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

Conflicts:
	html/changelog.html

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
Cael_Aislinn
2013-03-05 17:23:16 +10:00
31 changed files with 1091 additions and 69 deletions
+4
View File
@@ -14,6 +14,7 @@
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/ShieldGen"
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Supermatter"
#define FILE_DIR "code/WorkInProgress/Susan"
#define FILE_DIR "code/WorkInProgress/Uristqwerty"
#define FILE_DIR "html"
#define FILE_DIR "icons"
#define FILE_DIR "icons/48x48"
@@ -998,6 +999,7 @@
#include "code\modules\mob\living\simple_animal\friendly\mouse.dm"
#include "code\modules\mob\living\simple_animal\friendly\mushroom.dm"
#include "code\modules\mob\living\simple_animal\friendly\slime.dm"
#include "code\modules\mob\living\simple_animal\friendly\spiderbot.dm"
#include "code\modules\mob\living\simple_animal\friendly\tomato.dm"
#include "code\modules\mob\living\simple_animal\hostile\alien.dm"
#include "code\modules\mob\living\simple_animal\hostile\bear.dm"
@@ -1197,6 +1199,7 @@
#include "code\WorkInProgress\Cael_Aislinn\Economy\Economy_Events_Mundane.dm"
#include "code\WorkInProgress\Cael_Aislinn\Economy\Economy_TradeDestinations.dm"
#include "code\WorkInProgress\Cael_Aislinn\Economy\EFTPOS.dm"
#include "code\WorkInProgress\Cael_Aislinn\Economy\Job_Departments.dm"
#include "code\WorkInProgress\Cael_Aislinn\Jungle\falsewall.dm"
#include "code\WorkInProgress\Cael_Aislinn\Jungle\jungle.dm"
#include "code\WorkInProgress\Cael_Aislinn\Jungle\jungle_animals.dm"
@@ -1235,6 +1238,7 @@
#include "code\WorkInProgress\Ported\policetape.dm"
#include "code\WorkInProgress\SkyMarshal\Ultralight_procs.dm"
#include "code\WorkInProgress\Susan\susan_desert_turfs.dm"
#include "code\WorkInProgress\Uristqwerty\transit_tubes.dm"
#include "code\WorkInProgress\virus2\analyser.dm"
#include "code\WorkInProgress\virus2\antibodies.dm"
#include "code\WorkInProgress\virus2\base.dm"
@@ -1,6 +1,7 @@
var/global/current_date_string
var/global/num_financial_terminals = 1
var/global/datum/money_account/station_account
var/global/list/datum/money_account/department_accounts = list()
var/global/next_account_number = 0
var/global/obj/machinery/account_database/centcomm_account_db
@@ -28,6 +29,31 @@ var/global/obj/machinery/account_database/centcomm_account_db
for(var/obj/machinery/account_database/A in world)
A.accounts.Add(station_account)
/proc/create_department_account(department)
next_account_number = rand(111111, 999999)
var/datum/money_account/department_account = new()
department_account.owner_name = "[department] Account"
department_account.account_number = rand(111111, 999999)
department_account.remote_access_pin = rand(1111, 111111)
department_account.money = 5000
//create an entry in the account transaction log for when it was created
var/datum/transaction/T = new()
T.target_name = department_account.owner_name
T.purpose = "Account creation"
T.amount = department_account.money
T.date = "2nd April, 2555"
T.time = "11:24"
T.source_terminal = "Biesel GalaxyNet Terminal #277"
//add the account
department_account.transaction_log.Add(T)
for(var/obj/machinery/account_database/A in world)
A.accounts.Add(department_account)
department_accounts[department] = department_account
//the current ingame time (hh:mm) can be obtained by calling:
//worldtime2text()
@@ -70,6 +96,10 @@ var/global/obj/machinery/account_database/centcomm_account_db
if(!station_account)
create_station_account()
if(department_accounts.len == 0)
for(var/department in station_departments)
create_department_account(department)
if(!current_date_string)
current_date_string = "[num2text(rand(1,31))] [pick("January","February","March","April","May","June","July","August","September","October","November","December")], 2557"
@@ -82,7 +112,7 @@ var/global/obj/machinery/account_database/centcomm_account_db
dat += "Confirm identity: <a href='?src=\ref[src];choice=insert_card'>[held_card ? held_card : "-----"]</a><br>"
if(access_level > 0)
dat += "<a href='?src=\ref[src];toggle_activated=1'>Toggle remote access to this database (warning!)</a>"
dat += "<a href='?src=\ref[src];toggle_activated=1'>[activated ? "Disable" : "Enable"] remote access</a><br>"
dat += "You may not edit accounts at this terminal, only create and view them.<br>"
if(creating_new_account)
dat += "<br>"
@@ -0,0 +1,70 @@
var/list/station_departments = list("Command", "Medical", "Engineering", "Science", "Security", "Cargo", "Civilian")
// The department the job belongs to.
/datum/job/var/department = null
// Whether this is a head position
/datum/job/var/head_position = 0
/datum/job/captain/department = "Command"
/datum/job/captain/head_position = 1
/datum/job/hop/department = "Civilian"
/datum/job/hop/head_position = 1
/datum/job/assistant/department = "Civilian"
/datum/job/bartender/department = "Civilian"
/datum/job/chef/department = "Civilian"
/datum/job/hydro/department = "Civilian"
/datum/job/mining/department = "Civilian"
/datum/job/janitor/department = "Civilian"
/datum/job/librarian/department = "Civilian"
/datum/job/lawyer/department = "Civilian"
/datum/job/chaplain/department = "Civilian"
/datum/job/qm/department = "Cargo"
/datum/job/qm/head_position = 1
/datum/job/cargo_tech/department = "Cargo"
/datum/job/chief_engineer/department = "Engineering"
/datum/job/chief_engineer/head_position = 1
/datum/job/engineer/department = "Engineering"
/datum/job/atmos/department = "Engineering"
/datum/job/cmo/department = "Medical"
/datum/job/cmo/head_position = 1
/datum/job/doctor/department = "Medical"
/datum/job/chemist/department = "Medical"
/datum/job/geneticist/department = "Medical"
/datum/job/psychiatrist/department = "Medical"
/datum/job/rd/department = "Science"
/datum/job/rd/head_position = 1
/datum/job/scientist/department = "Science"
/datum/job/roboticist/department = "Science"
/datum/job/hos/department = "Security"
/datum/job/hos/head_position = 1
/datum/job/warden/department = "Security"
/datum/job/detective/department = "Security"
/datum/job/officer/department = "Security"
+18 -5
View File
@@ -43,7 +43,7 @@ log transactions
if(stat & NOPOWER)
return
if(linked_db && linked_db.stat & NOPOWER)
if(linked_db && ( (linked_db.stat & NOPOWER) || !linked_db.activated ) )
linked_db = null
authenticated_account = null
src.visible_message("\red \icon[src] [src] buzzes rudely, \"Connection to remote database lost.\"")
@@ -68,7 +68,7 @@ log transactions
/obj/machinery/atm/proc/reconnect_database()
for(var/obj/machinery/account_database/DB in world)
if(DB.z == src.z && !DB.stat & NOPOWER)
if( DB.z == src.z && !(DB.stat & NOPOWER) && DB.activated )
linked_db = DB
break
@@ -259,7 +259,7 @@ log transactions
T.time = worldtime2text()
authenticated_account.transaction_log.Add(T)
else
usr << "\red \icon[src] incorrect pin/account combination entered, [max_pin_attempts - number_incorrect_tries] attempts remaining."
usr << "\red \icon[src] Incorrect pin/account combination entered, [max_pin_attempts - number_incorrect_tries] attempts remaining."
previous_account_number = tried_account_num
playsound(src, 'buzz-sigh.ogg', 50, 1)
else
@@ -279,6 +279,8 @@ log transactions
T.time = worldtime2text()
authenticated_account.transaction_log.Add(T)
usr << "\blue \icon[src] Access granted. Welcome user '[authenticated_account.owner_name].'"
previous_account_number = tried_account_num
if("withdrawal")
var/amount = max(text2num(href_list["funds_amount"]),0)
@@ -342,8 +344,8 @@ log transactions
held_card = I
if("logout")
authenticated_account = null
usr << browse(null,"window=atm")
return
//usr << browse(null,"window=atm")
src.attack_hand(usr)
//create the most effective combination of notes to make up the requested amount
@@ -385,3 +387,14 @@ log transactions
I = P.id
if(I)
authenticated_account = linked_db.attempt_account_access(I.associated_account_number)
if(authenticated_account)
human_user << "\blue \icon[src] Access granted. Welcome user '[authenticated_account.owner_name].'"
//create a transaction log entry
var/datum/transaction/T = new()
T.target_name = authenticated_account.owner_name
T.purpose = "Remote terminal access"
T.source_terminal = machine_id
T.date = current_date_string
T.time = worldtime2text()
authenticated_account.transaction_log.Add(T)
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@@ -0,0 +1,405 @@
// Basic transit tubes. Straight pieces, curved sections,
// and basic splits/joins (no routing logic).
// Mappers: you can use "Generate Instances from Icon-states"
// to get the different pieces.
/obj/structure/transit_tube
icon = 'transit_tube.dmi'
icon_state = "E-W"
density = 1
layer = 3.1
anchored = 1.0
var/list/tube_dirs = null
var/exit_delay = 2
var/enter_delay = 1
// A place where tube pods stop, and people can get in or out.
// Mappers: use "Generate Instances from Directions" for this
// one.
/obj/structure/transit_tube/station
icon = 'transit_tube_station.dmi'
icon_state = "closed"
exit_delay = 2
enter_delay = 3
var/pod_moving = 0
var/automatic_launch_time = 100
var/const/OPEN_DURATION = 6
var/const/CLOSE_DURATION = 6
/obj/structure/transit_tube_pod
icon = 'transit_tube_pod.dmi'
icon_state = "pod"
animate_movement = FORWARD_STEPS
var/moving = 0
var/datum/gas_mixture/air_contents
/obj/structure/transit_tube/station/New(loc)
..(loc)
spawn(automatic_launch_time)
launch_pod()
/obj/structure/transit_tube/station/Bumped(mob/AM as mob|obj)
if(!pod_moving && icon_state == "open" && istype(AM, /mob))
for(var/obj/structure/transit_tube_pod/pod in loc)
if(!pod.moving && pod.dir in directions())
AM.loc = pod
return
/obj/structure/transit_tube/station/attack_hand(mob/user as mob)
if(!pod_moving)
for(var/obj/structure/transit_tube_pod/pod in loc)
if(!pod.moving && pod.dir in directions())
if(icon_state == "closed")
open_animation()
else if(icon_state == "open")
close_animation()
/obj/structure/transit_tube/station/proc/open_animation()
if(icon_state == "closed")
icon_state = "opening"
spawn(OPEN_DURATION)
if(icon_state == "opening")
icon_state = "open"
/obj/structure/transit_tube/station/proc/close_animation()
if(icon_state == "open")
icon_state = "closing"
spawn(CLOSE_DURATION)
if(icon_state == "closing")
icon_state = "closed"
/obj/structure/transit_tube/station/proc/launch_pod()
for(var/obj/structure/transit_tube_pod/pod in loc)
if(!pod.moving && pod.dir in directions())
spawn(5)
pod_moving = 1
close_animation()
sleep(CLOSE_DURATION + 2)
if(icon_state == "closed" && pod)
pod.follow_tube()
pod_moving = 0
return
/obj/structure/transit_tube/proc/should_stop_pod(pod, from_dir)
return 0
/obj/structure/transit_tube/station/should_stop_pod(pod, from_dir)
return 1
/obj/structure/transit_tube/proc/pod_stopped(pod, from_dir)
return 0
/obj/structure/transit_tube/station/pod_stopped(obj/structure/transit_tube_pod/pod, from_dir)
pod_moving = 1
spawn(5)
open_animation()
sleep(OPEN_DURATION + 2)
pod_moving = 0
pod.mix_air()
if(automatic_launch_time)
var/const/wait_step = 5
var/i = 0
while(i < automatic_launch_time)
sleep(wait_step)
i += wait_step
if(pod_moving || icon_state != "open")
return
launch_pod()
// Returns a /list of directions this tube section can
// connect to.
/obj/structure/transit_tube/proc/directions()
return tube_dirs
/obj/structure/transit_tube/proc/has_entrance(from_dir)
from_dir = turn(from_dir, 180)
for(var/direction in directions())
if(direction == from_dir)
return 1
return 0
/obj/structure/transit_tube/proc/has_exit(in_dir)
for(var/direction in directions())
if(direction == in_dir)
return 1
return 0
// Searches for an exit direction within 45 degrees of the
// specified dir. Returns that direction, or 0 if none match.
/obj/structure/transit_tube/proc/get_exit(in_dir)
var/near_dir = 0
var/in_dir_cw = turn(in_dir, -45)
var/in_dir_ccw = turn(in_dir, 45)
for(var/direction in directions())
if(direction == in_dir)
return direction
else if(direction == in_dir_cw)
near_dir = direction
else if(direction == in_dir_ccw)
near_dir = direction
return near_dir
/obj/structure/transit_tube/proc/exit_delay(pod, to_dir)
return exit_delay
/obj/structure/transit_tube/proc/enter_delay(pod, to_dir)
return enter_delay
/obj/structure/transit_tube_pod/proc/follow_tube()
if(moving)
return
moving = 1
spawn()
var/obj/structure/transit_tube/current_tube = null
var/next_dir
var/next_loc
for(var/obj/structure/transit_tube/tube in loc)
if(tube.has_exit(dir))
current_tube = tube
break
while(current_tube)
next_dir = current_tube.get_exit(dir)
if(!next_dir)
break
sleep(current_tube.exit_delay(src, dir))
next_loc = get_step(loc, next_dir)
current_tube = null
for(var/obj/structure/transit_tube/tube in next_loc)
if(tube.has_entrance(next_dir))
current_tube = tube
break
if(current_tube == null)
dir = next_dir
step(src, dir)
break
sleep(current_tube.enter_delay(src, next_dir))
dir = next_dir
loc = next_loc
if(current_tube && current_tube.should_stop_pod(src, next_dir))
current_tube.pod_stopped(src, dir)
break
moving = 0
// HUGE HACK: Because the pod isn't a mecha, travelling through tubes over space
// won't protect people from space.
// This avoids editing an additional file, so that adding
// tubes to a SS13 codebase is a simple as dropping this code file and the
// required icon files somewhere where BYOND can find them.
/mob/living/carbon/human/handle_environment(datum/gas_mixture/environment)
if(!istype(loc, /obj/structure/transit_tube_pod))
return ..(environment)
/obj/structure/transit_tube_pod/return_air()
var/datum/gas_mixture/GM = new()
GM.oxygen = MOLES_O2STANDARD * 2
GM.nitrogen = MOLES_N2STANDARD
GM.temperature = T20C
return GM
// For now, copying what I found in an unused FEA file (and almost identical in a
// used ZAS file). Means that assume_air and remove_air don't actually alter the
// air contents.
/obj/structure/transit_tube_pod/assume_air(datum/gas_mixture/giver)
return 0
/obj/structure/transit_tube_pod/remove_air(amount)
var/oxygen = MOLES_O2STANDARD
var/carbon_dioxide = 0
var/nitrogen = MOLES_N2STANDARD
var/toxins = 0
var/datum/gas_mixture/GM = new()
var/sum = oxygen + carbon_dioxide + nitrogen + toxins
if(sum>0)
GM.oxygen = (oxygen/sum)*amount
GM.carbon_dioxide = (carbon_dioxide/sum)*amount
GM.nitrogen = (nitrogen/sum)*amount
GM.toxins = (toxins/sum)*amount
GM.temperature = T20C
GM.update_values() //Needed in ZAS to prevent suffocation. Not present in FEA. Comment/uncomment as nessecary.
return GM
// Called when a pod arrives at, and before a pod departs from a station,
// giving it a chance to mix its internal air supply with the turf it is
// currently on.
/obj/structure/transit_tube_pod/proc/mix_air()
//Needs to be implemented at some point
// When the player moves, check if the pos is currently stopped at a station.
// if it is, check the direction. If the direction matches the direction of
// the station, try to exit. If the direction matches one of the station's
// tube directions, launch the pod in that direction.
/obj/structure/transit_tube_pod/relaymove(mob/mob, direction)
if(!moving && istype(mob, /mob) && mob.client)
for(var/obj/structure/transit_tube/station/station in loc)
if(!station.pod_moving && (dir in station.directions()))
if(direction == station.dir)
if(station.icon_state == "open")
mob.loc = loc
mob.client.Move(get_step(loc, direction), direction)
else
station.open_animation()
else if(direction in station.directions())
dir = direction
station.launch_pod()
/obj/structure/transit_tube/New(loc)
..(loc)
if(tube_dirs == null)
init_dirs()
// Parse the icon_state into a list of directions.
// This means that mappers can use Dream Maker's built in
// "Generate Instances from Icon-states" option to get all
// variations. Additionally, as a separate proc, sub-types
// can handle it more intelligently.
/obj/structure/transit_tube/proc/init_dirs()
tube_dirs = parse_dirs(icon_state)
if(copytext(icon_state, 1, 3) == "D-")
density = 0
// Tube station directions are simply 90 to either side of
// the exit.
/obj/structure/transit_tube/station/init_dirs()
tube_dirs = list(turn(dir, 90), turn(dir, -90))
// Uses a list() to cache return values. Since they should
// never be edited directly, all tubes with a certain
// icon_state can just reference the same list. In theory,
// reduces memory usage, and improves CPU cache usage.
// In reality, I don't know if that is quite how BYOND works,
// but it is probably safer to assume the existence of, and
// rely on, a sufficiently smart compiler/optimizer.
/obj/structure/transit_tube/proc/parse_dirs(text)
var/global/list/direction_table = list()
if(text in direction_table)
return direction_table[text]
var/list/split_text = stringsplit(text, "-")
// If the first token is D, the icon_state represents
// a purely decorative tube, and doesn't actually
// connect to anything.
if(split_text[1] == "D")
direction_table[text] = list()
return null
var/list/directions = list()
for(var/text_part in split_text)
var/direction = text2dir_extended(text_part)
if(direction > 0)
directions += direction
direction_table[text] = directions
return directions
// A copy of text2dir, extended to accept one and two letter
// directions, and to clearly return 0 otherwise.
/obj/structure/transit_tube/proc/text2dir_extended(direction)
switch(uppertext(direction))
if("NORTH", "N")
return 1
if("SOUTH", "S")
return 2
if("EAST", "E")
return 4
if("WEST", "W")
return 8
if("NORTHEAST", "NE")
return 5
if("NORTHWEST", "NW")
return 9
if("SOUTHEAST", "SE")
return 6
if("SOUTHWEST", "SW")
return 10
else
return 0
+10 -1
View File
@@ -25,6 +25,9 @@
var/datum/organ/external/parent
var/list/datum/organ/external/children
// Internal organs of this body part
var/list/datum/organ/internal/internal_organs
var/damage_msg = "\red You feel an intense pain"
var/broken_description
@@ -93,6 +96,13 @@
droplimb(1)
return
// High brute damage or sharp objects may damage internal organs
if(internal_organs != null) if( (sharp && brute >= 5) || brute >= 10) if(prob(5))
// Damage an internal organ
var/datum/organ/internal/I = pick(internal_organs)
I.take_damage(brute / 2)
brute -= brute / 2
if(status & ORGAN_BROKEN && prob(40) && brute)
owner.emote("scream") //getting hit on broken hand hurts
if(used_weapon)
@@ -555,7 +565,6 @@
max_damage = 150
min_broken_damage = 75
body_part = UPPER_TORSO
var/ruptured_lungs = 0
/datum/organ/external/groin
name = "groin"
+52
View File
@@ -1,6 +1,8 @@
/****************************************************
INTERNAL ORGANS
****************************************************/
/*
/datum/organ/internal
name = "internal"
var/damage = 0
@@ -62,3 +64,53 @@
var/lungs = null
var/stomach = null
*/
/mob/living/carbon/human/var/list/internal_organs = list()
/datum/organ/internal
// amount of damage to the organ
var/damage = 0
var/min_bruised_damage = 10
var/min_broken_damage = 30
var/parent_organ = "chest"
/datum/organ/internal/proc/is_bruised()
return damage >= min_bruised_damage
/datum/organ/internal/proc/is_broken()
return damage >= min_broken_damage
/datum/organ/internal/New(mob/living/carbon/human/H)
..()
var/datum/organ/external/E = H.organs_by_name[src.parent_organ]
if(E.internal_organs == null)
E.internal_organs = list()
E.internal_organs += src
H.internal_organs[src.name] = src
src.owner = H
/datum/organ/internal/proc/take_damage(amount)
src.damage += amount
var/datum/organ/external/parent = owner.get_organ(parent_organ)
owner.custom_pain("Something inside your [parent.display_name] hurts a lot.", 1)
/datum/organ/internal/heart
name = "heart"
parent_organ = "chest"
/datum/organ/internal/lungs
name = "lungs"
parent_organ = "chest"
/datum/organ/internal/liver
name = "liver"
parent_organ = "chest"
/datum/organ/internal/kidney
name = "kidney"
parent_organ = "chest"
+7
View File
@@ -81,3 +81,10 @@ mob/living/carbon/human/proc/handle_pain()
maxdam = dam
if(damaged_organ)
pain(damaged_organ.display_name, maxdam, 0)
// Damage to internal organs hurts a lot.
for(var/organ_name in internal_organs)
var/datum/organ/internal/I = internal_organs[organ_name]
if(I.damage > 2) if(prob(2))
var/datum/organ/external/parent = get_organ(I.parent_organ)
src.custom_pain("You feel a sharp pain in your [parent.display_name]", 1)
+4 -2
View File
@@ -10,7 +10,7 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")
required_players = 2
required_players_secret = 5
required_players_secret = 10
required_enemies = 1
recommended_enemies = 4
@@ -37,7 +37,7 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
var/const/changeling_amount = 4
var/changeling_amount = 4
/datum/game_mode/changeling/announce()
world << "<B>The current game mode is - Changeling!</B>"
@@ -55,6 +55,8 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
if(player.assigned_role == job)
possible_changelings -= player
changeling_amount = 1 + round(num_players() / 10)
if(possible_changelings.len>0)
for(var/i = 0, i < changeling_amount, i++)
if(!possible_changelings.len) break
+12
View File
@@ -340,6 +340,18 @@ var/global/datum/controller/occupations/job_master
H.mind.initial_account = M
// If they're head, give them the account info for their department
if(H.mind && job.head_position)
var/remembered_info = ""
var/datum/money_account/department_account = department_accounts[job.department]
if(department_account)
remembered_info += "<b>Your department's account number is:</b> #[department_account.account_number]<br>"
remembered_info += "<b>Your department's account pin is:</b> [department_account.remote_access_pin]<br>"
remembered_info += "<b>Your department's account funds are:</b> $[department_account.money]<br>"
H.mind.store_memory(remembered_info)
spawn(0)
H << "\blue<b>Your account number is: [M.account_number], your account pin is: [M.remote_access_pin]</b>"
+6 -1
View File
@@ -286,7 +286,7 @@
for(var/datum/wound/W in e.wounds) if(W.internal)
internal_bleeding = "<br>Internal Bleeding"
break
if(istype(e, /datum/organ/external/chest) && e:ruptured_lungs)
if(istype(e, /datum/organ/external/chest) && occupant.is_lung_ruptured())
lung_ruptured = "Lung Ruptured:"
if(e.status & ORGAN_SPLINTED)
splint = "Splinted:"
@@ -305,6 +305,11 @@
else
dat += "<td>[e.display_name]</td><td>-</td><td>-</td><td>Not Found</td>"
dat += "</tr>"
for(var/organ_name in occupant.internal_organs)
var/datum/organ/internal/i = occupant.internal_organs[organ_name]
dat += "<tr>"
dat += "<td>[i.name]</td><td>N/A</td><td>[i.damage]</td><td>None:</td>"
dat += "</tr>"
dat += "</table>"
else
dat += "\The [src] is empty."
@@ -270,5 +270,12 @@
W.loc = src
src.flash1 = W
user << "\blue You insert the flash into the eye socket!"
else if(istype(W, /obj/item/weapon/stock_parts/manipulator))
user << "\blue You install some manipulators and modify the head, creating a functional spider-bot!"
new /mob/living/simple_animal/spiderbot(get_turf(loc))
user.drop_item()
del(W)
del(src)
return
return
+3 -2
View File
@@ -124,8 +124,9 @@
icon_state = "rig-medical"
name = "medical hardsuit"
item_state = "medical_hardsuit"
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/storage/firstaid,/obj/item/device/healthanalyzer,/obj/item/stack/medical,/obj/item/roller)
slowdown = 2.0
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/storage/firstaid,/obj/item/device/healthanalyzer,/obj/item/stack/medical)
//Security
/obj/item/clothing/head/helmet/space/rig/security
name = "security hardsuit helmet"
@@ -10,14 +10,13 @@
var/construction_time = 75
var/searching = 0
var/askDelay = 10 * 60 * 1
var/mob/living/carbon/brain/brainmob = null
req_access = list(access_robotics)
var/locked = 0
var/mob/living/carbon/brain/brainmob = null//The current occupant.
var/obj/mecha = null//This does not appear to be used outside of reference in mecha.dm.
attack_self(mob/user as mob)
if(!brainmob && searching == 0)
if(!brainmob.key && searching == 0)
//Start the process of searching for a new user.
user << "\blue You carefully locate the manual activation switch and start the positronic brain's boot process."
icon_state = "posibrain-searching"
@@ -37,7 +36,7 @@
spawn(0)
if(!C) return
var/response = alert(C, "Someone is requesting a personality for a positronic brain. Would you like to play as one?", "Positronic brain request", "Yes", "No", "Never for this round")
if(!C || brainmob) return //handle logouts that happen whilst the alert is waiting for a response, and responses issued after a brain has been located.
if(!C || brainmob.key) return //handle logouts that happen whilst the alert is waiting for a response, and responses issued after a brain has been located.
if(response == "Yes")
transfer_personality(C.mob)
else if (response == "Never for this round")
@@ -47,25 +46,10 @@
proc/transfer_personality(var/mob/candidate)
var/mob/living/carbon/brain/B = new(src)
src.searching = 0
src.brainmob = B
src.brainmob.mind = candidate.mind
src.brainmob.name = "[pick(list("PBU","HIU","SINA","ARMA","OSI"))]-[rand(100, 999)]"
src.brainmob.real_name = src.brainmob.name
src.name = "positronic brain ([src.brainmob.name])"
src.brainmob.loc = src
src.brainmob.container = src
src.brainmob.robot_talk_understand = 1
src.brainmob.stat = 0
src.brainmob.silent = 0
src.brainmob.brain_op_stage = 4.0
src.brainmob.key = candidate.key
dead_mob_list -= src.brainmob
living_mob_list += src.brainmob
src.name = "positronic brain ([src.brainmob.name])"
src.brainmob << "<b>You are a positronic brain, brought into existence on [station_name()].</b>"
src.brainmob << "<b>As a synthetic intelligence, you answer to all crewmembers, as well as the AI.</b>"
@@ -101,7 +85,7 @@
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n[desc]\n"
msg += "<span class='warning'>"
if(src.brainmob)
if(src.brainmob.key)
switch(src.brainmob.stat)
if(CONSCIOUS)
if(!src.brainmob.client) msg += "It appears to be in stand-by mode.\n" //afk
@@ -124,4 +108,19 @@
brainmob.emp_damage += rand(10,20)
if(3)
brainmob.emp_damage += rand(0,10)
..()
/obj/item/device/posibrain/New()
src.brainmob = new(src)
src.brainmob.name = "[pick(list("PBU","HIU","SINA","ARMA","OSI"))]-[rand(100, 999)]"
src.brainmob.real_name = src.brainmob.name
src.brainmob.loc = src
src.brainmob.container = src
src.brainmob.robot_talk_understand = 1
src.brainmob.stat = 0
src.brainmob.silent = 0
src.brainmob.brain_op_stage = 4.0
dead_mob_list -= src.brainmob
..()
+12 -9
View File
@@ -38,6 +38,11 @@
organs_by_name["l_foot"] = new/datum/organ/external/l_foot(organs_by_name["l_leg"])
organs_by_name["r_foot"] = new/datum/organ/external/r_foot(organs_by_name["r_leg"])
new/datum/organ/internal/heart(src)
new/datum/organ/internal/lungs(src)
new/datum/organ/internal/liver(src)
new/datum/organ/internal/kidney(src)
// connect feet to legs and hands to arms
/* var/datum/organ/external/organ = organs_by_name["l_hand"]
@@ -899,26 +904,24 @@
H.brainmob.mind.transfer_to(src)
del(H)
var/datum/organ/external/chest/E = get_organ("chest")
if(E.ruptured_lungs == 1)
E.ruptured_lungs = 0
for(var/datum/organ/internal/I in internal_organs)
I.damage = 0
for (var/datum/disease/virus in viruses)
virus.cure()
..()
/mob/living/carbon/human/proc/is_lung_ruptured()
var/datum/organ/external/chest/E = get_organ("chest")
return E.ruptured_lungs
var/datum/organ/internal/lungs/L = internal_organs["lungs"]
return L.is_bruised()
/mob/living/carbon/human/proc/rupture_lung()
var/datum/organ/external/chest/E = get_organ("chest")
var/datum/organ/internal/lungs/L = internal_organs["lungs"]
if(E.ruptured_lungs == 0)
if(!L.is_bruised())
src.custom_pain("You feel a stabbing pain in your chest!", 1)
L.damage = L.min_bruised_damage
E.ruptured_lungs = 1
/*
/mob/living/carbon/human/verb/simulate()
set name = "sim"
@@ -155,6 +155,16 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
//At this point, we dun care which blood we are adding to, as long as they get more blood.
B.volume = B.volume + 0.1 // regenerate blood VERY slowly
// Damaged heart virtually reduces the blood volume, as the blood isn't
// being pumped properly anymore.
var/datum/organ/internal/heart/heart = internal_organs["heart"]
switch(heart.damage)
if(5 to 10)
blood_volume *= 0.8
if(11 to 20)
blood_volume *= 0.5
if(21 to INFINITY)
blood_volume *= 0.3
switch(blood_volume)
if(BLOOD_VOLUME_SAFE to 10000)
@@ -1044,6 +1054,22 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
var/datum/organ/O = pick(organs)
O.trace_chemicals[A.name] = 100
var/damaged_liver_process_accuracy = 10
if(life_tick % damaged_liver_process_accuracy == 0)
// Damaged liver means some chemicals are very dangerous
var/datum/organ/internal/liver/liver = internal_organs["liver"]
if(liver.damage >= liver.min_bruised_damage)
for(var/datum/reagent/R in src.reagents.reagent_list)
// Ethanol and all drinks are bad
if(istype(R, /datum/reagent/ethanol))
adjustToxLoss(0.1 * damaged_liver_process_accuracy)
// Can't cope with toxins at all
for(var/toxin in list("toxin", "plasma", "sacid", "pacid", "cyanide", "lexorin", "amatoxin", "chloralhydrate", "carpotoxin", "zombiepowder", "mindbreaker"))
if(src.reagents.has_reagent(toxin))
adjustToxLoss(0.3 * damaged_liver_process_accuracy)
updatehealth()
return //TODO: DEFERRED
+1 -1
View File
@@ -106,7 +106,7 @@
var/list/listening = hearers(1, src)
listening -= src
//listening += src
listening += src
var/list/heard = list()
for (var/mob/M in listening)
@@ -0,0 +1,325 @@
/mob/living/simple_animal/spiderbot
min_oxy = 0
max_tox = 0
max_co2 = 0
minbodytemp = 0
maxbodytemp = 500
var/obj/item/device/radio/borg/radio = null
var/mob/living/silicon/ai/connected_ai = null
var/obj/item/weapon/cell/cell = null
var/obj/machinery/camera/camera = null
var/obj/item/device/mmi/mmi = null
var/list/req_access = list(access_robotics) //Access needed to pop out the brain.
name = "Spider-bot"
desc = "A skittering robotic friend!"
icon = 'icons/mob/robots.dmi'
icon_state = "spiderbot-chassis"
icon_living = "spiderbot-chassis"
icon_dead = "spiderbot-smashed"
wander = 0
health = 10
maxHealth = 10
attacktext = "shocks"
attacktext = "shocks"
melee_damage_lower = 1
melee_damage_upper = 3
response_help = "pets"
response_disarm = "shoos"
response_harm = "stomps on"
var/obj/item/held_item = null //Storage for single item they can hold.
var/emagged = 0 //IS WE EXPLODEN?
var/syndie = 0 //IS WE SYNDICAT? (currently unused)
speed = -1 //Spiderbots gotta go fast.
//pass_flags = PASSTABLE //Maybe griefy?
small = 1
speak_emote = list("beeps","clicks","chirps")
/mob/living/simple_animal/spiderbot/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, /obj/item/device/mmi) || istype(O, /obj/item/device/posibrain))
var/obj/item/device/mmi/B = O
if(src.mmi) //There's already a brain in it.
user << "\red There's already a brain in [src]!"
return
if(!B.brainmob)
user << "\red Sticking an empty MMI into the frame would sort of defeat the purpose."
return
if(!B.brainmob.key)
var/ghost_can_reenter = 0
if(B.brainmob.mind)
for(var/mob/dead/observer/G in player_list)
if(G.can_reenter_corpse && G.mind == B.brainmob.mind)
ghost_can_reenter = 1
break
if(!ghost_can_reenter)
user << "<span class='notice'>[O] is completely unresponsive; there's no point.</span>"
return
if(B.brainmob.stat == DEAD)
user << "\red [O] is dead. Sticking it into the frame would sort of defeat the purpose."
return
if(jobban_isbanned(B.brainmob, "Cyborg"))
user << "\red [O] does not seem to fit."
return
user << "\blue You install [O] in [src]!"
user.drop_item()
src.mmi = O
src.transfer_personality(O)
O.loc = src
src.update_icon()
return 1
if (istype(O, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = O
if (WT.remove_fuel(0))
if(health < maxHealth)
health += pick(1,1,1,2,2,3)
if(health > maxHealth)
health = maxHealth
add_fingerprint(user)
for(var/mob/W in viewers(user, null))
W.show_message(text("\red [user] has spot-welded some of the damage to [src]!"), 1)
else
user << "\blue [src] is undamaged!"
else
user << "Need more welding fuel!"
return
else if(istype(O, /obj/item/weapon/card/id)||istype(O, /obj/item/device/pda))
if (!mmi)
user << "\red There's no reason to swipe your ID - the spiderbot has no brain to remove."
return 0
var/obj/item/weapon/card/id/id_card
if(istype(O, /obj/item/weapon/card/id))
id_card = O
else
var/obj/item/device/pda/pda = O
id_card = pda.id
if(access_robotics in id_card.access)
user << "\blue You swipe your access card and pop the brain out of [src]."
eject_brain()
if(held_item)
held_item.loc = src.loc
held_item = null
return 1
else
user << "\red You swipe your card, with no effect."
return 0
else if (istype(O, /obj/item/weapon/card/emag))
if (emagged)
user << "\red [src] is already overloaded - better run."
return 0
else
emagged = 1
user << "\blue You short out the security protocols and overload [src]'s cell, priming it to explode in a short time."
spawn(100) src << "\red Your cell seems to be outputting a lot of power..."
spawn(200) src << "\red Internal heat sensors are spiking! Something is badly wrong with your cell!"
spawn(300) src.explode()
else
if(O.force)
var/damage = O.force
if (O.damtype == HALLOSS)
damage = 0
adjustBruteLoss(damage)
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
/mob/living/simple_animal/spiderbot/proc/transfer_personality(var/obj/item/device/mmi/M as obj)
src.mind = M.brainmob.mind
src.mind.key = M.brainmob.key
src.name = "Spider-bot ([M.brainmob.name])"
/mob/living/simple_animal/spiderbot/proc/explode() //When emagged.
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [src] makes an odd warbling noise, fizzles, and explodes.")
explosion(get_turf(loc), -1, -1, 3, 5)
eject_brain()
Die()
/mob/living/simple_animal/spiderbot/proc/update_icon()
if(mmi)
if (istype(mmi,/obj/item/device/mmi))
icon_state = "spiderbot-chassis-mmi"
icon_living = "spiderbot-chassis-mmi"
else
icon_state = "spiderbot-chassis-posi"
icon_living = "spiderbot-chassis-posi"
else
icon_state = "spiderbot-chassis"
icon_living = "spiderbot-chassis"
/mob/living/simple_animal/spiderbot/proc/eject_brain()
if(mmi)
var/turf/T = get_turf(loc)
if(T)
mmi.loc = T
if(mind) mind.transfer_to(mmi.brainmob)
mmi = null
src.name = "Spider-bot"
update_icon()
/mob/living/simple_animal/spiderbot/Del()
eject_brain()
..()
/mob/living/simple_animal/spiderbot/New()
radio = new /obj/item/device/radio/borg(src)
camera = new /obj/machinery/camera(src)
camera.c_tag = "Spiderbot-[real_name]"
camera.network = list("SS13")
..()
/mob/living/simple_animal/spiderbot/Die()
living_mob_list -= src
dead_mob_list += src
if(camera)
camera.status = 0
robogibs(src.loc, viruses)
src.Del()
return
//copy paste from alien/larva, if that func is updated please update this one also
/mob/living/simple_animal/spiderbot/verb/ventcrawl()
set name = "Crawl through Vent"
set desc = "Enter an air vent and crawl through the pipe system."
set category = "Spiderbot"
// if(!istype(V,/obj/machinery/atmoalter/siphs/fullairsiphon/air_vent))
// return
var/obj/machinery/atmospherics/unary/vent_pump/vent_found
var/welded = 0
for(var/obj/machinery/atmospherics/unary/vent_pump/v in range(1,src))
if(!v.welded)
vent_found = v
break
else
welded = 1
if(vent_found)
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(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)
loc = target_vent.loc
else
src << "\blue You need to remain still while entering a vent."
else
src << "\blue This vent is not connected to anything."
else if(welded)
src << "\red That vent is welded."
else
src << "\blue You must be standing on or beside an air vent to enter it."
return
//copy paste from alien/larva, if that func is updated please update this one alsoghost
/mob/living/simple_animal/spiderbot/verb/hide()
set name = "Hide"
set desc = "Allows to hide beneath tables or certain items. Toggled on or off."
set category = "Spiderbot"
if (layer != TURF_LAYER+0.2)
layer = TURF_LAYER+0.2
src << text("\blue You are now hiding.")
else
layer = MOB_LAYER
src << text("\blue You have stopped hiding.")
//Cannibalized from the parrot mob. ~Zuhayr
/mob/living/simple_animal/spiderbot/verb/drop_held_item()
set name = "Drop held item"
set category = "Spiderbot"
set desc = "Drop the item you're holding."
if(stat)
return
if(!held_item)
usr << "\red You have nothing to drop!"
return 0
if(istype(held_item, /obj/item/weapon/grenade))
visible_message("\red [src] launches the [held_item]!", "\red You launch the [held_item]!", "You hear a skittering noise and a thump!")
var/obj/item/weapon/grenade/G = held_item
G.loc = src.loc
G.prime()
held_item = null
return 1
visible_message("\blue [src] drops the [held_item]!", "\blue You drop the [held_item]!", "You hear a skittering noise and a soft thump.")
held_item.loc = src.loc
held_item = null
return 1
return
/mob/living/simple_animal/spiderbot/verb/get_item()
set name = "Pick up item"
set category = "Spiderbot"
set desc = "Allows you to take a nearby small item."
if(stat)
return -1
if(held_item)
src << "\red You are already holding the [held_item]"
return 1
var/list/items = list()
for(var/obj/item/I in view(1,src))
if(I.loc != src && I.w_class <= 2)
items.Add(I)
var/obj/selection = input("Select an item.", "Pickup") in items
if(selection)
held_item = selection
selection.loc = src
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 There is nothing of interest to take."
return 0
+8
View File
@@ -127,6 +127,14 @@
/obj/item/device/camera/attack(mob/living/carbon/human/M as mob, mob/user as mob)
return
/obj/item/device/camera/attack_self(mob/user as mob)
on = !on
if(on)
src.icon_state = "camera"
else
src.icon_state = "camera_off"
user << "You switch the camera [on ? "on" : "off"]."
return
/obj/item/device/camera/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/device/camera_film))
+1 -1
View File
@@ -37,8 +37,8 @@
if(isnull(AC) || !istype(AC))
return 0
AC.loc = get_turf(src) //Eject casing onto ground.
AC.desc += " This one is spent." //descriptions are magic
if(AC.BB)
AC.desc += " This one is spent." //descriptions are magic - only when there's a projectile in the casing
in_chamber = AC.BB //Load projectile into chamber.
AC.BB.loc = src //Set projectile loc to gun.
return 1
+50 -10
View File
@@ -109,7 +109,7 @@
affected.fracture()
if (prob(40))
user.visible_message("\red Rib pierces the lung!")
affected.ruptured_lungs = 1
target.rupture_lung()
/datum/surgery_step/ribcage/mend_ribcage
required_tool = /obj/item/weapon/bonegel
@@ -168,9 +168,9 @@
//////////////////////////////////////////////////////////////////
// LUNG SURGERY //
// CHEST INTERNAL ORGAN SURGERY //
//////////////////////////////////////////////////////////////////
/datum/surgery_step/ribcage/fix_lungs
/datum/surgery_step/ribcage/fix_chest_internal
required_tool = /obj/item/weapon/scalpel
allowed_tools = list(/obj/item/weapon/shard, /obj/item/weapon/kitchenknife)
@@ -178,19 +178,59 @@
max_duration = 90
can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
return ..() && target.is_lung_ruptured() && target.op_stage.ribcage == 2
var/is_chest_organ_damaged = 0
var/datum/organ/external/chest/chest = target.get_organ("chest")
for(var/datum/organ/internal/I in chest.internal_organs) if(I.damage > 0)
is_chest_organ_damaged = 1
break
return ..() && is_chest_organ_damaged && target.op_stage.ribcage == 2
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
user.visible_message("[user] starts mending the rupture in [target]'s lungs with \the [tool].", \
"You start mending the rupture in [target]'s lungs with \the [tool]." )
var/datum/organ/internal/heart/heart = target.internal_organs["heart"]
var/datum/organ/internal/lungs/lungs = target.internal_organs["lungs"]
var/datum/organ/internal/liver/liver = target.internal_organs["liver"]
var/datum/organ/internal/liver/kidney = target.internal_organs["kidney"]
if(lungs.damage > 0)
user.visible_message("[user] starts mending the rupture in [target]'s lungs with \the [tool].", \
"You start mending the rupture in [target]'s lungs with \the [tool]." )
if(heart.damage > 0)
user.visible_message("[user] starts mending the bruises on [target]'s heart with \the [tool].", \
"You start mending the bruises on [target]'s heart with \the [tool]." )
if(liver.damage > 0)
user.visible_message("[user] starts mending the bruises on [target]'s liver with \the [tool].", \
"You start mending the bruises on [target]'s liver with \the [tool]." )
if(kidney.damage > 0)
user.visible_message("[user] starts mending the bruises on [target]'s kidney with \the [tool].", \
"You start mending the bruises on [target]'s kidney with \the [tool]." )
target.custom_pain("The pain in your chest is living hell!",1)
..()
end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/chest/affected = target.get_organ("chest")
user.visible_message("\blue [user] mends the rupture in [target]'s lungs with \the [tool].", \
"\blue You mend the rupture in [target]'s lungs with \the [tool]." )
affected.ruptured_lungs = 0
var/datum/organ/internal/heart/heart = target.internal_organs["heart"]
var/datum/organ/internal/lungs/lungs = target.internal_organs["lungs"]
var/datum/organ/internal/liver/liver = target.internal_organs["liver"]
var/datum/organ/internal/liver/kidney = target.internal_organs["kidney"]
if(lungs.damage > 0)
user.visible_message("\blue [user] mends the rupture in [target]'s lungs with \the [tool].", \
"\blue You mend the rupture in [target]'s lungs with \the [tool]." )
lungs.damage = 0
if(heart.damage > 0)
user.visible_message("\blue [user] treats the bruises on [target]'s heart with \the [tool].", \
"\blue You treats the bruises on [target]'s heart with \the [tool]." )
heart.damage = 0
if(liver.damage > 0)
user.visible_message("\blue [user] treats the bruises on [target]'s liver with \the [tool].", \
"\blue You treats the bruises on [target]'s liver with \the [tool]." )
liver.damage = 0
if(kidney.damage > 0)
user.visible_message("\blue [user] treats the bruises on [target]'s kidney with \the [tool].", \
"\blue You treats the bruises on [target]'s kidney with \the [tool]." )
kidney.damage = 0
fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/chest/affected = target.get_organ("chest")
+5 -1
View File
@@ -65,7 +65,11 @@ should be listed in the changelog upon commit though. Thanks. -->
<ul class="changes bgimages16">
<li class="soundadd">Set roundstart music to randomly choose between space.ogg and traitor.ogg (see <a =href='http://baystation12.net/forums/viewtopic.php?f=5&t=6972'>http://baystation12.net/forums/viewtopic.php?f=5&t=6972</a>)</li>
<li class="experiment">All RUST components except for TEGs (which generate the power) are now obtainable ingame, bored engineers should get hold of them and setup an experimental reactor for testing purposes.</li>
</ul>
</ul>
<h3 class="author">CIB updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Added internal organs. They're currently all located in the chest. Use advanced scanner to detect damage. Use the same surgery as for ruptured lungs to fix them.</li>
</ul>
</div>
<div class="commit sansserif">
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+14 -14
View File
@@ -6944,10 +6944,10 @@
"cDB" = (/obj/structure/stool/bed/chair{dir = 1},/turf/unsimulated/floor{icon_state = "grimy"},/area/centcom/creed)
"cDC" = (/obj/machinery/computer/pod{id = "NTrasen"; name = "Hull Door Control"},/obj/item/device/radio/intercom{broadcasting = 1; dir = 1; frequency = 1441; name = "Spec Ops Intercom"; pixel_y = 28},/turf/unsimulated/floor{icon_state = "grimy"},/area/centcom/creed)
"cDD" = (/obj/structure/table/reinforced,/obj/item/weapon/storage/secure/briefcase,/turf/unsimulated/floor{icon_state = "dark"},/area/centcom/control)
"cDE" = (/turf/simulated/floor{dir = 9; icon_state = "yellow"},/area/centcom/control)
"cDF" = (/turf/simulated/floor{dir = 5; icon_state = "yellow"},/area/centcom/control)
"cDG" = (/turf/simulated/floor{dir = 4; icon_state = "whitecorner"},/area/centcom/control)
"cDH" = (/turf/simulated/floor{icon_state = "whitehall"; dir = 5},/area/centcom/control)
"cDE" = (/turf/unsimulated/floor{tag = "icon-yellow (NORTHWEST)"; icon_state = "yellow"; dir = 9},/area/centcom/control)
"cDF" = (/turf/unsimulated/floor{tag = "icon-yellow (NORTHEAST)"; icon_state = "yellow"; dir = 5},/area/centcom/control)
"cDG" = (/turf/unsimulated/floor{tag = "icon-whitehall (NORTHWEST)"; icon_state = "whitehall"; dir = 9},/area/centcom/control)
"cDH" = (/turf/unsimulated/floor{tag = "icon-whitehall (NORTHEAST)"; icon_state = "whitehall"; dir = 5},/area/centcom/control)
"cDI" = (/obj/structure/rack,/obj/item/weapon/tank/emergency_oxygen/double,/obj/item/weapon/tank/emergency_oxygen/double,/obj/item/weapon/tank/emergency_oxygen/double,/obj/item/weapon/tank/emergency_oxygen/double,/obj/item/weapon/tank/emergency_oxygen/double,/obj/item/weapon/tank/emergency_oxygen/double,/obj/item/weapon/tank/emergency_oxygen/double,/obj/item/weapon/tank/emergency_oxygen/double,/obj/item/weapon/tank/emergency_oxygen/double,/obj/item/weapon/tank/emergency_oxygen/double,/obj/item/weapon/tank/emergency_oxygen/double,/turf/unsimulated/floor{icon_state = "dark"},/area/centcom/control)
"cDJ" = (/obj/machinery/door/airlock/centcom{name = "General Access"; opacity = 1; req_access_txt = "101"},/turf/unsimulated/floor{icon_state = "floor"},/area/centcom/control)
"cDK" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 5; health = 1e+007},/turf/unsimulated/floor,/area/centcom/control)
@@ -6955,10 +6955,10 @@
"cDM" = (/obj/structure/stool/bed/chair{dir = 1},/turf/simulated/shuttle/floor{icon_state = "floor4"},/area/shuttle/specops/centcom)
"cDN" = (/turf/space,/turf/simulated/shuttle/wall{dir = 4; icon_state = "diagonalWall3"},/area/shuttle/specops/centcom)
"cDO" = (/obj/structure/table/reinforced,/obj/item/weapon/gun/energy/pulse_rifle,/obj/item/weapon/gun/energy/lasercannon,/obj/item/weapon/gun/energy/gun/nuclear,/obj/item/weapon/gun/energy/gun/nuclear,/obj/item/weapon/gun/energy/gun/nuclear,/turf/unsimulated/floor{icon_state = "dark"},/area/centcom/control)
"cDP" = (/obj/structure/table/reinforced,/obj/item/device/flash,/obj/item/clothing/glasses/meson,/obj/item/clothing/glasses/meson,/obj/item/clothing/glasses/meson,/obj/item/weapon/storage/belt/utility/full,/obj/item/weapon/storage/belt/utility/full,/obj/item/weapon/storage/belt/utility/full,/obj/item/clothing/gloves/yellow,/obj/item/clothing/gloves/yellow,/obj/item/clothing/gloves/yellow,/turf/simulated/floor{dir = 1; icon_state = "yellow"},/area/centcom/control)
"cDQ" = (/obj/structure/table/reinforced,/obj/item/device/multitool,/obj/item/device/multitool,/obj/item/device/multitool,/obj/item/device/flash,/obj/item/device/flash,/obj/item/device/flash,/obj/item/weapon/rcd,/obj/item/weapon/rcd,/obj/item/weapon/rcd_ammo,/obj/item/weapon/rcd_ammo,/obj/item/weapon/rcd_ammo,/obj/item/weapon/rcd_ammo,/turf/simulated/floor{dir = 1; icon_state = "yellow"},/area/centcom/control)
"cDR" = (/obj/structure/table/reinforced,/obj/item/weapon/storage/belt/medical,/obj/item/weapon/storage/belt/medical,/obj/item/weapon/storage/belt/medical,/obj/item/weapon/reagent_containers/glass/bottle/inaprovaline,/obj/item/weapon/reagent_containers/glass/bottle/inaprovaline,/obj/item/weapon/reagent_containers/glass/bottle/inaprovaline,/obj/item/weapon/reagent_containers/hypospray,/obj/item/weapon/reagent_containers/hypospray,/obj/item/weapon/reagent_containers/hypospray,/obj/item/weapon/storage/box/syringes,/obj/item/device/flash,/obj/item/device/flash,/turf/simulated/floor{icon_state = "whitehall"; dir = 1},/area/centcom/control)
"cDS" = (/obj/structure/table/reinforced,/obj/item/weapon/storage/box/bodybags,/obj/item/weapon/storage/firstaid/o2,/obj/item/weapon/storage/firstaid/regular,/obj/item/device/flash,/obj/item/clothing/glasses/hud/health,/obj/item/clothing/glasses/hud/health,/obj/item/clothing/glasses/hud/health,/obj/item/device/flash,/obj/item/weapon/storage/firstaid/regular,/obj/item/weapon/storage/firstaid/regular,/obj/item/weapon/storage/pill_bottle/antitox,/obj/item/weapon/storage/pill_bottle/kelotane,/obj/item/weapon/storage/pill_bottle/kelotane,/obj/item/weapon/storage/pill_bottle/antitox,/obj/item/weapon/storage/pill_bottle/kelotane,/obj/item/weapon/storage/firstaid/regular,/obj/item/weapon/storage/firstaid/regular,/turf/simulated/floor{icon_state = "whitehall"; dir = 1},/area/centcom/control)
"cDP" = (/obj/structure/table/reinforced,/obj/item/device/flash,/obj/item/clothing/glasses/meson,/obj/item/clothing/glasses/meson,/obj/item/clothing/glasses/meson,/obj/item/weapon/storage/belt/utility/full,/obj/item/weapon/storage/belt/utility/full,/obj/item/weapon/storage/belt/utility/full,/obj/item/clothing/gloves/yellow,/obj/item/clothing/gloves/yellow,/obj/item/clothing/gloves/yellow,/turf/unsimulated/floor{tag = "icon-yellow (NORTH)"; icon_state = "yellow"; dir = 1},/area/centcom/control)
"cDQ" = (/obj/structure/table/reinforced,/obj/item/device/multitool,/obj/item/device/multitool,/obj/item/device/multitool,/obj/item/device/flash,/obj/item/device/flash,/obj/item/device/flash,/obj/item/weapon/rcd,/obj/item/weapon/rcd,/obj/item/weapon/rcd_ammo,/obj/item/weapon/rcd_ammo,/obj/item/weapon/rcd_ammo,/obj/item/weapon/rcd_ammo,/turf/unsimulated/floor{tag = "icon-yellow (NORTH)"; icon_state = "yellow"; dir = 1},/area/centcom/control)
"cDR" = (/obj/structure/table/reinforced,/obj/item/weapon/storage/belt/medical,/obj/item/weapon/storage/belt/medical,/obj/item/weapon/storage/belt/medical,/obj/item/weapon/reagent_containers/glass/bottle/inaprovaline,/obj/item/weapon/reagent_containers/glass/bottle/inaprovaline,/obj/item/weapon/reagent_containers/glass/bottle/inaprovaline,/obj/item/weapon/reagent_containers/hypospray,/obj/item/weapon/reagent_containers/hypospray,/obj/item/weapon/reagent_containers/hypospray,/obj/item/weapon/storage/box/syringes,/obj/item/device/flash,/obj/item/device/flash,/turf/unsimulated/floor{tag = "icon-whitehall (NORTH)"; icon_state = "whitehall"; dir = 1},/area/centcom/control)
"cDS" = (/obj/structure/table/reinforced,/obj/item/weapon/storage/box/bodybags,/obj/item/weapon/storage/firstaid/o2,/obj/item/weapon/storage/firstaid/regular,/obj/item/device/flash,/obj/item/clothing/glasses/hud/health,/obj/item/clothing/glasses/hud/health,/obj/item/clothing/glasses/hud/health,/obj/item/device/flash,/obj/item/weapon/storage/firstaid/regular,/obj/item/weapon/storage/firstaid/regular,/obj/item/weapon/storage/pill_bottle/antitox,/obj/item/weapon/storage/pill_bottle/kelotane,/obj/item/weapon/storage/pill_bottle/kelotane,/obj/item/weapon/storage/pill_bottle/antitox,/obj/item/weapon/storage/pill_bottle/kelotane,/obj/item/weapon/storage/firstaid/regular,/obj/item/weapon/storage/firstaid/regular,/turf/unsimulated/floor{tag = "icon-whitehall (NORTH)"; icon_state = "whitehall"; dir = 1},/area/centcom/control)
"cDT" = (/obj/structure/table/reinforced,/obj/item/clothing/mask/gas,/obj/item/clothing/mask/gas,/obj/item/clothing/mask/gas,/obj/item/clothing/mask/gas,/obj/item/clothing/mask/gas,/obj/item/clothing/mask/gas,/obj/item/clothing/mask/gas,/obj/item/clothing/mask/gas,/obj/item/clothing/mask/gas,/obj/item/clothing/mask/gas,/obj/item/clothing/mask/gas,/turf/unsimulated/floor{icon_state = "dark"},/area/centcom/control)
"cDU" = (/turf/unsimulated/floor{icon_state = "green"; dir = 5},/area/centcom/control)
"cDV" = (/obj/machinery/vending/snack,/turf/unsimulated/floor{icon_state = "dark"},/area/centcom/control)
@@ -6967,18 +6967,18 @@
"cDY" = (/obj/structure/table/reinforced,/obj/item/weapon/gun/energy/ionrifle,/obj/item/weapon/gun/energy/ionrifle,/turf/unsimulated/floor{icon_state = "dark"},/area/centcom/control)
"cDZ" = (/obj/structure/table/reinforced,/obj/item/weapon/storage/box/flashbangs,/obj/item/weapon/storage/box/handcuffs,/obj/item/device/flash,/obj/item/clothing/glasses/sunglasses/sechud,/obj/item/clothing/glasses/sunglasses/sechud,/obj/item/clothing/glasses/sunglasses/sechud,/obj/item/weapon/storage/box/handcuffs,/turf/unsimulated/floor{icon_state = "red"; dir = 2},/area/centcom/control)
"cEa" = (/obj/structure/table/reinforced,/obj/item/weapon/storage/belt/security,/obj/item/weapon/storage/belt/security,/obj/item/weapon/storage/belt/security,/obj/item/device/flash,/obj/item/device/flash,/obj/item/device/flash,/turf/unsimulated/floor{icon_state = "red"; dir = 2},/area/centcom/control)
"cEb" = (/obj/structure/table/reinforced,/obj/item/weapon/storage/belt/security,/obj/item/weapon/storage/belt/security,/obj/item/weapon/storage/belt/security,/obj/item/device/flash,/obj/item/device/flash,/turf/simulated/floor{dir = 0; icon_state = "blue"},/area/centcom/control)
"cEc" = (/obj/structure/table/reinforced,/obj/item/weapon/storage/box/flashbangs,/obj/item/device/flash,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/clothing/glasses/sunglasses/sechud,/obj/item/clothing/glasses/sunglasses/sechud,/obj/item/weapon/pinpointer/advpinpointer,/turf/simulated/floor{dir = 0; icon_state = "blue"},/area/centcom/control)
"cEb" = (/obj/structure/table/reinforced,/obj/item/weapon/storage/belt/security,/obj/item/weapon/storage/belt/security,/obj/item/weapon/storage/belt/security,/obj/item/device/flash,/obj/item/device/flash,/turf/unsimulated/floor{tag = "icon-blue"; icon_state = "blue"},/area/centcom/control)
"cEc" = (/obj/structure/table/reinforced,/obj/item/weapon/storage/box/flashbangs,/obj/item/device/flash,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/clothing/glasses/sunglasses/sechud,/obj/item/clothing/glasses/sunglasses/sechud,/obj/item/weapon/pinpointer/advpinpointer,/turf/unsimulated/floor{tag = "icon-blue"; icon_state = "blue"},/area/centcom/control)
"cEd" = (/obj/structure/table/reinforced,/obj/item/weapon/storage/box,/obj/item/weapon/storage/box,/obj/item/weapon/storage/box,/obj/item/weapon/storage/box,/obj/item/weapon/storage/box,/obj/item/weapon/storage/box,/obj/item/weapon/storage/box,/obj/item/weapon/storage/box,/obj/item/weapon/storage/box,/obj/item/weapon/storage/box,/turf/unsimulated/floor{icon_state = "dark"},/area/centcom/control)
"cEe" = (/obj/machinery/door/poddoor{density = 0; icon_state = "pdoor0"; id = "CentComPort"; name = "Security Doors"; opacity = 0},/turf/unsimulated/floor{icon_state = "green"; dir = 8},/area/centcom/control)
"cEf" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 5; health = 1e+007},/turf/unsimulated/floor{name = "plating"},/area/centcom/control)
"cEg" = (/obj/structure/table,/obj/machinery/door_control{desc = "A remote control switch for port-side blast doors."; icon_state = "doorctrl0"; id = "CentComPort"; name = "Security Doors"; pixel_y = -4; req_access_txt = "101"},/obj/machinery/door/window/southleft{dir = 1; name = "Security"; req_access_txt = "101"},/turf/unsimulated/floor{icon_state = "floor"},/area/centcom/control)
"cEh" = (/obj/machinery/door/poddoor{density = 0; icon_state = "pdoor0"; id = "CentComPort"; name = "Security Doors"; opacity = 0},/turf/unsimulated/floor{icon_state = "green"; dir = 4},/area/centcom/control)
"cEi" = (/obj/structure/table/reinforced,/obj/item/weapon/phone,/turf/unsimulated/floor{icon_state = "dark"},/area/centcom/control)
"cEj" = (/turf/simulated/floor{icon_state = "red"; dir = 10},/area/centcom/control)
"cEk" = (/turf/simulated/floor{icon_state = "red"; dir = 6},/area/centcom/control)
"cEl" = (/turf/simulated/floor{icon_state = "blue"; dir = 10},/area/centcom/control)
"cEm" = (/turf/simulated/floor{icon_state = "blue"; dir = 6},/area/centcom/control)
"cEj" = (/turf/unsimulated/floor{icon_state = "red"; dir = 10},/area/centcom/control)
"cEk" = (/turf/unsimulated/floor{tag = "icon-red (SOUTHEAST)"; icon_state = "red"; dir = 6},/area/centcom/control)
"cEl" = (/turf/unsimulated/floor{tag = "icon-blue (SOUTHWEST)"; icon_state = "blue"; dir = 10},/area/centcom/control)
"cEm" = (/turf/unsimulated/floor{tag = "icon-blue (SOUTHEAST)"; icon_state = "blue"; dir = 6},/area/centcom/control)
"cEn" = (/obj/structure/reagent_dispensers/watertank,/turf/unsimulated/floor{icon_state = "dark"},/area/centcom/control)
"cEo" = (/turf/unsimulated/wall,/area/centcom/ferry)
"cEp" = (/obj/machinery/door/window/westright{req_access_txt = "101"},/turf/unsimulated/floor{icon_state = "floor"},/area/centcom/control)