Finished up the last parts of my fingerprints work. Added a rag which lets you smudge away prints, and sinks do the same.

Added hallucinations properly.
Added LSD (with hallucinations.)
Remapped slightly.
This commit is contained in:
SkyMarshal
2012-02-02 00:32:35 -07:00
parent 1b02334ddc
commit 2ed57e0cc6
22 changed files with 1733 additions and 1367 deletions
+218 -3
View File
@@ -13,15 +13,17 @@ Gunshots/explosions/opening doors/less rare audio (done)
mob/living/carbon/var
image/halimage
image/halbody
obj/halitem
hal_screwyhud = 0 //1 - critical, 2 - dead, 3 - oxygen indicator, 4 - toxin indicator
handling_hal = 0
hal_crit = 0
mob/living/carbon/proc/handle_hallucinations()
if(handling_hal) return
handling_hal = 1
while(hallucination > 20)
sleep(rand(200,500))
sleep(rand(200,500)/(hallucination/10))
var/halpick = rand(1,100)
switch(halpick)
if(0 to 15)
@@ -103,7 +105,7 @@ mob/living/carbon/proc/handle_hallucinations()
if(41 to 65)
//Strange audio
src << "Strange Audio"
//src << "Strange Audio"
switch(rand(1,12))
if(1) src << 'airlock.ogg'
if(2)
@@ -133,6 +135,30 @@ mob/living/carbon/proc/handle_hallucinations()
if(2) src << 'ghost2.ogg'
if(3) src << 'Heart Beat.ogg'
if(4) src << 'screech.ogg'
if(66 to 70)
//Flashes of danger
//src << "Danger Flash"
var/possible_points = list()
for(var/turf/simulated/floor/F in view(src,world.view))
possible_points += F
var/turf/simulated/floor/target = pick(possible_points)
halbody = image('human.dmi',target,"husk_l",TURF_LAYER)
if(client) client.images += halbody
spawn(rand(50,80)) //Only seen for a brief moment.
if(client) client.images -= halbody
halbody = null
if(71 to 80)
//Fake death
src.sleeping_willingly = 1
src.sleeping = 1
hal_crit = 1
hal_screwyhud = 1
spawn(rand(50,100))
src.sleeping_willingly = 0
src.sleeping = 0
hal_crit = 0
hal_screwyhud = 0
handling_hal = 0
@@ -172,4 +198,193 @@ proc/check_panel(mob/M)
if (istype(M, /mob/living/carbon/human) || istype(M, /mob/living/silicon/ai))
if(M.hallucination < 15)
return 1
return 0*/
return 0 */
/obj/fake_attacker
icon = null
icon_state = null
name = ""
desc = ""
density = 0
anchored = 1
opacity = 0
var/mob/living/carbon/human/my_target = null
var/weapon_name = null
var/obj/item/weap = null
var/image/stand_icon = null
var/image/currentimage = null
var/icon/base = null
var/s_tone
var/mob/living/clone = null
var/image/left
var/image/right
var/image/up
var/collapse
var/image/down
var/health = 100
attackby(var/obj/item/weapon/P as obj, mob/user as mob)
step_away(src,my_target,2)
for(var/mob/M in oviewers(world.view,my_target))
M << "\red <B>[my_target] flails around wildly.</B>"
my_target.show_message("\red <B>[src] has been attacked by [my_target] </B>", 1) //Lazy.
//src.health -= P.power
return
HasEntered(var/mob/M, somenumber)
if(M == my_target)
step_away(src,my_target,2)
if(prob(30))
for(var/mob/O in oviewers(world.view , my_target))
O << "\red <B>[my_target] stumbles around.</B>"
New()
spawn(300)
if(my_target)
my_target.hallucinations -= src
del(src)
step_away(src,my_target,2)
proccess()
proc/updateimage()
// del src.currentimage
if(src.dir == NORTH)
del src.currentimage
src.currentimage = new /image(up,src)
else if(src.dir == SOUTH)
del src.currentimage
src.currentimage = new /image(down,src)
else if(src.dir == EAST)
del src.currentimage
src.currentimage = new /image(right,src)
else if(src.dir == WEST)
del src.currentimage
src.currentimage = new /image(left,src)
my_target << currentimage
proc/proccess()
if(!my_target) spawn(5) .()
if(src.health < 0)
collapse()
return
if(get_dist(src,my_target) > 1)
src.dir = get_dir(src,my_target)
step_towards(src,my_target)
updateimage()
else
if(prob(15))
if(weapon_name)
my_target << sound(pick('genhit1.ogg', 'genhit2.ogg', 'genhit3.ogg'))
my_target.show_message("\red <B>[my_target] has been attacked with [weapon_name] by [src.name] </B>", 1)
my_target.halloss += 8
if(prob(20)) my_target.eye_blurry += 3
if(prob(33))
if(!locate(/obj/effect/overlay) in my_target.loc)
fake_blood(my_target)
else
my_target << sound(pick('punch1.ogg','punch2.ogg','punch3.ogg','punch4.ogg'))
my_target.show_message("\red <B>[src.name] has punched [my_target]!</B>", 1)
my_target.halloss += 4
if(prob(33))
if(!locate(/obj/effect/overlay) in my_target.loc)
fake_blood(my_target)
if(prob(15))
step_away(src,my_target,2)
spawn(5) .()
proc/collapse()
collapse = 1
updateimage()
/proc/fake_blood(var/mob/target)
var/obj/effect/overlay/O = new/obj/effect/overlay(target.loc)
O.name = "blood"
var/image/I = image('blood.dmi',O,"floor[rand(1,7)]",O.dir,1)
target << I
spawn(300)
del(O)
return
var/list/non_fakeattack_weapons = list(/obj/item/weapon/gun/projectile, /obj/item/ammo_magazine/a357,\
/obj/item/weapon/gun/energy/crossbow, /obj/item/weapon/melee/energy/sword,\
/obj/item/weapon/storage/box/syndicate, /obj/item/weapon/storage/emp_kit,\
/obj/item/weapon/cartridge/syndicate, /obj/item/clothing/under/chameleon,\
/obj/item/clothing/shoes/syndigaloshes, /obj/item/weapon/card/id/syndicate,\
/obj/item/clothing/mask/gas/voice, /obj/item/clothing/glasses/thermal,\
/obj/item/device/chameleon, /obj/item/weapon/card/emag, /obj/item/device/hacktool,\
/obj/item/weapon/storage/toolbox/syndicate, /obj/item/weapon/aiModule,\
/obj/item/device/radio/headset/traitor, /obj/item/weapon/plastique,\
/obj/item/weapon/syndie/c4explosive, /obj/item/device/powersink,\
/obj/machinery/singularity_beacon/syndicate, /obj/item/weapon/storage/syndie_kit,\
/obj/item/toy/syndicateballoon, /obj/item/weapon/gun/energy/laser/captain,\
/obj/item/weapon/hand_tele, /obj/item/weapon/rcd, /obj/item/weapon/tank/jetpack,\
/obj/item/clothing/under/rank/captain, /obj/item/device/aicard,\
/obj/item/clothing/shoes/magboots, /obj/item/blueprints, /obj/item/weapon/disk/nuclear,\
/obj/item/clothing/suit/space/nasavoid, /obj/item/weapon/tank)
/proc/fake_attack(var/mob/target)
var/list/possible_clones = new/list()
var/mob/living/carbon/human/clone = null
var/clone_weapon = null
for(var/mob/living/carbon/human/H in world)
if(H.stat || H.lying) continue
possible_clones += H
if(!possible_clones.len) return
clone = pick(possible_clones)
//var/obj/fake_attacker/F = new/obj/fake_attacker(outside_range(target))
var/obj/fake_attacker/F = new/obj/fake_attacker(target.loc)
if(clone.l_hand)
if(!(locate(clone.l_hand) in non_fakeattack_weapons))
clone_weapon = clone.l_hand.name
F.weap = clone.l_hand
else if (clone.r_hand)
if(!(locate(clone.r_hand) in non_fakeattack_weapons))
clone_weapon = clone.r_hand.name
F.weap = clone.r_hand
F.name = clone.name
F.my_target = target
F.weapon_name = clone_weapon
target.hallucinations += F
F.left = image(clone,dir = WEST)
F.right = image(clone,dir = EAST)
F.up = image(clone,dir = NORTH)
F.down = image(clone,dir = SOUTH)
// F.base = new /icon(clone.stand_icon)
// F.currentimage = new /image(clone)
/*
F.left = new /icon(clone.stand_icon,dir=WEST)
for(var/icon/i in clone.overlays)
F.left.Blend(i)
F.up = new /icon(clone.stand_icon,dir=NORTH)
for(var/icon/i in clone.overlays)
F.up.Blend(i)
F.down = new /icon(clone.stand_icon,dir=SOUTH)
for(var/icon/i in clone.overlays)
F.down.Blend(i)
F.right = new /icon(clone.stand_icon,dir=EAST)
for(var/icon/i in clone.overlays)
F.right.Blend(i)
target << F.up
*/
F.updateimage()