mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-10 14:44:05 +01:00
Merge branch 'master' of github.com:ParadiseSS13/Paradise into Poolmagic
This commit is contained in:
@@ -127,6 +127,7 @@
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occupant2 << "<span class='warning'>[i]</span>"
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if(i == 0)
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explosion(loc, 2, 4, 8)
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qdel(src)
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sleep(10)
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update_icons()
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@@ -203,36 +203,40 @@
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src << "<span class='info'>You feel fatigued.</span>"
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if((SKELETON in H.mutations) && (!H.w_uniform) && (!H.wear_suit))
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H.play_xylophone()
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else if(lying) // /vg/: For hugs. This is how update_icon figgers it out, anyway. - N3X15
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var/t_him = "it"
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if (src.gender == MALE)
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t_him = "him"
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else if (src.gender == FEMALE)
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t_him = "her"
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if (istype(src,/mob/living/carbon/human) && src:w_uniform)
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var/mob/living/carbon/human/H = src
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H.w_uniform.add_fingerprint(M)
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src.sleeping = max(0,src.sleeping-5)
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if(src.sleeping == 0)
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src.resting = 0
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AdjustParalysis(-3)
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AdjustStunned(-3)
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AdjustWeakened(-3)
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playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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M.visible_message( \
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"\blue [M] shakes [src] trying to wake [t_him] up!", \
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"\blue You shake [src] trying to wake [t_him] up!", \
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)
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// BEGIN HUGCODE - N3X
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else
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if (istype(src,/mob/living/carbon/human) && src:w_uniform)
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var/mob/living/carbon/human/H = src
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H.w_uniform.add_fingerprint(M)
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playsound(get_turf(src), 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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M.visible_message( \
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"\blue [M] gives [src] a [pick("hug","warm embrace")].", \
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"\blue You hug [src].", \
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)
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if(player_logged)
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M.visible_message("<span class='notice'>[M] shakes [src], but they do not respond. Probably suffering from SSD.", \
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"<span class='notice'>You shake [src], but they are unresponsive. Probably suffering from SSD.</span>")
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if(lying) // /vg/: For hugs. This is how update_icon figgers it out, anyway. - N3X15
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var/t_him = "it"
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if (src.gender == MALE)
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t_him = "him"
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else if (src.gender == FEMALE)
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t_him = "her"
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if (istype(src,/mob/living/carbon/human) && src:w_uniform)
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var/mob/living/carbon/human/H = src
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H.w_uniform.add_fingerprint(M)
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src.sleeping = max(0,src.sleeping-5)
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if(src.sleeping == 0)
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src.resting = 0
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AdjustParalysis(-3)
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AdjustStunned(-3)
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AdjustWeakened(-3)
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playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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M.visible_message( \
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"\blue [M] shakes [src] trying to wake [t_him] up!", \
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"\blue You shake [src] trying to wake [t_him] up!", \
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)
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// BEGIN HUGCODE - N3X
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else
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if (istype(src,/mob/living/carbon/human) && src:w_uniform)
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var/mob/living/carbon/human/H = src
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H.w_uniform.add_fingerprint(M)
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playsound(get_turf(src), 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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M.visible_message( \
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"\blue [M] gives [src] a [pick("hug","warm embrace")].", \
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"\blue You hug [src].", \
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)
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/mob/living/carbon/proc/eyecheck()
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@@ -435,30 +435,16 @@ emp_act
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add_blood(source)
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bloody_hands = amount
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bloody_hands_mob = source
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if(istype(source,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = source
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if(H.species.bloodflags & BLOOD_GREEN)
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update_inv_gloves(1,1) //updates on-mob overlays for bloody hands and/or bloody gloves
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else
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update_inv_gloves(1,0) //updates on-mob overlays for bloody hands and/or bloody gloves
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else
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update_inv_gloves(1,0) //updates on-mob overlays for bloody hands and/or bloody gloves
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update_inv_gloves(1) //updates on-mob overlays for bloody hands and/or bloody gloves
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/mob/living/carbon/human/proc/bloody_body(var/mob/living/source)
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if(wear_suit)
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wear_suit.add_blood(source)
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update_inv_wear_suit(0,0)
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update_inv_wear_suit(0)
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return
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if(w_uniform)
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w_uniform.add_blood(source)
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if(istype(source,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = source
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if(H.species.bloodflags & BLOOD_GREEN)
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update_inv_w_uniform(1,1)
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else
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update_inv_w_uniform(1,0)
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else
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update_inv_w_uniform(1,0)
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update_inv_w_uniform(1)
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/mob/living/carbon/human/proc/handle_suit_punctures(var/damtype, var/damage)
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@@ -1017,6 +1017,10 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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if(status_flags & GODMODE) return 0
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//SSD check, if a logged player is awake put them back to sleep!
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if(player_logged && sleeping < 2)
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sleeping = 2
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if(stat == DEAD) //DEAD. BROWN BREAD. SWIMMING WITH THE SPESS CARP
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blinded = 1
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silent = 0
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@@ -1093,7 +1097,10 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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adjustStaminaLoss(-10)
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adjustHalLoss(-3)
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if (mind)
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if((mind.active && client != null) || immune_to_ssd) //This also checks whether a client is connected, if not, sleep is not reduced.
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//Are they SSD? If so we'll keep them asleep but work off some of that sleep var in case of stoxin or similar.
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if(player_logged)
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sleeping = max(sleeping-1, 2)
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else
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sleeping = max(sleeping-1, 0)
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blinded = 1
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stat = UNCONSCIOUS
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@@ -587,7 +587,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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/* --------------------------------------- */
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//vvvvvv UPDATE_INV PROCS vvvvvv
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/mob/living/carbon/human/update_inv_w_uniform(var/update_icons=1,var/green=0)
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/mob/living/carbon/human/update_inv_w_uniform(var/update_icons=1)
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if(w_uniform && istype(w_uniform, /obj/item/clothing/under) )
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w_uniform.screen_loc = ui_iclothing
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var/t_color = w_uniform._color
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@@ -651,7 +651,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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if(update_icons) update_icons()
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/mob/living/carbon/human/update_inv_gloves(var/update_icons=1,var/green=0)
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/mob/living/carbon/human/update_inv_gloves(var/update_icons=1)
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if(gloves)
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var/t_state = gloves.item_state
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if(!t_state) t_state = gloves.icon_state
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@@ -724,7 +724,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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overlays_standing[EARS_LAYER] = null
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if(update_icons) update_icons()
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/mob/living/carbon/human/update_inv_shoes(var/update_icons=1,var/green=0)
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/mob/living/carbon/human/update_inv_shoes(var/update_icons=1)
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if(shoes)
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var/image/standing
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@@ -765,7 +765,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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if(update_icons) update_icons()
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/mob/living/carbon/human/update_inv_head(var/update_icons=1,var/green=0)
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/mob/living/carbon/human/update_inv_head(var/update_icons=1)
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if(head)
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head.screen_loc = ui_head //TODO
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var/image/standing
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@@ -380,7 +380,6 @@
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the secrets of their empire to their allies."
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flags = HAS_LIPS | HAS_UNDERWEAR
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bloodflags = BLOOD_GREEN
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bodyflags = HAS_SKIN_COLOR
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flesh_color = "#8CD7A3"
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@@ -517,9 +516,11 @@
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brute_mod = 0.8
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flags = IS_WHITELISTED
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bloodflags = BLOOD_GREEN
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bodyflags = FEET_CLAWS
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blood_color = "#FB9800"
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/datum/species/slime
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name = "Slime People"
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default_language = "Galactic Common"
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@@ -557,6 +558,8 @@
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flags = IS_WHITELISTED | HAS_LIPS | HAS_UNDERWEAR | CAN_BE_FAT
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blood_color = "#A200FF"
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/datum/species/grey/handle_dna(var/mob/living/carbon/C, var/remove)
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if(!remove)
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C.dna.SetSEState(REMOTETALKBLOCK,1,1)
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@@ -4,6 +4,9 @@
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//Mind updates
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sync_mind()
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//If they're SSD, remove it so they can wake back up.
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player_logged = 0
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//Round specific stuff like hud updates
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if(ticker && ticker.mode)
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var/ref = "\ref[mind]"
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@@ -1,7 +1,9 @@
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/mob/living/Logout()
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..()
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if (mind)
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if(!key) //key and mind have become seperated.
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if(!key) //key and mind have become seperated. I believe this is for when a staff member aghosts.
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mind.active = 0 //This is to stop say, a mind.transfer_to call on a corpse causing a ghost to re-enter its body.
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if(!immune_to_ssd && sleeping < 2 && mind.active)
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sleeping = 2 //This causes instant sleep, but does not prolong it. See life.dm for furthering SSD.
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//This causes instant sleep and tags a player as SSD. See life.dm for furthering SSD.
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if(sleeping < 2 && mind.active)
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sleeping = 2
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player_logged = 1
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@@ -6,7 +6,6 @@
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var/datum/ai_laws/laws = null//Now... THEY ALL CAN ALL HAVE LAWS
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var/list/alarms_to_show = list()
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var/list/alarms_to_clear = list()
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immune_to_ssd = 1
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var/list/hud_list[10]
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var/list/speech_synthesizer_langs = list() //which languages can be vocalized by the speech synthesizer
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var/list/alarm_types_show = list("Motion" = 0, "Fire" = 0, "Atmosphere" = 0, "Power" = 0, "Camera" = 0)
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@@ -219,7 +219,8 @@
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var/has_limbs = 1 //Whether this mob have any limbs he can move with
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var/can_stand = 1 //Whether this mob have ability to stand
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var/immune_to_ssd = 0
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//SSD var, changed it up some so people can have special things happen for different mobs when SSD.
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var/player_logged = 0
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var/turf/listed_turf = null //the current turf being examined in the stat panel
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var/list/shouldnt_see = list() //list of objects that this mob shouldn't see in the stat panel. this silliness is needed because of AI alt+click and cult blood runes
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+1
-3
@@ -835,9 +835,7 @@ var/list/restricted_camera_networks = list( //Those networks can only be accesse
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#define NO_INTORGANS 32768
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//Species Blood Flags
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#define BLOOD_GREEN 1
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#define BLOOD_BLUE 2
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#define BLOOD_SLIME 4
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#define BLOOD_SLIME 1
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//Species Body Flags
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#define FEET_CLAWS 1
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#define FEET_PADDED 2
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