#Fixed Chaplain hoodie sprite.

#Respawn_character() now properly respawns aliens and monkeys if specified to do so.
#Added more options in admin quick panel (for players) to get, send, check if traitor, narrate, and subtle message mob.
#Admins can now click an X by admin name, in asay, to jump to that admin. Makes things easier.
#Moved admin transform verbs into fun tab.
#Removed boom boom shake the room since not even hosts are allowed to use it.
#Pierrot's throat now has a 35% chance of being cured by eating bananas. Up from 5.
#Fixed AI cards.
#ed209 and Beepsky now properly figure in deafness when speaking. Doesn't affect voice files.
#Fixed Syndicate PDA not triggering door.
#Aliens can no longer magically crawl to the prison station and back.
#Aliens can now quickly (5 seconds) break out of cuffs by resisting. No change to buckled.
#Facehuggers will now properly set the alien_egg_flag if the target was infected or not. Curing the alien egg should also reset the flag. I think it will be best to get rid of the flag entirely in the future.
#Added isalienadult(mob) proc to check for humanoid aliens.
#Probably fixed death squad spawning. They pick by key now, instead of mob name.
#Spawning xenos now uses the client match method so you can specify who you want to respawn if wanted.

#Ninjas now tell admins what their set mission is. If given objectives by admin, it should report them at round end for certain rounds.
#Spawning ninjas now uses the same method as respawn character (typing in key/ckey).
#Added a ninjify admnin verb. Possible to right click.
#Can now resize spiderOS window.
#Misc fixes and adjustments. Minor map change to CentCom holding facility.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1685 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
noisomehollow@lycos.com
2011-06-12 18:10:53 +00:00
parent 48ad28e20c
commit 1dfe1cda8e
36 changed files with 4303 additions and 4065 deletions
@@ -129,7 +129,7 @@ I kind of like the right click only--the window version can get a little confusi
// return
if(powerc())
var/vent_found = 0
var/obj/machinery/atmospherics/unary/vent_pump/vent_found
for(var/obj/machinery/atmospherics/unary/vent_pump/v in range(1,src))
if(!v.welded)
vent_found = v
@@ -137,52 +137,56 @@ I kind of like the right click only--the window version can get a little confusi
src << "\red That vent is welded."
if(vent_found)
var/list/vents = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in world)
if(temp_vent.loc == loc)
continue
if(temp_vent.welded)
continue
vents.Add(temp_vent)
var/list/choices = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/vent in vents)
if(vent.loc.z != loc.z)
continue
if(vent.welded)
continue
var/atom/a = get_turf_loc(vent)
choices.Add(a.loc)
var/turf/startloc = loc
var/obj/selection = input("Select a destination.", "Duct System") in choices
var/selection_position = choices.Find(selection)
if(loc==startloc)
var/obj/machinery/atmospherics/unary/vent_pump/target_vent = vents[selection_position]
if(target_vent)
for(var/mob/O in viewers(src, null))
O.show_message(text("<B>[src] scrambles into the ventillation ducts!</B>"), 1)
var/list/huggers = list()
for(var/obj/alien/facehugger/F in view(3, src))
if(istype(F, /obj/alien/facehugger))
huggers.Add(F)
loc = vent_found
if(vent_found.network&&vent_found.network.normal_members.len)
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in vent_found.network.normal_members)
if(temp_vent.loc == loc)
continue
if(temp_vent.welded)
continue
vents.Add(temp_vent)
var/list/choices = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/vent in vents)
if(vent.loc.z != loc.z)
continue
if(vent.welded)
continue
var/atom/a = get_turf_loc(vent)
choices.Add(a.loc)
var/turf/startloc = loc
var/obj/selection = input("Select a destination.", "Duct System") in choices
var/selection_position = choices.Find(selection)
if(loc==startloc)
var/obj/machinery/atmospherics/unary/vent_pump/target_vent = vents[selection_position]
if(target_vent)
for(var/mob/O in viewers(src, null))
O.show_message(text("<B>[src] scrambles into the ventillation ducts!</B>"), 1)
var/list/huggers = list()
for(var/obj/alien/facehugger/F in view(3, src))
if(istype(F, /obj/alien/facehugger))
huggers.Add(F)
loc = vent_found
for(var/obj/alien/facehugger/F in huggers)
F.loc = vent_found
var/travel_time = get_dist(loc, target_vent.loc)
spawn(round(travel_time/2))//give sound warning to anyone near the target vent
if(!target_vent.welded)
for(var/mob/O in hearers(target_vent, null))
O.show_message("You hear something crawling trough the ventilation pipes.")
spawn(travel_time)
if(target_vent.welded)//the vent can be welded while alien scrolled through the list or travelled.
target_vent = vent_found //travel back. No additional time required.
src << "\red The vent you were heading to appears to be welded."
loc = target_vent.loc
for(var/obj/alien/facehugger/F in huggers)
F.loc = loc
F.loc = vent_found
var/travel_time = get_dist(loc, target_vent.loc)
spawn(round(travel_time/2))//give sound warning to anyone near the target vent
if(!target_vent.welded)
for(var/mob/O in hearers(target_vent, null))
O.show_message("You hear something crawling trough the ventilation pipes.",2)
spawn(travel_time)
if(target_vent.welded)//the vent can be welded while alien scrolled through the list or travelled.
target_vent = vent_found //travel back. No additional time required.
src << "\red The vent you were heading to appears to be welded."
loc = target_vent.loc
for(var/obj/alien/facehugger/F in huggers)
F.loc = loc
else
src << "\green You need to remain still while entering a vent."
else
src << "\green You need to remain still while entering a vent."
src << "\green This vent is not connected to anything."
else
src << "\green You must be standing on or beside an open air vent to enter it."
return
@@ -27,16 +27,10 @@
src << "\green You begin to evolve!"
for(var/mob/O in viewers(src, null))
O.show_message(text("\green <B>[src] begins to twist and contort!</B>"), 1)
var/mob/living/carbon/alien/humanoid/queen/Q = new (loc)
var/mob/living/carbon/alien/humanoid/queen/new_xeno = new (loc)
Q.mind = new//Mind initialize stuff.
Q.mind.current = Q
Q.mind.assigned_role = "Alien"
Q.mind.special_role = "Queen"
Q.mind.key = key
if(client)
client.mob = Q
new_xeno.mind_initialize(src, "Queen")
new_xeno.key = key
del(src)
return
@@ -1,4 +1,3 @@
//This is fine right now, if we're adding organ specific damage this needs to be updated
/mob/living/carbon/alien/humanoid/New()
var/datum/reagents/R = new/datum/reagents(100)
@@ -16,6 +15,12 @@
src << "\blue Your icons have been generated!"
..()
/mob/living/carbon/alien/humanoid/proc/mind_initialize(mob/G, alien_caste)
mind = new
mind.current = src
mind.assigned_role = "Alien"
mind.special_role = alien_caste
mind.key = G.key
//This is fine, works the same as a human
/mob/living/carbon/alien/humanoid/Bump(atom/movable/AM as mob|obj, yes)
@@ -240,11 +245,6 @@
if (wear_suit)
if (emptyHand)
wear_suit.DblClick()
return
if (( istype(W, /obj/alien/skin_suit) ))
u_equip(W)
head = W
return
return
/* if (!( istype(W, /obj/item/clothing/suit) ))
return
@@ -12,6 +12,12 @@
// spawn(1200) grow() Grow after 120 seconds -- TLE Commented out because life.dm has better version -- Urist
..()
/mob/living/carbon/alien/larva/proc/mind_initialize(mob/G, alien_caste)
mind = new
mind.current = src
mind.assigned_role = "Alien"
mind.special_role = alien_caste
mind.key = G.key
//This is fine, works the same as a human
/mob/living/carbon/alien/larva/Bump(atom/movable/AM as mob|obj, yes)
+165 -170
View File
@@ -11,10 +11,10 @@
set invisibility = 0
set background = 1
if (src.monkeyizing)
if (monkeyizing)
return
if (src.stat != 2) //still breathing
if (stat != 2) //still breathing
//First, resolve location and get a breath
@@ -31,7 +31,7 @@
//blinded get reset each cycle and then get activated later in the
//code. Very ugly. I dont care. Moving this stuff here so its easy
//to find it.
src.blinded = null
blinded = null
//Disease Check
handle_virus_updates()
@@ -86,83 +86,78 @@
handle_mutations_and_radiation()
if(src.amount_grown == 200)
if(amount_grown == 200)
src << "\green You are growing into a beautiful alien! It is time to choose a caste."
src << "\green There are three to choose from:"
src << "\green <B>Hunters</B> are strong and agile, able to hunt away from the hive and rapidly move through ventilation shafts. Hunters generate plasma slowly and have low reserves."
src << "\green <B>Sentinels</B> are tasked with protecting the hive and are deadly up close and at a range. They are not as physically imposing nor fast as the hunters."
src << "\green <B>Drones</B> are the working class, offering the largest plasma storage and generation. They are the only caste which may evolve again, turning into the dreaded alien queen."
var/CASTE = alert(src, "Please choose which alien caste you shall belong to.",,"Hunter","Sentinel","Drone")
var/alien_caste = alert(src, "Please choose which alien caste you shall belong to.",,"Hunter","Sentinel","Drone")
var/mob/H
switch(CASTE)
var/mob/living/carbon/alien/humanoid/new_xeno
switch(alien_caste)
if("Hunter")
H = new /mob/living/carbon/alien/humanoid/hunter (src.loc)
new_xeno = new /mob/living/carbon/alien/humanoid/hunter (loc)
if("Sentinel")
H = new /mob/living/carbon/alien/humanoid/sentinel (src.loc)
new_xeno = new /mob/living/carbon/alien/humanoid/sentinel (loc)
if("Drone")
H = new /mob/living/carbon/alien/humanoid/drone (src.loc)
new_xeno = new /mob/living/carbon/alien/humanoid/drone (loc)
H.mind = new//Mind initialize stuff.
H.mind.current = src
H.mind.assigned_role = "Alien"
H.mind.special_role = CASTE
H.mind.key = src.key
if(src.client)
src.client.mob = H
new_xeno.mind_initialize(src, alien_caste)
new_xeno.key = key
del(src)
return
//grow!! but not if metroid or dead
if(!istype(src,/mob/living/carbon/alien/larva/metroid) && src.health>-100)
src.amount_grown++
if(!istype(src,/mob/living/carbon/alien/larva/metroid) && health>-100)
amount_grown++
if (src.radiation)
if (src.radiation > 100)
src.radiation = 100
src.weakened = 10
if (radiation)
if (radiation > 100)
radiation = 100
weakened = 10
src << "\red You feel weak."
emote("collapse")
if (src.radiation < 0)
src.radiation = 0
if (radiation < 0)
radiation = 0
switch(src.radiation)
switch(radiation)
if(1 to 49)
src.radiation--
radiation--
if(prob(25))
src.toxloss++
src.updatehealth()
toxloss++
updatehealth()
if(50 to 74)
src.radiation -= 2
src.toxloss++
radiation -= 2
toxloss++
if(prob(5))
src.radiation -= 5
src.weakened = 3
radiation -= 5
weakened = 3
src << "\red You feel weak."
emote("collapse")
src.updatehealth()
updatehealth()
if(75 to 100)
src.radiation -= 3
src.toxloss += 3
src.updatehealth()
radiation -= 3
toxloss += 3
updatehealth()
breathe()
if(src.reagents.has_reagent("lexorin")) return
if(reagents.has_reagent("lexorin")) return
if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell)) return
var/datum/gas_mixture/environment = loc.return_air()
var/datum/air_group/breath
// HACK NEED CHANGING LATER
if(src.health < 0)
src.losebreath++
if(health < 0)
losebreath++
if(losebreath>0) //Suffocating so do not take a breath
src.losebreath--
losebreath--
if (prob(75)) //High chance of gasping for air
spawn emote("gasp")
if(istype(loc, /obj/))
@@ -201,17 +196,17 @@
get_breath_from_internal(volume_needed)
if(internal)
if (!contents.Find(src.internal))
if (!contents.Find(internal))
internal = null
if (!wear_mask || !(wear_mask.flags & MASKINTERNALS) )
internal = null
if(internal)
if (src.internals)
src.internals.icon_state = "internal1"
if (internals)
internals.icon_state = "internal1"
return internal.remove_air_volume(volume_needed)
else
if (src.internals)
src.internals.icon_state = "internal0"
if (internals)
internals.icon_state = "internal0"
return null
update_canmove()
@@ -219,7 +214,7 @@
else canmove = 1
handle_breath(datum/gas_mixture/breath)
if(src.nodamage)
if(nodamage)
return
if(!breath || (breath.total_moles() == 0))
@@ -246,7 +241,7 @@
breath.toxins -= toxins_used
breath.oxygen += toxins_used
if(breath.temperature > (T0C+66) && !(src.mutations & COLD_RESISTANCE)) // Hot air hurts :(
if(breath.temperature > (T0C+66) && !(mutations & COLD_RESISTANCE)) // Hot air hurts :(
if(prob(20))
src << "\red You feel a searing heat in your lungs!"
fire_alert = max(fire_alert, 1)
@@ -274,25 +269,25 @@
if(reagents) reagents.metabolize(src)
if(src.nutrition > 500 && !(src.mutations & FAT))
if(prob(5 + round((src.nutrition - 200) / 2)))
if(nutrition > 500 && !(mutations & FAT))
if(prob(5 + round((nutrition - 200) / 2)))
src << "\red You suddenly feel blubbery!"
src.mutations |= FAT
mutations |= FAT
// update_body()
if (src.nutrition < 100 && src.mutations & FAT)
if(prob(round((50 - src.nutrition) / 100)))
if (nutrition < 100 && mutations & FAT)
if(prob(round((50 - nutrition) / 100)))
src << "\blue You feel fit again!"
src.mutations &= ~FAT
mutations &= ~FAT
// update_body()
if (src.nutrition > 0)
src.nutrition-= HUNGER_FACTOR
if (nutrition > 0)
nutrition-= HUNGER_FACTOR
if (src.drowsyness)
src.drowsyness--
src.eye_blurry = max(2, src.eye_blurry)
if (drowsyness)
drowsyness--
eye_blurry = max(2, eye_blurry)
if (prob(5))
src.sleeping = 1
src.paralysis = 5
sleeping = 1
paralysis = 5
confused = max(0, confused - 1)
// decrement dizziness counter, clamped to 0
@@ -303,7 +298,7 @@
dizziness = max(0, dizziness - 1)
jitteriness = max(0, jitteriness - 1)
src.updatehealth()
updatehealth()
return //TODO: DEFERRED
@@ -313,153 +308,153 @@
if(oxyloss > 50) paralysis = max(paralysis, 3)
if(src.sleeping)
src.paralysis = max(src.paralysis, 3)
if(sleeping)
paralysis = max(paralysis, 3)
if (prob(10) && health) spawn(0) emote("snore")
src.sleeping--
sleeping--
if(src.resting)
src.weakened = max(src.weakened, 5)
if(resting)
weakened = max(weakened, 5)
if(health < -100 || src.brain_op_stage == 4.0)
if(health < -100 || brain_op_stage == 4.0)
death()
else if(src.health < 0)
if(src.health <= 20 && prob(1)) spawn(0) emote("gasp")
else if(health < 0)
if(health <= 20 && prob(1)) spawn(0) emote("gasp")
//if(!src.rejuv) src.oxyloss++
if(!src.reagents.has_reagent("inaprovaline")) src.oxyloss++
//if(!rejuv) oxyloss++
if(!reagents.has_reagent("inaprovaline")) oxyloss++
if(src.stat != 2) src.stat = 1
src.paralysis = max(src.paralysis, 5)
if(stat != 2) stat = 1
paralysis = max(paralysis, 5)
if (src.stat != 2) //Alive.
if (stat != 2) //Alive.
if (src.paralysis || src.stunned || src.weakened) //Stunned etc.
if (src.stunned > 0)
src.stunned--
src.stat = 0
if (src.weakened > 0)
src.weakened--
src.lying = 1
src.stat = 0
if (src.paralysis > 0)
src.paralysis--
src.blinded = 1
src.lying = 1
src.stat = 1
var/h = src.hand
src.hand = 0
if (paralysis || stunned || weakened) //Stunned etc.
if (stunned > 0)
stunned--
stat = 0
if (weakened > 0)
weakened--
lying = 1
stat = 0
if (paralysis > 0)
paralysis--
blinded = 1
lying = 1
stat = 1
var/h = hand
hand = 0
drop_item()
src.hand = 1
hand = 1
drop_item()
src.hand = h
hand = h
else //Not stunned.
src.lying = 0
src.stat = 0
lying = 0
stat = 0
else //Dead.
src.lying = 1
src.blinded = 1
src.stat = 2
lying = 1
blinded = 1
stat = 2
if (src.stuttering) src.stuttering--
if (stuttering) stuttering--
if (src.eye_blind)
src.eye_blind--
src.blinded = 1
if (eye_blind)
eye_blind--
blinded = 1
if (src.ear_deaf > 0) src.ear_deaf--
if (src.ear_damage < 25)
src.ear_damage -= 0.05
src.ear_damage = max(src.ear_damage, 0)
if (ear_deaf > 0) ear_deaf--
if (ear_damage < 25)
ear_damage -= 0.05
ear_damage = max(ear_damage, 0)
src.density = !( src.lying )
density = !( lying )
if ((src.sdisabilities & 1))
src.blinded = 1
if ((src.sdisabilities & 4))
src.ear_deaf = 1
if ((sdisabilities & 1))
blinded = 1
if ((sdisabilities & 4))
ear_deaf = 1
if (src.eye_blurry > 0)
src.eye_blurry--
src.eye_blurry = max(0, src.eye_blurry)
if (eye_blurry > 0)
eye_blurry--
eye_blurry = max(0, eye_blurry)
if (src.druggy > 0)
src.druggy--
src.druggy = max(0, src.druggy)
if (druggy > 0)
druggy--
druggy = max(0, druggy)
return 1
handle_regular_hud_updates()
if (src.stat == 2 || src.mutations & XRAY)
src.sight |= SEE_TURFS
src.sight |= SEE_MOBS
src.sight |= SEE_OBJS
src.see_in_dark = 8
src.see_invisible = 2
else if (src.stat != 2)
src.sight |= SEE_MOBS
src.sight &= ~SEE_TURFS
src.sight &= ~SEE_OBJS
src.see_in_dark = 4
src.see_invisible = 2
if (stat == 2 || mutations & XRAY)
sight |= SEE_TURFS
sight |= SEE_MOBS
sight |= SEE_OBJS
see_in_dark = 8
see_invisible = 2
else if (stat != 2)
sight |= SEE_MOBS
sight &= ~SEE_TURFS
sight &= ~SEE_OBJS
see_in_dark = 4
see_invisible = 2
if (src.sleep) src.sleep.icon_state = text("sleep[]", src.sleeping)
if (src.rest) src.rest.icon_state = text("rest[]", src.resting)
if (sleep) sleep.icon_state = text("sleep[]", sleeping)
if (rest) rest.icon_state = text("rest[]", resting)
if (src.healths)
if (src.stat != 2)
if (healths)
if (stat != 2)
switch(health)
if(25 to INFINITY)
src.healths.icon_state = "health0"
healths.icon_state = "health0"
if(19 to 25)
src.healths.icon_state = "health1"
healths.icon_state = "health1"
if(13 to 19)
src.healths.icon_state = "health2"
healths.icon_state = "health2"
if(7 to 13)
src.healths.icon_state = "health3"
healths.icon_state = "health3"
if(0 to 7)
src.healths.icon_state = "health4"
healths.icon_state = "health4"
else
src.healths.icon_state = "health5"
healths.icon_state = "health5"
else
src.healths.icon_state = "health6"
healths.icon_state = "health6"
if(src.pullin) src.pullin.icon_state = "pull[src.pulling ? 1 : 0]"
if(pullin) pullin.icon_state = "pull[pulling ? 1 : 0]"
if (src.toxin) src.toxin.icon_state = "tox[src.toxins_alert ? 1 : 0]"
if (src.oxygen) src.oxygen.icon_state = "oxy[src.oxygen_alert ? 1 : 0]"
if (src.fire) src.fire.icon_state = "fire[src.fire_alert ? 1 : 0]"
if (toxin) toxin.icon_state = "tox[toxins_alert ? 1 : 0]"
if (oxygen) oxygen.icon_state = "oxy[oxygen_alert ? 1 : 0]"
if (fire) fire.icon_state = "fire[fire_alert ? 1 : 0]"
//NOTE: the alerts dont reset when youre out of danger. dont blame me,
//blame the person who coded them. Temporary fix added.
src.client.screen -= src.hud_used.blurry
src.client.screen -= src.hud_used.druggy
src.client.screen -= src.hud_used.vimpaired
client.screen -= hud_used.blurry
client.screen -= hud_used.druggy
client.screen -= hud_used.vimpaired
if ((src.blind && src.stat != 2))
if ((src.blinded))
src.blind.layer = 18
if ((blind && stat != 2))
if ((blinded))
blind.layer = 18
else
src.blind.layer = 0
blind.layer = 0
if (src.disabilities & 1)
src.client.screen += src.hud_used.vimpaired
if (disabilities & 1)
client.screen += hud_used.vimpaired
if (src.eye_blurry)
src.client.screen += src.hud_used.blurry
if (eye_blurry)
client.screen += hud_used.blurry
if (src.druggy)
src.client.screen += src.hud_used.druggy
if (druggy)
client.screen += hud_used.druggy
if (src.stat != 2)
if (src.machine)
if (!( src.machine.check_eye(src) ))
src.reset_view(null)
if (stat != 2)
if (machine)
if (!( machine.check_eye(src) ))
reset_view(null)
else
if(!client.adminobs)
reset_view(null)
@@ -470,18 +465,18 @@
return
handle_virus_updates()
if(src.bodytemperature > 406 && src.virus)
src.virus.cure()
if(bodytemperature > 406 && virus)
virus.cure()
return
check_if_buckled()
if (src.buckled)
src.lying = (istype(src.buckled, /obj/stool/bed) ? 1 : 0)
if(src.lying)
src.drop_item()
src.density = 1
if (buckled)
lying = (istype(buckled, /obj/stool/bed) ? 1 : 0)
if(lying)
drop_item()
density = 1
else
src.density = !src.lying
density = !lying
handle_stomach()
spawn(0)
@@ -489,7 +484,7 @@
if(M.loc != src)
stomach_contents.Remove(M)
continue
if(istype(M, /mob/living/carbon) && src.stat != 2)
if(istype(M, /mob/living/carbon) && stat != 2)
if(M.stat == 2)
M.death(1)
stomach_contents.Remove(M)
@@ -498,4 +493,4 @@
if(air_master.current_cycle%3==1)
if(!M.nodamage)
M.bruteloss += 5
src.nutrition += 10
nutrition += 10
@@ -6,36 +6,39 @@
// if(!istype(V,/obj/machinery/atmoalter/siphs/fullairsiphon/air_vent))
// return
if(powerc())
var/vent_found = 0
var/obj/machinery/atmospherics/unary/vent_pump/vent_found
for(var/obj/machinery/atmospherics/unary/vent_pump/v in range(1,src))
if(!v.welded)
vent_found = v
else
src << "\red That vent is welded."
if(vent_found)
var/list/vents = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in world)
if(temp_vent.loc == loc)
continue
vents.Add(temp_vent)
var/list/choices = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/vent in vents)
if(vent.loc.z != loc.z)
continue
var/atom/a = get_turf_loc(vent)
choices.Add(a.loc)
var/turf/startloc = loc
var/obj/selection = input("Select a destination.", "Duct System") in choices
var/selection_position = choices.Find(selection)
if(loc==startloc)
var/obj/target_vent = vents[selection_position]
if(target_vent)
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << text("<B>[] scrambles into the ventillation ducts!</B>", src)
loc = target_vent.loc
if(vent_found.network&&vent_found.network.normal_members.len)
var/list/vents = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in vent_found.network.normal_members)
if(temp_vent.loc == loc)
continue
vents.Add(temp_vent)
var/list/choices = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/vent in vents)
if(vent.loc.z != loc.z)
continue
var/atom/a = get_turf_loc(vent)
choices.Add(a.loc)
var/turf/startloc = loc
var/obj/selection = input("Select a destination.", "Duct System") in choices
var/selection_position = choices.Find(selection)
if(loc==startloc)
var/obj/target_vent = vents[selection_position]
if(target_vent)
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O.show_message(text("<B>[src] scrambles into the ventillation ducts!</B>"), 1)
loc = target_vent.loc
else
src << "\green You need to remain still while entering a vent."
else
src << "\green You need to remain still while entering a vent."
src << "\green This vent is not connected to anything."
else
src << "\green You must be standing on or beside an air vent to enter it."
return
+34 -14
View File
@@ -42,6 +42,11 @@
return 1
return 0
/proc/isalienadult(A)
if(istype(A, /mob/living/carbon/alien/humanoid))
return 1
return 0
/proc/islarva(A)
if(istype(A, /mob/living/carbon/alien/larva))
return 1
@@ -279,9 +284,11 @@ proc/isobserver(A)
return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
/proc/ninjaspeak(n)
//The difference with stutter is that this proc can stutter more than 1 letter
//The issue here is that anything that does not have a space is treated as one word (in many instances). For instance, "LOOKING," is a word, including the comma.
//It's fairly easy to fix if dealing with single letters but not so much with compounds of letters./N
/*
The difference with stutter is that this proc can stutter more than 1 letter
The issue here is that anything that does not have a space is treated as one word (in many instances). For instance, "LOOKING," is a word, including the comma.
It's fairly easy to fix if dealing with single letters but not so much with compounds of letters./N
*/
var/te = html_decode(n)
var/t = ""
n = length(n)
@@ -928,17 +935,30 @@ proc/isobserver(A)
if(usr:handcuffed && usr:canmove && (usr.last_special <= world.time))
usr.next_move = world.time + 100
usr.last_special = world.time + 100
usr << "\red You attempt to remove your handcuffs. (This will take around 2 minutes and you need to stand still)"
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] attempts to remove the handcuffs!</B>", usr), 1)
spawn(0)
if(do_after(usr, 1200))
if(!usr:handcuffed) return
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] manages to remove the handcuffs!</B>", usr), 1)
usr << "\blue You successfully remove your handcuffs."
usr:handcuffed:loc = usr:loc
usr:handcuffed = null
if(isalienadult(usr))//Don't want to do a lot of logic gating here.
usr << "\green You attempt to break your handcuffs. (This will take around 5 seconds and you need to stand still)"
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] is trying to break the handcuffs!</B>", usr), 1)
spawn(0)
if(do_after(usr, 50))
if(!usr:handcuffed) return
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] manages to break the handcuffs!</B>", usr), 1)
usr << "\green You successfully break your handcuffs."
del(usr:handcuffed)
usr:handcuffed = null
else
usr << "\red You attempt to remove your handcuffs. (This will take around 2 minutes and you need to stand still)"
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] attempts to remove the handcuffs!</B>", usr), 1)
spawn(0)
if(do_after(usr, 1200))
if(!usr:handcuffed) return
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] manages to remove the handcuffs!</B>", usr), 1)
usr << "\blue You successfully remove your handcuffs."
usr:handcuffed:loc = usr:loc
usr:handcuffed = null
if(usr:handcuffed && (usr.last_special <= world.time) && usr:buckled)
usr.next_move = world.time + 100
+23 -32
View File
@@ -40,9 +40,8 @@
mind.transfer_to(O)
O.a_intent = "hurt"
O << "<B>You are now a monkey.</B>"
var/prev_body = src
src = null //prevent terminating proc due to folowing del()
del(prev_body)
spawn(0)//To prevent the proc from returning null.
del(src)
return O
/mob/new_player/AIize()
@@ -174,7 +173,7 @@
O.invisibility = 0
O.name = "Cyborg"
O.real_name = "Cyborg"
O.lastKnownIP = client.address
O.lastKnownIP = client.address ? client.address : null
if (mind)
mind.transfer_to(O)
if (mind.assigned_role == "Cyborg")
@@ -199,7 +198,8 @@
O.mmi = new /obj/item/device/mmi(O)
O.mmi.transfer_identity(src)//Does not transfer key/client.
del(src)
spawn(0)//To prevent the proc from returning null.
del(src)
return O
//human -> alien
@@ -215,39 +215,30 @@
invisibility = 101
for(var/t in organs)
del(organs[t])
// var/atom/movable/overlay/animation = new /atom/movable/overlay( loc )
// animation.icon_state = "blank"
// animation.icon = 'mob.dmi'
// animation.master = src
// flick("h2alien", animation)
// sleep(48)
// del(animation)
var/CASTE = pick("Hunter","Sentinel","Drone")
var/mob/O
switch(CASTE)
var/alien_caste = pick("Hunter","Sentinel","Drone")
var/mob/living/carbon/alien/humanoid/new_xeno
switch(alien_caste)
if("Hunter")
O = new /mob/living/carbon/alien/humanoid/hunter (loc)
new_xeno = new /mob/living/carbon/alien/humanoid/hunter (loc)
if("Sentinel")
O = new /mob/living/carbon/alien/humanoid/sentinel (loc)
new_xeno = new /mob/living/carbon/alien/humanoid/sentinel (loc)
if("Drone")
O = new /mob/living/carbon/alien/humanoid/drone (loc)
new_xeno = new /mob/living/carbon/alien/humanoid/drone (loc)
O.dna = dna
//Honestly not sure why it's giving them DNA.
/*
new_xeno.dna = dna
dna = null
O.dna.uni_identity = "00600200A00E0110148FC01300B009"
O.dna.struc_enzymes = "0983E840344C39F4B059D5145FC5785DC6406A4BB8"
new_xeno.dna.uni_identity = "00600200A00E0110148FC01300B009"
new_xeno.dna.struc_enzymes = "0983E840344C39F4B059D5145FC5785DC6406A4BB8"
*/
O.mind = new//Mind initialize stuff.
O.mind.current = O
O.mind.assigned_role = "Alien"
O.mind.special_role = CASTE
O.mind.key = key
if(client)
client.mob = O
new_xeno.mind_initialize(src, alien_caste)
new_xeno.key = key
O.loc = loc
O << "<B>You are now an alien.</B>"
del(src)
new_xeno.a_intent = "hurt"
new_xeno << "<B>You are now an alien.</B>"
spawn(0)//To prevent the proc from returning null.
del(src)
return