Merge branch 'master' of github.com:Baystation12/Baystation12

This commit is contained in:
Mloc
2012-04-30 19:20:26 +01:00
124 changed files with 14300 additions and 7114 deletions
+1 -1
View File
@@ -195,6 +195,7 @@
verbs += /client/proc/spawn_xeno
verbs += /client/proc/toggleprayers
verbs += /client/proc/deadmin_self
verbs += /client/proc/tension_report
verbs += /proc/possess
verbs += /proc/release
verbs += /client/proc/admin_deny_shuttle
@@ -229,7 +230,6 @@
//verbs += /proc/togglebuildmode --Merged with view variables
//verbs += /client/proc/cmd_modify_object_variables --Merged with view variables
verbs += /client/proc/togglebuildmodeself
verbs += /client/proc/tension_report
verbs += /client/proc/toggleadminhelpsound
else return
+1
View File
@@ -17,6 +17,7 @@
M << "\blue \icon[cross] <b><font color=purple>PRAY: </font>[key_name(src, M)] (<A HREF='?src=\ref[M.client.holder];adminplayeropts=\ref[src]'>PP</A>) (<A HREF='?src=\ref[M.client.holder];adminplayervars=\ref[src]'>VV</A>) (<A HREF='?src=\ref[M.client.holder];adminplayersubtlemessage=\ref[src]'>SM</A>) (<A HREF='?src=\ref[M.client.holder];adminplayerobservejump=\ref[src]'>JMP</A>) (<A HREF='?src=\ref[M.client.holder];secretsadmin=check_antagonist'>CA</A>):</b> [msg]"
usr << "Your prayers have been received by the gods."
//feedback_add_details("admin_verb","PR") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
//log_admin("HELP: [key_name(src)]: [msg]")
+17 -17
View File
@@ -462,23 +462,23 @@
if (href_list["create_vaccine"])
if(!src.wait)
var/obj/item/weapon/reagent_containers/glass/bottle/B = new/obj/item/weapon/reagent_containers/glass/bottle(src.loc)
var/vaccine_type = text2path(href_list["create_vaccine"])//the path is received as string - converting
var/datum/disease/D = new vaccine_type
var/name = input(usr,"Name:","Name the vaccine",D.name)
if(!name || name == " ") name = D.name
B.name = "[name] vaccine bottle"
B.reagents.add_reagent("vaccine",15,vaccine_type)
del(D)
wait = 1
var/datum/reagents/R = beaker.reagents
var/datum/reagent/blood/Blood = null
for(var/datum/reagent/blood/L in R.reagent_list)
if(L)
Blood = L
break
var/list/res = Blood.data["resistances"]
spawn(res.len*500)
src.wait = null
if(B)
var/vaccine_type = text2path(href_list["create_vaccine"])//the path is received as string - converting
var/datum/disease/D = new vaccine_type
if(D)
B.name = "[D.name] vaccine bottle"
B.reagents.add_reagent("vaccine",15,vaccine_type)
del(D)
wait = 1
var/datum/reagents/R = beaker.reagents
var/datum/reagent/blood/Blood = null
for(var/datum/reagent/blood/L in R.reagent_list)
if(L)
Blood = L
break
var/list/res = Blood.data["resistances"]
spawn(res.len*500)
src.wait = null
else
src.temphtml = "The replicator is not ready yet."
src.updateUsrDialog()
+6 -5
View File
@@ -759,13 +759,14 @@ datum
if(M:eyecheck() <= 0)
flick("e_flash", M.flash)
for(var/i = 1, i <= created_volume, i++)
for(var/i = 1, i <= created_volume + rand(1,2), i++)
var/chosen = pick(borks)
var/obj/B = new chosen
B.loc = get_turf_loc(holder.my_atom)
if(prob(50))
for(var/j = 1, j <= rand(1, 3), j++)
step(B, pick(NORTH,SOUTH,EAST,WEST))
if(B)
B.loc = get_turf_loc(holder.my_atom)
if(prob(50))
for(var/j = 1, j <= rand(1, 3), j++)
step(B, pick(NORTH,SOUTH,EAST,WEST))
+34 -1
View File
@@ -6,6 +6,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/suit/storage/wcoat
name = "waistcoat"
desc = "The height of class."
@@ -13,6 +14,24 @@
item_state = "wcoat"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/suit/bluetag
name = "blue laser tag armour"
desc = "Blue Pride, Station Wide"
icon_state = "bluetag"
item_state = "bluetag"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/suit/redtag
name = "red laser tag armour"
desc = "Pew pew pew"
icon_state = "redtag"
item_state = "redtag"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/suit/storage/apron
name = "apron"
desc = "A basic blue apron. It has a large pocket you can store things in."
@@ -21,6 +40,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
allowed = list (/obj/item/weapon/plantbgone,/obj/item/device/analyzer/plant_analyzer,/obj/item/seeds,/obj/item/nutrient,/obj/item/weapon/minihoe)
/obj/item/clothing/suit/storage/chef
name = "chef's apron"
desc = "An apron used by a high class chef. Has a few pockets for nic-naks."
@@ -33,6 +53,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
allowed = list (/obj/item/weapon/kitchenknife,/obj/item/weapon/butch)
/obj/item/clothing/suit/storage/chef/classic
name = "classic chef's apron"
desc = "A basic, dull, white chef's apron."
@@ -40,18 +61,21 @@
item_state = "apronchef"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
/obj/item/clothing/suit/hazardvest
name = "hazard vest"
desc = "A high-visibility vest used in work zones."
icon_state = "hazard"
item_state = "hazard"
/obj/item/clothing/suit/suspenders
name = "suspenders"
desc = "They suspend the illusion of the mime's play."
icon = 'belts.dmi'
icon_state = "suspenders"
/obj/item/clothing/suit/syndicatefake
name = "red space suit replica"
icon_state = "syndicate"
@@ -62,6 +86,7 @@
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/toy)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/suit/storage/captunic
name = "captain's parade tunic"
desc = "Worn by a Captain to show their class."
@@ -70,6 +95,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDEJUMPSUIT
/obj/item/clothing/suit/nun
name = "nun robe"
desc = "Maximum piety in this star system."
@@ -92,14 +118,16 @@
item_state = "chaplain_hoodie"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
/obj/item/clothing/suit/hastur
name = "Hastur's robes"
name = "\improper Hastur's robes"
desc = "Robes not meant to be worn by man"
icon_state = "hastur"
item_state = "hastur"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/suit/imperium_monk
name = "imperium monk robes"
desc = "A set of strange robes."
@@ -108,6 +136,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/suit/chickensuit
name = "chicken suit"
desc = "Bwak!"
@@ -116,6 +145,7 @@
body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET|HEAD
flags_inv = HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/suit/monkeysuit
name = "monkey suit"
desc = "A suit that looks like a primate"
@@ -124,6 +154,7 @@
body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET|HANDS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/suit/holidaypriest
name = "holiday priest"
desc = "This is a nice holiday my son."
@@ -131,6 +162,8 @@
item_state = "holidaypriest"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
// BubbleWrap - Nothing to see here
/obj/item/clothing/suit/cardborg
+15
View File
@@ -67,6 +67,14 @@
item_state = "jumpsuitdown"
color = "jumpsuitdown"
/obj/item/clothing/under/fluff/olddressuniform
name = "retired dress uniform"
desc = "A retired Station Head of Staff uniform, phased out twenty years ago for the newer jumpsuit design, but still acceptable dress. Lovingly maintained."
icon = 'custom_items.dmi'
icon_state = "olddressuniform"
item_state = "olddressuniform"
color = "olddressuniform"
//////////// Useable Items
/obj/item/weapon/pen/fluff/multi
@@ -101,6 +109,13 @@
icon = 'custom_items.dmi'
icon_state = "maye_daye_1"
/obj/item/weapon/reagent_containers/food/drinks/flask/fluff/johann_erzatz_1
name = "vintage thermos"
desc = "An older thermos with a faint shine."
icon = 'custom_items.dmi'
icon_state = "johann_erzatz_1"
volume = 50
//////////// Misc Items
/obj/item/fluff/wes_solari_1
+2
View File
@@ -2000,6 +2000,8 @@
new /obj/item/weapon/reagent_containers/food/snacks/rawsticks(spawnloc)
user << "You cut the potato."
del(src)
else
..()
/obj/item/weapon/reagent_containers/food/snacks/rawsticks
name = "raw potato sticks"
+30
View File
@@ -44,6 +44,36 @@ proc/move_mining_shuttle()
else
fromArea = locate(/area/shuttle/mining/station)
toArea = locate(/area/shuttle/mining/outpost)
var/list/dstturfs = list()
var/throwy = world.maxy
for(var/turf/T in toArea)
dstturfs += T
if(T.y < throwy)
throwy = T.y
// hey you, get out of the way!
for(var/turf/T in dstturfs)
// find the turf to move things to
var/turf/D = locate(T.x, throwy - 1, 1)
//var/turf/E = get_step(D, SOUTH)
for(var/atom/movable/AM as mob|obj in T)
AM.Move(D)
// NOTE: Commenting this out to avoid recreating mass driver glitch
/*
spawn(0)
AM.throw_at(E, 1, 1)
return
*/
if(istype(T, /turf/simulated))
del(T)
for(var/mob/living/carbon/bug in toArea) // If someone somehow is still in the shuttle's docking area...
bug.gib()
fromArea.move_contents_to(toArea)
if (mining_shuttle_location)
mining_shuttle_location = 0
@@ -84,6 +84,9 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
/mob/dead/observer/Move(NewLoc, direct)
if(NewLoc)
loc = NewLoc
for(var/obj/step_trigger/S in NewLoc)
S.HasEntered(src)
return
loc = get_turf(src) //Get out of closets and such as a ghost
if((direct & NORTH) && y < world.maxy)
@@ -95,6 +98,9 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
if((direct & WEST) && x > 1)
x--
for(var/obj/step_trigger/S in locate(x, y, z))
S.HasEntered(src)
/mob/dead/observer/examine()
if(usr)
usr << desc
+3
View File
@@ -193,11 +193,13 @@
var/status = ""
var/brutedamage = org.brute_dam
var/burndamage = org.burn_dam
if(halloss > 0)
if(prob(30))
brutedamage += halloss
if(prob(30))
burndamage += halloss
if(brutedamage > 0)
status = "bruised"
if(brutedamage > 20)
@@ -208,6 +210,7 @@
status += " and "
if(burndamage > 40)
status += "peeling away"
else if(burndamage > 10)
status += "blistered"
else if(burndamage > 0)
@@ -180,14 +180,14 @@
distance = 1
if (src.stat == 1 || stat == 2)
msg += "<span class='warning'>[name] doesn't seem to be responding to anything around [t_him], [t_his] eyes closed as though asleep.</span>\n"
msg += "<span class='warning'>[t_He] [t_is]n't responding to anything around [t_him] and seems to be asleep.</span>\n"
if((!isbreathing || holdbreath) && distance <= 3)
msg += "<span class='warning'>[name] does not appear to be breathing.</span>\n"
msg += "<span class='warning'>[t_He] does not appear to be breathing.</span>\n"
if(istype(usr, /mob/living/carbon/human) && usr.stat == 0 && src.stat == 1 && distance <= 1)
for(var/mob/O in viewers(usr.loc, null))
O.show_message("[usr] checks [src]'s pulse.", 1)
spawn(15)
usr << "\blue [name] has a pulse!"
usr << "\blue [t_He] has a pulse!"
if (src.stat == 2 || (changeling && changeling.changeling_fakedeath == 1))
if(distance <= 1)
@@ -195,7 +195,19 @@
for(var/mob/O in viewers(usr.loc, null))
O.show_message("[usr] checks [src]'s pulse.", 1)
spawn(15)
usr << "\red [name] has no pulse!"
if(!src.client)
var/foundghost = 0
for(var/mob/dead/observer/G in world)
if(G.client)
if(G.corpse == src)
foundghost++
break
if(!foundghost)
usr << "<span class='deadsay'>[t_He] has no pulse and [t_his] soul has departed...</span>"
else
usr << "<span class='deadsay'>[t_He] has no pulse...</span>"
msg += "<span class='warning'>"
/* if (src.getBruteLoss())
if (src.getBruteLoss() < 30)
@@ -205,9 +217,9 @@
if (src.cloneloss)
if (src.cloneloss < 30)
msg += "<span class='warning'>[src.name] looks slightly... unfinished?</span>\n"
msg += "[t_He] looks slightly... unfinished?\n"
else
msg += "<span class='warning'>[src.name] looks very... unfinished?</B></span>\n"
msg += "<B>[t_He] looks very... unfinished?</B>\n"
/* if (src.getFireLoss())
if (src.getFireLoss() < 30)
@@ -230,7 +242,10 @@
msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
if (!src.client && !admin_observing)
msg += "[t_He] [t_has] a vacant, braindead stare...\n"
msg += "[t_He] [t_has] a vacant stare...\n"
if (src.digitalcamo)
msg += "[t_He] [t_is] repulsively uncanny!\n"
var/list/wound_descriptions = list()
var/list/wound_flavor_text = list()
+10 -22
View File
@@ -1098,8 +1098,7 @@
else
m_select.screen_loc = null
var/suit_img //A bit of kludge to make belts go under coats, but on other suits
var/suit_stain
if (wear_suit)
/*if (mutations & FAT && !(wear_suit.flags & ONESIZEFITSALL))
src << "\red You burst out of the [wear_suit.name]!"
@@ -1113,7 +1112,7 @@
c:layer = initial(c:layer)*/
if (istype(wear_suit, /obj/item/clothing/suit))
var/t1 = wear_suit.icon_state
suit_img = image("icon" = 'suit.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
overlays += image("icon" = 'suit.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
if (wear_suit)
if (wear_suit.blood_DNA)
var/icon/stain_icon = null
@@ -1123,7 +1122,7 @@
stain_icon = icon('blood.dmi', "coatblood[!lying ? "" : "2"]")
else
stain_icon = icon('blood.dmi', "suitblood[!lying ? "" : "2"]")
suit_stain = image("icon" = stain_icon, "layer" = MOB_LAYER)
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
wear_suit.screen_loc = ui_oclothing
if (istype(wear_suit, /obj/item/clothing/suit/straight_jacket))
if (handcuffed)
@@ -1137,24 +1136,6 @@
hand = 0
drop_item()
hand = h
// Belt
var/belt_img //A bit of kludge to make belts go under coats, but on other suits
if (belt)
var/t1 = belt.item_state
if (!t1)
t1 = belt.icon_state
belt_img = image("icon" = 'belt.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
belt.screen_loc = ui_belt
//A bit of kludge to make belts go under coats, but on other suits
if (istype(wear_suit, /obj/item/clothing/suit/storage/det_suit) || istype(wear_suit, /obj/item/clothing/suit/storage/labcoat))
overlays += belt_img
overlays += suit_img
overlays += suit_stain
else
overlays += suit_img
overlays += suit_stain
overlays += belt_img
if (lying)
@@ -1188,6 +1169,13 @@
overlays += image("icon" = stain_icon, "layer" = MOB_LAYER)
head.screen_loc = ui_head
// Belt
if (belt)
var/t1 = belt.item_state
if (!t1)
t1 = belt.icon_state
overlays += image("icon" = 'belt.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
belt.screen_loc = ui_belt
if ((wear_mask && !(wear_mask.see_face)) || (head && !(head.see_face))) // can't see the face
if (wear_id)
@@ -32,6 +32,30 @@
visible_message("\red <B>[src] has been touched with the stun gloves by [M]!</B>")
return
if(istype(M.gloves , /obj/item/clothing/gloves/boxing/hologlove))
var/damage = rand(0, 9)
if(!damage)
playsound(loc, 'punchmiss.ogg', 25, 1, -1)
visible_message("\red <B>[M] has attempted to punch [src]!</B>")
return 0
var/datum/organ/external/affecting = get_organ(ran_zone(M.zone_sel.selecting))
var/armor_block = run_armor_check(affecting, "melee")
if(M.mutations & HULK) damage += 5
playsound(loc, "punch", 25, 1, -1)
visible_message("\red <B>[M] has punched [src]!</B>")
apply_damage(damage, HALLOSS, affecting, armor_block)
if(damage >= 9)
visible_message("\red <B>[M] has weakened [src]!</B>")
apply_effect(4, WEAKEN, armor_block)
UpdateDamageIcon()
return
switch(M.a_intent)
if("help")
if(health > 0)
@@ -143,7 +143,7 @@ emp_act
apply_damage(power, I.damtype, affecting, armor, is_cut(I), I.name)
var/bloody = 0
if((I.damtype == BRUTE) && prob(25 + is_sharp(I) * 50 + (I.force * 2)))
if(((I.damtype == BRUTE) || (I.damtype == HALLOSS)) && prob(25 + is_sharp(I) * 50 + (I.force * 2)))
I.add_blood(src) //Make the weapon bloody, not the person.
bloody = 1
var/turf/location = loc
+13 -4
View File
@@ -186,15 +186,24 @@
// a.hallucinate(src)
if(!handling_hal && hallucination > 20)
spawn handle_hallucinations() //The not boring kind!
hallucination = max(hallucination - 2, 0)
hallucination = max(hallucination - 2, 0) // A more compact way of doing it. DMTG
//if(health < 0)
// for(var/obj/a in hallucinations)
// del a
else
halloss = 0
//halloss = 0
for(var/atom/a in hallucinations)
del a
if(halloss > 100)
src << "You're too tired to keep going..."
for(var/mob/O in viewers(src, null))
if(O == src)
continue
O.show_message(text("\red <B>[src] slumps to the ground panting, too weak to continue fighting."), 1)
Paralyse(15)
setHalLoss(99)
if(mutations2 & mSmallsize)
if(!(pass_flags & PASSTABLE))
pass_flags |= PASSTABLE
@@ -927,7 +936,7 @@
if(getOxyLoss() > 50) Paralyse(3)
if(sleeping)
// adjustHalLoss(-5)
adjustHalLoss(-5)
if(paralysis <= 0)
Paralyse(2)
if (prob(10) && health && !hal_crit) spawn(0) emote("snore")
@@ -1483,4 +1492,4 @@ snippets
plcheck = t_plasma
oxcheck = t_oxygen
G.turf_add(T, G.total_moles())
*/
*/
+1 -1
View File
@@ -3,7 +3,7 @@
// proc to find out in how much pain the mob is at the moment
/mob/living/carbon/proc/updateshock()
src.traumatic_shock = src.getOxyLoss() + src.getToxLoss() + src.getFireLoss() + 1.2*src.getBruteLoss() + 2*src.getCloneLoss()
src.traumatic_shock = src.getOxyLoss() + src.getToxLoss() + src.getFireLoss() + 1.2*src.getBruteLoss() + 2*src.getCloneLoss() + src.halloss
if(reagents.has_reagent("alkysine"))
src.traumatic_shock -= 10
if(reagents.has_reagent("inaprovaline"))
+4 -1
View File
@@ -22,18 +22,21 @@
adjustOxyLoss(damage/(blocked+1))
if(CLONE)
adjustCloneLoss(damage/(blocked+1))
if(HALLOSS)
adjustHalLoss(damage/(blocked+1))
UpdateDamageIcon()
updatehealth()
return 1
/mob/living/proc/apply_damages(var/brute = 0, var/burn = 0, var/tox = 0, var/oxy = 0, var/clone = 0, var/def_zone = null, var/blocked = 0)
/mob/living/proc/apply_damages(var/brute = 0, var/burn = 0, var/tox = 0, var/oxy = 0, var/clone = 0, var/def_zone = null, var/blocked = 0, var/halloss = 0)
if(blocked >= 2) return 0
if(brute) apply_damage(brute, BRUTE, def_zone, blocked)
if(burn) apply_damage(burn, BURN, def_zone, blocked)
if(tox) apply_damage(tox, TOX, def_zone, blocked)
if(oxy) apply_damage(oxy, OXY, def_zone, blocked)
if(clone) apply_damage(clone, CLONE, def_zone, blocked)
if(halloss) apply_damage(halloss, HALLOSS, def_zone, blocked)
return 1
+94 -1
View File
@@ -93,4 +93,97 @@
/mob/living/silicon/robot/proc/clear_ion_laws()
laws_sanity_check()
laws.clear_ion_laws()
laws.clear_ion_laws()
/mob/living/silicon/robot/proc/statelaws() // -- TLE
// set category = "AI Commands"
// set name = "State Laws"
src.say("Current Active Laws:")
//src.laws_sanity_check()
//src.laws.show_laws(world)
var/number = 1
sleep(10)
if (src.laws.zeroth)
if (src.lawcheck[1] == "Yes") //This line and the similar lines below make sure you don't state a law unless you want to. --NeoFite
src.say("0. [src.laws.zeroth]")
sleep(10)
for (var/index = 1, index <= src.laws.ion.len, index++)
var/law = src.laws.ion[index]
var/num = ionnum()
if (length(law) > 0)
if (src.ioncheck[index] == "Yes")
src.say("[num]. [law]")
sleep(10)
for (var/index = 1, index <= src.laws.inherent.len, index++)
var/law = src.laws.inherent[index]
if (length(law) > 0)
if (src.lawcheck[index+1] == "Yes")
src.say("[number]. [law]")
sleep(10)
number++
for (var/index = 1, index <= src.laws.supplied.len, index++)
var/law = src.laws.supplied[index]
if (length(law) > 0)
if(src.lawcheck.len >= number+1)
if (src.lawcheck[number+1] == "Yes")
src.say("[number]. [law]")
sleep(10)
number++
/mob/living/silicon/robot/verb/checklaws() //Gives you a link-driven interface for deciding what laws the statelaws() proc will share with the crew. --NeoFite
set category = "Robot Commands"
set name = "State Laws"
var/list = "<b>Which laws do you want to include when stating them for the crew?</b><br><br>"
if (src.laws.zeroth)
if (!src.lawcheck[1])
src.lawcheck[1] = "No" //Given Law 0's usual nature, it defaults to NOT getting reported. --NeoFite
list += {"<A href='byond://?src=\ref[src];lawc=0'>[src.lawcheck[1]] 0:</A> [src.laws.zeroth]<BR>"}
for (var/index = 1, index <= src.laws.ion.len, index++)
var/law = src.laws.ion[index]
if (length(law) > 0)
if (!src.ioncheck[index])
src.ioncheck[index] = "Yes"
list += {"<A href='byond://?src=\ref[src];lawi=[index]'>[src.ioncheck[index]] [ionnum()]:</A> [law]<BR>"}
src.ioncheck.len += 1
var/number = 1
for (var/index = 1, index <= src.laws.inherent.len, index++)
var/law = src.laws.inherent[index]
if (length(law) > 0)
src.lawcheck.len += 1
if (!src.lawcheck[number+1])
src.lawcheck[number+1] = "Yes"
list += {"<A href='byond://?src=\ref[src];lawc=[number]'>[src.lawcheck[number+1]] [number]:</A> [law]<BR>"}
number++
for (var/index = 1, index <= src.laws.supplied.len, index++)
var/law = src.laws.supplied[index]
if (length(law) > 0)
src.lawcheck.len += 1
if (!src.lawcheck[number+1])
src.lawcheck[number+1] = "Yes"
list += {"<A href='byond://?src=\ref[src];lawc=[number]'>[src.lawcheck[number+1]] [number]:</A> [law]<BR>"}
number++
list += {"<br><br><A href='byond://?src=\ref[src];laws=1'>State Laws</A>"}
usr << browse(list, "window=laws")
+54 -1
View File
@@ -207,6 +207,20 @@
viewalerts = 1
src << browse(dat, "window=robotalerts&can_close=0")
/mob/living/silicon/robot/proc/ai_roster()
set category = "Robot Commands"
set name = "Show Crew Manifest"
var/dat = "<html><head><title>Crew Roster</title></head><body><b>Crew Roster:</b><br><br>"
for (var/datum/data/record/t in data_core.general)
dat += "[t.fields["name"]] - [t.fields["rank"]]<br>"
dat += "</body></html>"
src << browse(dat, "window=airoster")
onclose(src, "airoster")
/mob/living/silicon/robot/blob_act()
if (stat != 2)
adjustBruteLoss(60)
@@ -937,6 +951,26 @@
else
src << "Module isn't activated"
installed_modules()
if (href_list["lawc"]) // Toggling whether or not a law gets stated by the State Laws verb --NeoFite
var/L = text2num(href_list["lawc"])
switch(lawcheck[L+1])
if ("Yes") lawcheck[L+1] = "No"
if ("No") lawcheck[L+1] = "Yes"
// src << text ("Switching Law [L]'s report status to []", lawcheck[L+1])
checklaws()
if (href_list["lawi"]) // Toggling whether or not a law gets stated by the State Laws verb --NeoFite
var/L = text2num(href_list["lawi"])
switch(ioncheck[L])
if ("Yes") ioncheck[L] = "No"
if ("No") ioncheck[L] = "Yes"
// src << text ("Switching Law [L]'s report status to []", lawcheck[L+1])
checklaws()
if (href_list["laws"]) // With how my law selection code works, I changed statelaws from a verb to a proc, and call it through my law selection panel. --NeoFite
statelaws()
return
/mob/living/silicon/robot/proc/uneq_active()
@@ -1102,7 +1136,26 @@ Frequency:
. = ..()
if ((s_active && !( s_active in contents ) ))
s_active.close(src)
return
if(module)
if(module.type == /obj/item/weapon/robot_module/janitor) //you'd think checking the module would work
var/turf/tile = get_turf(loc)
tile.clean_blood()
for(var/obj/effect/R in tile)
if(istype(R, /obj/effect/rune) || istype(R, /obj/effect/decal/cleanable) || istype(R, /obj/effect/overlay))
del(R)
for(var/obj/item/cleaned_item in tile)
cleaned_item.clean_blood()
for(var/mob/living/carbon/human/cleaned_human in tile) //HUE HUE I CLEAN U
if(cleaned_human.lying)
cleaned_human.clean_blood()
cleaned_human << "\red [src] cleans your face!"
for(var/obj/item/carried_item in cleaned_human.contents)
carried_item.clean_blood()
return
/mob/living/silicon/robot/proc/reset_module()
modtype = "robot"
@@ -163,9 +163,7 @@
New()
..()
src.modules += new /obj/item/weapon/cleaner(src)
src.modules += new /obj/item/weapon/mop(src)
src.modules += new /obj/item/weapon/reagent_containers/glass/bucket(src)
src.modules += new /obj/item/weapon/soap/nanotrasen(src)
src.modules += new /obj/item/weapon/trashbag(src)
src.emag = new /obj/item/weapon/cleaner(src)
+63
View File
@@ -1149,3 +1149,66 @@ note dizziness decrements automatically in the mob's Life() proc.
/mob/proc/AdjustParalysis(amount)
paralysis = max(paralysis + amount,0)
return
// ++++ROCKDTBEN++++ MOB PROCS -- Ask me before touching
/mob/proc/getBruteLoss()
return bruteloss
/mob/proc/adjustBruteLoss(var/amount)
bruteloss = max(bruteloss + amount, 0)
/mob/proc/getOxyLoss()
return oxyloss
/mob/proc/adjustOxyLoss(var/amount)
oxyloss = max(oxyloss + amount, 0)
/mob/proc/setOxyLoss(var/amount)
oxyloss = amount
/mob/proc/getToxLoss()
return toxloss
/mob/proc/adjustToxLoss(var/amount)
toxloss = max(toxloss + amount, 0)
/mob/proc/setToxLoss(var/amount)
toxloss = amount
/mob/proc/getFireLoss()
return fireloss
/mob/proc/adjustFireLoss(var/amount)
fireloss = max(fireloss + amount, 0)
/mob/proc/getCloneLoss()
return cloneloss
/mob/proc/adjustCloneLoss(var/amount)
cloneloss = max(cloneloss + amount, 0)
/mob/proc/setCloneLoss(var/amount)
cloneloss = amount
/mob/proc/getHalLoss()
return halloss
/mob/proc/adjustHalLoss(var/amount)
halloss = max(halloss + amount, 0)
/mob/proc/setHalLoss(var/amount)
halloss = amount
/mob/proc/getBrainLoss()
return brainloss
/mob/proc/adjustBrainLoss(var/amount)
brainloss = max(brainloss + amount, 0)
/mob/proc/setBrainLoss(var/amount)
brainloss = amount
// ++++ROCKDTBEN++++ MOB PROCS //END
-55
View File
@@ -288,58 +288,3 @@ the mob is also allowed to move without any sort of restriction. For instance, i
//Singularity wants you!
var/grav_delay = 0
var/being_strangled = 0
// ++++ROCKDTBEN++++ MOB PROCS
/mob/proc/getBruteLoss()
return bruteloss
/mob/proc/adjustBruteLoss(var/amount)
bruteloss = max(bruteloss + amount, 0)
/mob/proc/getOxyLoss()
return oxyloss
/mob/proc/adjustOxyLoss(var/amount)
oxyloss = max(oxyloss + amount, 0)
/mob/proc/setOxyLoss(var/amount)
oxyloss = amount
/mob/proc/getToxLoss()
return toxloss
/mob/proc/adjustToxLoss(var/amount)
toxloss = max(toxloss + amount, 0)
/mob/proc/setToxLoss(var/amount)
toxloss = amount
/mob/proc/getFireLoss()
return fireloss
/mob/proc/adjustFireLoss(var/amount)
fireloss = max(fireloss + amount, 0)
/mob/proc/getCloneLoss()
return cloneloss
/mob/proc/adjustCloneLoss(var/amount)
cloneloss = max(cloneloss + amount, 0)
/mob/proc/setCloneLoss(var/amount)
cloneloss = amount
/mob/proc/getBrainLoss()
return brainloss
/mob/proc/adjustBrainLoss(var/amount)
brainloss = max(brainloss + amount, 0)
/mob/proc/setBrainLoss(var/amount)
brainloss = amount
// ++++ROCKDTBEN++++ MOB PROCS //END
+3 -1
View File
@@ -212,6 +212,8 @@
O << "To use something, simply click or double-click it."
O << {"Use say ":s to speak to fellow cyborgs and the AI through binary."}
O.verbs += /mob/living/silicon/robot/proc/ai_roster
O.job = "Cyborg"
O.mmi = new /obj/item/device/mmi(O)
@@ -412,4 +414,4 @@
del(src)
return O
return O
+2 -4
View File
@@ -55,18 +55,16 @@
hot_air.temperature = hot_air.temperature - energy_transfer/hot_air_heat_capacity
cold_air.temperature = cold_air.temperature + heat/cold_air_heat_capacity
world << "POWER: [lastgen] W generated at [efficiency*100]% efficiency and sinks sizes [cold_air_heat_capacity], [hot_air_heat_capacity]"
if(input1.network)
input1.network.update = 1
if(input2.network)
input2.network.update = 1
add_avail(lastgen)
add_avail(lastgen/5)
// update icon overlays only if displayed level has changed
var/genlev = max(0, min( round(11*lastgen / 100000), 11))
var/genlev = max(0, min( round(11*lastgen / 500000), 11))
if(genlev != lastgenlev)
lastgenlev = genlev
updateicon()
+2 -1
View File
@@ -14,6 +14,7 @@
last_power = 0
active = 0
locked = 0
drainratio = 1
process()
if(P)
@@ -21,7 +22,7 @@
P.air_contents.toxins = 0
eject()
else
P.air_contents.toxins -= 0.001
P.air_contents.toxins -= 0.001*drainratio
return
@@ -12,12 +12,15 @@
active_power_usage = 300
var
frequency = 1
active = 0
fire_delay = 100
last_shot = 0
shot_number = 0
state = 0
locked = 0
energy = 0
mega_energy = 0
verb/rotate()
@@ -76,7 +76,8 @@ field_generator power level display
power = field_generator_max_power
anchored = 1
warming_up = 3
turn_on()
start_fields()
update_icon()
Varedit_start = 0
if(src.active == 2)
@@ -7,8 +7,9 @@
density = 1
var
movement_range = 10
energy = 10 //energy in eV?
energy = 10 //energy in eV
mega_energy = 0 //energy in MeV
frequency = 1
ionizing = 0
particle_type
additional_particles = 0
@@ -41,13 +42,15 @@
var/obj/machinery/rust/particle_catcher/collided_catcher = A
if(particle_type && particle_type != "neutron")
if(collided_catcher.AddParticles(particle_type, 1 + additional_particles))
collided_catcher.AddEnergy(energy,mega_energy)
collided_catcher.parent.AddEnergy(energy,mega_energy)
del (src)
if( istype(A,/obj/machinery/rust/core) )
var/obj/machinery/rust/core/collided_core = A
if(particle_type && particle_type != "neutron")
if(collided_core.AddParticles(particle_type, 1 + additional_particles))
collided_core.AddEnergy(energy,mega_energy)
var/energy_loss_ratio = abs(collided_core.owned_field.frequency - frequency) / 1e9
collided_core.owned_field.mega_energy += mega_energy - mega_energy * energy_loss_ratio
collided_core.owned_field.energy += energy - energy * energy_loss_ratio
del (src)
return
+2 -2
View File
@@ -111,14 +111,14 @@
#define TURBGENG 0.8
/obj/machinery/power/turbine/process()
if(!compressor.starter)
return
overlays = null
if(stat & BROKEN)
return
if(!compressor)
stat |= BROKEN
return
if(!compressor.starter)
return
lastgen = ((compressor.rpm / TURBGENQ)**TURBGENG) *TURBGENQ
add_avail(lastgen)
+78 -3
View File
@@ -1,5 +1,5 @@
/obj/item/weapon/gun/energy/laser
name = "\improper Laser Gun"
name = "laser gun"
desc = "a basic weapon designed kill with concentrated energy bolts"
icon_state = "laser"
item_state = "laser"
@@ -17,7 +17,7 @@
obj/item/weapon/gun/energy/laser/retro
name ="\improper Retro Laser"
name ="retro laser"
icon_state = "retro"
desc = "An older model of the basic lasergun, no longer used by Nanotrasen's security or military forces. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
@@ -68,9 +68,84 @@ obj/item/weapon/gun/energy/laser/retro
/obj/item/weapon/gun/energy/lasercannon
name = "\improper Laser Cannon"
name = "laser cannon"
desc = "With the L.A.S.E.R. cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
icon_state = "lasercannon"
fire_sound = 'lasercannonfire.ogg'
origin_tech = "combat=4;materials=3;powerstorage=3"
projectile_type = "/obj/item/projectile/beam/heavylaser"
////////Laser Tag////////////////////
/obj/item/weapon/gun/energy/laser/bluetag
name = "laser tag gun"
icon_state = "bluetag"
desc = "Standard issue weapon of the Imperial Guard"
projectile_type = "/obj/item/projectile/bluetag"
special_check(var/mob/living/carbon/human/M)
if(ishuman(M))
if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
return 1
M << "\red You need to be wearing your laser tag vest!"
return 0
var/charge_tick = 0
New()
..()
processing_objects.Add(src)
Del()
processing_objects.Remove(src)
..()
process()
charge_tick++
if(charge_tick < 4) return 0
charge_tick = 0
if(!power_supply) return 0
power_supply.give(100)
update_icon()
return 1
/obj/item/weapon/gun/energy/laser/redtag
name = "laser tag gun"
icon_state = "redtag"
desc = "Standard issue weapon of the Imperial Guard"
projectile_type = "/obj/item/projectile/redtag"
var/charge_tick = 0
special_check(var/mob/living/carbon/human/M)
if(ishuman(M))
if(istype(M.wear_suit, /obj/item/clothing/suit/redtag))
return 1
M << "\red You need to be wearing your laser tag vest!"
return 0
New()
..()
processing_objects.Add(src)
Del()
processing_objects.Remove(src)
..()
process()
charge_tick++
if(charge_tick < 4) return 0
charge_tick = 0
if(!power_supply) return 0
power_supply.give(100)
update_icon()
return 1
+34 -4
View File
@@ -1,11 +1,12 @@
/obj/item/projectile/beam
name = "\improper Laser"
name = "laser"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 40
damage_type = BURN
flag = "laser"
eyeblur = 4
var/frequency = 1
var/ID = 0
var/main = 0
@@ -56,20 +57,21 @@
flag = "laser"
eyeblur = 2
/obj/item/projectile/beam/heavylaser
name = "\improper Heavy Laser"
name = "heavy laser"
icon_state = "heavylaser"
damage = 60
/obj/item/projectile/beam/pulse
name = "\improper Pulse"
name = "pulse"
icon_state = "u_laser"
damage = 40
/obj/item/projectile/beam/deathlaser
name = "\improper Death Laser"
name = "death laser"
icon_state = "heavylaser"
damage = 60
@@ -79,4 +81,32 @@
/obj/item/projectile/bluetag
name = "lasertag beam"
icon_state = "ice_2"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 0
damage_type = BURN
flag = "laser"
on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
var/mob/living/carbon/human/M = target
if(istype(M.wear_suit, /obj/item/clothing/suit/redtag))
M.Weaken(5)
return 1
/obj/item/projectile/redtag
name = "lasertag beam"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 0
damage_type = BURN
flag = "laser"
on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
var/mob/living/carbon/human/M = target
if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
M.Weaken(5)
return 1
+1 -1
View File
@@ -511,7 +511,7 @@
for (var/mob/V in viewers(usr))
V.show_message("[user] dunks [GM.name] into the toilet!", 3)
if(do_after(user, 30))
if(G.state>1&&!GM.internal)
if(G && G.state>1 && !GM.internal)
GM.oxyloss += 5
else if(I.w_class < 4)
+10 -11
View File
@@ -2,7 +2,7 @@
desc = "A big wrapped package."
name = "large parcel"
icon = 'storage.dmi'
icon_state = "deliverycrate"
icon_state = "deliverycloset"
var/tmp/obj/wrapped = null
density = 1
var/sortTag = null
@@ -18,10 +18,10 @@
return unwrap()
proc/unwrap()
if (src.wrapped) //sometimes items can disappear. For example, bombs. --rastaf0
src.wrapped.loc = (get_turf(src.loc))
if (istype(src.wrapped,/obj/structure/closet))
var/obj/structure/closet/O = src.wrapped
if(wrapped) //sometimes items can disappear. For example, bombs. --rastaf0
wrapped.loc = (get_turf(src.loc))
if(istype(wrapped, /obj/structure/closet))
var/obj/structure/closet/O = wrapped
O.welded = waswelded
del(src)
return
@@ -172,9 +172,9 @@
afterattack(var/obj/target as obj, mob/user as mob)
if(istype(target, /obj/structure/table) || istype(target, /obj/structure/rack) || istype(target,/obj/item/smallDelivery))
if(!(istype(target, /obj))) //this really shouldn't be necessary (but it is). -Pete
return
if(!istype(target,/obj))
if(istype(target, /obj/structure/table) || istype(target, /obj/structure/rack) || istype(target,/obj/item/smallDelivery))
return
if(target.anchored)
return
@@ -197,10 +197,11 @@
var/obj/structure/closet/crate/O = target
if (src.amount > 3 && !O.opened)
var/obj/structure/bigDelivery/P = new /obj/structure/bigDelivery(get_turf(O.loc))
P.icon_state = "deliverycrate"
P.wrapped = O
O.loc = P
src.amount -= 3
else if(src.amount > 3)
else if(src.amount < 3)
user << "\blue You need more paper."
else if (istype (target, /obj/structure/closet))
var/obj/structure/closet/O = target
@@ -208,17 +209,15 @@
var/obj/structure/bigDelivery/P = new /obj/structure/bigDelivery(get_turf(O.loc))
P.wrapped = O
P.waswelded = O.welded
O.opened = 0
O.welded = 1
O.loc = P
src.amount -= 3
else if(src.amount > 3)
else if(src.amount < 3)
user << "\blue You need more paper."
else
user << "\blue The object you are trying to wrap is unsuitable for the sorting machinery!"
if (src.amount <= 0)
new /obj/item/weapon/c_tube( src.loc )
//SN src = null
del(src)
return
return