Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12

This commit is contained in:
Chinsky
2013-05-15 20:13:35 +04:00
95 changed files with 28603 additions and 15358 deletions
+17 -3
View File
@@ -13,9 +13,19 @@
var/overridden = 0 //not set yet, can't think of a good way to do it
req_access = list(access_ce)
/obj/machinery/computer/atmoscontrol/attack_ai(var/mob/user as mob)
return interact(user)
/obj/machinery/computer/atmoscontrol/attack_paw(var/mob/user as mob)
return interact(user)
/obj/machinery/computer/atmoscontrol/attack_hand(mob/user)
if(..())
return
return interact(user)
/obj/machinery/computer/atmoscontrol/interact(mob/user)
user.set_machine(src)
if(allowed(user))
overridden = 1
@@ -62,7 +72,6 @@
return
if(href_list["reset"])
current = null
src.updateUsrDialog()
if(href_list["alarm"])
current = locate(href_list["alarm"])
if(href_list["command"])
@@ -129,6 +138,11 @@
selected[2] = selected[4]
if(selected[3] > selected[4])
selected[3] = selected[4]
//Sets the temperature the built-in heater/cooler tries to maintain.
if(env == "temperature")
current.target_temperature = (selected[2] + selected[3])/2
spawn(1)
updateUsrDialog()
return
@@ -167,7 +181,7 @@
spawn(5)
src.updateUsrDialog()
return
src.updateUsrDialog()
updateUsrDialog()
//copypasta from alarm code, changed to work with this without derping hard
//---START COPYPASTA----
@@ -185,7 +199,7 @@
output += {"
<a href='?src=\ref[src];alarm=\ref[current];screen=[AALARM_SCREEN_SCRUB]'>Scrubbers Control</a><br>
<a href='?src=\ref[src];alarm=\ref[current];screen=[AALARM_SCREEN_VENT]'>Vents Control</a><br>
<a href='?src=\ref[src];alarm=\ref[current];screen=[AALARM_SCREEN_MODE]'>Set envirenomentals mode</a><br>
<a href='?src=\ref[src];alarm=\ref[current];screen=[AALARM_SCREEN_MODE]'>Set environmental mode</a><br>
<a href='?src=\ref[src];alarm=\ref[current];screen=[AALARM_SCREEN_SENSORS]'>Sensor Control</a><br>
<HR>
"}
@@ -0,0 +1,43 @@
// Reference: http://www.teuse.net/personal/harrington/hh_bible.htm
// http://www.trmn.org/portal/images/uniforms/rmn/rmn_officer_srv_dress_lrg.png
/obj/item/clothing/head/beret/centcom/officer
name = "officers beret"
desc = "A black beret adorned with the shield&mdash;a silver kite shield with an engraved sword&mdash;of the NanoTrasen security forces, announcing to the world that the wearer is a defender of NanoTrasen."
icon_state = "centcomofficerberet"
flags = FPRINT | TABLEPASS
/obj/item/clothing/head/beret/centcom/captain
name = "captains beret"
desc = "A white beret adorned with the shield&mdash;a cobalt kite shield with an engraved sword&mdash;of the NanoTrasen security forces, worn only by those captaining a vessel of the NanoTrasen Navy."
icon_state = "centcomcaptain"
flags = FPRINT | TABLEPASS
/obj/item/clothing/shoes/centcom
name = "dress shoes"
desc = "They appear impeccably polished."
icon_state = "laceups"
/obj/item/clothing/under/rank/centcom/representative
desc = "Gold trim on space-black cloth, this uniform displays the rank of \"Ensign\" and bears \"N.C.V. Fearless CV-286\" on the left shounder."
name = "\improper NanoTrasen Navy Uniform"
icon_state = "officer"
item_state = "g_suit"
color = "officer"
displays_id = 0
/obj/item/clothing/under/rank/centcom/officer
desc = "Gold trim on space-black cloth, this uniform displays the rank of \"Lieutenant Commander\" and bears \"N.C.V. Fearless CV-286\" on the left shounder."
name = "\improper NanoTrasen Officers Uniform"
icon_state = "officer"
item_state = "g_suit"
color = "officer"
displays_id = 0
/obj/item/clothing/under/rank/centcom/captain
desc = "Gold trim on space-black cloth, this uniform displays the rank of \"Captain\" and bears \"N.C.V. Fearless CV-286\" on the left shounder."
name = "\improper NanoTrasen Captains Uniform"
icon_state = "centcom"
item_state = "dg_suit"
color = "centcom"
displays_id = 0
+227 -16
View File
@@ -17,7 +17,7 @@ connection
zone_B
ref_A
ref_B
indirect = 0 //If the connection is purely indirect, the zones should not join.
indirect = CONNECTION_DIRECT //If the connection is purely indirect, the zones should not join.
last_updated //The tick at which this was last updated.
no_zone_count = 0
@@ -47,24 +47,48 @@ connection
else
air_master.turfs_with_connections[ref_B] = list(src)
if(!A.zone.connected_zones)
A.zone.connected_zones = list()
if(!B.zone.connected_zones)
B.zone.connected_zones = list()
if(A.CanPass(null, B, 0, 0))
if(B.zone in A.zone.connected_zones)
A.zone.connected_zones[B.zone]++
else
A.zone.connected_zones += B.zone
A.zone.connected_zones[B.zone] = 1
if(!A.zone.connected_zones)
A.zone.connected_zones = list()
if(!B.zone.connected_zones)
B.zone.connected_zones = list()
if(B.zone in A.zone.connected_zones)
A.zone.connected_zones[B.zone]++
else
A.zone.connected_zones += B.zone
A.zone.connected_zones[B.zone] = 1
if(A.zone in B.zone.connected_zones)
B.zone.connected_zones[A.zone]++
else
B.zone.connected_zones += A.zone
B.zone.connected_zones[A.zone] = 1
if(A.HasDoor(B) || B.HasDoor(A))
indirect = CONNECTION_INDIRECT
if(A.zone in B.zone.connected_zones)
B.zone.connected_zones[A.zone]++
else
B.zone.connected_zones += A.zone
B.zone.connected_zones[A.zone] = 1
if(A.HasDoor(B) || B.HasDoor(A))
indirect = 1
indirect = CONNECTION_CLOSED
if(!A.zone.closed_connection_zones)
A.zone.closed_connection_zones = list()
if(B.zone in A.zone.closed_connection_zones)
A.zone.closed_connection_zones[B.zone]++
else
A.zone.closed_connection_zones += B.zone
A.zone.closed_connection_zones[B.zone] = 1
if(!B.zone.closed_connection_zones)
B.zone.closed_connection_zones = list()
if(A.zone in B.zone.closed_connection_zones)
B.zone.closed_connection_zones[A.zone]++
else
B.zone.closed_connection_zones += A.zone
B.zone.closed_connection_zones[A.zone] = 1
else
world.log << "Attempted to create connection object for non-zone tiles: [T] -> [O]"
del(src)
@@ -168,6 +192,75 @@ connection
zone_B.connected_zones -= zone_A
if(zone_B.connected_zones && !zone_B.connected_zones.len)
zone_B.connected_zones = null
else
if(A && A.zone)
if(B && B.zone)
if(B.zone in A.zone.closed_connection_zones)
if(A.zone.closed_connection_zones[B.zone] > 1)
A.zone.closed_connection_zones[B.zone]--
else
A.zone.closed_connection_zones -= B.zone
if(A.zone.closed_connection_zones && !A.zone.closed_connection_zones.len)
A.zone.closed_connection_zones = null
if( zone_B && (!B.zone || zone_B != B.zone) )
if(zone_B in A.zone.closed_connection_zones)
if(A.zone.closed_connection_zones[zone_B] > 1)
A.zone.closed_connection_zones[zone_B]--
else
A.zone.closed_connection_zones -= zone_B
if(A.zone.closed_connection_zones && !A.zone.closed_connection_zones.len)
A.zone.closed_connection_zones = null
if(zone_A && (!A.zone || zone_A != A.zone))
if(B && B.zone)
if(B.zone in zone_A.closed_connection_zones)
if(zone_A.closed_connection_zones[B.zone] > 1)
zone_A.closed_connection_zones[B.zone]--
else
zone_A.closed_connection_zones -= B.zone
if(zone_A.closed_connection_zones && !zone_A.closed_connection_zones.len)
zone_A.closed_connection_zones = null
if( zone_B && (!B.zone || zone_B != B.zone) )
if(zone_B in zone_A.closed_connection_zones)
if(zone_A.closed_connection_zones[zone_B] > 1)
zone_A.closed_connection_zones[zone_B]--
else
zone_A.closed_connection_zones -= zone_B
if(zone_A.closed_connection_zones && !zone_A.closed_connection_zones.len)
zone_A.closed_connection_zones = null
if(B && B.zone)
if(A && A.zone)
if(A.zone in B.zone.closed_connection_zones)
if(B.zone.closed_connection_zones[A.zone] > 1)
B.zone.closed_connection_zones[A.zone]--
else
B.zone.closed_connection_zones -= A.zone
if(B.zone.closed_connection_zones && !B.zone.closed_connection_zones.len)
B.zone.closed_connection_zones = null
if( zone_A && (!A.zone || zone_A != A.zone) )
if(zone_A in B.zone.closed_connection_zones)
if(B.zone.closed_connection_zones[zone_A] > 1)
B.zone.closed_connection_zones[zone_A]--
else
B.zone.closed_connection_zones -= zone_A
if(B.zone.closed_connection_zones && !B.zone.closed_connection_zones.len)
B.zone.closed_connection_zones = null
if(zone_B && (!B.zone || zone_B != B.zone))
if(A && A.zone)
if(A.zone in zone_B.closed_connection_zones)
if(zone_B.closed_connection_zones[A.zone] > 1)
zone_B.closed_connection_zones[A.zone]--
else
zone_B.closed_connection_zones -= A.zone
if(zone_B.closed_connection_zones && !zone_B.closed_connection_zones.len)
zone_B.closed_connection_zones = null
if( zone_A && (!A.zone || zone_A != A.zone) )
if(zone_A in zone_B.closed_connection_zones)
if(zone_B.closed_connection_zones[zone_A] > 1)
zone_B.closed_connection_zones[zone_A]--
else
zone_B.closed_connection_zones -= zone_A
if(zone_B.closed_connection_zones && !zone_B.closed_connection_zones.len)
zone_B.closed_connection_zones = null
. = ..()
proc/Cleanup()
@@ -212,12 +305,32 @@ connection
else
B.zone.connected_zones += A.zone
B.zone.connected_zones[A.zone] = 1
if(A.zone.closed_connection_zones)
if(A.zone.closed_connection_zones[B.zone] > 1)
A.zone.closed_connection_zones[B.zone]--
else
A.zone.closed_connection_zones.Remove(B.zone)
if(A.zone.closed_connection_zones && !A.zone.closed_connection_zones.len)
A.zone.closed_connection_zones = null
if(B.zone.closed_connection_zones)
if(B.zone.closed_connection_zones[A.zone] > 1)
B.zone.closed_connection_zones[A.zone]--
else
B.zone.closed_connection_zones.Remove(A.zone)
if(B.zone.closed_connection_zones && !B.zone.closed_connection_zones.len)
B.zone.closed_connection_zones = null
if(door_pass)
indirect = CONNECTION_DIRECT
else if(!door_pass)
indirect = CONNECTION_INDIRECT
else if(indirect > CONNECTION_CLOSED)
indirect = CONNECTION_CLOSED
//ADJUST FOR CANNOT CONNECT
if(A.zone.connected_zones)
if(A.zone.connected_zones[B.zone] > 1)
@@ -226,13 +339,33 @@ connection
A.zone.connected_zones.Remove(B.zone)
if(A.zone.connected_zones && !A.zone.connected_zones.len)
A.zone.connected_zones = null
if(B.zone.connected_zones)
if(B.zone.connected_zones[A.zone] > 1)
B.zone.connected_zones[A.zone]--
else
B.zone.connected_zones.Remove(A.zone)
if(B.zone.connected_zones && !B.zone.connected_zones.len)
B.zone.connected_zones = null
//Add to the closed connections list(s)
if(!A.zone.closed_connection_zones)
A.zone.closed_connection_zones = list()
if(B.zone in A.zone.closed_connection_zones)
A.zone.closed_connection_zones[B.zone]++
else
A.zone.closed_connection_zones += B.zone
A.zone.closed_connection_zones[B.zone] = 1
if(!B.zone.closed_connection_zones)
B.zone.closed_connection_zones = list()
if(A.zone in B.zone.closed_connection_zones)
B.zone.closed_connection_zones[A.zone]++
else
B.zone.closed_connection_zones += A.zone
B.zone.closed_connection_zones[A.zone] = 1
else //If I can no longer pass air, better delete
del src
@@ -268,6 +401,16 @@ connection
if(zone_A.connected_zones && !zone_A.connected_zones.len)
zone_A.connected_zones = null
else
if(zone_A.closed_connection_zones)
if(zone_A.closed_connection_zones[zone_B] > 1)
zone_A.closed_connection_zones[zone_B]--
else
zone_A.closed_connection_zones.Remove(zone_B)
if(zone_A.closed_connection_zones && !zone_A.closed_connection_zones.len)
zone_A.closed_connection_zones = null
if(zone_B)
if(zone_B.connections)
zone_B.connections.Remove(src)
@@ -283,6 +426,15 @@ connection
if(zone_B.connected_zones && !zone_B.connected_zones.len)
zone_B.connected_zones = null
else
if(zone_B.closed_connection_zones)
if(zone_B.closed_connection_zones[zone_A] > 1)
zone_B.closed_connection_zones[zone_A]--
else
zone_B.closed_connection_zones.Remove(zone_A)
if(zone_B.closed_connection_zones && !zone_B.closed_connection_zones.len)
zone_B.closed_connection_zones = null
if(indirect != CONNECTION_CLOSED)
if(!A.zone.connections)
A.zone.connections = list()
@@ -307,6 +459,31 @@ connection
B.zone.connected_zones += A.zone
B.zone.connected_zones[A.zone] = 1
else
if(!A.zone.connections)
A.zone.connections = list()
A.zone.connections |= src
if(!B.zone.connections)
B.zone.connections = list()
B.zone.connections |= src
if(!A.zone.closed_connection_zones)
A.zone.closed_connection_zones = list()
if(B.zone in A.zone.closed_connection_zones)
A.zone.closed_connection_zones[B.zone]++
else
A.zone.closed_connection_zones += B.zone
A.zone.closed_connection_zones[B.zone] = 1
if(!B.zone.closed_connection_zones)
B.zone.closed_connection_zones = list()
if(A.zone in B.zone.closed_connection_zones)
B.zone.closed_connection_zones[A.zone]++
else
B.zone.closed_connection_zones += A.zone
B.zone.closed_connection_zones[A.zone] = 1
zone_B = B.zone
zone_A = A.zone
@@ -340,6 +517,23 @@ connection
else
A.zone.connected_zones[zone_B]++
else
if(zone_A.closed_connection_zones)
if(zone_A.closed_connection_zones[zone_B] > 1)
zone_A.closed_connection_zones[zone_B]--
else
zone_A.closed_connection_zones.Remove(zone_B)
if(zone_A.closed_connection_zones && !zone_A.closed_connection_zones.len)
zone_A.closed_connection_zones = null
if(!A.zone.closed_connection_zones)
A.zone.closed_connection_zones = list()
if(!(zone_B in A.zone.closed_connection_zones))
A.zone.closed_connection_zones += zone_B
A.zone.closed_connection_zones[zone_B] = 1
else
A.zone.closed_connection_zones[zone_B]++
zone_A = A.zone
else
@@ -373,6 +567,23 @@ connection
else
B.zone.connected_zones[zone_A]++
else
if(zone_B.closed_connection_zones)
if(zone_B.closed_connection_zones[zone_A] > 1)
zone_B.closed_connection_zones[zone_A]--
else
zone_B.closed_connection_zones.Remove(zone_A)
if(zone_B.closed_connection_zones && !zone_B.closed_connection_zones.len)
zone_B.closed_connection_zones = null
if(!B.zone.closed_connection_zones)
B.zone.closed_connection_zones = list()
if(!(zone_A in B.zone.closed_connection_zones))
B.zone.closed_connection_zones += zone_A
B.zone.closed_connection_zones[zone_A] = 1
else
B.zone.closed_connection_zones[zone_A]++
zone_B = B.zone
else
+2 -2
View File
@@ -1,5 +1,5 @@
client/verb/Zone_Info(turf/T as null|turf)
client/proc/Zone_Info(turf/T as null|turf)
set category = "Debug"
if(T)
if(T.zone)
@@ -14,7 +14,7 @@ client/verb/Zone_Info(turf/T as null|turf)
client/verb/Test_ZAS_Connection(var/turf/simulated/T as turf)
client/proc/Test_ZAS_Connection(var/turf/simulated/T as turf)
set category = "Debug"
if(!istype(T))
return
+5 -2
View File
@@ -63,6 +63,10 @@ proc/FloodFill(turf/simulated/start)
proc/ZMerge(zone/A,zone/B)
if(!istype(A) || !istype(B))
return
//Merges two zones so that they are one.
var
a_size = A.air.group_multiplier
@@ -109,6 +113,7 @@ proc/ZMerge(zone/A,zone/B)
proc/ZConnect(turf/simulated/A,turf/simulated/B)
//Connects two zones by forming a connection object representing turfs A and B.
//Make sure that if it's space, it gets added to unsimulated_tiles instead.
if(!istype(B))
if(A.zone)
@@ -126,8 +131,6 @@ proc/ZConnect(turf/simulated/A,turf/simulated/B)
if(!A.zone || !B.zone) return
if(A.zone == B.zone) return
if(!A.CanPass(null,B,0,0)) return
if(A.CanPass(null,B,0,1))
return ZMerge(A.zone,B.zone)
+2
View File
@@ -155,6 +155,8 @@ turf/Entered(obj/item/I)
//Items that are in plasma, but not on a mob, can still be contaminated.
if(istype(I) && vsc.plc.CLOTH_CONTAMINATION)
var/datum/gas_mixture/env = return_air(1)
if(!env)
return
if(env.toxins > MOLES_PLASMA_VISIBLE + 1)
if(I.can_contaminate())
I.contaminate()
+3
View File
@@ -198,6 +198,9 @@ turf
else
zone.RemoveTurf(NT) //Not adjacent to anything, and unsimulated. Goodbye~
//To make a closed connection through closed door.
ZConnect(T, src)
if(T.zone && !T.zone.rebuild) //I block air.
var/turf/NT = get_step(src, reverse_direction(direction))
if(istype(NT,/turf/simulated) && (NT in T.zone.contents || (NT.zone && T in NT.zone.contents)))
+36 -4
View File
@@ -12,6 +12,7 @@ zone
list/connections // /connection objects which refer to connections with other zones, e.g. through a door.
list/connected_zones //Parallels connections, but lists zones to which this one is connected and the number
//of points they're connected at.
list/closed_connection_zones //Same as connected_zones, but for zones where the door or whatever is closed.
list/unsimulated_tiles // Any space tiles in this list will cause air to flow out.
last_update = 0
progress = "nothing"
@@ -244,9 +245,11 @@ zone/proc/process()
//Do merging if conditions are met. Specifically, if there's a non-door connection
//to somewhere with space, the zones are merged regardless of equilibrium, to speed
//up spacing in areas with double-plated windows.
if(C && C.indirect == 2 && C.A.zone && C.B.zone) //indirect = 2 is a direct connection.
if(C.A.zone.air.compare(C.B.zone.air) || unsimulated_tiles)
ZMerge(C.A.zone,C.B.zone)
if(C && C.A.zone && C.B.zone)
//indirect = 2 is a direct connection.
if(C.indirect == 2 )
if(C.A.zone.air.compare(C.B.zone.air) || unsimulated_tiles)
ZMerge(C.A.zone,C.B.zone)
progress = "problem with: ShareRatio(), Airflow(), a couple of misc procs"
@@ -269,13 +272,18 @@ zone/proc/process()
Airflow(src,Z)
ShareRatio( air , Z.air , connected_zones[Z] )
for(var/zone/Z in closed_connection_zones)
if(air && Z.air)
if( abs(air.temperature - Z.air.temperature) > 10 )
ShareHeat(air, Z.air, closed_connection_zones[Z])
progress = "all components completed successfully, the problem is not here"
////////////////
//Air Movement//
////////////////
var/list/sharing_lookup_table = list(0.08, 0.15, 0.21, 0.26, 0.30, 0.33)
var/list/sharing_lookup_table = list(0.15, 0.20, 0.24, 0.27, 0.30, 0.33)
proc/ShareRatio(datum/gas_mixture/A, datum/gas_mixture/B, connecting_tiles)
//Shares a specific ratio of gas between mixtures using simple weighted averages.
@@ -407,6 +415,29 @@ proc/ShareSpace(datum/gas_mixture/A, list/unsimulated_tiles)
return abs(old_pressure - A.return_pressure())
proc/ShareHeat(datum/gas_mixture/A, datum/gas_mixture/B, connecting_tiles)
//Shares a specific ratio of gas between mixtures using simple weighted averages.
var
//WOOT WOOT TOUCH THIS AND YOU ARE A RETARD
ratio = 0.33
//WOOT WOOT TOUCH THIS AND YOU ARE A RETARD
full_heat_capacity = A.heat_capacity()
s_full_heat_capacity = B.heat_capacity()
temp_avg = (A.temperature * full_heat_capacity + B.temperature * s_full_heat_capacity) / (full_heat_capacity + s_full_heat_capacity)
//WOOT WOOT TOUCH THIS AND YOU ARE A RETARD
if(sharing_lookup_table.len >= connecting_tiles) //6 or more interconnecting tiles will max at 42% of air moved per tick.
ratio = sharing_lookup_table[connecting_tiles]
//WOOT WOOT TOUCH THIS AND YOU ARE A RETARD
A.temperature = max(0, (A.temperature - temp_avg) * (1- (ratio / max(1,A.group_multiplier)) ) + temp_avg )
B.temperature = max(0, (B.temperature - temp_avg) * (1- (ratio / max(1,B.group_multiplier)) ) + temp_avg )
///////////////////
//Zone Rebuilding//
///////////////////
@@ -487,6 +518,7 @@ zone/proc/Rebuild()
if(istype(T) && T.zone && S.CanPass(null, T, 0, 0))
T.zone.AddTurf(S)
proc/play_wind_sound(var/turf/random_border, var/n)
if(random_border)
var/windsound = 'sound/effects/wind/wind_2_1.ogg'
+9
View File
@@ -132,6 +132,9 @@ datum/controller/vote
restart = 1
else
master_mode = .
if(!going)
going = 1
world << "<font color='red'><b>The round will start soon.</b></font>"
if("crew_transfer")
if(. == "Initiate Crew Transfer")
init_shift_change(null, 1)
@@ -194,8 +197,14 @@ datum/controller/vote
var/text = "[capitalize(mode)] vote started by [initiator]."
if(mode == "custom")
text += "\n[question]"
log_vote(text)
world << "<font color='purple'><b>[text]</b>\nType vote to place your votes.\nYou have [config.vote_period/10] seconds to vote.</font>"
world << sound('misc/bloblarm.ogg')
if(mode == "gamemode" && going)
going = 0
world << "<font color='red'><b>Round start has been delayed.</b></font>"
time_remaining = round(config.vote_period/10)
return 1
return 0
+16 -6
View File
@@ -2,14 +2,15 @@
var/angle
var/dx
var/dy
var/counter = 50 // to make the vars update during 1st call
// var/counter = 50 // to make the vars update during 1st call
var/rate
var/list/solars // for debugging purposes, references solars_list at the constructor
var/nexttime = 3600 // Replacement for var/counter to force the sun to move every X IC minutes
/datum/sun/New()
solars = solars_list
rate = rand(75,125)/100 // 75% - 125% of standard rotation
rate = rand(750,1250)/1000 // 75.0% - 125.0% of standard rotation
if(prob(50))
rate = -rate
@@ -17,13 +18,22 @@
/datum/sun/proc/calc_position()
counter++
/* counter++
if(counter<50) // count 50 pticks (50 seconds, roughly - about a 5deg change)
return
counter = 0
counter = 0 */
angle = ((rate*world.time/100)%360 + 360)%360
/*
Yields a 45 - 75 IC minute rotational period
Rotation rate can vary from 4.8 deg/min to 8 deg/min (288 to 480 deg/hr)
*/
// To prevent excess server load the server only updates the sun's sight lines every 6 minutes
if(nexttime < world.time)
return
nexttime = nexttime + 3600 // 600 world.time ticks = 1 minute, 3600 = 6 minutes.
angle = ((rate*world.realtime/100)%360 + 360)%360 // gives about a 60 minute rotation time
// now 45 - 75 minutes, depending on rate
// now calculate and cache the (dx,dy) increments for line drawing
var/s = sin(angle)
+18
View File
@@ -662,6 +662,24 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
access = access_armory
group = "Security"
/datum/supply_packs/shotgunammo
name = "Shotgun shells"
contains = list(/obj/item/ammo_casing/shotgun,
/obj/item/ammo_casing/shotgun,
/obj/item/ammo_casing/shotgun,
/obj/item/ammo_casing/shotgun,
/obj/item/ammo_casing/shotgun,
/obj/item/ammo_casing/shotgun,
/obj/item/ammo_casing/shotgun,
/obj/item/ammo_casing/shotgun,
/obj/item/ammo_casing/shotgun,
/obj/item/ammo_casing/shotgun)
cost = 20
containertype = /obj/structure/closet/crate/secure
containername = "Shotgun shells"
access = access_armory
group = "Security"
/datum/supply_packs/expenergy
name = "Experimental energy gear crate"
contains = list(/obj/item/clothing/suit/armor/laserproof,
+36
View File
@@ -63,6 +63,24 @@
plant_type = 0
growthstages = 6
/obj/item/seeds/plastiseed
name = "plastellium mycelium"
desc = "This mycelium grows into Plastellium"
icon_state = "mycelium-plast"
mypath = "/obj/item/seeds/plastiseed"
species = "plastellium"
plantname = "Plastellium"
productname = "/obj/item/weapon/reagent_containers/food/snacks/grown/plastellium"
lifespan = 15
endurance = 17
maturation = 5
production = 6
yield = 6
oneharvest = 1
potency = 20
plant_type = 2
growthstages = 3
/obj/item/seeds/replicapod
name = "pack of replica pod seeds"
desc = "These seeds grow into replica pods. They say these are used to harvest humans."
@@ -413,6 +431,24 @@
plant_type = 0
growthstages = 6
/obj/item/seeds/riceseed
name = "pack of rice seeds"
desc = "These seeds grow into rice stalks."
icon_state = "seed-rice"
mypath = "/obj/item/seeds/riceseed"
species = "rice"
plantname = "Rice Stalks"
productname = "/obj/item/weapon/reagent_containers/food/snacks/grown/ricestalk"
lifespan = 25
endurance = 15
maturation = 6
production = 1
yield = 4
potency = 5
oneharvest = 1
plant_type = 0
growthstages = 4
/obj/item/seeds/carrotseed
name = "pack of carrot seeds"
desc = "These seeds grow into carrots."
+4
View File
@@ -1139,6 +1139,10 @@ proc/process_ghost_teleport_locs()
name = "\improper Vacant Office"
icon_state = "security"
/area/security/vacantoffice2
name = "\improper Vacant Office"
icon_state = "security"
/area/quartermaster
name = "\improper Quartermasters"
icon_state = "quart"
+23 -19
View File
@@ -205,27 +205,31 @@ Implants;
/datum/game_mode/proc/send_intercept()
var/intercepttext = "<FONT size = 3><B>Cent. Com. Update</B> Requested status information:</FONT><HR>"
intercepttext += "<B> Cent. Com has recently been contacted by the following syndicate affiliated organisations in your area, please investigate any information you may have:</B>"
intercepttext += "<B> In case you have misplaced your copy, attached is a list of personnel whom reliable sources&trade; suspect may be affiliated with the Syndicate:</B><br>"
var/list/possible_modes = list()
possible_modes.Add("revolution", "wizard", "nuke", "traitor", "malf", "changeling", "cult")
//possible_modes -= "[ticker.mode]"
var/number = pick(2, 3)
var/i = 0
for(i = 0, i < number, i++)
possible_modes.Remove(pick(possible_modes))
if(!intercept_hacked)
possible_modes.Insert(rand(possible_modes.len), "[ticker.mode]")
shuffle(possible_modes)
var/datum/intercept_text/i_text = new /datum/intercept_text
for(var/A in possible_modes)
if(modePlayer.len == 0)
intercepttext += i_text.build(A)
else
intercepttext += i_text.build(A, pick(modePlayer))
var/list/suspects = list()
for(var/mob/living/carbon/human/man in player_list) if(man.client && man.mind)
// NT relation option
var/special_role = man.mind.special_role
if(man.client.prefs.nanotrasen_relation == "Opposed" && prob(50) || \
man.client.prefs.nanotrasen_relation == "Skeptical" && prob(20))
suspects += man
// Antags
else if(special_role == "traitor" && prob(20) || \
special_role == "Changeling" && prob(40) || \
special_role == "Cultist" && prob(10) || \
special_role == "Head Revolutionary" && prob(10))
suspects += man
// Some poor people who were just in the wrong place at the wrong time..
else if(prob(5))
suspects += man
for(var/mob/M in suspects)
switch(rand(1, 100))
if(1 to 50)
intercepttext += "Someone with the job of <b>[M.mind.assigned_role]</b> <br>"
else
intercepttext += "<b>[M.name]</b>, the <b>[M.mind.assigned_role]</b> <br>"
for (var/obj/machinery/computer/communications/comm in world)
if (!(comm.stat & (BROKEN | NOPOWER)) && comm.prints_intercept)
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,369 @@
//States for airlock_control
#define AIRLOCK_STATE_WAIT 0
#define AIRLOCK_STATE_DEPRESSURIZE 1
#define AIRLOCK_STATE_PRESSURIZE 2
#define AIRLOCK_TARGET_INOPEN -1
#define AIRLOCK_TARGET_NONE 0
#define AIRLOCK_TARGET_OUTOPEN 1
datum/computer/file/embedded_program/smart_airlock_controller
var/id_tag
var/tag_exterior_door
var/tag_interior_door
var/tag_airpump
var/tag_chamber_sensor
var/tag_exterior_sensor
var/tag_interior_sensor
//var/sanitize_external
state = AIRLOCK_STATE_WAIT
var/target_state = AIRLOCK_TARGET_NONE
datum/computer/file/embedded_program/smart_airlock_controller/New()
..()
memory["chamber_sensor_pressure"] = ONE_ATMOSPHERE
memory["external_sensor_pressure"] = ONE_ATMOSPHERE
memory["internal_sensor_pressure"] = ONE_ATMOSPHERE
memory["exterior_status"] = "unknown"
memory["interior_status"] = "unknown"
memory["pump_status"] = "unknown"
memory["target_pressure"] = ONE_ATMOSPHERE
datum/computer/file/embedded_program/smart_airlock_controller/receive_signal(datum/signal/signal, receive_method, receive_param)
var/receive_tag = signal.data["tag"]
if(!receive_tag) return
if(receive_tag==tag_chamber_sensor)
if(signal.data["pressure"])
memory["chamber_sensor_pressure"] = text2num(signal.data["pressure"])
else if(receive_tag==tag_exterior_sensor)
if(signal.data["pressure"])
memory["external_sensor_pressure"] = text2num(signal.data["pressure"])
else if(receive_tag==tag_interior_sensor)
if(signal.data["pressure"])
memory["internal_sensor_pressure"] = text2num(signal.data["pressure"])
else if(receive_tag==tag_exterior_door)
memory["exterior_status"] = signal.data["door_status"]
else if(receive_tag==tag_interior_door)
memory["interior_status"] = signal.data["door_status"]
else if(receive_tag==tag_airpump)
if(signal.data["power"])
memory["pump_status"] = signal.data["direction"]
else
memory["pump_status"] = "off"
else if(receive_tag==id_tag)
switch(signal.data["command"])
if("cycle_exterior")
state = AIRLOCK_STATE_WAIT
target_state = AIRLOCK_TARGET_OUTOPEN
if("cycle_interior")
state = AIRLOCK_STATE_WAIT
target_state = AIRLOCK_TARGET_INOPEN
master.updateDialog()
datum/computer/file/embedded_program/smart_airlock_controller/receive_user_command(command)
var/shutdown_pump = 0
switch(command)
if("cycle_closed")
state = AIRLOCK_STATE_WAIT
target_state = AIRLOCK_TARGET_NONE
if(memory["interior_status"] != "closed")
var/datum/signal/signal = new
signal.data["tag"] = tag_interior_door
signal.data["command"] = "secure_close"
post_signal(signal)
if(memory["exterior_status"] != "closed")
var/datum/signal/signal = new
signal.data["tag"] = tag_exterior_door
signal.data["command"] = "secure_close"
post_signal(signal)
shutdown_pump = 1
if("open_interior")
state = AIRLOCK_STATE_WAIT
target_state = AIRLOCK_TARGET_NONE
if(memory["interior_status"] != "open")
var/datum/signal/signal = new
signal.data["tag"] = tag_interior_door
signal.data["command"] = "secure_open"
post_signal(signal)
if("close_interior")
if(memory["interior_status"] != "closed")
var/datum/signal/signal = new
signal.data["tag"] = tag_interior_door
signal.data["command"] = "secure_close"
post_signal(signal)
shutdown_pump = 1
if("close_exterior")
if(memory["exterior_status"] != "closed")
var/datum/signal/signal = new
signal.data["tag"] = tag_exterior_door
signal.data["command"] = "secure_close"
post_signal(signal)
shutdown_pump = 1
if("open_exterior")
state = AIRLOCK_STATE_WAIT
target_state = AIRLOCK_TARGET_NONE
if(memory["exterior_status"] != "open")
var/datum/signal/signal = new
signal.data["tag"] = tag_exterior_door
signal.data["command"] = "secure_open"
post_signal(signal)
if("cycle_exterior")
state = AIRLOCK_STATE_WAIT
target_state = AIRLOCK_TARGET_OUTOPEN
if("cycle_interior")
state = AIRLOCK_STATE_WAIT
target_state = AIRLOCK_TARGET_INOPEN
if(shutdown_pump)
//send a signal to stop pressurizing
if(memory["pump_status"] != "off")
var/datum/signal/signal = new
signal.data = list(
"tag" = tag_airpump,
"power" = 0,
"sigtype"="command"
)
post_signal(signal)
master.updateDialog()
datum/computer/file/embedded_program/smart_airlock_controller/process()
var/process_again = 1
while(process_again)
process_again = 0
if(!state && target_state)
//we're ready to do stuff, now what do we want to do?
switch(target_state)
if(AIRLOCK_TARGET_INOPEN)
memory["target_pressure"] = memory["internal_sensor_pressure"]
if(AIRLOCK_TARGET_OUTOPEN)
memory["target_pressure"] = memory["external_sensor_pressure"]
//work out whether we need to pressurize or depressurize the chamber (5% leeway with target pressure)
var/chamber_pressure = memory["chamber_sensor_pressure"]
var/target_pressure = memory["target_pressure"]
if(chamber_pressure <= target_pressure)
state = AIRLOCK_STATE_PRESSURIZE
//send a signal to start pressurizing
var/datum/signal/signal = new
signal.data = list(
"tag" = tag_airpump,
"sigtype"="command",
"power"=1,
"direction"=1,
"set_external_pressure"=target_pressure
)
post_signal(signal)
else if(chamber_pressure > target_pressure)
state = AIRLOCK_STATE_DEPRESSURIZE
//send a signal to start depressurizing
var/datum/signal/signal = new
signal.transmission_method = 1 //radio signal
signal.data = list(
"tag" = tag_airpump,
"sigtype"="command",
"power"=1,
"direction"=0,
"set_external_pressure"=target_pressure
)
post_signal(signal)
//actually do stuff
//override commands are handled elsewhere, otherwise everything proceeds automatically
switch(state)
if(AIRLOCK_STATE_PRESSURIZE)
if(memory["chamber_sensor_pressure"] >= memory["target_pressure"] * 0.95)
if(target_state < 0)
if(memory["interior_status"] != "open")
var/datum/signal/signal = new
signal.data["tag"] = tag_interior_door
signal.data["command"] = "secure_open"
post_signal(signal)
else if(target_state > 0)
if(memory["exterior_status"] != "open")
var/datum/signal/signal = new
signal.data["tag"] = tag_exterior_door
signal.data["command"] = "secure_open"
post_signal(signal)
state = AIRLOCK_STATE_WAIT
target_state = AIRLOCK_TARGET_NONE
//send a signal to stop pumping
if(memory["pump_status"] != "off")
var/datum/signal/signal = new
signal.data = list(
"tag" = tag_airpump,
"sigtype"="command",
"power" = 0
)
post_signal(signal)
master.updateDialog()
if(AIRLOCK_STATE_DEPRESSURIZE)
if(memory["chamber_sensor_pressure"] <= memory["target_pressure"] * 1.05)
if(target_state > 0)
if(memory["exterior_status"] != "open")
var/datum/signal/signal = new
signal.data["tag"] = tag_exterior_door
signal.data["command"] = "secure_open"
post_signal(signal)
else if(target_state < 0)
if(memory["interior_status"] != "open")
var/datum/signal/signal = new
signal.data["tag"] = tag_interior_door
signal.data["command"] = "secure_open"
post_signal(signal)
state = AIRLOCK_STATE_WAIT
target_state = AIRLOCK_TARGET_NONE
//send a signal to stop pumping
if(memory["pump_status"] != "off")
var/datum/signal/signal = new
signal.data = list(
"tag" = tag_airpump,
"sigtype"="command",
"power" = 0
)
post_signal(signal)
master.updateDialog()
//memory["sensor_pressure"] = sensor_pressure
memory["processing"] = state != target_state
//sensor_pressure = null //not sure if we can comment this out. Uncomment in case of problems -rastaf0
return 1
obj/machinery/embedded_controller/radio/smart_airlock_controller
icon = 'icons/obj/airlock_machines.dmi'
icon_state = "airlock_control_standby"
name = "Cycling Airlock Console"
density = 0
frequency = 1449
power_channel = ENVIRON
// Setup parameters only
var/id_tag
var/tag_exterior_door
var/tag_interior_door
var/tag_airpump
var/tag_chamber_sensor
var/tag_exterior_sensor
var/tag_interior_sensor
//var/sanitize_external
initialize()
..()
var/datum/computer/file/embedded_program/smart_airlock_controller/new_prog = new
new_prog.id_tag = id_tag
new_prog.tag_exterior_door = tag_exterior_door
new_prog.tag_interior_door = tag_interior_door
new_prog.tag_airpump = tag_airpump
new_prog.tag_chamber_sensor = tag_chamber_sensor
new_prog.tag_exterior_sensor = tag_exterior_sensor
new_prog.tag_interior_sensor = tag_interior_sensor
//new_prog.sanitize_external = sanitize_external
new_prog.master = src
program = new_prog
update_icon()
if(on && program)
if(program.memory["processing"])
icon_state = "airlock_control_process"
else
icon_state = "airlock_control_standby"
else
icon_state = "airlock_control_off"
return_text()
var/state_options = ""
var/state = 0
var/chamber_sensor_pressure = "----"
var/external_sensor_pressure = "----"
var/internal_sensor_pressure = "----"
var/exterior_status = "----"
var/interior_status = "----"
var/pump_status = "----"
var/target_pressure = "----"
if(program)
state = program.state
chamber_sensor_pressure = program.memory["chamber_sensor_pressure"]
external_sensor_pressure = program.memory["external_sensor_pressure"]
internal_sensor_pressure = program.memory["internal_sensor_pressure"]
exterior_status = program.memory["exterior_status"]
interior_status = program.memory["interior_status"]
pump_status = program.memory["pump_status"]
target_pressure = program.memory["target_pressure"]
var/exterior_closed = 0
if(exterior_status == "closed")
exterior_closed = 1
var/interior_closed = 0
if(interior_status == "closed")
interior_closed = 1
state_options += "<B>Exterior status: </B> [exterior_status] ([external_sensor_pressure] kPa)<br>"
if(exterior_closed)
state_options += "<A href='?src=\ref[src];command=open_exterior'>Open exterior airlock</A> "
if(abs(chamber_sensor_pressure - external_sensor_pressure) > ONE_ATMOSPHERE * 0.05)
state_options += "<font color='red'><b>WARNING</b></font>"
state_options += "<BR>"
if(!state && exterior_closed && interior_closed)
state_options += "<A href='?src=\ref[src];command=cycle_exterior'>Cycle to Exterior Airlock</A><BR>"
else
state_options += "<br>"
else
state_options += "<A href='?src=\ref[src];command=close_exterior'>Close exterior airlock</A><BR>"
state_options += "<BR>"
state_options += "<B>Interior status: </B> [interior_status] ([internal_sensor_pressure] kPa)<br>"
if(interior_closed)
state_options += "<A href='?src=\ref[src];command=open_interior'>Open interior airlock</A> "
if(abs(chamber_sensor_pressure - internal_sensor_pressure) > ONE_ATMOSPHERE * 0.05)
state_options += "<font color='red'><b>WARNING</b></font>"
state_options += "<BR>"
if(!state && exterior_closed && interior_closed)
state_options += "<A href='?src=\ref[src];command=cycle_interior'>Cycle to Interior Airlock</A><BR>"
else
state_options += "<br>"
else
state_options += "<A href='?src=\ref[src];command=close_interior'>Close interior airlock</A><BR>"
state_options += "<BR>"
state_options += "<br>"
state_options += "<B>Chamber Pressure:</B> [chamber_sensor_pressure] kPa<BR>"
state_options += "<B>Target Chamber Pressure:</B> [target_pressure] kPa<BR>"
state_options += "<B>Control Pump: </B> [pump_status]<BR>"
if(state)
state_options += "<A href='?src=\ref[src];command=cycle_closed'>Abort Cycling</A><BR>"
else
state_options += "<br>"
return state_options
#undef AIRLOCK_STATE_PRESSURIZE
#undef AIRLOCK_STATE_WAIT
#undef AIRLOCK_STATE_DEPRESSURIZE
#undef AIRLOCK_TARGET_INOPEN
#undef AIRLOCK_TARGET_CLOSED
#undef AIRLOCK_TARGET_OUTOPEN
+12 -6
View File
@@ -83,6 +83,10 @@
attack_hand(mob/user as mob)
src.add_fingerprint(user)
interact(user)
interact(mob/user as mob)
if(open)
var/dat
@@ -127,7 +131,7 @@
var/value = text2num(href_list["val"])
// limit to 20-90 degC
set_temperature = dd_range(20, 90, set_temperature + value)
set_temperature = dd_range(0, 90, set_temperature + value)
if("cellremove")
if(open && cell && !usr.get_active_hand())
@@ -164,7 +168,7 @@
var/turf/simulated/L = loc
if(istype(L))
var/datum/gas_mixture/env = L.return_air()
if(env.temperature < (set_temperature+T0C))
if(env.temperature != set_temperature + T0C)
var/transfer_moles = 0.25 * env.total_moles()
@@ -176,10 +180,12 @@
var/heat_capacity = removed.heat_capacity()
//world << "heating ([heat_capacity])"
if(heat_capacity == 0 || heat_capacity == null) // Added check to avoid divide by zero (oshi-) runtime errors -- TLE
heat_capacity = 1
removed.temperature = min((removed.temperature*heat_capacity + heating_power)/heat_capacity, 1000) // Added min() check to try and avoid wacky superheating issues in low gas scenarios -- TLE
cell.use(heating_power/20000)
if(heat_capacity) // Added check to avoid divide by zero (oshi-) runtime errors -- TLE
if(removed.temperature < set_temperature + T0C)
removed.temperature = min(removed.temperature + heating_power/heat_capacity, 1000) // Added min() check to try and avoid wacky superheating issues in low gas scenarios -- TLE
else
removed.temperature = max(removed.temperature - heating_power/heat_capacity, TCMB)
cell.use(heating_power/20000)
//world << "now at [removed.temperature]"
+1 -1
View File
@@ -774,7 +774,7 @@
/obj/item/seeds/sunflowerseed = 3,/obj/item/seeds/tomatoseed = 3,/obj/item/seeds/towermycelium = 3,/obj/item/seeds/wheatseed = 3,/obj/item/seeds/appleseed = 3,
/obj/item/seeds/poppyseed = 3,/obj/item/seeds/ambrosiavulgarisseed = 3,/obj/item/seeds/whitebeetseed = 3,/obj/item/seeds/watermelonseed = 3,/obj/item/seeds/limeseed = 3,
/obj/item/seeds/lemonseed = 3,/obj/item/seeds/orangeseed = 3,/obj/item/seeds/grassseed = 3,/obj/item/seeds/cocoapodseed = 3,
/obj/item/seeds/cabbageseed = 3,/obj/item/seeds/grapeseed = 3,/obj/item/seeds/pumpkinseed = 3,/obj/item/seeds/cherryseed = 3)
/obj/item/seeds/cabbageseed = 3,/obj/item/seeds/grapeseed = 3,/obj/item/seeds/pumpkinseed = 3,/obj/item/seeds/cherryseed = 3,/obj/item/seeds/plastiseed = 3,/obj/item/seeds/riceseed = 3)
contraband = list(/obj/item/seeds/amanitamycelium = 2,/obj/item/seeds/glowshroom = 2,/obj/item/seeds/libertymycelium = 2,/obj/item/seeds/nettleseed = 2,
/obj/item/seeds/plumpmycelium = 2,/obj/item/seeds/reishimycelium = 2)
premium = list(/obj/item/toy/waterflower = 1)
+12 -1
View File
@@ -110,4 +110,15 @@
return
/obj/mecha/working/ripley/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/fluff/sven_fjeltson_1))//this shit broke ripleys
src.icon_state = "earth"
src.initial_icon = "earth"
src.name = "APLU \"Strike the Earth!\""
src.desc = "Looks like an over worked, under maintained Ripley with some horrific damage."
user << "You pick up your old \"Strike the Earth!\" APLU."
user.drop_item()
del(W)
return
else
..()
+3 -3
View File
@@ -14,8 +14,8 @@
if (istype(M,/mob/living/silicon/robot)) //Repairing cyborgs
var/mob/living/silicon/robot/R = M
if (R.getBruteLoss() || R.getFireLoss() )
R.adjustBruteLoss(-60)
R.adjustFireLoss(-60)
R.adjustBruteLoss(-15)
R.adjustFireLoss(-15)
R.updatehealth()
use(1)
user.visible_message("<span class='notice'>\The [user] applied some [src] at [R]'s damaged areas.</span>",\
@@ -28,7 +28,7 @@
var/datum/organ/external/S = H.get_organ(user.zone_sel.selecting)
if (S && (S.status & ORGAN_ROBOT))
if(S.get_damage())
S.heal_damage(30, 30, robo_repair = 1)
S.heal_damage(15, 15, robo_repair = 1)
H.updatehealth()
use(1)
user.visible_message("<span class='notice'>\The [user] applies some nanite paste at[user != M ? " \the [M]'s" : " \the"][S.display_name] with \the [src].</span>",\
@@ -114,6 +114,33 @@ var/global/list/datum/stack_recipe/plasma_recipes = list ( \
pixel_y = rand(0,4)-4
..()
/obj/item/stack/sheet/mineral/plastic
name = "Plastic"
icon_state = "sheet-plastic"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=3"
perunit = 2000
sheettype = "plastic"
var/global/list/datum/stack_recipe/plastic_recipes = list ( \
new/datum/stack_recipe("plastic crate", /obj/structure/closet/pcrate, 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("plastic ashtray", /obj/item/ashtray/plastic, 2, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("plastic fork", /obj/item/weapon/kitchen/utensil/pfork, 1, on_floor = 1), \
new/datum/stack_recipe("plastic spoon", /obj/item/weapon/kitchen/utensil/pspoon, 1, on_floor = 1), \
new/datum/stack_recipe("plastic knife", /obj/item/weapon/kitchen/utensil/pknife, 1, on_floor = 1), \
new/datum/stack_recipe("plastic bag", /obj/item/weapon/storage/bag/plasticbag, 3, on_floor = 1), \
)
/obj/item/stack/sheet/mineral/plastic/New(var/loc, var/amount=null)
recipes = plastic_recipes
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
..()
/*
* Gold
*/
+2 -1
View File
@@ -556,6 +556,7 @@
name = "toy phazon"
desc = "Mini-Mecha action figure! Collect them all! 11/11."
icon_state = "phazonprize"
/obj/item/toy/katana
name = "replica katana"
desc = "Woefully underpowered in D20."
@@ -575,4 +576,4 @@
desc = "This baby looks almost real. Wait, did it just burp?"
force = 5
w_class = 4.0
slot_flags = SLOT_BACK
slot_flags = SLOT_BACK
@@ -40,6 +40,12 @@
icon_state = "spoon"
attack_verb = list("attacked", "poked")
/obj/item/weapon/kitchen/utensil/pspoon
name = "plastic spoon"
desc = "Super dull action!"
icon_state = "pspoon"
attack_verb = list("attacked", "poked")
/*
* Forks
*/
@@ -71,6 +77,34 @@
M = user
return eyestab(M,user)
/obj/item/weapon/kitchen/utensil/pfork
name = "plastic fork"
desc = "Yay, no washing up to do."
icon_state = "pfork"
/obj/item/weapon/kitchen/utensil/pfork/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return ..()
if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "head")
return ..()
if (src.icon_state == "forkloaded") //This is a poor way of handling it, but a proper rewrite of the fork to allow for a more varied foodening can happen when I'm in the mood. --NEO
if(M == user)
for(var/mob/O in viewers(M, null))
O.show_message(text("\blue [] eats a delicious forkful of omelette!", user), 1)
M.reagents.add_reagent("nutriment", 1)
else
for(var/mob/O in viewers(M, null))
O.show_message(text("\blue [] feeds [] a delicious forkful of omelette!", user, M), 1)
M.reagents.add_reagent("nutriment", 1)
src.icon_state = "fork"
return
else
if((CLUMSY in user.mutations) && prob(50))
M = user
return eyestab(M,user)
/*
* Knives
*/
@@ -95,6 +129,21 @@
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
return ..()
/obj/item/weapon/kitchen/utensil/pknife
name = "plastic knife"
desc = "The bluntest of blades."
icon_state = "pknife"
force = 10.0
throwforce = 10.0
/obj/item/weapon/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50))
user << "\red You somehow managed to cut yourself with the [src]."
user.take_organ_damage(20)
return
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
return ..()
/*
* Kitchen knives
*/
@@ -38,7 +38,6 @@
can_hold = list() // any
cant_hold = list("/obj/item/weapon/disk/nuclear")
/obj/item/weapon/storage/bag/trash/update_icon()
if(contents.len == 0)
icon_state = "trashbag0"
@@ -48,6 +47,24 @@
icon_state = "trashbag2"
else icon_state = "trashbag3"
// -----------------------------
// Plastic Bag
// -----------------------------
/obj/item/weapon/storage/bag/plasticbag
name = "plastic bag"
desc = "It's a very flimsy, very noisy alternative to a bag."
icon = 'icons/obj/trash.dmi'
icon_state = "plasticbag"
item_state = "plasticbag"
w_class = 4
max_w_class = 2
storage_slots = 21
can_hold = list() // any
cant_hold = list("/obj/item/weapon/disk/nuclear")
// -----------------------------
// Mining Satchel
// -----------------------------
@@ -75,13 +75,13 @@
else
user.take_organ_damage(2*force)
return
/*this is already called in ..()
src.add_fingerprint(user)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
*/
if (user.a_intent == "hurt")
if(!..()) return
playsound(src.loc, "swing_hit", 50, 1, -1)
@@ -90,13 +90,88 @@
M.Stun(8)
M.Weaken(8)
for(var/mob/O in viewers(M))
if (O.client) O.show_message("\red <B>[M] has been beaten with the police baton by [user]!</B>", 1, "\red You hear someone fall", 2)
if (O.client) O.show_message("\red <B>[M] has been beaten with \the [src] by [user]!</B>", 1, "\red You hear someone fall", 2)
else
playsound(src.loc, 'sound/weapons/Genhit.ogg', 50, 1, -1)
M.Stun(5)
M.Weaken(5)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
src.add_fingerprint(user)
for(var/mob/O in viewers(M))
if (O.client) O.show_message("\red <B>[M] has been stunned with the police baton by [user]!</B>", 1, "\red You hear someone fall", 2)
if (O.client) O.show_message("\red <B>[M] has been stunned with \the [src] by [user]!</B>", 1, "\red You hear someone fall", 2)
//Telescopic baton
/obj/item/weapon/melee/telebaton
name = "telescopic baton"
desc = "A compact yet robust personal defense weapon. Can be concealed when folded."
icon = 'icons/obj/weapons.dmi'
icon_state = "telebaton_0"
item_state = "telebaton_0"
flags = FPRINT | TABLEPASS
slot_flags = SLOT_BELT
w_class = 2
force = 3
var/on = 0
/obj/item/weapon/melee/telebaton/attack_self(mob/user as mob)
on = !on
if(on)
user.visible_message("\red You extend the baton.",\
"\red With a flick of their wrist, [user] extends their telescopic baton.",\
"You hear an ominous click.")
icon_state = "telebaton_1"
item_state = "telebaton_1"
w_class = 4
force = 15//quite robust
attack_verb = list("smacked", "struck", "slapped")
else
user.visible_message("\blue You collapse the baton.",\
"\blue [user] collapses their telescopic baton.",\
"You hear a click.")
icon_state = "telebaton_0"
item_state = "telebaton_0"
w_class = 2
force = 3//not so robust now
attack_verb = list("hit", "punched")
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
add_fingerprint(user)
if(blood_overlay && (blood_DNA.len >= 1)) //updates blood overlay, if any
overlays.Cut()//this might delete other item overlays as well but eeeeeeeh
var/icon/I = new /icon(src.icon, src.icon_state)
I.Blend(new /icon('icons/effects/blood.dmi', rgb(255,255,255)),ICON_ADD)
I.Blend(new /icon('icons/effects/blood.dmi', "itemblood"),ICON_MULTIPLY)
blood_overlay = I
overlays += blood_overlay
return
/obj/item/weapon/melee/telebaton/attack(mob/target as mob, mob/living/user as mob)
if(on)
if ((CLUMSY in user.mutations) && prob(50))
user << "\red You club yourself over the head."
user.Weaken(3 * force)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, "head")
else
user.take_organ_damage(2*force)
return
if(!..()) return
playsound(src.loc, "swing_hit", 50, 1, -1)
//target.Stun(4) //naaah
target.Weaken(4)
return
else
return ..()
/*
*Energy Blade
@@ -12,6 +12,11 @@
new /obj/item/clothing/under/shorts/red(src)
new /obj/item/clothing/under/shorts/blue(src)
new /obj/item/clothing/under/shorts/green(src)
new /obj/item/clothing/under/swimsuit/red(src)
new /obj/item/clothing/under/swimsuit/black(src)
new /obj/item/clothing/under/swimsuit/blue(src)
new /obj/item/clothing/under/swimsuit/green(src)
new /obj/item/clothing/under/swimsuit/purple(src)
/obj/structure/closet/boxinggloves
@@ -91,7 +91,10 @@
new /obj/item/clothing/under/rank/medical/purple(src)
new /obj/item/clothing/head/surgery/purple(src)
new /obj/item/clothing/under/rank/medical(src)
new /obj/item/clothing/under/rank/nurse(src)
new /obj/item/clothing/under/rank/orderly(src)
new /obj/item/clothing/suit/storage/labcoat(src)
new /obj/item/clothing/suit/fr_jacket(src)
new /obj/item/clothing/shoes/white(src)
// new /obj/item/weapon/cartridge/medical(src)
new /obj/item/device/radio/headset/headset_med(src)
@@ -16,6 +16,7 @@
else
new /obj/item/weapon/storage/backpack/satchel_cap(src)
new /obj/item/clothing/suit/captunic(src)
new /obj/item/clothing/suit/captunic/capjacket(src)
new /obj/item/clothing/head/helmet/cap(src)
new /obj/item/clothing/under/rank/captain(src)
new /obj/item/clothing/suit/armor/vest(src)
@@ -26,6 +27,8 @@
new /obj/item/clothing/gloves/captain(src)
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/clothing/suit/armor/captain(src)
new /obj/item/weapon/melee/telebaton(src)
new /obj/item/clothing/under/dress/dress_cap(src)
return
@@ -43,17 +46,41 @@
New()
..()
sleep(2)
new /obj/item/clothing/under/rank/head_of_personnel(src)
new /obj/item/clothing/glasses/sunglasses(src)
new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/clothing/head/helmet(src)
new /obj/item/weapon/cartridge/hop(src)
new /obj/item/device/radio/headset/heads/hop(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/weapon/storage/box/ids(src)
new /obj/item/weapon/storage/box/ids( src )
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/device/flash(src)
new /obj/item/clothing/glasses/sunglasses(src)
return
/obj/structure/closet/secure_closet/hop2
name = "Head of Personnel's Attire"
req_access = list(access_hop)
icon_state = "hopsecure1"
icon_closed = "hopsecure"
icon_locked = "hopsecure1"
icon_opened = "hopsecureopen"
icon_broken = "hopsecurebroken"
icon_off = "hopsecureoff"
New()
..()
sleep(2)
new /obj/item/clothing/under/rank/head_of_personnel(src)
new /obj/item/clothing/under/dress/dress_hop(src)
new /obj/item/clothing/under/dress/dress_hr(src)
new /obj/item/clothing/under/lawyer/female(src)
new /obj/item/clothing/under/lawyer/black(src)
new /obj/item/clothing/under/lawyer/red(src)
new /obj/item/clothing/under/lawyer/oldman(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/leather(src)
new /obj/item/clothing/shoes/white(src)
return
@@ -75,6 +102,7 @@
new /obj/item/weapon/storage/backpack/security(src)
else
new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/clothing/head/helmet/HoS(src)
new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/clothing/under/rank/head_of_security/jensen(src)
new /obj/item/clothing/suit/armor/hos/jensen(src)
@@ -90,6 +118,7 @@
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/clothing/tie/holster/waist(src)
new /obj/item/weapon/melee/telebaton(src)
return
@@ -26,6 +26,8 @@
new /obj/item/clothing/under/rank/security2(src)
new /obj/item/clothing/under/rank/security2(src)
new /obj/item/clothing/under/rank/security2(src)
new /obj/item/clothing/under/rank/dispatch(src)
new /obj/item/clothing/under/rank/dispatch(src)
new /obj/item/clothing/shoes/jackboots(src)
new /obj/item/clothing/shoes/jackboots(src)
new /obj/item/clothing/shoes/jackboots(src)
@@ -84,6 +86,7 @@
new /obj/item/clothing/suit/chaplain_hoodie(src)
new /obj/item/clothing/head/chaplain_hood(src)
new /obj/item/clothing/suit/holidaypriest(src)
new /obj/item/clothing/under/wedding/bride_white(src)
new /obj/item/weapon/storage/backpack/cultpack (src)
new /obj/item/weapon/storage/fancy/candle_box(src)
new /obj/item/weapon/storage/fancy/candle_box(src)
@@ -104,6 +107,19 @@
new /obj/item/clothing/shoes/black(src)
return
/obj/structure/closet/wardrobe/xenos
name = "xenos wardrobe"
icon_state = "green"
icon_closed = "green"
/obj/structure/closet/wardrobe/xenos/New()
new /obj/item/clothing/suit/unathi/mantle(src)
new /obj/item/clothing/suit/unathi/robe(src)
new /obj/item/clothing/shoes/sandal(src)
new /obj/item/clothing/shoes/sandal(src)
new /obj/item/clothing/shoes/sandal(src)
return
/obj/structure/closet/wardrobe/orange
name = "prison wardrobe"
@@ -328,13 +344,18 @@
icon_closed = "mixed"
/obj/structure/closet/wardrobe/mixed/New()
new /obj/item/clothing/under/color/white(src)
new /obj/item/clothing/under/color/blue(src)
new /obj/item/clothing/under/color/yellow(src)
new /obj/item/clothing/under/color/green(src)
new /obj/item/clothing/under/color/orange(src)
new /obj/item/clothing/under/color/pink(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/clothing/shoes/white(src)
new /obj/item/clothing/under/dress/plaid_blue(src)
new /obj/item/clothing/under/dress/plaid_red(src)
new /obj/item/clothing/under/dress/plaid_purple(src)
new /obj/item/clothing/shoes/blue(src)
new /obj/item/clothing/shoes/yellow(src)
new /obj/item/clothing/shoes/green(src)
new /obj/item/clothing/shoes/orange(src)
new /obj/item/clothing/shoes/purple(src)
new /obj/item/clothing/shoes/leather(src)
return
@@ -14,6 +14,20 @@
// mouse_drag_pointer = MOUSE_ACTIVE_POINTER //???
var/rigged = 0
/obj/structure/closet/pcrate
name = "plastic crate"
desc = "A rectangular plastic crate."
icon = 'icons/obj/storage.dmi'
icon_state = "plasticcrate"
density = 1
icon_opened = "plasticcrateopen"
icon_closed = "plasticcrate"
req_access = null
opened = 0
flags = FPRINT
// mouse_drag_pointer = MOUSE_ACTIVE_POINTER //???
var/rigged = 0
/obj/structure/closet/crate/internals
desc = "A internals crate."
name = "Internals crate"
+2 -2
View File
@@ -105,12 +105,12 @@
if(reinf) new /obj/item/stack/rods(loc)
del(src)
else if (usr.a_intent == "hurt")
playsound(src.loc, 'Glassknock.ogg', 80, 1)
playsound(src.loc, 'glassknock.ogg', 80, 1)
usr.visible_message("\red [usr.name] bangs against the [src.name]!", \
"\red You bang against the [src.name]!", \
"You hear a banging sound.")
else
playsound(src.loc, 'Glassknock.ogg', 80, 1)
playsound(src.loc, 'glassknock.ogg', 80, 1)
usr.visible_message("[usr.name] knocks on the [src.name].", \
"You knock on the [src.name].", \
"You hear a knocking sound.")
+58 -32
View File
@@ -547,13 +547,14 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
"assassin",
"death commando",
"syndicate commando",
"centcom official",
"centcom commander",
"special ops officer",
"blue wizard",
"red wizard",
"marisa wizard",
"emergency rescue team",
"nanotrasen representative",
"nanotrasen officer",
"nanotrasen captain"
)
var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks
if (isnull(dresscode))
@@ -742,54 +743,79 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if("syndicate commando")
M.equip_syndicate_commando()
if("centcom official")
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/hop(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/weapon/pen(M), slot_l_store)
if("nanotrasen representative")
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/representative(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(M), slot_ears)
var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name
pda.ownjob = "CentCom Review Official"
pda.ownjob = "NanoTrasen Navy Representative"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
M.equip_to_slot_or_del(pda, slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/clipboard(M), slot_l_hand)
M.equip_if_possible(pda, slot_r_store)
M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
M.equip_if_possible(new /obj/item/weapon/clipboard(M), slot_belt)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.icon_state = "centcom"
W.item_state = "id_inv"
W.access = get_all_accesses()
W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer")
W.assignment = "CentCom Review Official"
W.assignment = "NanoTrasen Navy Representative"
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
M.equip_if_possible(W, slot_wear_id)
if("centcom commander")
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_commander(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/bulletproof(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/clothing/head/centhat(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/weapon/lighter/zippo(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(M), slot_l_store)
if("nanotrasen officer")
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/officer(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_ears)
M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
var/obj/item/weapon/card/id/W = new(M)
var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name
pda.ownjob = "NanoTrasen Navy Officer"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
M.equip_if_possible(pda, slot_r_store)
M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
M.equip_if_possible(new /obj/item/weapon/gun/energy(M), slot_belt)
var/obj/item/weapon/card/id/centcom/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
W.assignment = "CentCom Commanding Officer"
W.assignment = "NanoTrasen Navy Officer"
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
M.equip_if_possible(W, slot_wear_id)
if("nanotrasen captain")
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_ears)
M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/captain(M), slot_head)
var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name
pda.ownjob = "NanoTrasen Navy Captain"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
M.equip_if_possible(pda, slot_r_store)
M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
M.equip_if_possible(new /obj/item/weapon/gun/energy(M), slot_belt)
var/obj/item/weapon/card/id/centcom/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
W.assignment = "NanoTrasen Navy Captain"
W.registered_name = M.real_name
M.equip_if_possible(W, slot_wear_id)
if("emergency rescue team")
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
+2
View File
@@ -159,6 +159,8 @@ var/intercom_range_display_status = 0
src.verbs += /client/proc/kill_air_processing
src.verbs += /client/proc/disable_communication
src.verbs += /client/proc/disable_movement
src.verbs += /client/proc/Zone_Info
src.verbs += /client/proc/Test_ZAS_Connection
//src.verbs += /client/proc/cmd_admin_rejuvenate
feedback_add_details("admin_verb","mDV") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
+1 -1
View File
@@ -252,7 +252,7 @@ datum/preferences
dat += "Blood Type: <a href='byond://?src=\ref[user];preference=b_type;task=input'>[b_type]</a><br>"
dat += "Skin Tone: <a href='?_src_=prefs;preference=s_tone;task=input'>[-s_tone + 35]/220<br></a>"
//dat += "Skin pattern: <a href='byond://?src=\ref[user];preference=skin_style;task=input'>Adjust</a><br>"
dat += "Needs Glasses: <a href='?_src_=prefs;preference=disabilities'><b>[disabilities == 0 ? "No" : "Yes"]</b></a><br>"
//dat += "Needs Glasses: <a href='?_src_=prefs;preference=disabilities'><b>[disabilities == 0 ? "No" : "Yes"]</b></a><br>"
dat += "Limbs: <a href='byond://?src=\ref[user];preference=limbs;task=input'>Adjust</a><br>"
//display limbs below
@@ -119,6 +119,7 @@
S["eyes_blue"] >> b_eyes
S["underwear"] >> underwear
S["backbag"] >> backbag
S["b_type"] >> b_type
//Jobs
S["userandomjob"] >> userandomjob
@@ -170,6 +171,7 @@
b_eyes = sanitize_integer(b_eyes, 0, 255, initial(b_eyes))
underwear = sanitize_integer(underwear, 1, underwear_m.len, initial(underwear))
backbag = sanitize_integer(backbag, 1, backbaglist.len, initial(backbag))
b_type = sanitize_text(b_type, initial(b_type))
userandomjob = sanitize_integer(userandomjob, 0, 1, initial(userandomjob))
job_civilian_high = sanitize_integer(job_civilian_high, 0, 65535, initial(job_civilian_high))
@@ -218,6 +220,7 @@
S["eyes_blue"] << b_eyes
S["underwear"] << underwear
S["backbag"] << backbag
S["b_type"] << b_type
//Jobs
S["userandomjob"] << userandomjob
+1
View File
@@ -156,6 +156,7 @@ BLIND // can't see anything
3 = Report location
*/
var/obj/item/clothing/tie/hastie = null
var/displays_id = 1
/obj/item/clothing/under/attackby(obj/item/I, mob/user)
if(!hastie && istype(I, /obj/item/clothing/tie))
+7
View File
@@ -117,6 +117,13 @@
usr.update_inv_glasses()
/obj/item/clothing/glasses/welding/superior
name = "superior welding goggles"
desc = "Welding goggles made from more expensive materials, strangely smells like potatoes."
icon_state = "rwelding-g"
item_state = "rwelding-g"
icon_action_button = "action_welding_g"
/obj/item/clothing/glasses/sunglasses/blindfold
name = "blindfold"
desc = "Covers the eyes, preventing sight."
+7
View File
@@ -7,6 +7,13 @@
flags = FPRINT|TABLEPASS
item_state = "centhat"
/obj/item/clothing/head/hairflower
name = "hair flower pin"
icon_state = "hairflower"
desc = "Smells nice."
item_state = "hairflower"
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/powdered_wig
name = "powdered wig"
desc = "A powdered wig."
+6
View File
@@ -68,6 +68,12 @@
permeability_coefficient = 0.01
color = "white"
/obj/item/clothing/shoes/leather
name = "leather shoes"
desc = "A sturdy pair of leather shoes."
icon_state = "leather"
color = "leather"
/obj/item/clothing/shoes/rainbow
name = "rainbow shoes"
desc = "Very gay shoes."
+8
View File
@@ -21,6 +21,14 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDEJUMPSUIT
/obj/item/clothing/suit/captunic/capjacket
name = "captain's uniform jacket"
desc = "A less formal jacket for everyday captain use."
icon_state = "capjacket"
item_state = "bio_suit"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDEJUMPSUIT
//Chaplain
/obj/item/clothing/suit/chaplain_hoodie
name = "chaplain hoodie"
@@ -287,6 +287,13 @@
desc = "A rather skimpy green dress."
icon_state = "stripper_g_over"
item_state = "stripper_g"
/obj/item/clothing/under/stripper/mankini
name = "the mankini"
desc = "No honest man would wear this abomination"
icon_state = "mankini"
color = "mankini"
/obj/item/clothing/suit/xenos
name = "xenos suit"
desc = "A suit made out of chitinous alien hide."
@@ -294,3 +301,35 @@
item_state = "xenos_helm"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
//swimsuit
/obj/item/clothing/under/swimsuit/black
name = "black swimsuit"
desc = "An oldfashioned black swimsuit."
icon_state = "swim_black"
color = "swim_black"
/obj/item/clothing/under/swimsuit/blue
name = "blue swimsuit"
desc = "An oldfashioned blue swimsuit."
icon_state = "swim_blue"
color = "swim_blue"
/obj/item/clothing/under/swimsuit/purple
name = "purple swimsuit"
desc = "An oldfashioned purple swimsuit."
icon_state = "swim_purp"
color = "swim_purp"
/obj/item/clothing/under/swimsuit/green
name = "green swimsuit"
desc = "An oldfashioned green swimsuit."
icon_state = "swim_green"
color = "swim_green"
/obj/item/clothing/under/swimsuit/red
name = "red swimsuit"
desc = "An oldfashioned red swimsuit."
icon_state = "swim_red"
color = "swim_red"
@@ -142,6 +142,13 @@
item_state = "lawyer_purp"
color = "lawyer_purp"
/obj/item/clothing/under/lawyer/oldman
name = "Old Man's Suit"
desc = "A classic suit for the older gentleman with built in back support."
icon_state = "oldman"
item_state = "oldman"
color = "oldman"
/obj/item/clothing/under/librarian
name = "sensible suit"
@@ -70,6 +70,24 @@
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/nurse
desc = "A dress commonly worn by the nursing staff in the medical department."
name = "nurse's dress"
icon_state = "nurse"
item_state = "nurse"
color = "nurse"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/orderly
desc = "A white suit to be worn by orderly people who love orderly things."
name = "orderly's uniform"
icon_state = "orderly"
item_state = "orderly"
color = "orderly"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/medical
desc = "It's made of a special fiber that provides minor protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel."
name = "medical doctor's jumpsuit"
@@ -26,6 +26,15 @@
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/dispatch
name = "dispatcher's uniform"
desc = "A dress shirt and khakis with a security patch sewn on."
icon_state = "dispatch"
item_state = "dispatch"
color = "dispatch"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/security2
name = "security officer's uniform"
desc = "It's made of a slightly sturdier material, to allow for robust protection."
+112 -53
View File
@@ -12,6 +12,13 @@
color = "blue_pyjamas"
item_state = "w_suit"
/obj/item/clothing/under/captain_fly
name = "rogue captains uniform"
desc = "For the man who doesn't care because he's still free."
icon_state = "captain_fly"
item_state = "captain_fly"
color = "captain_fly"
/obj/item/clothing/under/scratch
name = "white suit"
desc = "A white suit, suitable for an excellent host"
@@ -232,70 +239,122 @@
color = "gladiator"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
//dress
/obj/item/clothing/under/dress/dress_fire
name = "flame dress"
desc = "A small black dress with blue flames print on it."
icon_state = "dress_fire"
color = "dress_fire"
/obj/item/clothing/under/dress/dress_green
name = "green dress"
desc = "A simple, tight fitting green dress."
icon_state = "dress_green"
color = "dress_green"
/obj/item/clothing/under/dress/dress_orange
name = "orange dress"
desc = "A fancy orange gown for those who like to show leg."
icon_state = "dress_orange"
color = "dress_orange"
/obj/item/clothing/under/dress/dress_pink
name = "pink dress"
desc = "A simple, tight fitting pink dress."
icon_state = "dress_pink"
color = "dress_pink"
/obj/item/clothing/under/dress/dress_yellow
name = "yellow dress"
desc = "A flirty, little yellow dress."
icon_state = "dress_yellow"
color = "dress_yellow"
/obj/item/clothing/under/dress/dress_saloon
name = "saloon girl dress"
desc = "A old western inspired gown for the girl who likes to drink."
icon_state = "dress_saloon"
color = "dress_saloon"
/obj/item/clothing/under/dress/dress_rd
name = "research director dress uniform"
desc = "Feminine fashion for the style concious RD."
icon_state = "dress_rd"
color = "dress_rd"
/obj/item/clothing/under/dress/dress_cap
name = "captain dress uniform"
desc = "Feminine fashion for the style concious captain."
icon_state = "dress_cap"
color = "dress_cap"
/obj/item/clothing/under/dress/dress_hop
name = "head of personal dress uniform"
desc = "Feminine fashion for the style concious HoP."
icon_state = "dress_hop"
color = "dress_hop"
/obj/item/clothing/under/dress/dress_hr
name = "human resources director uniform"
desc = "Superior class for the nosy H.R. Director."
icon_state = "huresource"
color = "huresource"
/obj/item/clothing/under/dress/plaid_blue
name = "blue plaid skirt"
desc = "A preppy blue skirt with a white blouse."
icon_state = "plaid_blue"
color = "plaid_blue"
/obj/item/clothing/under/dress/plaid_red
name = "red plaid skirt"
desc = "A preppy red skirt with a white blouse."
icon_state = "plaid_red"
color = "plaid_red"
/obj/item/clothing/under/dress/plaid_purple
name = "blue purple skirt"
desc = "A preppy purple skirt with a white blouse."
icon_state = "plaid_purple"
color = "plaid_purple"
//wedding stuff
/obj/item/clothing/under/wedding/bride_orange
name = "orange wedding dress"
desc = "A big and puffy orange dress."
icon_state = "bride_orange"
item_state = "creamsuit"
color = "bride_orange"
flags_inv = HIDESHOES
/obj/item/clothing/under/wedding/suit_white
name = "white suit"
desc = "A fabulous white suit with orange shirt."
icon_state = "white_suit"
item_state = "creamsuit"
color = "white_suit"
/obj/item/clothing/under/wedding/bride_purple
name = "purple wedding dress"
desc = "A big and puffy purple dress."
icon_state = "bride_purple"
color = "bride_purple"
flags_inv = HIDESHOES
/obj/item/clothing/under/wedding/bridesmaid
name = "yellow dress"
desc = "A big and puffy orange dress."
icon_state = "bridesmaid"
item_state = "creamsuit"
color = "bridesmaid"
/obj/item/clothing/under/wedding/bride_blue
name = "blue wedding dress"
desc = "A big and puffy blue dress."
icon_state = "bride_blue"
color = "bride_blue"
flags_inv = HIDESHOES
/obj/item/clothing/under/wedding/firedress
name = "flaming hot black dress"
desc = "A small black dress with blue flames print on it."
icon_state = "dress_fire"
item_state = "creamsuit"
color = "dress_fire"
/obj/item/clothing/under/wedding/bride_red
name = "red wedding dress"
desc = "A big and puffy red dress."
icon_state = "bride_red"
color = "bride_red"
flags_inv = HIDESHOES
/obj/item/clothing/under/wedding/dress_orange
name = "orange dress"
icon_state = "d_orange"
color = "d_orange"
/obj/item/clothing/under/wedding/dress_green
name = "green dress"
icon_state = "d_green"
color = "d_green"
/obj/item/clothing/under/wedding/dress_purple
name = "purple dress"
icon_state = "d_purple"
color = "d_purple"
/obj/item/clothing/under/wedding/dress_red
name = "red dress"
icon_state = "d_red"
color = "d_red"
/obj/item/clothing/under/wedding/dress_blue
name = "blue dress"
icon_state = "d_blue"
color = "d_blue"
/obj/item/clothing/under/wedding/officer_blue
name = "blue officer dress"
icon_state = "officer_blue"
color = "officer_blue"
/obj/item/clothing/under/wedding/dress_vampire
name = "vampire dress"
icon_state = "d_vampire"
color = "d_vampire"
/obj/item/clothing/under/wedding/bride_white
name = "orange wedding dress"
desc = "A white wedding gown made from the finest silk."
icon_state = "bride_white"
color = "bride_white"
flags_inv = HIDESHOES
/obj/item/clothing/under/sundress
name = "sundress"
+49 -13
View File
@@ -135,6 +135,14 @@ hi
icon_on = "bluezippoon"
icon_off = "bluezippo"
/obj/item/weapon/lighter/zippo/fluff/michael_guess_1 //Dragor23: Michael Guess
name = "engraved lighter"
desc = "A golden lighter, engraved with some ornaments and a G."
icon = 'custom_items.dmi'
icon_state = "guessip"
icon_on = "guessipon"
icon_off = "guessip"
/obj/item/weapon/lighter/zippo/fluff/riley_rohtin_1 //rawrtaicho: Riley Rohtin
name = "Riley's black zippo"
desc = "A black zippo lighter, which holds some form of sentimental value."
@@ -194,6 +202,13 @@ hi
icon_state = "orangecamera"
pictures_left = 30
/obj/item/device/camera/fluff/oldcamera //magmaram: Maria Crash
name = "Old Camera"
icon = 'custom_items.dmi'
desc = "An old, slightly beat-up digital camera, with a cheap photo printer taped on. It's a nice shade of blue."
icon_state = "oldcamera"
pictures_left = 30
/obj/item/weapon/card/id/fluff/lifetime //fastler: Fastler Greay; it seemed like something multiple people would have
name = "Lifetime ID Card"
desc = "A modified ID card given only to those people who have devoted their lives to the better interests of NanoTrasen. It sparkles blue."
@@ -317,13 +332,6 @@ hi
icon = 'custom_items.dmi'
icon_state = "odysseus_spec_id"
/obj/item/weapon/card/id/fluff/ian_colm_1 //Roaper: Ian Colm
name = "Technician"
desc = "An old ID with the words 'Ian Colm's Technician ID' printed on it.."
icon = 'custom_items.dmi'
icon_state = "technician_id"
/obj/item/weapon/clipboard/fluff/mcreary_journal //sirribbot: James McReary
name = "McReary's journal"
desc = "A journal with a warning sticker on the front cover. The initials \"J.M.\" are written on the back."
@@ -353,6 +361,14 @@ hi
icon = 'custom_items.dmi'
icon_state = "royce_kit"
////// Ripley customisation kit - Sven Fjeltson - Mordeth221
/obj/item/weapon/fluff/sven_fjeltson_1
name = "Mercenary APLU kit"
desc = "A kit containing all the needed tools and parts to turn an APLU Ripley into an old Mercenaries APLU."
icon = 'custom_items.dmi'
icon_state = "sven_kit"
//////////////////////////////////
//////////// Clothing ////////////
//////////////////////////////////
@@ -402,12 +418,6 @@ hi
icon = 'custom_items.dmi'
icon_state = "uzenwa_sissra_1"
/obj/item/clothing/glasses/welding/fluff/ian_colm_2 //roaper: Ian Colm
name = "Ian's Goggles"
desc = "A pair of goggles used in the application of welding."
icon = 'custom_items.dmi'
icon_state = "ian_colm_1"
////// Medical eyepatch - Thysse Ezinwa - Jadepython
/obj/item/clothing/glasses/eyepatch/fluff/thysse_1
name = "medical eyepatch"
@@ -459,6 +469,17 @@ hi
icon = 'custom_items.dmi'
icon_state = "edvin_telephosphor_1"
/obj/item/clothing/head/hardhat/fluff/neil_patterson_1 //superboredguy: Neil Patterson
name = "Engineering Cap"
desc = "Much safer than a hard helmet."
icon = 'custom_items.dmi'
icon_state = "neilpatterson0_hat"
/obj/item/clothing/head/fluff/krinnhat //Shirotyrant: Krinn Seeskale
name = "saucepan hat"
desc = "This hat is the shiniest shiny Krinn has ever owned."
icon = 'custom_items.dmi'
icon_state = "krinn_hat"
//////////// Suits ////////////
/obj/item/clothing/suit/storage/labcoat/fluff/pink //spaceman96: Trenna Seber
@@ -496,6 +517,13 @@ hi
icon_state = "deus_blueshield"
item_state = "deus_blueshield"
/obj/item/clothing/suit/fluff/oldscarf //Writerer2: Javaria Zara
name = "old scarf"
desc = "An old looking scarf, it seems to be fairly worn."
icon_state = "mantle-unathi"
item_state = "mantle-unathi"
body_parts_covered = UPPER_TORSO
//////////// Uniforms ////////////
/obj/item/clothing/under/fluff/jumpsuitdown //searif: Yuki Matsuda
@@ -537,6 +565,14 @@ hi
item_state = "ara_bar_uniform"
color = "ara_bar_uniform"
/obj/item/clothing/under/fluff/callum_suit //roaper: Callum Leamus
name = "knockoff suit"
desc = "A knockoff of a suit commonly worn by the upper class."
icon = 'custom_items.dmi'
icon_state = "callum_suit"
item_state = "callum_suit"
color = "callum_suit"
/////// NT-SID Suit //Zuhayr: Jane Doe
/obj/item/clothing/under/fluff/jane_sidsuit
+8
View File
@@ -819,6 +819,14 @@ I said no!
)
result = /obj/item/weapon/reagent_containers/food/snacks/boiledspagetti
/datum/recipe/boiledrice
reagents = list("water" = 5, "rice" = 10)
result = /obj/item/weapon/reagent_containers/food/snacks/boiledrice
/datum/recipe/ricepudding
reagents = list("milk" = 5, "rice" = 10)
result = /obj/item/weapon/reagent_containers/food/snacks/ricepudding
/datum/recipe/pastatomato
reagents = list("water" = 5)
items = list(
@@ -50,6 +50,7 @@
src.searching = 0
src.brainmob.mind = candidate.mind
src.brainmob.key = candidate.key
src.brainmob.ckey = candidate.ckey
src.name = "positronic brain ([src.brainmob.name])"
src.brainmob << "<b>You are a positronic brain, brought into existence on [station_name()].</b>"
@@ -117,7 +117,7 @@ emp_act
if(!target_zone)
visible_message("\red <B>[user] misses [src] with \the [I]!")
return
var/datum/organ/external/affecting = get_organ(target_zone)
if (!affecting)
return
@@ -152,7 +152,7 @@ emp_act
location.add_blood(src)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(get_dist(H, src) > 1) //people with TK won't get smeared with blood
if(get_dist(H, src) <= 1) //people with TK won't get smeared with blood
H.bloody_body(src)
H.bloody_hands(src)
+2 -2
View File
@@ -787,8 +787,8 @@
var/total_plasmaloss = 0
for(var/obj/item/I in src)
if(I.contaminated)
total_plasmaloss += vsc.plc.CONTAMINATION_LOSS
if(status_flags & GODMODE) return 0 //godmode
total_plasmaloss += vsc.plc.CONTAMINATION_LOSS
if(status_flags & GODMODE) return 0 //godmode
adjustToxLoss(total_plasmaloss)
// if(dna && dna.mutantrace == "plant") //couldn't think of a better place to place it, since it handles nutrition -- Urist
@@ -560,9 +560,13 @@ proc/get_damage_icon_part(damage_state, body_part)
/mob/living/carbon/human/update_inv_wear_id(var/update_icons=1)
if(wear_id)
overlays_lying[ID_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "id2")
overlays_standing[ID_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "id")
wear_id.screen_loc = ui_id //TODO
if(w_uniform && w_uniform:displays_id)
overlays_lying[ID_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "id2")
overlays_standing[ID_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "id")
else
overlays_lying[ID_LAYER] = null
overlays_standing[ID_LAYER] = null
else
overlays_lying[ID_LAYER] = null
overlays_standing[ID_LAYER] = null
@@ -873,4 +877,4 @@ proc/get_damage_icon_part(damage_state, body_part)
#undef R_HAND_LAYER
#undef TAIL_LAYER
#undef TARGETED_LAYER
#undef TOTAL_LAYERS
#undef TOTAL_LAYERS
@@ -150,6 +150,7 @@
src.mind = M.brainmob.mind
src.mind.key = M.brainmob.key
src.ckey = M.brainmob.ckey
src.name = "Spider-bot ([M.brainmob.name])"
/mob/living/simple_animal/spiderbot/proc/explode() //When emagged.
@@ -162,12 +163,13 @@
/mob/living/simple_animal/spiderbot/proc/update_icon()
if(mmi)
if (istype(mmi,/obj/item/device/mmi))
if(istype(mmi,/obj/item/device/mmi))
icon_state = "spiderbot-chassis-mmi"
icon_living = "spiderbot-chassis-mmi"
else
if(istype(mmi, /obj/item/device/mmi/posibrain))
icon_state = "spiderbot-chassis-posi"
icon_living = "spiderbot-chassis-posi"
else
icon_state = "spiderbot-chassis"
icon_living = "spiderbot-chassis"
@@ -326,6 +328,7 @@
visible_message("\blue [src] scoops up \the [held_item]!", "\blue You grab \the [held_item]!", "You hear a skittering noise and a clink.")
return held_item
src << "\red \The [selection] is too far away."
return 0
src << "\red There is nothing of interest to take."
return 0
+31 -17
View File
@@ -277,10 +277,10 @@ var/list/solars_list = list()
var/cdir = 0
var/gen = 0
var/lastgen = 0
var/track = 0 // 0= off 1=timed 2=auto (tracker)
var/trackrate = 600 // 300-900 seconds
var/trackdir = 1 // 0 =CCW, 1=CW
var/nexttime = 0
var/track = 0 // 0=off 1=manual 2=automatic
var/trackrate = 60 // Measured in tenths of degree per minute (i.e. defaults to 6.0 deg/min)
var/trackdir = 1 // -1=CCW, 1=CW
var/nexttime = 0 // Next clock time that manual tracking will move the array
/obj/machinery/power/solar_control/New()
@@ -371,9 +371,11 @@ var/list/solars_list = list()
return
use_power(250)
if(track==1 && nexttime < world.timeofday && trackrate)
nexttime = world.timeofday + 3600/abs(trackrate)
cdir = (cdir+trackrate/abs(trackrate)+360)%360
if(track==1 && nexttime < world.time && trackdir*trackrate)
// Increments nexttime using itself and not world.time to prevent drift
nexttime = nexttime + 6000/trackrate
// Nudges array 1 degree in desired direction
cdir = (cdir+trackdir+360)%360
set_panels(cdir)
update_icon()
@@ -402,19 +404,28 @@ var/list/solars_list = list()
user.set_machine(src)
var/t = "<TT><B>Solar Generator Control</B><HR><PRE>"
t += "Generated power : [round(lastgen)] W<BR><BR>"
t += "<B>Orientation</B>: [rate_control(src,"cdir","[cdir]&deg",1,15)] ([angle2text(cdir)])<BR><BR><BR>"
t += "<BR><HR><BR><BR>"
t += "<B>Generated power</B> : [round(lastgen)] W<BR>"
t += "Station Rotational Period: [60/abs(sun.rate)] minutes<BR>"
t += "Station Rotational Direction: [sun.rate<0 ? "CCW" : "CW"]<BR>"
t += "Star Orientation: [sun.angle]&deg ([angle2text(sun.angle)])<BR>"
t += "Array Orientation: [rate_control(src,"cdir","[cdir]&deg",1,10,60)] ([angle2text(cdir)])<BR>"
t += "<BR><HR><BR>"
t += "Tracking: "
switch(track)
if(0)
t += "<B>Off</B> <A href='?src=\ref[src];track=1'>Timed</A> <A href='?src=\ref[src];track=2'>Auto</A><BR>"
t += "<B>Off</B> <A href='?src=\ref[src];track=1'>Manual</A> <A href='?src=\ref[src];track=2'>Automatic</A><BR>"
if(1)
t += "<A href='?src=\ref[src];track=0'>Off</A> <B>Timed</B> <A href='?src=\ref[src];track=2'>Auto</A><BR>"
t += "<A href='?src=\ref[src];track=0'>Off</A> <B>Manual</B> <A href='?src=\ref[src];track=2'>Automatic</A><BR>"
if(2)
t += "<A href='?src=\ref[src];track=0'>Off</A> <A href='?src=\ref[src];track=1'>Timed</A> <B>Auto</B><BR>"
t += "<A href='?src=\ref[src];track=0'>Off</A> <A href='?src=\ref[src];track=1'>Manual</A> <B>Automatic</B><BR>"
t += "Tracking Rate: [rate_control(src,"tdir","[trackrate] deg/h ([trackrate<0 ? "CCW" : "CW"])",5,30,180)]<BR><BR>"
t += "Manual Tracking Rate: [rate_control(src,"tdir","[trackrate/10]&deg/min ([trackdir<0 ? "CCW" : "CW"])",1,10)]<BR>"
t += "Manual Tracking Direction: "
switch(trackdir)
if(-1)
t += "<A href='?src=\ref[src];trackdir=1'>CW</A> <B>CCW</B><BR>"
if(1)
t += "<B>CW</B> <A href='?src=\ref[src];trackdir=-1'>CCW</A><BR>"
t += "<A href='?src=\ref[src];close=1'>Close</A></TT>"
user << browse(t, "window=solcon")
onclose(user, "solcon")
@@ -443,11 +454,11 @@ var/list/solars_list = list()
set_panels(cdir)
update_icon()
if(href_list["tdir"])
src.trackrate = dd_range(-7200,7200,src.trackrate+text2num(href_list["tdir"]))
if(src.trackrate) nexttime = world.timeofday + 3600/abs(trackrate)
src.trackrate = dd_range(0,360,src.trackrate+text2num(href_list["tdir"]))
if(src.trackrate) nexttime = world.time + 6000/trackrate
if(href_list["track"])
if(src.trackrate) nexttime = world.timeofday + 3600/abs(trackrate)
if(src.trackrate) nexttime = world.time + 6000/trackrate
track = text2num(href_list["track"])
if(powernet && (track == 2))
for(var/obj/machinery/power/tracker/T in get_solars_powernet())
@@ -455,6 +466,9 @@ var/list/solars_list = list()
cdir = T.sun_angle
break
if(href_list["trackdir"])
trackdir = text2num(href_list["trackdir"])
set_panels(cdir)
update_icon()
src.updateUsrDialog()
@@ -55,7 +55,7 @@
icon_state = "cshotgun"
max_shells = 8
origin_tech = "combat=5;materials=2"
ammo_type = "/obj/item/ammo_casing/shotgun/beanbag"
ammo_type = "/obj/item/ammo_casing/shotgun"
//this is largely hacky and bad :( -Pete
/obj/item/weapon/gun/projectile/shotgun/doublebarrel
@@ -781,7 +781,10 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/tomato = list("ketchup" = 0),
/obj/item/weapon/reagent_containers/food/snacks/grown/corn = list("cornoil" = 0),
/obj/item/weapon/reagent_containers/food/snacks/grown/wheat = list("flour" = -5),
/obj/item/weapon/reagent_containers/food/snacks/grown/ricestalk = list("rice" = -5),
/obj/item/weapon/reagent_containers/food/snacks/grown/cherries = list("cherryjelly" = 0),
/obj/item/weapon/reagent_containers/food/snacks/grown/plastellium = list("plasticide" = 5),
//archaeology!
/obj/item/weapon/rocksliver = list("ground_rock" = 50),
@@ -331,6 +331,21 @@ datum
..()
return
plasticide
name = "Plasticide"
id = "plasticide"
description = "Liquid plastic, do not eat."
reagent_state = LIQUID
color = "#CF3600" // rgb: 207, 54, 0
custom_metabolism = 0.01
on_mob_life(var/mob/living/M as mob)
if(!M) M = holder.my_atom
// Toxins are really weak, but without being treated, last very long.
M.adjustToxLoss(0.2)
..()
return
cyanide
// Fast and lethal
name = "Cyanide"
@@ -2277,6 +2292,19 @@ datum
if(!istype(T, /turf/space))
new /obj/effect/decal/cleanable/flour(T)
rice
name = "Rice"
id = "rice"
description = "Enjoy the great taste of nothing."
reagent_state = SOLID
nutriment_factor = 1 * REAGENTS_METABOLISM
color = "#FFFFFF" // rgb: 0, 0, 0
on_mob_life(var/mob/living/M as mob)
M.nutrition += nutriment_factor
..()
return
cherryjelly
name = "Cherry Jelly"
id = "cherryjelly"
@@ -2622,6 +2650,67 @@ datum
color = "#878F00" // rgb: 135, 40, 0
adj_temp = -8
lemonade
name = "Lemonade"
description = "Oh the nostalgia..."
id = "lemonade"
color = "#FFFF00" // rgb: 255, 255, 0
kiraspecial
name = "Kira Special"
description = "Long live the guy who everyone had mistaken for a girl. Baka!"
id = "kiraspecial"
color = "#CCCC99" // rgb: 204, 204, 153
brownstar
name = "Brown Star"
description = "Its not what it sounds like..."
id = "brownstar"
color = "#9F3400" // rgb: 159, 052, 000
adj_temp = - 2
milkshake
name = "Milkshake"
description = "Glorious brainfreezing mixture."
id = "milkshake"
color = "#AEE5E4" // rgb" 174, 229, 228
adj_temp = -9
on_mob_life(var/mob/living/M as mob)
if(!M) M = holder.my_atom
if(!data) data = 1
switch(data)
if(1 to 15)
M.bodytemperature -= 5 * TEMPERATURE_DAMAGE_COEFFICIENT
if(holder.has_reagent("capsaicin"))
holder.remove_reagent("capsaicin", 5)
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature -= rand(5,20)
if(15 to 25)
M.bodytemperature -= 10 * TEMPERATURE_DAMAGE_COEFFICIENT
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature -= rand(10,20)
if(25 to INFINITY)
M.bodytemperature -= 15 * TEMPERATURE_DAMAGE_COEFFICIENT
if(prob(1)) M.emote("shiver")
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature -= rand(15,20)
data++
holder.remove_reagent(src.id, FOOD_METABOLISM)
..()
return
rewriter
name = "Rewriter"
description = "The secert of the sanctuary of the Libarian..."
id = "rewriter"
color = "#485000" // rgb:72, 080, 0
on_mob_life(var/mob/living/M as mob)
..()
M.make_jittery(5)
return
hippies_delight
name = "Hippie's Delight"
id = "hippiesdelight"
@@ -2792,6 +2881,12 @@ datum
description = "Number one drink AND fueling choice for Russians worldwide."
color = "#664300" // rgb: 102, 67, 0
sake
name = "Sake"
id = "sake"
description = "Anime's favorite drink."
color = "#664300" // rgb: 102, 67, 0
tequilla
name = "Tequila"
id = "tequilla"
@@ -482,6 +482,19 @@ datum
var/location = get_turf(holder.my_atom)
new /obj/item/stack/sheet/mineral/plasma(location)
return
plastication
name = "Plastic"
id = "solidplastic"
result = null
required_reagents = list("pacid" = 10, "plasticide" = 20)
result_amount = 1
on_reaction(var/datum/reagents/holder)
var/obj/item/stack/sheet/metal/M = new /obj/item/stack/sheet/mineral/plastic
M.amount = 10
M.loc = get_turf_loc(holder.my_atom)
return
virus_food
name = "Virus Food"
id = "virusfood"
@@ -1461,6 +1474,13 @@ datum
required_reagents = list("potato" = 10)
required_catalysts = list("enzyme" = 5)
result_amount = 10
sake
name = "Sake"
id = "sake"
result = "sake"
required_reagents = list("rice" = 10)
required_catalysts = list("enzyme" = 5)
result_amount = 10
kahlua
name = "Kahlua"
@@ -1887,3 +1907,40 @@ datum
required_reagents = list("nothing" = 1, "gin" = 1)
result_amount = 2
lemonade
name = "Lemonade"
id = "lemonade"
result = "lemonade"
required_reagents = list("lemonjuice" = 1, "sugar" = 1, "water" = 1)
result_amount = 3
kiraspecial
name = "Kira Special"
id = "kiraspecial"
result = "kiraspecial"
required_reagents = list("orangejuice" = 1, "limejuice" = 1, "sodawater" = 1)
result_amount = 2
brownstar
name = "Brown Star"
id = "brownstar"
result = "brownstar"
required_reagents = list("orangejuice" = 2, "cola" = 1)
result_amount = 2
milkshake
name = "Milkshake"
id = "milkshake"
result = "milkshake"
required_reagents = list("cream" = 1, "ice" = 2, "milk" = 2)
result_amount = 5
rewriter
name = "Rewriter"
id = "rewriter"
result = "rewriter"
required_reagents = list("spacemountainwind" = 1, "coffee" = 1)
result_amount = 2
@@ -384,6 +384,18 @@
icon_state = "flask"
volume = 60
/obj/item/weapon/reagent_containers/food/drinks/flask/detflask
name = "Detective's Flask"
desc = "A metal flask with a leather band and golden badge belonging to the detective."
icon_state = "detflask"
volume = 60
/obj/item/weapon/reagent_containers/food/drinks/flask/barflask
name = "flask"
desc = "For those who can't be bothered to hang out at the bar to drink."
icon_state = "barflask"
volume = 60
/obj/item/weapon/reagent_containers/food/drinks/britcup
name = "cup"
desc = "A cup with the british flag emblazoned on it."
@@ -82,6 +82,10 @@
icon_state = "ginvodkaglass"
name = "Glass of vodka"
desc = "The glass contain wodka. Xynta."
if("sake")
icon_state = "ginvodkaglass"
name = "Glass of Sake"
desc = "A glass of Sake."
if("goldschlager")
icon_state = "ginvodkaglass"
name = "Glass of goldschlager"
@@ -422,6 +426,30 @@
icon_state = "dr_gibb_glass"
name = "Glass of welder fuel"
desc = "Unless you are an industrial tool, this is probably not safe for consumption."
if("brownstar")
icon_state = "brownstar"
name = "Brown Star"
desc = "Its not what it sounds like..."
if("icetea")
icon_state = "icetea"
name = "Iced Tea"
desc = "No relation to a certain rap artist/ actor."
if("milkshake")
icon_state = "milkshake"
name = "Milkshake"
desc = "Glorious brainfreezing mixture."
if("lemonade")
icon_state = "lemonade"
name = "Lemonade"
desc = "Oh the nostalgia..."
if("kiraspecial")
icon_state = "kiraspecial"
name = "Kira Special"
desc = "Long live the guy who everyone had mistaken for a girl. Baka!"
if("rewriter")
icon_state = "rewriter"
name = "Rewriter"
desc = "The secert of the sanctuary of the Libarian..."
else
icon_state ="glass_brown"
name = "Glass of ..what?"
@@ -1566,6 +1566,26 @@
reagents.add_reagent("nutriment", 2)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/boiledrice
name = "Boiled Rice"
desc = "A boring dish of boring rice."
icon_state = "boiledrice"
trash = /obj/item/trash/snack_bowl
New()
..()
reagents.add_reagent("nutriment", 2)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/ricepudding
name = "Rice Pudding"
desc = "Where's the Jam!"
icon_state = "rpudding"
trash = /obj/item/trash/snack_bowl
New()
..()
reagents.add_reagent("nutriment", 4)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/pastatomato
name = "Spagetti"
desc = "Spaghetti and crushed tomatoes. Just like your abusive father used to make!"
@@ -232,6 +232,17 @@
reagents.add_reagent("nutriment", 1+round((potency / 10), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/plastellium
seed = "/obj/item/seeds/plastiseed"
name = "clump of plastellium"
desc = "Hmm, needs some processing"
icon_state = "plastellium"
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("plasticide", 1+round((potency / 10), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/glowberries
seed = "/obj/item/seeds/glowberryseed"
name = "bunch of glow-berries"
@@ -648,6 +659,18 @@
reagents.add_reagent("nutriment", 1+round((potency / 25), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/ricestalk
seed = "/obj/item/seeds/riceseed"
name = "rice stalk"
desc = "Rice to see you."
gender = PLURAL
icon_state = "rice"
New()
..()
spawn(5) //So potency can be set in the proc that creates these crops
reagents.add_reagent("nutriment", 1+round((potency / 25), 1))
bitesize = 1+round(reagents.total_volume / 2, 1)
/obj/item/weapon/reagent_containers/food/snacks/grown/kudzupod
seed = "/obj/item/seeds/kudzuseed"
name = "kudzu pod"
@@ -349,6 +349,7 @@
var/obj/item/weapon/gun/projectile/new_gun = new /obj/item/weapon/gun/projectile(src.loc)
new_item = new_gun
new_item.icon_state = "gun[rand(1,4)]"
new_item.icon = 'xenoarchaeology.dmi'
//33% chance to be able to reload the gun with human ammunition
if(prob(66))
@@ -359,8 +360,10 @@
if(prob(33))
var/num_bullets = rand(1,new_gun.max_shells)
if(num_bullets < new_gun.loaded.len)
for(var/i = num_bullets, i <= new_gun.loaded.len, i++)
new_gun.loaded += new new_gun.ammo_type(src)
new_gun.loaded.Cut()
for(var/i = 1, i <= num_bullets, i++)
var/A = text2path(new_gun.ammo_type)
new_gun.loaded += new A(new_gun)
else
for(var/obj/item/I in new_gun)
if(new_gun.loaded.len > num_bullets)
+34 -8
View File
@@ -102,7 +102,7 @@
// BRAIN DAMAGE FIXING //
//////////////////////////////////////////////////////////////////
/datum/surgery_step/brain/fix_brain
/datum/surgery_step/brain/bone_chips
required_tool = /obj/item/weapon/hemostat
allowed_tools = list(/obj/item/weapon/wirecutters, /obj/item/weapon/kitchen/utensil/fork)
@@ -113,22 +113,48 @@
return ..() && target.brain_op_stage == 2
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
user.visible_message("[user] starts mending ruptured vessels in [target]'s brain with \the [tool].", \
"You start mending [target]'s brain with \the [tool].")
user.visible_message("[user] starts taking out bone chips and out of [target]'s brain with \the [tool].", \
"You start taking out bone chips and out of [target]'s brain with \the [tool].")
..()
end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
user.visible_message("\blue [user] mends [target]'s brain hematoma with \the [tool].", \
"\blue You mend ruptured vessels to [target]'s brain hematoma with \the [tool].")
user.visible_message("\blue [user] takes out all bone chips out of [target]'s brain with \the [tool].", \
"\blue You take out all bone chips out of [target]'s brain with \the [tool].")
target.brain_op_stage = 3
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
user.visible_message("\red [user]'s hand slips, jabbing \the [tool] in [target]'s brain!", \
"\red Your hand slips, jabbing \the [tool] in [target]'s brain!")
target.apply_damage(30, BRUTE, "head", 1)
/datum/surgery_step/brain/hematoma
required_tool = /obj/item/weapon/FixOVein
allowed_tools = list(/obj/item/weapon/cable_coil)
min_duration = 90
max_duration = 110
can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
return ..() && target.brain_op_stage == 3
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
user.visible_message("[user] starts mending hematoma in [target]'s brain with \the [tool].", \
"You start mending hematoma in [target]'s brain with \the [tool].")
..()
end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
user.visible_message("\blue [user] mends hematoma in [target]'s brain with \the [tool].", \
"\blue You mend hematoma in [target]'s brain with \the [tool].")
var/datum/organ/internal/brain/sponge = target.internal_organs["brain"]
if (sponge)
sponge.damage = 0
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
user.visible_message("\red [user]'s hand slips, cutting a vein in [target]'s brain with \the [tool]!", \
"\red Your hand slips, cutting a vein in [target]'s brain with \the [tool]!")
target.apply_damage(50, BRUTE, "head", 1)
user.visible_message("\red [user]'s hand slips, bruising [target]'s brain with \the [tool]!", \
"\red Your hand slips, bruising [target]'s brain with \the [tool]!")
target.apply_damage(20, BRUTE, "head", 1)
//////////////////////////////////////////////////////////////////
// SLIME CORE EXTRACTION //