
||||
energy_value = A.getRating("energy") * multi,
|
||||
bomb_value = A.getRating("bomb") * multi,
|
||||
bio_value = A.getRating("bio") * multi,
|
||||
rad_value = A.getRating("rad") * multi,
|
||||
fire_value = A.getRating("fire") * multi,
|
||||
acid_value = A.getRating("acidd") * multi)
|
||||
|
||||
//Perfect place to also add something like shield modules, or any other hit_reaction modules check.
|
||||
@@ -1,196 +0,0 @@
|
||||
/obj/item/rig/attackby(obj/item/W as obj, mob/user as mob)
|
||||
|
||||
if(!istype(user,/mob/living)) return 0
|
||||
|
||||
if(electrified != 0)
|
||||
if(shock(user)) //Handles removing charge from the cell, as well. No need to do that here.
|
||||
return
|
||||
|
||||
// Pass repair items on to the chestpiece.
|
||||
if(chest && (istype(W,/obj/item/stack) || istype(W, /obj/item/weldingtool)))
|
||||
return chest.attackby(W,user)
|
||||
|
||||
// Lock or unlock the access panel.
|
||||
if(W.GetID())
|
||||
if(subverted)
|
||||
locked = 0
|
||||
to_chat(user, "<span class='danger'>It looks like the locking system has been shorted out.</span>")
|
||||
return
|
||||
|
||||
if((!req_access || !req_access.len) && (!req_one_access || !req_one_access.len))
|
||||
locked = 0
|
||||
to_chat(user, "<span class='danger'>\The [src] doesn't seem to have a locking mechanism.</span>")
|
||||
return
|
||||
|
||||
if(security_check_enabled && !src.allowed(user))
|
||||
to_chat(user, "<span class='danger'>Access denied.</span>")
|
||||
return
|
||||
|
||||
locked = !locked
|
||||
to_chat(user, "You [locked ? "lock" : "unlock"] \the [src] access panel.")
|
||||
return
|
||||
|
||||
else if(istype(W,/obj/item/crowbar))
|
||||
|
||||
if(!open && locked)
|
||||
to_chat(user, "The access panel is locked shut.")
|
||||
return
|
||||
|
||||
open = !open
|
||||
to_chat(user, "You [open ? "open" : "close"] the access panel.")
|
||||
return
|
||||
|
||||
if(open)
|
||||
|
||||
// Hacking.
|
||||
if(istype(W,/obj/item/wirecutters) || istype(W,/obj/item/multitool))
|
||||
if(open)
|
||||
wires.Interact(user)
|
||||
else
|
||||
to_chat(user, "You can't reach the wiring.")
|
||||
return
|
||||
// Air tank.
|
||||
if(istype(W,/obj/item/tank)) //Todo, some kind of check for suits without integrated air supplies.
|
||||
|
||||
if(air_supply)
|
||||
to_chat(user, "\The [src] already has a tank installed.")
|
||||
return
|
||||
|
||||
user.unEquip(W)
|
||||
air_supply = W
|
||||
W.forceMove(src)
|
||||
to_chat(user, "You slot [W] into [src] and tighten the connecting valve.")
|
||||
return
|
||||
|
||||
// Check if this is a hardsuit upgrade or a modification.
|
||||
else if(istype(W,/obj/item/rig_module))
|
||||
|
||||
if(istype(src.loc,/mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = src.loc
|
||||
if(H.back == src)
|
||||
to_chat(user, "<span class='danger'>You can't install a hardsuit module while the suit is being worn.</span>")
|
||||
return 1
|
||||
|
||||
if(!installed_modules) installed_modules = list()
|
||||
if(installed_modules.len)
|
||||
for(var/obj/item/rig_module/installed_mod in installed_modules)
|
||||
if(!installed_mod.redundant && istype(installed_mod,W))
|
||||
to_chat(user, "The hardsuit already has a module of that class installed.")
|
||||
return 1
|
||||
|
||||
var/obj/item/rig_module/mod = W
|
||||
to_chat(user, "You begin installing \the [mod] into \the [src].")
|
||||
if(!do_after(user, 40 * W.toolspeed, target = src))
|
||||
return
|
||||
if(!user || !W)
|
||||
return
|
||||
to_chat(user, "You install \the [mod] into \the [src].")
|
||||
user.unEquip(mod)
|
||||
installed_modules |= mod
|
||||
mod.forceMove(src)
|
||||
mod.installed(src)
|
||||
update_icon()
|
||||
return 1
|
||||
|
||||
else if(!cell && istype(W,/obj/item/stock_parts/cell))
|
||||
|
||||
to_chat(user, "You jack \the [W] into \the [src]'s battery mount.")
|
||||
user.unEquip(W)
|
||||
W.forceMove(src)
|
||||
src.cell = W
|
||||
return
|
||||
|
||||
else if(istype(W,/obj/item/wrench))
|
||||
|
||||
if(!air_supply)
|
||||
to_chat(user, "There is not tank to remove.")
|
||||
return
|
||||
|
||||
if(user.r_hand && user.l_hand)
|
||||
air_supply.forceMove(get_turf(user))
|
||||
else
|
||||
user.put_in_hands(air_supply)
|
||||
to_chat(user, "You detach and remove \the [air_supply].")
|
||||
air_supply = null
|
||||
return
|
||||
|
||||
else if(istype(W,/obj/item/screwdriver))
|
||||
|
||||
var/list/current_mounts = list()
|
||||
if(cell) current_mounts += "cell"
|
||||
if(installed_modules && installed_modules.len) current_mounts += "system module"
|
||||
|
||||
var/to_remove = input("Which would you like to modify?") as null|anything in current_mounts
|
||||
if(!to_remove)
|
||||
return
|
||||
|
||||
if(istype(src.loc,/mob/living/carbon/human) && to_remove != "cell")
|
||||
var/mob/living/carbon/human/H = src.loc
|
||||
if(H.back == src)
|
||||
to_chat(user, "You can't remove an installed device while the hardsuit is being worn.")
|
||||
return
|
||||
|
||||
switch(to_remove)
|
||||
|
||||
if("cell")
|
||||
|
||||
if(cell)
|
||||
to_chat(user, "You detatch \the [cell] from \the [src]'s battery mount.")
|
||||
for(var/obj/item/rig_module/module in installed_modules)
|
||||
module.deactivate()
|
||||
if(user.r_hand && user.l_hand)
|
||||
cell.forceMove(get_turf(user))
|
||||
else
|
||||
user.put_in_hands(cell)
|
||||
cell = null
|
||||
else
|
||||
to_chat(user, "There is nothing loaded in that mount.")
|
||||
|
||||
if("system module")
|
||||
|
||||
var/list/possible_removals = list()
|
||||
for(var/obj/item/rig_module/module in installed_modules)
|
||||
if(module.permanent)
|
||||
continue
|
||||
possible_removals[module.name] = module
|
||||
|
||||
if(!possible_removals.len)
|
||||
to_chat(user, "There are no installed modules to remove.")
|
||||
return
|
||||
|
||||
var/removal_choice = input("Which module would you like to remove?") as null|anything in possible_removals
|
||||
if(!removal_choice)
|
||||
return
|
||||
|
||||
var/obj/item/rig_module/removed = possible_removals[removal_choice]
|
||||
to_chat(user, "You detatch \the [removed] from \the [src].")
|
||||
removed.forceMove(get_turf(src))
|
||||
removed.removed()
|
||||
installed_modules -= removed
|
||||
update_icon()
|
||||
|
||||
return
|
||||
|
||||
// If we've gotten this far, all we have left to do before we pass off to root procs
|
||||
// is check if any of the loaded modules want to use the item we've been given.
|
||||
for(var/obj/item/rig_module/module in installed_modules)
|
||||
if(module.accepts_item(W,user)) //Item is handled in this proc
|
||||
return
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/rig/attack_hand(var/mob/user)
|
||||
|
||||
if(electrified != 0)
|
||||
if(shock(user)) //Handles removing charge from the cell, as well. No need to do that here.
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/rig/emag_act(var/remaining_charges, var/mob/user)
|
||||
if(!subverted)
|
||||
req_access.Cut()
|
||||
req_one_access.Cut()
|
||||
locked = 0
|
||||
subverted = 1
|
||||
to_chat(user, "<span class='danger'>You short out the access protocol for the suit.</span>")
|
||||
return 1
|
||||
@@ -1,147 +0,0 @@
|
||||
/*
|
||||
* Defines the helmets, gloves and shoes for rigs.
|
||||
*/
|
||||
|
||||
/obj/item/clothing/head/helmet/space/new_rig
|
||||
name = "helmet"
|
||||
flags = BLOCKHAIR | THICKMATERIAL | NODROP
|
||||
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEMASK
|
||||
body_parts_covered = HEAD
|
||||
heat_protection = HEAD
|
||||
cold_protection = HEAD
|
||||
var/brightness_on = 4
|
||||
var/on = 0
|
||||
sprite_sheets = list(
|
||||
"Tajaran" = 'icons/mob/species/tajaran/helmet.dmi',
|
||||
"Skrell" = 'icons/mob/species/skrell/helmet.dmi',
|
||||
"Unathi" = 'icons/mob/species/unathi/helmet.dmi'
|
||||
)
|
||||
species_restricted = null
|
||||
actions_types = list(/datum/action/item_action/toggle_helmet_light)
|
||||
|
||||
flash_protect = 2
|
||||
|
||||
/obj/item/clothing/head/helmet/space/new_rig/attack_self(mob/user)
|
||||
if(!isturf(user.loc))
|
||||
to_chat(user, "<span class='warning'>You cannot turn the light on while in this [user.loc].</span>")//To prevent some lighting anomalities.
|
||||
|
||||
return
|
||||
toggle_light(user)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/new_rig/proc/toggle_light(mob/user)
|
||||
if(flags & AIRTIGHT) //Could also check for STOPSPRESSUREDMAGE, but one is enough, both get toggled when the seal gets toggled.
|
||||
|
||||
on = !on
|
||||
icon_state = "[item_color][on]"
|
||||
|
||||
if(on)
|
||||
set_light(brightness_on)
|
||||
else
|
||||
set_light(0)
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You cannot turn the light on while the suit isn't sealed.</span>")
|
||||
|
||||
if(istype(user,/mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = user
|
||||
H.update_inv_head()
|
||||
|
||||
/obj/item/clothing/gloves/rig
|
||||
name = "gauntlets"
|
||||
flags = THICKMATERIAL | NODROP
|
||||
body_parts_covered = HANDS
|
||||
heat_protection = HANDS
|
||||
cold_protection = HANDS
|
||||
species_restricted = null
|
||||
gender = PLURAL
|
||||
|
||||
/obj/item/clothing/shoes/magboots/rig
|
||||
name = "boots"
|
||||
flags = NODROP
|
||||
body_parts_covered = FEET
|
||||
cold_protection = FEET
|
||||
heat_protection = FEET
|
||||
species_restricted = null
|
||||
gender = PLURAL
|
||||
|
||||
/obj/item/clothing/shoes/magboots/rig/attack_self(mob/user)
|
||||
if(flags & AIRTIGHT) //Could also check for STOPSPRESSUREDMAGE, but one is enough, both get toggled when the seal gets toggled.
|
||||
..(user)
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You cannot activate mag-pulse traction system while the suit is not sealed.</span>")
|
||||
|
||||
/obj/item/clothing/suit/space/new_rig
|
||||
name = "chestpiece"
|
||||
allowed = list(/obj/item/flashlight,/obj/item/tank)
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags_inv = HIDEJUMPSUIT|HIDETAIL
|
||||
flags = STOPSPRESSUREDMAGE | THICKMATERIAL | AIRTIGHT | NODROP
|
||||
slowdown = 0
|
||||
breach_threshold = 20
|
||||
resilience = 0.2
|
||||
can_breach = 1
|
||||
var/obj/item/rig/holder
|
||||
sprite_sheets = list(
|
||||
"Tajaran" = 'icons/mob/species/tajaran/suit.dmi',
|
||||
"Unathi" = 'icons/mob/species/unathi/suit.dmi'
|
||||
)
|
||||
|
||||
//TODO: move this to modules
|
||||
/obj/item/clothing/head/helmet/space/new_rig/proc/prevent_track()
|
||||
return 0
|
||||
|
||||
/obj/item/clothing/gloves/rig/Touch(var/atom/A, var/proximity)
|
||||
|
||||
if(!A || !proximity)
|
||||
return 0
|
||||
|
||||
var/mob/living/carbon/human/H = loc
|
||||
if(!istype(H) || !H.back)
|
||||
return 0
|
||||
|
||||
var/obj/item/rig/suit = H.back
|
||||
if(!suit || !istype(suit) || !suit.installed_modules.len)
|
||||
return 0
|
||||
|
||||
for(var/obj/item/rig_module/module in suit.installed_modules)
|
||||
if(module.active && module.activates_on_touch)
|
||||
if(module.engage(A))
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
//Rig pieces for non-spacesuit based rigs
|
||||
|
||||
/obj/item/clothing/head/lightrig
|
||||
name = "mask"
|
||||
body_parts_covered = HEAD
|
||||
heat_protection = HEAD
|
||||
cold_protection = HEAD
|
||||
flags = THICKMATERIAL|AIRTIGHT
|
||||
|
||||
/obj/item/clothing/suit/lightrig
|
||||
name = "suit"
|
||||
allowed = list(/obj/item/flashlight)
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
flags = THICKMATERIAL
|
||||
|
||||
/obj/item/clothing/shoes/lightrig
|
||||
name = "boots"
|
||||
body_parts_covered = FEET
|
||||
cold_protection = FEET
|
||||
heat_protection = FEET
|
||||
species_restricted = null
|
||||
gender = PLURAL
|
||||
|
||||
/obj/item/clothing/gloves/lightrig
|
||||
name = "gloves"
|
||||
flags = THICKMATERIAL
|
||||
body_parts_covered = HANDS
|
||||
heat_protection = HANDS
|
||||
cold_protection = HANDS
|
||||
species_restricted = null
|
||||
gender = PLURAL
|
||||
@@ -1,335 +0,0 @@
|
||||
// Interface for humans.
|
||||
/obj/item/rig/verb/hardsuit_interface()
|
||||
set name = "Open Hardsuit Interface"
|
||||
set desc = "Open the hardsuit system interface."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(wearer && wearer.back == src)
|
||||
ui_interact(usr)
|
||||
|
||||
/obj/item/rig/verb/toggle_vision()
|
||||
set name = "Toggle Visor"
|
||||
set desc = "Turns your rig visor off or on."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(!istype(wearer) || !wearer.back == src)
|
||||
to_chat(usr, "<span class='warning'>The hardsuit is not being worn.</span>")
|
||||
return
|
||||
|
||||
if(!check_power_cost(usr))
|
||||
return
|
||||
|
||||
if(!(flags & NODROP))
|
||||
to_chat(usr, "<span class='warning'>The suit is not active.</span>")
|
||||
return
|
||||
|
||||
if(!check_suit_access(usr))
|
||||
return
|
||||
|
||||
if(!visor)
|
||||
to_chat(usr, "<span class='warning'>The hardsuit does not have a configurable visor.</span>")
|
||||
return
|
||||
|
||||
var/mob/M = usr
|
||||
if(M.incapacitated())
|
||||
return
|
||||
|
||||
if(!visor.active)
|
||||
visor.activate()
|
||||
else
|
||||
visor.deactivate()
|
||||
|
||||
/obj/item/rig/proc/toggle_helmet()
|
||||
set name = "Toggle Helmet"
|
||||
set desc = "Deploys or retracts your helmet."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(!istype(wearer) || !wearer.back == src)
|
||||
to_chat(usr, "<span class='warning'>The hardsuit is not being worn.</span>")
|
||||
return
|
||||
|
||||
if(!check_suit_access(usr))
|
||||
return
|
||||
|
||||
var/mob/M = usr
|
||||
if(M.incapacitated())
|
||||
return
|
||||
|
||||
toggle_piece("helmet", usr)
|
||||
|
||||
/obj/item/rig/proc/toggle_chest()
|
||||
set name = "Toggle Chestpiece"
|
||||
set desc = "Deploys or retracts your chestpiece."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(!check_suit_access(usr))
|
||||
return
|
||||
|
||||
var/mob/M = usr
|
||||
if(M.incapacitated())
|
||||
return
|
||||
|
||||
toggle_piece("chest", usr)
|
||||
|
||||
/obj/item/rig/proc/toggle_gauntlets()
|
||||
set name = "Toggle Gauntlets"
|
||||
set desc = "Deploys or retracts your gauntlets."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(!istype(wearer) || !wearer.back == src)
|
||||
to_chat(usr, "<span class='warning'>The hardsuit is not being worn.</span>")
|
||||
return
|
||||
|
||||
if(!check_suit_access(usr))
|
||||
return
|
||||
|
||||
var/mob/M = usr
|
||||
if(M.incapacitated())
|
||||
return
|
||||
|
||||
toggle_piece("gauntlets", usr)
|
||||
|
||||
/obj/item/rig/proc/toggle_boots()
|
||||
set name = "Toggle Boots"
|
||||
set desc = "Deploys or retracts your boots."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(!istype(wearer) || !wearer.back == src)
|
||||
to_chat(usr, "<span class='warning'>The hardsuit is not being worn.</span>")
|
||||
return
|
||||
|
||||
if(!check_suit_access(usr))
|
||||
return
|
||||
|
||||
var/mob/M = usr
|
||||
if(M.incapacitated())
|
||||
return
|
||||
|
||||
toggle_piece("boots", usr)
|
||||
|
||||
/obj/item/rig/verb/deploy_suit()
|
||||
set name = "Deploy Hardsuit"
|
||||
set desc = "Deploys helmet, gloves and boots all at once."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(!istype(wearer) || !wearer.back == src)
|
||||
to_chat(usr, "<span class='warning'>The hardsuit is not being worn.</span>")
|
||||
return
|
||||
|
||||
if(!check_suit_access(usr))
|
||||
return
|
||||
|
||||
if(!check_power_cost(usr))
|
||||
return
|
||||
|
||||
var/mob/M = usr
|
||||
if(M.incapacitated())
|
||||
return
|
||||
|
||||
deploy(wearer, usr)
|
||||
|
||||
/obj/item/rig/verb/toggle_seals_verb()
|
||||
set name = "Toggle Hardsuit Seals"
|
||||
set desc = "Seals or unseals your rig."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(!istype(wearer) || !wearer.back == src)
|
||||
to_chat(usr, "<span class='warning'>The hardsuit is not being worn.</span>")
|
||||
return
|
||||
|
||||
if(!check_suit_access(usr))
|
||||
return
|
||||
|
||||
var/mob/M = usr
|
||||
if(M.incapacitated())
|
||||
return
|
||||
|
||||
if(flags & NODROP)
|
||||
unseal(usr)
|
||||
else
|
||||
seal(usr)
|
||||
|
||||
/obj/item/rig/verb/switch_vision_mode()
|
||||
set name = "Switch Vision Mode"
|
||||
set desc = "Switches between available vision modes."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(malfunction_check(usr))
|
||||
return
|
||||
|
||||
if(!check_power_cost(usr, 0, 0, 0, 0))
|
||||
return
|
||||
|
||||
if(!(flags & NODROP))
|
||||
to_chat(usr, "<span class='warning'>The suit is not active.</span>")
|
||||
return
|
||||
|
||||
if(!visor)
|
||||
to_chat(usr, "<span class='warning'>The hardsuit does not have a configurable visor.</span>")
|
||||
return
|
||||
|
||||
var/mob/M = usr
|
||||
if(M.incapacitated())
|
||||
return
|
||||
|
||||
if(!visor.active)
|
||||
visor.activate()
|
||||
|
||||
if(!visor.active)
|
||||
to_chat(usr, "<span class='warning'>The visor is suffering a hardware fault and cannot be configured.</span>")
|
||||
return
|
||||
|
||||
visor.engage()
|
||||
|
||||
/obj/item/rig/verb/alter_voice()
|
||||
set name = "Configure Voice Synthesiser"
|
||||
set desc = "Toggles or configures your voice synthesizer."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(malfunction_check(usr))
|
||||
return
|
||||
|
||||
if(!(flags & NODROP))
|
||||
to_chat(usr, "<span class='warning'>The suit is not active.</span>")
|
||||
return
|
||||
|
||||
if(!istype(wearer) || !wearer.back == src)
|
||||
to_chat(usr, "<span class='warning'>The hardsuit is not being worn.</span>")
|
||||
return
|
||||
|
||||
if(!speech)
|
||||
to_chat(usr, "<span class='warning'>The hardsuit does not have a speech synthesiser.</span>")
|
||||
return
|
||||
|
||||
var/mob/M = usr
|
||||
if(M.incapacitated())
|
||||
return
|
||||
|
||||
speech.engage()
|
||||
|
||||
/obj/item/rig/verb/select_module()
|
||||
set name = "Select Module"
|
||||
set desc = "Selects a module as your primary system."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(malfunction_check(usr))
|
||||
return
|
||||
|
||||
if(!check_power_cost(usr, 0, 0, 0, 0))
|
||||
return
|
||||
|
||||
if(!(flags & NODROP))
|
||||
to_chat(usr, "<span class='warning'>The suit is not active.</span>")
|
||||
return
|
||||
|
||||
if(!istype(wearer) || !wearer.back == src)
|
||||
to_chat(usr, "<span class='warning'>The hardsuit is not being worn.</span>")
|
||||
return
|
||||
|
||||
var/mob/M = usr
|
||||
if(M.incapacitated())
|
||||
return
|
||||
|
||||
var/list/selectable = list()
|
||||
for(var/obj/item/rig_module/module in installed_modules)
|
||||
if(module.selectable)
|
||||
selectable |= module
|
||||
|
||||
var/obj/item/rig_module/module = input("Which module do you wish to select?") as null|anything in selectable
|
||||
|
||||
if(!istype(module))
|
||||
selected_module = null
|
||||
to_chat(usr, "<font color='blue'><b>Primary system is now: deselected.</b></font>")
|
||||
return
|
||||
|
||||
selected_module = module
|
||||
to_chat(usr, "<font color='blue'><b>Primary system is now: [selected_module.interface_name].</b></font>")
|
||||
|
||||
/obj/item/rig/verb/toggle_module()
|
||||
set name = "Toggle Module"
|
||||
set desc = "Toggle a system module."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(malfunction_check(usr))
|
||||
return
|
||||
|
||||
if(!check_power_cost(usr, 0, 0, 0, 0))
|
||||
return
|
||||
|
||||
if(!(flags & NODROP))
|
||||
to_chat(usr, "<span class='warning'>The suit is not active.</span>")
|
||||
return
|
||||
|
||||
if(!istype(wearer) || !wearer.back == src)
|
||||
to_chat(usr, "<span class='warning'>The hardsuit is not being worn.</span>")
|
||||
return
|
||||
|
||||
var/mob/M = usr
|
||||
if(M.incapacitated())
|
||||
return
|
||||
|
||||
var/list/selectable = list()
|
||||
for(var/obj/item/rig_module/module in installed_modules)
|
||||
if(module.toggleable)
|
||||
selectable |= module
|
||||
|
||||
var/obj/item/rig_module/module = input("Which module do you wish to toggle?") as null|anything in selectable
|
||||
|
||||
if(!istype(module))
|
||||
return
|
||||
|
||||
if(module.active)
|
||||
to_chat(usr, "<font color='blue'><b>You attempt to deactivate \the [module.interface_name].</b></font>")
|
||||
module.deactivate()
|
||||
else
|
||||
to_chat(usr, "<font color='blue'><b>You attempt to activate \the [module.interface_name].</b></font>")
|
||||
module.activate()
|
||||
|
||||
/obj/item/rig/verb/engage_module()
|
||||
set name = "Engage Module"
|
||||
set desc = "Engages a system module."
|
||||
set category = "Hardsuit"
|
||||
set src = usr.contents
|
||||
|
||||
if(malfunction_check(usr))
|
||||
return
|
||||
|
||||
if(!(flags & NODROP))
|
||||
to_chat(usr, "<span class='warning'>The suit is not active.</span>")
|
||||
return
|
||||
|
||||
if(!istype(wearer) || !wearer.back == src)
|
||||
to_chat(usr, "<span class='warning'>The hardsuit is not being worn.</span>")
|
||||
return
|
||||
|
||||
if(!check_power_cost(usr, 0, 0, 0, 0))
|
||||
return
|
||||
|
||||
var/mob/M = usr
|
||||
if(M.incapacitated())
|
||||
return
|
||||
|
||||
var/list/selectable = list()
|
||||
for(var/obj/item/rig_module/module in installed_modules)
|
||||
if(module.usable)
|
||||
selectable |= module
|
||||
|
||||
var/obj/item/rig_module/module = input("Which module do you wish to engage?") as null|anything in selectable
|
||||
|
||||
if(!istype(module))
|
||||
return
|
||||
|
||||
to_chat(usr, "<font color='blue'><b>You attempt to engage the [module.interface_name].</b></font>")
|
||||
module.engage()
|
||||
@@ -1,70 +0,0 @@
|
||||
/datum/wires/rig
|
||||
random = 1
|
||||
holder_type = /obj/item/rig
|
||||
wire_count = 5
|
||||
|
||||
#define RIG_SECURITY 1
|
||||
#define RIG_AI_OVERRIDE 2
|
||||
#define RIG_SYSTEM_CONTROL 4
|
||||
#define RIG_INTERFACE_LOCK 8
|
||||
#define RIG_INTERFACE_SHOCK 16
|
||||
/*
|
||||
* Rig security can be snipped to disable ID access checks on rig.
|
||||
* Rig AI override can be pulsed to toggle whether or not the AI can take control of the suit.
|
||||
* System control can be pulsed to toggle some malfunctions.
|
||||
* Interface lock can be pulsed to toggle whether or not the interface can be accessed.
|
||||
*/
|
||||
|
||||
/datum/wires/rig/UpdateCut(var/index, var/mended)
|
||||
|
||||
var/obj/item/rig/rig = holder
|
||||
switch(index)
|
||||
if(RIG_SECURITY)
|
||||
if(mended)
|
||||
rig.req_access = initial(rig.req_access)
|
||||
rig.req_one_access = initial(rig.req_one_access)
|
||||
if(RIG_INTERFACE_SHOCK)
|
||||
rig.electrified = mended ? 0 : -1
|
||||
rig.shock(usr,100)
|
||||
|
||||
/datum/wires/rig/UpdatePulsed(var/index)
|
||||
|
||||
var/obj/item/rig/rig = holder
|
||||
switch(index)
|
||||
if(RIG_SECURITY)
|
||||
rig.security_check_enabled = !rig.security_check_enabled
|
||||
rig.visible_message("\The [rig] twitches as several suit locks [rig.security_check_enabled?"close":"open"].")
|
||||
if(RIG_AI_OVERRIDE)
|
||||
rig.ai_override_enabled = !rig.ai_override_enabled
|
||||
rig.visible_message("A small red light on [rig] [rig.ai_override_enabled?"goes dead":"flickers on"].")
|
||||
if(RIG_SYSTEM_CONTROL)
|
||||
rig.malfunctioning += 10
|
||||
if(rig.malfunction_delay <= 0)
|
||||
rig.malfunction_delay = 20
|
||||
rig.shock(usr,100)
|
||||
if(RIG_INTERFACE_LOCK)
|
||||
rig.interface_locked = !rig.interface_locked
|
||||
rig.visible_message("\The [rig] clicks audibly as the software interface [rig.interface_locked?"darkens":"brightens"].")
|
||||
if(RIG_INTERFACE_SHOCK)
|
||||
if(rig.electrified != -1)
|
||||
rig.electrified = 30
|
||||
rig.shock(usr,100)
|
||||
|
||||
/datum/wires/rig/GetWireName(index)
|
||||
switch(index)
|
||||
if(RIG_SECURITY)
|
||||
return "ID check"
|
||||
if(RIG_AI_OVERRIDE)
|
||||
return "AI control"
|
||||
if(RIG_SYSTEM_CONTROL)
|
||||
return "System control"
|
||||
if(RIG_INTERFACE_LOCK)
|
||||
return "Interface lock"
|
||||
if(RIG_INTERFACE_SHOCK)
|
||||
return "Electrification"
|
||||
|
||||
/datum/wires/rig/CanUse(var/mob/living/L)
|
||||
var/obj/item/rig/rig = holder
|
||||
if(rig.open)
|
||||
return 1
|
||||
return 0
|
||||
@@ -1,46 +0,0 @@
|
||||
/obj/item/rig/unathi
|
||||
name = "NT breacher chassis control module"
|
||||
desc = "A cheap NT knock-off of an Unathi battle-rig. Looks like a fish, moves like a fish, steers like a cow."
|
||||
suit_type = "NT breacher"
|
||||
icon_state = "breacher_rig_cheap"
|
||||
armor = list(melee = 30, bullet = 30, laser = 30, energy = 30, bomb = 45, bio = 100, rad = 50)
|
||||
emp_protection = -20
|
||||
active_slowdown = 6
|
||||
offline_slowdown = 10
|
||||
vision_restriction = 1
|
||||
offline_vision_restriction = 2
|
||||
|
||||
chest_type = /obj/item/clothing/suit/space/new_rig/unathi
|
||||
helm_type = /obj/item/clothing/head/helmet/space/new_rig/unathi
|
||||
glove_type = /obj/item/clothing/gloves/rig/unathi
|
||||
boot_type = /obj/item/clothing/shoes/magboots/rig/unathi
|
||||
|
||||
/obj/item/rig/unathi/fancy
|
||||
name = "breacher chassis control module"
|
||||
desc = "An authentic Unathi breacher chassis. Huge, bulky and absurdly heavy. It must be like wearing a tank."
|
||||
suit_type = "breacher chassis"
|
||||
icon_state = "breacher_rig"
|
||||
armor = list(melee = 45, bullet = 45, laser = 45, energy = 45, bomb = 45, bio = 100, rad = 75) //Takes TEN TIMES as much damage to stop someone in a breacher. In exchange, it's slow. //Whoever made this was on meth
|
||||
vision_restriction = 0
|
||||
|
||||
/obj/item/clothing/head/helmet/space/new_rig/unathi
|
||||
icon = 'icons/obj/clothing/species/unathi/hats.dmi'
|
||||
species_restricted = list("Unathi")
|
||||
|
||||
/obj/item/clothing/suit/space/new_rig/unathi
|
||||
icon = 'icons/obj/clothing/species/unathi/suits.dmi'
|
||||
species_restricted = list("Unathi")
|
||||
|
||||
/obj/item/clothing/gloves/rig/unathi
|
||||
icon = 'icons/obj/clothing/species/unathi/gloves.dmi'
|
||||
species_restricted = list("Unathi")
|
||||
sprite_sheets = list(
|
||||
"Unathi" = 'icons/mob/species/unathi/gloves.dmi'
|
||||
)
|
||||
|
||||
/obj/item/clothing/shoes/magboots/rig/unathi
|
||||
icon = 'icons/obj/clothing/species/unathi/shoes.dmi'
|
||||
species_restricted = list("Unathi")
|
||||
sprite_sheets = list(
|
||||
"Unathi" = 'icons/mob/species/unathi/feet.dmi'
|
||||
)
|
||||
@@ -1,28 +0,0 @@
|
||||
/obj/item/clothing/head/helmet/space/new_rig/combat
|
||||
|
||||
/obj/item/rig/combat
|
||||
name = "combat hardsuit control module"
|
||||
desc = "A sleek and dangerous hardsuit for active combat."
|
||||
icon_state = "security_rig"
|
||||
suit_type = "combat hardsuit"
|
||||
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
|
||||
active_slowdown = 1
|
||||
offline_slowdown = 3
|
||||
offline_vision_restriction = 1
|
||||
|
||||
helm_type = /obj/item/clothing/head/helmet/space/new_rig/combat
|
||||
allowed = list(/obj/item/gun,/obj/item/flashlight,/obj/item/tank,/obj/item/melee/baton)
|
||||
|
||||
|
||||
/obj/item/rig/combat/equipped
|
||||
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/mounted,
|
||||
/obj/item/rig_module/vision/thermal,
|
||||
/obj/item/rig_module/grenade_launcher,
|
||||
/obj/item/rig_module/ai_container,
|
||||
// /obj/item/rig_module/power_sink,
|
||||
/obj/item/rig_module/electrowarfare_suite,
|
||||
/obj/item/rig_module/chem_dispenser/combat
|
||||
)
|
||||
@@ -1,81 +0,0 @@
|
||||
/obj/item/clothing/head/helmet/space/new_rig/ert
|
||||
|
||||
/obj/item/rig/ert
|
||||
name = "ERT-C hardsuit control module"
|
||||
desc = "A suit worn by the commander of an Emergency Response Team. Has blue highlights. Armoured and space ready."
|
||||
suit_type = "ERT commander"
|
||||
icon_state = "ert_commander_rig"
|
||||
|
||||
helm_type = /obj/item/clothing/head/helmet/space/new_rig/ert
|
||||
|
||||
req_access = list(ACCESS_CENT_SPECOPS)
|
||||
|
||||
armor = list(melee = 45, bullet = 25, laser = 30, energy = 10, bomb = 25, bio = 100, rad = 50)
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank, /obj/item/t_scanner, /obj/item/rcd, /obj/item/crowbar, \
|
||||
/obj/item/screwdriver, /obj/item/weldingtool, /obj/item/wirecutters, /obj/item/wrench, /obj/item/multitool, \
|
||||
/obj/item/radio, /obj/item/analyzer,/obj/item/storage/briefcase/inflatable, /obj/item/melee/baton, /obj/item/gun, \
|
||||
/obj/item/storage/firstaid, /obj/item/reagent_containers/hypospray, /obj/item/roller)
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/ai_container,
|
||||
/obj/item/rig_module/maneuvering_jets,
|
||||
/obj/item/rig_module/datajack,
|
||||
)
|
||||
|
||||
/obj/item/rig/ert/engineer
|
||||
name = "ERT-E suit control module"
|
||||
desc = "A suit worn by the engineering division of an Emergency Response Team. Has orange highlights. Armoured and space ready."
|
||||
suit_type = "ERT engineer"
|
||||
icon_state = "ert_engineer_rig"
|
||||
siemens_coefficient = 0
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/ai_container,
|
||||
/obj/item/rig_module/maneuvering_jets,
|
||||
/obj/item/rig_module/device/plasmacutter,
|
||||
// /obj/item/rig_module/device/rcd
|
||||
)
|
||||
|
||||
/obj/item/rig/ert/medical
|
||||
name = "ERT-M suit control module"
|
||||
desc = "A suit worn by the medical division of an Emergency Response Team. Has white highlights. Armoured and space ready."
|
||||
suit_type = "ERT medic"
|
||||
icon_state = "ert_medical_rig"
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/ai_container,
|
||||
/obj/item/rig_module/maneuvering_jets,
|
||||
/obj/item/rig_module/device/healthscanner,
|
||||
/obj/item/rig_module/chem_dispenser/injector
|
||||
)
|
||||
|
||||
/obj/item/rig/ert/security
|
||||
name = "ERT-S suit control module"
|
||||
desc = "A suit worn by the security division of an Emergency Response Team. Has red highlights. Armoured and space ready."
|
||||
suit_type = "ERT security"
|
||||
icon_state = "ert_security_rig"
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/ai_container,
|
||||
/obj/item/rig_module/maneuvering_jets,
|
||||
/obj/item/rig_module/grenade_launcher,
|
||||
/obj/item/rig_module/mounted/egun,
|
||||
)
|
||||
|
||||
/obj/item/rig/ert/assetprotection
|
||||
name = "Heavy Asset Protection suit control module"
|
||||
desc = "A heavy suit worn by the highest level of Asset Protection, don't mess with the person wearing this. Armoured and space ready."
|
||||
suit_type = "heavy asset protection"
|
||||
icon_state = "asset_protection_rig"
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/ai_container,
|
||||
/obj/item/rig_module/maneuvering_jets,
|
||||
/obj/item/rig_module/grenade_launcher,
|
||||
/obj/item/rig_module/vision/multi,
|
||||
/obj/item/rig_module/mounted/egun,
|
||||
/obj/item/rig_module/chem_dispenser/injector,
|
||||
/obj/item/rig_module/device/plasmacutter,
|
||||
// /obj/item/rig_module/device/rcd,
|
||||
/obj/item/rig_module/datajack
|
||||
)
|
||||
@@ -1,120 +0,0 @@
|
||||
// Light rigs are not space-capable, but don't suffer excessive slowdown or sight issues when depowered.
|
||||
/obj/item/rig/light
|
||||
name = "light suit control module"
|
||||
desc = "A lighter, less armoured rig suit."
|
||||
icon_state = "ninja_rig"
|
||||
suit_type = "light suit"
|
||||
allowed = list(/obj/item/gun,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/tank,/obj/item/stock_parts/cell)
|
||||
emp_protection = 10
|
||||
active_slowdown = 0
|
||||
flags = STOPSPRESSUREDMAGE | THICKMATERIAL
|
||||
offline_slowdown = 0
|
||||
offline_vision_restriction = 0
|
||||
|
||||
chest_type = /obj/item/clothing/suit/space/new_rig/light
|
||||
helm_type = /obj/item/clothing/head/helmet/space/new_rig/light
|
||||
boot_type = /obj/item/clothing/shoes/magboots/rig/light
|
||||
glove_type = /obj/item/clothing/gloves/rig/light
|
||||
|
||||
/obj/item/clothing/suit/space/new_rig/light
|
||||
name = "suit"
|
||||
breach_threshold = 18 //comparable to voidsuits
|
||||
|
||||
/obj/item/clothing/gloves/rig/light
|
||||
name = "gloves"
|
||||
|
||||
/obj/item/clothing/shoes/magboots/rig/light
|
||||
name = "shoes"
|
||||
|
||||
/obj/item/clothing/head/helmet/space/new_rig/light
|
||||
name = "hood"
|
||||
|
||||
/obj/item/rig/light/hacker
|
||||
name = "cybersuit control module"
|
||||
suit_type = "cyber"
|
||||
desc = "An advanced powered armour suit with many cyberwarfare enhancements. Comes with built-in insulated gloves for safely tampering with electronics."
|
||||
icon_state = "hacker_rig"
|
||||
|
||||
req_access = list(ACCESS_SYNDICATE)
|
||||
|
||||
airtight = 0
|
||||
seal_delay = 5 //not being vaccum-proof has an upside I guess
|
||||
|
||||
helm_type = /obj/item/clothing/head/lightrig/hacker
|
||||
chest_type = /obj/item/clothing/suit/lightrig/hacker
|
||||
glove_type = /obj/item/clothing/gloves/lightrig/hacker
|
||||
boot_type = /obj/item/clothing/shoes/lightrig/hacker
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/ai_container,
|
||||
// /obj/item/rig_module/power_sink,
|
||||
/obj/item/rig_module/datajack,
|
||||
/obj/item/rig_module/electrowarfare_suite,
|
||||
/obj/item/rig_module/voice,
|
||||
/obj/item/rig_module/vision,
|
||||
)
|
||||
|
||||
//The cybersuit is not space-proof. It does however, have good siemens_coefficient values
|
||||
/obj/item/clothing/head/lightrig/hacker
|
||||
name = "HUD"
|
||||
siemens_coefficient = 0.4
|
||||
flags = 0
|
||||
|
||||
/obj/item/clothing/suit/lightrig/hacker
|
||||
siemens_coefficient = 0.4
|
||||
|
||||
/obj/item/clothing/shoes/lightrig/hacker
|
||||
siemens_coefficient = 0.4
|
||||
flags = NOSLIP //All the other rigs have magboots anyways, hopefully gives the hacker suit something more going for it.
|
||||
|
||||
/obj/item/clothing/gloves/lightrig/hacker
|
||||
siemens_coefficient = 0
|
||||
|
||||
/obj/item/rig/light/ninja
|
||||
name = "ominous suit control module"
|
||||
suit_type = "ominous"
|
||||
desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins."
|
||||
icon_state = "ninja_rig"
|
||||
armor = list(melee = 50, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 100, rad = 30)
|
||||
emp_protection = 40 //change this to 30 if too high.
|
||||
active_slowdown = 0
|
||||
|
||||
chest_type = /obj/item/clothing/suit/space/new_rig/light/ninja
|
||||
glove_type = /obj/item/clothing/gloves/rig/light/ninja
|
||||
|
||||
req_access = list(ACCESS_SYNDICATE)
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/teleporter,
|
||||
/obj/item/rig_module/stealth_field,
|
||||
/obj/item/rig_module/mounted/energy_blade,
|
||||
/obj/item/rig_module/vision,
|
||||
/obj/item/rig_module/voice,
|
||||
/obj/item/rig_module/chem_dispenser,
|
||||
/obj/item/rig_module/grenade_launcher,
|
||||
/obj/item/rig_module/fabricator,
|
||||
/obj/item/rig_module/ai_container,
|
||||
// /obj/item/rig_module/power_sink,
|
||||
/obj/item/rig_module/datajack,
|
||||
/obj/item/rig_module/self_destruct
|
||||
)
|
||||
|
||||
/obj/item/clothing/gloves/rig/light/ninja
|
||||
name = "insulated gloves"
|
||||
siemens_coefficient = 0
|
||||
|
||||
/obj/item/clothing/suit/space/new_rig/light/ninja
|
||||
breach_threshold = 38 //comparable to regular hardsuits
|
||||
|
||||
/obj/item/rig/light/stealth
|
||||
name = "stealth suit control module"
|
||||
suit_type = "stealth"
|
||||
desc = "A highly advanced and expensive suit designed for covert operations."
|
||||
icon_state = "ninja_rig" //supposed to be "stealth_rig", but as it currently only has a semi-copied ninja rig sprite, we can just use them directly.
|
||||
|
||||
req_access = list(ACCESS_SYNDICATE)
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/stealth_field,
|
||||
/obj/item/rig_module/vision
|
||||
)
|
||||
@@ -1,32 +0,0 @@
|
||||
/obj/item/clothing/head/helmet/space/new_rig/merc
|
||||
|
||||
/obj/item/rig/merc
|
||||
name = "crimson hardsuit control module"
|
||||
desc = "A blood-red hardsuit featuring some fairly illegal technology."
|
||||
icon_state = "merc_rig"
|
||||
suit_type = "crimson hardsuit"
|
||||
armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50)
|
||||
active_slowdown = 1
|
||||
offline_slowdown = 3
|
||||
offline_vision_restriction = 1
|
||||
|
||||
helm_type = /obj/item/clothing/head/helmet/space/new_rig/merc
|
||||
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/gun,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/restraints/handcuffs)
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/mounted,
|
||||
/obj/item/rig_module/vision/thermal,
|
||||
/obj/item/rig_module/grenade_launcher,
|
||||
/obj/item/rig_module/ai_container,
|
||||
// /obj/item/rig_module/power_sink,
|
||||
/obj/item/rig_module/electrowarfare_suite,
|
||||
/obj/item/rig_module/chem_dispenser/combat,
|
||||
// /obj/item/rig_module/fabricator/energy_net
|
||||
)
|
||||
|
||||
//Has most of the modules removed
|
||||
/obj/item/rig/merc/empty
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/ai_container,
|
||||
/obj/item/rig_module/electrowarfare_suite, //might as well
|
||||
)
|
||||
@@ -1,223 +0,0 @@
|
||||
/obj/item/clothing/head/helmet/space/new_rig/industrial
|
||||
|
||||
/obj/item/clothing/head/helmet/space/new_rig/ce
|
||||
|
||||
/obj/item/clothing/head/helmet/space/new_rig/eva
|
||||
|
||||
/obj/item/clothing/head/helmet/space/new_rig/hazmat
|
||||
|
||||
/obj/item/clothing/head/helmet/space/new_rig/medical
|
||||
|
||||
/obj/item/clothing/head/helmet/space/new_rig/hazard
|
||||
|
||||
/obj/item/rig/internalaffairs
|
||||
name = "augmented tie"
|
||||
suit_type = "augmented suit"
|
||||
desc = "Prepare for paperwork."
|
||||
icon_state = "internalaffairs_rig"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.9
|
||||
active_slowdown = 0
|
||||
offline_slowdown = 0
|
||||
offline_vision_restriction = 0
|
||||
|
||||
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/storage/briefcase,/obj/item/storage/secure/briefcase)
|
||||
|
||||
req_access = list()
|
||||
req_one_access = list()
|
||||
|
||||
glove_type = null
|
||||
helm_type = null
|
||||
boot_type = null
|
||||
|
||||
/obj/item/rig/internalaffairs/equipped
|
||||
|
||||
req_access = list(ACCESS_LAWYER)
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/ai_container,
|
||||
/obj/item/rig_module/device/flash,
|
||||
/obj/item/rig_module/device/paperdispenser,
|
||||
/obj/item/rig_module/device/pen,
|
||||
/obj/item/rig_module/device/stamp
|
||||
)
|
||||
|
||||
glove_type = null
|
||||
helm_type = null
|
||||
boot_type = null
|
||||
|
||||
/obj/item/rig/industrial
|
||||
name = "industrial suit control module"
|
||||
suit_type = "industrial hardsuit"
|
||||
desc = "A heavy, powerful rig used by construction crews and mining corporations."
|
||||
icon_state = "engineering_rig"
|
||||
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75)
|
||||
active_slowdown = 3
|
||||
offline_slowdown = 10
|
||||
offline_vision_restriction = 2
|
||||
emp_protection = -20
|
||||
|
||||
helm_type = /obj/item/clothing/head/helmet/space/new_rig/industrial
|
||||
|
||||
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/storage/bag/ore,/obj/item/t_scanner,/obj/item/pickaxe, /obj/item/rcd)
|
||||
|
||||
req_access = list()
|
||||
req_one_access = list()
|
||||
|
||||
|
||||
/obj/item/rig/industrial/equipped
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/device/plasmacutter,
|
||||
/obj/item/rig_module/device/drill,
|
||||
/obj/item/rig_module/device/orescanner,
|
||||
// /obj/item/rig_module/device/rcd,
|
||||
/obj/item/rig_module/vision/meson
|
||||
)
|
||||
|
||||
/obj/item/rig/eva
|
||||
name = "EVA suit control module"
|
||||
suit_type = "EVA hardsuit"
|
||||
desc = "A light rig for repairs and maintenance to the outside of habitats and vessels."
|
||||
icon_state = "eva_rig"
|
||||
active_slowdown = 0
|
||||
offline_slowdown = 1
|
||||
offline_vision_restriction = 1
|
||||
|
||||
helm_type = /obj/item/clothing/head/helmet/space/new_rig/eva
|
||||
|
||||
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/storage/toolbox,/obj/item/storage/briefcase/inflatable,/obj/item/t_scanner,/obj/item/rcd)
|
||||
|
||||
req_access = list()
|
||||
req_one_access = list()
|
||||
|
||||
/obj/item/rig/eva/equipped
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/device/plasmacutter,
|
||||
/obj/item/rig_module/maneuvering_jets,
|
||||
// /obj/item/rig_module/device/rcd,
|
||||
/obj/item/rig_module/vision/meson
|
||||
)
|
||||
|
||||
//Chief Engineer's rig. This is sort of a halfway point between the old hardsuits (voidsuits) and the rig class.
|
||||
/obj/item/rig/ce
|
||||
|
||||
name = "advanced voidsuit control module"
|
||||
suit_type = "advanced voidsuit"
|
||||
desc = "An advanced voidsuit that protects against hazardous, low pressure environments. Shines with a high polish."
|
||||
icon_state = "ce_rig"
|
||||
armor = list(melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 90)
|
||||
active_slowdown = 0
|
||||
offline_slowdown = 0
|
||||
offline_vision_restriction = 0
|
||||
|
||||
helm_type = /obj/item/clothing/head/helmet/space/new_rig/ce
|
||||
|
||||
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/storage/bag/ore,/obj/item/t_scanner,/obj/item/pickaxe, /obj/item/rcd)
|
||||
|
||||
|
||||
req_access = list()
|
||||
req_one_access = list()
|
||||
|
||||
boot_type = null
|
||||
glove_type = null
|
||||
|
||||
/obj/item/rig/ce/equipped
|
||||
|
||||
req_access = list(ACCESS_CE)
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/ai_container,
|
||||
/obj/item/rig_module/maneuvering_jets,
|
||||
/obj/item/rig_module/device/plasmacutter,
|
||||
// /obj/item/rig_module/device/rcd,
|
||||
/obj/item/rig_module/vision/meson
|
||||
)
|
||||
|
||||
chest_type = /obj/item/clothing/suit/space/new_rig/ce
|
||||
boot_type = null
|
||||
glove_type = null
|
||||
|
||||
/obj/item/clothing/suit/space/new_rig/ce
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
|
||||
/obj/item/rig/hazmat
|
||||
|
||||
name = "AMI control module"
|
||||
suit_type = "hazmat hardsuit"
|
||||
desc = "An Anomalous Material Interaction hardsuit that protects against the strangest energies the universe can throw at it."
|
||||
icon_state = "science_rig"
|
||||
active_slowdown = 1
|
||||
offline_vision_restriction = 1
|
||||
|
||||
helm_type = /obj/item/clothing/head/helmet/space/new_rig/hazmat
|
||||
|
||||
helm_type = /obj/item/clothing/head/helmet/space/new_rig/ert
|
||||
|
||||
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/pickaxe,/obj/item/healthanalyzer,/obj/item/gps,/obj/item/radio/beacon)
|
||||
|
||||
req_access = list()
|
||||
req_one_access = list()
|
||||
|
||||
/obj/item/rig/hazmat/equipped
|
||||
|
||||
req_access = list(ACCESS_RD)
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/ai_container,
|
||||
/obj/item/rig_module/maneuvering_jets)
|
||||
|
||||
/obj/item/rig/medical
|
||||
|
||||
name = "rescue suit control module"
|
||||
suit_type = "rescue hardsuit"
|
||||
desc = "A durable suit designed for medical rescue in high risk areas."
|
||||
icon_state = "medical_rig"
|
||||
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 50)
|
||||
active_slowdown = 1
|
||||
offline_vision_restriction = 1
|
||||
|
||||
helm_type = /obj/item/clothing/head/helmet/space/new_rig/medical
|
||||
|
||||
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/storage/firstaid,/obj/item/healthanalyzer,/obj/item/stack/medical,/obj/item/roller )
|
||||
|
||||
req_access = list()
|
||||
req_one_access = list()
|
||||
|
||||
/obj/item/rig/medical/equipped
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/chem_dispenser/injector,
|
||||
/obj/item/rig_module/maneuvering_jets,
|
||||
/obj/item/rig_module/device/healthscanner,
|
||||
/obj/item/rig_module/vision/medhud
|
||||
)
|
||||
|
||||
/obj/item/rig/hazard
|
||||
name = "hazard hardsuit control module"
|
||||
suit_type = "hazard hardsuit"
|
||||
desc = "A Security hardsuit designed for prolonged EVA in dangerous environments."
|
||||
icon_state = "hazard_rig"
|
||||
armor = list(melee = 30, bullet = 15, laser = 30, energy = 10, bomb = 10, bio = 100, rad = 50)
|
||||
active_slowdown = 1
|
||||
offline_slowdown = 3
|
||||
offline_vision_restriction = 1
|
||||
|
||||
helm_type = /obj/item/clothing/head/helmet/space/new_rig/hazard
|
||||
|
||||
allowed = list(/obj/item/gun,/obj/item/flashlight,/obj/item/tank,/obj/item/melee/baton)
|
||||
|
||||
req_access = list()
|
||||
req_one_access = list()
|
||||
|
||||
|
||||
/obj/item/rig/hazard/equipped
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/vision/sechud,
|
||||
/obj/item/rig_module/maneuvering_jets,
|
||||
/obj/item/rig_module/grenade_launcher,
|
||||
/obj/item/rig_module/mounted/taser
|
||||
)
|
||||
@@ -226,13 +226,6 @@
|
||||
brainmob.emp_damage += rand(0,10)
|
||||
..()
|
||||
|
||||
/obj/item/mmi/relaymove(var/mob/user, var/direction)
|
||||
if(user.stat || user.stunned)
|
||||
return
|
||||
var/obj/item/rig/rig = src.get_rig()
|
||||
if(rig)
|
||||
rig.forced_move(direction, user)
|
||||
|
||||
/obj/item/mmi/Destroy()
|
||||
if(isrobot(loc))
|
||||
var/mob/living/silicon/robot/borg = loc
|
||||
|
||||
@@ -109,9 +109,6 @@
|
||||
// log_world("k")
|
||||
sql_report_death(src)
|
||||
|
||||
if(wearing_rig)
|
||||
wearing_rig.notify_ai("<span class='danger'>Warning: user death event. Mobility control passed to integrated intelligence system.</span>")
|
||||
|
||||
/mob/living/carbon/human/update_revive()
|
||||
. = ..()
|
||||
if(. && healthdoll)
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
icon = 'icons/mob/human.dmi'
|
||||
icon_state = "body_m_s"
|
||||
deathgasp_on_death = TRUE
|
||||
var/obj/item/rig/wearing_rig // This is very not good, but it's much much better than calling get_rig() every update_canmove() call.
|
||||
|
||||
/mob/living/carbon/human/New(loc)
|
||||
icon = null // This is now handled by overlays -- we just keep an icon for the sake of the map editor.
|
||||
@@ -182,13 +181,6 @@
|
||||
stat("Tank Pressure", internal.air_contents.return_pressure())
|
||||
stat("Distribution Pressure", internal.distribute_pressure)
|
||||
|
||||
if(istype(back, /obj/item/rig))
|
||||
var/obj/item/rig/suit = back
|
||||
var/cell_status = "ERROR"
|
||||
if(suit.cell)
|
||||
cell_status = "[suit.cell.charge]/[suit.cell.maxcharge]"
|
||||
stat(null, "Suit charge: [cell_status]")
|
||||
|
||||
// I REALLY need to split up status panel things into datums
|
||||
var/mob/living/simple_animal/borer/B = has_brain_worms()
|
||||
if(B && B.controlling)
|
||||
@@ -963,16 +955,6 @@
|
||||
var/obj/item/clothing/mask/MT = src.wear_mask
|
||||
tinted += MT.tint
|
||||
|
||||
//god help me
|
||||
if(istype(back, /obj/item/rig))
|
||||
var/obj/item/rig/O = back
|
||||
if(O.helmet && O.helmet == head && (O.helmet.body_parts_covered & HEAD))
|
||||
if((O.offline && O.offline_vision_restriction == 1) || (!O.offline && O.vision_restriction == 1))
|
||||
tinted = 2
|
||||
if((O.offline && O.offline_vision_restriction == 2) || (!O.offline && O.vision_restriction == 2))
|
||||
tinted = 3
|
||||
//im so sorry
|
||||
|
||||
return tinted
|
||||
|
||||
|
||||
|
||||
@@ -129,13 +129,6 @@
|
||||
O.heal_damage(0, -amount, internal = 0, robo_repair = O.is_robotic(), updating_health = updating_health)
|
||||
return STATUS_UPDATE_HEALTH
|
||||
|
||||
|
||||
/mob/living/carbon/human/Paralyse(amount)
|
||||
// Notify our AI if they can now control the suit.
|
||||
if(wearing_rig && !stat && paralysis < amount) //We are passing out right this second.
|
||||
wearing_rig.notify_ai("<span class='danger'>Warning: user consciousness failure. Mobility control passed to integrated intelligence system.</span>")
|
||||
return ..()
|
||||
|
||||
/mob/living/carbon/human/adjustCloneLoss(amount)
|
||||
if(dna.species && amount > 0)
|
||||
amount = amount * dna.species.clone_mod
|
||||
@@ -342,7 +335,5 @@ This function restores all organs.
|
||||
..(damage, damagetype, def_zone, blocked)
|
||||
return 1
|
||||
|
||||
//Handle BRUTE and BURN damage
|
||||
handle_suit_punctures(damagetype, damage)
|
||||
//Handle species apply_damage procs
|
||||
return dna.species.apply_damage(damage, damagetype, def_zone, blocked, src, sharp, used_weapon)
|
||||
|
||||
@@ -531,17 +531,6 @@ emp_act
|
||||
w_uniform.add_mob_blood(source)
|
||||
update_inv_w_uniform()
|
||||
|
||||
/mob/living/carbon/human/proc/handle_suit_punctures(var/damtype, var/damage)
|
||||
|
||||
if(!wear_suit) return
|
||||
if(!istype(wear_suit,/obj/item/clothing/suit/space)) return
|
||||
if(damtype != BURN && damtype != BRUTE) return
|
||||
|
||||
var/obj/item/clothing/suit/space/SS = wear_suit
|
||||
var/penetrated_dam = max(0,(damage - max(0,(SS.breach_threshold - SS.damage))))
|
||||
|
||||
if(penetrated_dam) SS.create_breaches(damtype, penetrated_dam)
|
||||
|
||||
/mob/living/carbon/human/attack_hulk(mob/living/carbon/human/user, does_attack_animation = FALSE)
|
||||
if(user.a_intent == INTENT_HARM)
|
||||
if(HAS_TRAIT(user, TRAIT_PACIFISM))
|
||||
|
||||
@@ -16,12 +16,6 @@
|
||||
else if(istype(wear_suit, /obj/item/clothing/suit/space/hardsuit))
|
||||
var/obj/item/clothing/suit/space/hardsuit/C = wear_suit
|
||||
thrust = C.jetpack
|
||||
else if(istype(back,/obj/item/rig))
|
||||
var/obj/item/rig/rig = back
|
||||
for(var/obj/item/rig_module/maneuvering_jets/module in rig.installed_modules)
|
||||
thrust = module.jets
|
||||
break
|
||||
|
||||
if(thrust)
|
||||
if((movement_dir || thrust.stabilizers) && thrust.allow_thrust(0.01, src))
|
||||
return 1
|
||||
|
||||
@@ -302,14 +302,6 @@
|
||||
if(!(head && head.flags & AIRTIGHT)) //if NOT (head AND head.flags CONTAIN AIRTIGHT)
|
||||
null_internals = 1 //not wearing a mask or suitable helmet
|
||||
|
||||
if(istype(back, /obj/item/rig)) //wearing a rigsuit
|
||||
var/obj/item/rig/rig = back //needs to be typecasted because this doesn't use get_rig() for some reason
|
||||
if(rig.offline && (rig.air_supply && internal == rig.air_supply)) //if rig IS offline AND (rig HAS air_supply AND internal IS air_supply)
|
||||
null_internals = 1 //offline suits do not breath
|
||||
|
||||
else if(rig.air_supply && internal == rig.air_supply) //if rig HAS air_supply AND internal IS rig air_supply
|
||||
skip_contents_check = 1 //skip contents.Find() check, the oxygen is valid even being outside of the mob
|
||||
|
||||
if(!contents.Find(internal) && (!skip_contents_check)) //if internal NOT IN contents AND skip_contents_check IS false
|
||||
null_internals = 1 //not a rigsuit and your oxygen is gone
|
||||
|
||||
|
||||
@@ -62,11 +62,6 @@
|
||||
return ..()
|
||||
|
||||
/mob/living/carbon/human/proc/HasVoiceChanger()
|
||||
if(istype(back, /obj/item/rig))
|
||||
var/obj/item/rig/rig = back
|
||||
if(rig.speech && rig.speech.voice_holder && rig.speech.voice_holder.active && rig.speech.voice_holder.voice)
|
||||
return rig.speech.voice_holder.voice
|
||||
|
||||
for(var/obj/item/gear in list(wear_mask, wear_suit, head))
|
||||
if(!gear)
|
||||
continue
|
||||
|
||||
@@ -817,20 +817,6 @@ It'll return null if the organ doesn't correspond, so include null checks when u
|
||||
if(!isnull(hat.lighting_alpha))
|
||||
H.lighting_alpha = min(hat.lighting_alpha, H.lighting_alpha)
|
||||
|
||||
if(istype(H.back, /obj/item/rig)) ///aghhh so snowflakey
|
||||
var/obj/item/rig/rig = H.back
|
||||
if(rig.visor)
|
||||
if(!rig.helmet || (H.head && rig.helmet == H.head))
|
||||
if(rig.visor && rig.visor.vision && rig.visor.active && rig.visor.vision.glasses)
|
||||
var/obj/item/clothing/glasses/G = rig.visor.vision.glasses
|
||||
if(istype(G))
|
||||
H.sight |= G.vision_flags
|
||||
H.see_in_dark = max(G.see_in_dark, H.see_in_dark)
|
||||
H.see_invisible = min(G.invis_view, H.see_invisible)
|
||||
|
||||
if(!isnull(G.lighting_alpha))
|
||||
H.lighting_alpha = min(G.lighting_alpha, H.lighting_alpha)
|
||||
|
||||
if(H.vision_type)
|
||||
H.sight |= H.vision_type.sight_flags
|
||||
H.see_in_dark = max(H.see_in_dark, H.vision_type.see_in_dark)
|
||||
|
||||
@@ -964,10 +964,6 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
|
||||
var/mutable_appearance/standing
|
||||
if(back.icon_override)
|
||||
standing = mutable_appearance(back.icon_override, "[back.icon_state]", layer = -BACK_LAYER)
|
||||
else if(istype(back, /obj/item/rig))
|
||||
//If this is a rig and a mob_icon is set, it will take species into account in the rig update_icon() proc.
|
||||
var/obj/item/rig/rig = back
|
||||
standing = rig.mob_icon
|
||||
else if(back.sprite_sheets && back.sprite_sheets[dna.species.name])
|
||||
standing = mutable_appearance(back.sprite_sheets[dna.species.name], "[back.icon_state]", layer = -BACK_LAYER)
|
||||
else
|
||||
|
||||
@@ -175,13 +175,6 @@
|
||||
AM.setDir(current_dir)
|
||||
now_pushing = FALSE
|
||||
|
||||
/mob/living/Stat()
|
||||
. = ..()
|
||||
if(. && get_rig_stats)
|
||||
var/obj/item/rig/rig = get_rig()
|
||||
if(rig)
|
||||
SetupStat(rig)
|
||||
|
||||
/mob/living/proc/can_track(mob/living/user)
|
||||
//basic fast checks go first. When overriding this proc, I recommend calling ..() at the end.
|
||||
var/turf/T = get_turf(src)
|
||||
|
||||
@@ -1166,16 +1166,6 @@ GLOBAL_LIST_INIT(ai_verbs_default, list(
|
||||
/mob/living/silicon/ai/can_buckle()
|
||||
return FALSE
|
||||
|
||||
// Pass lying down or getting up to our pet human, if we're in a rig.
|
||||
/mob/living/silicon/ai/lay_down()
|
||||
set name = "Rest"
|
||||
set category = "IC"
|
||||
|
||||
resting = 0
|
||||
var/obj/item/rig/rig = get_rig()
|
||||
if(rig)
|
||||
rig.force_rest(src)
|
||||
|
||||
/mob/living/silicon/ai/switch_to_camera(obj/machinery/camera/C)
|
||||
if(!C.can_use() || !is_in_chassis())
|
||||
return FALSE
|
||||
|
||||
@@ -435,9 +435,6 @@
|
||||
// Pass lying down or getting up to our pet human, if we're in a rig.
|
||||
if(stat == CONSCIOUS && istype(loc,/obj/item/paicard))
|
||||
resting = 0
|
||||
var/obj/item/rig/rig = get_rig()
|
||||
if(istype(rig))
|
||||
rig.force_rest(src)
|
||||
else
|
||||
resting = !resting
|
||||
to_chat(src, "<span class='notice'>You are now [resting ? "resting" : "getting up"]</span>")
|
||||
|
||||
@@ -15,7 +15,6 @@
|
||||
ammo_x_offset = 2
|
||||
var/shaded_charge = 0 //if this gun uses a stateful charge bar for more detail
|
||||
var/selfcharge = 0
|
||||
var/use_external_power = 0 //if set, the weapon will look for an external power source to draw from, otherwise it recharges magically
|
||||
var/charge_tick = 0
|
||||
var/charge_delay = 4
|
||||
|
||||
@@ -68,11 +67,6 @@
|
||||
charge_tick = 0
|
||||
if(!cell)
|
||||
return // check if we actually need to recharge
|
||||
var/obj/item/ammo_casing/energy/E = ammo_type[select]
|
||||
if(use_external_power)
|
||||
var/obj/item/stock_parts/cell/external = get_external_cell()
|
||||
if(!external || !external.use(E.e_cost)) //Take power from the borg...
|
||||
return //Note, uses /10 because of shitty mods to the cell system
|
||||
cell.give(100) //... to recharge the shot
|
||||
on_recharge()
|
||||
update_icon()
|
||||
@@ -207,14 +201,3 @@
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select] //Necessary to find cost of shot
|
||||
if(R.cell.use(shot.e_cost)) //Take power from the borg...
|
||||
cell.give(shot.e_cost) //... to recharge the shot
|
||||
|
||||
/obj/item/gun/energy/proc/get_external_cell()
|
||||
if(istype(loc, /obj/item/rig_module))
|
||||
var/obj/item/rig_module/module = loc
|
||||
if(module.holder && module.holder.wearer)
|
||||
var/mob/living/carbon/human/H = module.holder.wearer
|
||||
if(istype(H) && H.back)
|
||||
var/obj/item/rig/suit = H.back
|
||||
if(istype(suit))
|
||||
return suit.cell
|
||||
return null
|
||||
|
||||
@@ -95,12 +95,6 @@
|
||||
..()
|
||||
damage = min(damage+7, 100)
|
||||
|
||||
/obj/item/gun/energy/lasercannon/mounted
|
||||
name = "mounted laser cannon"
|
||||
selfcharge = 1
|
||||
use_external_power = 1
|
||||
charge_delay = 10
|
||||
|
||||
/obj/item/gun/energy/lasercannon/cyborg
|
||||
|
||||
/obj/item/gun/energy/lasercannon/cyborg/newshot()
|
||||
|
||||
@@ -21,11 +21,6 @@
|
||||
/obj/item/gun/energy/gun/cyborg/emp_act()
|
||||
return
|
||||
|
||||
/obj/item/gun/energy/gun/mounted
|
||||
name = "mounted energy gun"
|
||||
selfcharge = 1
|
||||
use_external_power = 1
|
||||
|
||||
/obj/item/gun/energy/gun/mini
|
||||
name = "miniature energy gun"
|
||||
desc = "A small, pistol-sized energy gun with a built-in flashlight. It has two settings: disable and kill."
|
||||
|
||||
@@ -112,10 +112,6 @@
|
||||
max_mod_capacity = 0
|
||||
empty_state = null
|
||||
|
||||
/obj/item/gun/energy/kinetic_accelerator/crossbow/ninja
|
||||
name = "energy dart thrower"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/dart)
|
||||
|
||||
/obj/item/gun/energy/kinetic_accelerator/crossbow/large
|
||||
name = "energy crossbow"
|
||||
desc = "A reverse engineered weapon using syndicate technology."
|
||||
|
||||
@@ -7,11 +7,6 @@
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/electrode)
|
||||
ammo_x_offset = 3
|
||||
|
||||
/obj/item/gun/energy/taser/mounted
|
||||
name = "mounted taser gun"
|
||||
selfcharge = 1
|
||||
use_external_power = 1
|
||||
|
||||
/obj/item/gun/energy/shock_revolver
|
||||
name = "tesla revolver"
|
||||
desc = "A high-tech revolver that fires internal, reusable shock cartridges in a revolving cylinder. The cartridges can be recharged using conventional rechargers."
|
||||
|
||||
@@ -1,59 +0,0 @@
|
||||
//Procedures in this file: Unsealing a Rig.
|
||||
|
||||
/datum/surgery/rigsuit
|
||||
name = "Rig Unsealing"
|
||||
steps = list(/datum/surgery_step/rigsuit)
|
||||
possible_locs = list("chest")
|
||||
|
||||
/datum/surgery/rigsuit/can_start(mob/user, mob/living/carbon/target)
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/H = target
|
||||
var/obj/item/backitem = H.get_item_by_slot(slot_back)
|
||||
if(istype(backitem,/obj/item/rig)) //Check if we have a rig to operate on
|
||||
if(backitem.flags&NODROP) //Check if the rig is sealed, if not, we don't need to operate
|
||||
return 1
|
||||
return 0
|
||||
|
||||
//Bay12 removal
|
||||
/datum/surgery_step/rigsuit
|
||||
name="Cut Seals"
|
||||
allowed_tools = list(
|
||||
/obj/item/weldingtool = 80,
|
||||
/obj/item/circular_saw = 60,
|
||||
/obj/item/gun/energy/plasmacutter = 100
|
||||
)
|
||||
|
||||
can_infect = 0
|
||||
blood_level = 0
|
||||
|
||||
time = 50
|
||||
|
||||
/datum/surgery_step/hardsuit/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
|
||||
if(!istype(target))
|
||||
return 0
|
||||
if(tool.tool_behaviour == TOOL_WELDER)
|
||||
if(!tool.tool_use_check(user, 0))
|
||||
return
|
||||
if(!tool.use(1))
|
||||
return
|
||||
return (target_zone == "chest") && istype(target.back, /obj/item/rig) && (target.back.flags&NODROP)
|
||||
|
||||
/datum/surgery_step/rigsuit/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
|
||||
user.visible_message("[user] starts cutting through the support systems of [target]'s [target.back] with \the [tool]." , \
|
||||
"You start cutting through the support systems of [target]'s [target.back] with \the [tool].")
|
||||
..()
|
||||
|
||||
/datum/surgery_step/rigsuit/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
|
||||
|
||||
var/obj/item/rig/rig = target.back
|
||||
if(!istype(rig))
|
||||
return
|
||||
rig.reset()
|
||||
user.visible_message("<span class='notice'>[user] has cut through the support systems of [target]'s [rig] with \the [tool].</span>", \
|
||||
"<span class='notice'>You have cut through the support systems of [target]'s [rig] with \the [tool].</span>")
|
||||
return 1
|
||||
|
||||
/datum/surgery_step/rigsuit/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
|
||||
user.visible_message("<span class='danger'>[user]'s [tool] can't quite seem to get through the metal...</span>", \
|
||||
"<span class='danger'>Your [tool] can't quite seem to get through the metal. It's weakening, though - try again.</span>")
|
||||
return 0
|
||||
@@ -111,7 +111,7 @@
|
||||
prob_chance *= get_location_modifier(target)
|
||||
|
||||
|
||||
if(!ispath(surgery.steps[surgery.status], /datum/surgery_step/robotics) && !ispath(surgery.steps[surgery.status], /datum/surgery_step/rigsuit))//Repairing robotic limbs doesn't hurt, and neither does cutting someone out of a rig
|
||||
if(!ispath(surgery.steps[surgery.status], /datum/surgery_step/robotics))//Repairing robotic limbs doesn't hurt, and neither does cutting someone out of a rig
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/H = target //typecast to human
|
||||
prob_chance *= get_pain_modifier(H)//operating on conscious people is hard.
|
||||
|
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Reference in New Issue
Block a user