This commit is contained in:
Cael_Aislinn
2012-12-03 18:54:21 +10:00
177 changed files with 12552 additions and 10957 deletions
+1
View File
@@ -0,0 +1 @@
*.dmm merge=merge-dmm
+5
View File
@@ -0,0 +1,5 @@
[merge "merge-dmm"]
name = mapmerge driver
driver = ./mapmerge.sh %O %A %B
recursive = text
+674
View File
@@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of an
exact copy. The resulting work is called a "modified version" of the
earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
form of a work.
A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically
linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those
subprograms and other parts of the work.
The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.
The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not
convey, without conditions so long as your license otherwise remains
in force. You may convey covered works to others for the sole purpose
of having them make modifications exclusively for you, or provide you
with facilities for running those works, provided that you comply with
the terms of this License in conveying all material for which you do
not control copyright. Those thus making or running the covered works
for you must do so exclusively on your behalf, under your direction
and control, on terms that prohibit them from making any copies of
your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under
the conditions stated below. Sublicensing is not allowed; section 10
makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
measure under any applicable law fulfilling obligations under article
11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
measures.
When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such circumvention
is effected by exercising rights under this License with respect to
the covered work, and you disclaim any intention to limit operation or
modification of the work as a means of enforcing, against the work's
users, your or third parties' legal rights to forbid circumvention of
technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.
b) The work must carry prominent notices stating that it is
released under this License and any conditions added under section
7. This requirement modifies the requirement in section 4 to
"keep intact all notices".
c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
License will therefore apply, along with any applicable section 7
additional terms, to the whole of the work, and all its parts,
regardless of how they are packaged. This License gives no
permission to license the work in any other way, but it does not
invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display
Appropriate Legal Notices; however, if the Program has interactive
interfaces that do not display Appropriate Legal Notices, your
work need not make them do so.
A compilation of a covered work with other separate and independent
works, which are not by their nature extensions of the covered work,
and which are not combined with it such as to form a larger program,
in or on a volume of a storage or distribution medium, is called an
"aggregate" if the compilation and its resulting copyright are not
used to limit the access or legal rights of the compilation's users
beyond what the individual works permit. Inclusion of a covered work
in an aggregate does not cause this License to apply to the other
parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms
of sections 4 and 5, provided that you also convey the
machine-readable Corresponding Source under the terms of this License,
in one of these ways:
a) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
written offer, valid for at least three years and valid for as
long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
medium customarily used for software interchange, for a price no
more than your reasonable cost of physically performing this
conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This
alternative is allowed only occasionally and noncommercially, and
only if you received the object code with such an offer, in accord
with subsection 6b.
d) Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
may be on a different server (operated by you or a third party)
that supports equivalent copying facilities, provided you maintain
clear directions next to the object code saying where to find the
Corresponding Source. Regardless of what server hosts the
Corresponding Source, you remain obligated to ensure that it is
available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided
you inform other peers where the object code and Corresponding
Source of the work are being offered to the general public at no
charge under subsection 6d.
A separable portion of the object code, whose source code is excluded
from the Corresponding Source as a System Library, need not be
included in conveying the object code work.
A "User Product" is either (1) a "consumer product", which means any
tangible personal property which is normally used for personal, family,
or household purposes, or (2) anything designed or sold for incorporation
into a dwelling. In determining whether a product is a consumer product,
doubtful cases shall be resolved in favor of coverage. For a particular
product received by a particular user, "normally used" refers to a
typical or common use of that class of product, regardless of the status
of the particular user or of the way in which the particular user
actually uses, or expects or is expected to use, the product. A product
is a consumer product regardless of whether the product has substantial
commercial, industrial or non-consumer uses, unless such uses represent
the only significant mode of use of the product.
"Installation Information" for a User Product means any methods,
procedures, authorization keys, or other information required to install
and execute modified versions of a covered work in that User Product from
a modified version of its Corresponding Source. The information must
suffice to ensure that the continued functioning of the modified object
code is in no case prevented or interfered with solely because
modification has been made.
If you convey an object code work under this section in, or with, or
specifically for use in, a User Product, and the conveying occurs as
part of a transaction in which the right of possession and use of the
User Product is transferred to the recipient in perpetuity or for a
fixed term (regardless of how the transaction is characterized), the
Corresponding Source conveyed under this section must be accompanied
by the Installation Information. But this requirement does not apply
if neither you nor any third party retains the ability to install
modified object code on the User Product (for example, the work has
been installed in ROM).
The requirement to provide Installation Information does not include a
requirement to continue to provide support service, warranty, or updates
for a work that has been modified or installed by the recipient, or for
the User Product in which it has been modified or installed. Access to a
network may be denied when the modification itself materially and
adversely affects the operation of the network or violates the rules and
protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
documented (and with an implementation available to the public in
source code form), and must require no special password or key for
unpacking, reading or copying.
7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
additional permissions on material, added by you to a covered work,
for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you
add to a covered work, you may (if authorized by the copyright holders of
that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or
author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or
requiring that modified versions of such material be marked in
reasonable ways as different from the original version; or
d) Limiting the use for publicity purposes of names of licensors or
authors of the material; or
e) Declining to grant rights under trademark law for use of some
trade names, trademarks, or service marks; or
f) Requiring indemnification of licensors and authors of that
material by anyone who conveys the material (or modified versions of
it) with contractual assumptions of liability to the recipient, for
any liability that these contractual assumptions directly impose on
those licensors and authors.
All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains
a further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms
of that license document, provided that the further restriction does
not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you
must place, in the relevant source files, a statement of the
additional terms that apply to those files, or a notice indicating
where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions;
the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
owned or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
consequence of further modification of the contributor version. For
purposes of this definition, "control" includes the right to grant
patent sublicenses in a manner consistent with the requirements of
this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
make, use, sell, offer for sale, import and otherwise run, modify and
propagate the contents of its contributor version.
In the following three paragraphs, a "patent license" is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is
in the business of distributing software, under which you make payment
to the third party based on the extent of your activity of conveying
the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory
patent license (a) in connection with copies of the covered work
conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that
contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
+12 -671
View File
@@ -1,674 +1,15 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Baystation12
Copyright (C) 2010-2012 Baystation12 and tgstation13.
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Preamble
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of an
exact copy. The resulting work is called a "modified version" of the
earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
form of a work.
A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically
linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those
subprograms and other parts of the work.
The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.
The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not
convey, without conditions so long as your license otherwise remains
in force. You may convey covered works to others for the sole purpose
of having them make modifications exclusively for you, or provide you
with facilities for running those works, provided that you comply with
the terms of this License in conveying all material for which you do
not control copyright. Those thus making or running the covered works
for you must do so exclusively on your behalf, under your direction
and control, on terms that prohibit them from making any copies of
your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under
the conditions stated below. Sublicensing is not allowed; section 10
makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
measure under any applicable law fulfilling obligations under article
11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
measures.
When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such circumvention
is effected by exercising rights under this License with respect to
the covered work, and you disclaim any intention to limit operation or
modification of the work as a means of enforcing, against the work's
users, your or third parties' legal rights to forbid circumvention of
technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.
b) The work must carry prominent notices stating that it is
released under this License and any conditions added under section
7. This requirement modifies the requirement in section 4 to
"keep intact all notices".
c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
License will therefore apply, along with any applicable section 7
additional terms, to the whole of the work, and all its parts,
regardless of how they are packaged. This License gives no
permission to license the work in any other way, but it does not
invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display
Appropriate Legal Notices; however, if the Program has interactive
interfaces that do not display Appropriate Legal Notices, your
work need not make them do so.
A compilation of a covered work with other separate and independent
works, which are not by their nature extensions of the covered work,
and which are not combined with it such as to form a larger program,
in or on a volume of a storage or distribution medium, is called an
"aggregate" if the compilation and its resulting copyright are not
used to limit the access or legal rights of the compilation's users
beyond what the individual works permit. Inclusion of a covered work
in an aggregate does not cause this License to apply to the other
parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms
of sections 4 and 5, provided that you also convey the
machine-readable Corresponding Source under the terms of this License,
in one of these ways:
a) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
written offer, valid for at least three years and valid for as
long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
medium customarily used for software interchange, for a price no
more than your reasonable cost of physically performing this
conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This
alternative is allowed only occasionally and noncommercially, and
only if you received the object code with such an offer, in accord
with subsection 6b.
d) Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
may be on a different server (operated by you or a third party)
that supports equivalent copying facilities, provided you maintain
clear directions next to the object code saying where to find the
Corresponding Source. Regardless of what server hosts the
Corresponding Source, you remain obligated to ensure that it is
available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided
you inform other peers where the object code and Corresponding
Source of the work are being offered to the general public at no
charge under subsection 6d.
A separable portion of the object code, whose source code is excluded
from the Corresponding Source as a System Library, need not be
included in conveying the object code work.
A "User Product" is either (1) a "consumer product", which means any
tangible personal property which is normally used for personal, family,
or household purposes, or (2) anything designed or sold for incorporation
into a dwelling. In determining whether a product is a consumer product,
doubtful cases shall be resolved in favor of coverage. For a particular
product received by a particular user, "normally used" refers to a
typical or common use of that class of product, regardless of the status
of the particular user or of the way in which the particular user
actually uses, or expects or is expected to use, the product. A product
is a consumer product regardless of whether the product has substantial
commercial, industrial or non-consumer uses, unless such uses represent
the only significant mode of use of the product.
"Installation Information" for a User Product means any methods,
procedures, authorization keys, or other information required to install
and execute modified versions of a covered work in that User Product from
a modified version of its Corresponding Source. The information must
suffice to ensure that the continued functioning of the modified object
code is in no case prevented or interfered with solely because
modification has been made.
If you convey an object code work under this section in, or with, or
specifically for use in, a User Product, and the conveying occurs as
part of a transaction in which the right of possession and use of the
User Product is transferred to the recipient in perpetuity or for a
fixed term (regardless of how the transaction is characterized), the
Corresponding Source conveyed under this section must be accompanied
by the Installation Information. But this requirement does not apply
if neither you nor any third party retains the ability to install
modified object code on the User Product (for example, the work has
been installed in ROM).
The requirement to provide Installation Information does not include a
requirement to continue to provide support service, warranty, or updates
for a work that has been modified or installed by the recipient, or for
the User Product in which it has been modified or installed. Access to a
network may be denied when the modification itself materially and
adversely affects the operation of the network or violates the rules and
protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
documented (and with an implementation available to the public in
source code form), and must require no special password or key for
unpacking, reading or copying.
7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
additional permissions on material, added by you to a covered work,
for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you
add to a covered work, you may (if authorized by the copyright holders of
that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or
author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or
requiring that modified versions of such material be marked in
reasonable ways as different from the original version; or
d) Limiting the use for publicity purposes of names of licensors or
authors of the material; or
e) Declining to grant rights under trademark law for use of some
trade names, trademarks, or service marks; or
f) Requiring indemnification of licensors and authors of that
material by anyone who conveys the material (or modified versions of
it) with contractual assumptions of liability to the recipient, for
any liability that these contractual assumptions directly impose on
those licensors and authors.
All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains
a further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms
of that license document, provided that the further restriction does
not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you
must place, in the relevant source files, a statement of the
additional terms that apply to those files, or a notice indicating
where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions;
the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
owned or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
consequence of further modification of the contributor version. For
purposes of this definition, "control" includes the right to grant
patent sublicenses in a manner consistent with the requirements of
this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
make, use, sell, offer for sale, import and otherwise run, modify and
propagate the contents of its contributor version.
In the following three paragraphs, a "patent license" is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is
in the business of distributing software, under which you make payment
to the third party based on the extent of your activity of conveying
the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory
patent license (a) in connection with copies of the covered work
conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that
contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
+25 -15
View File
@@ -1,8 +1,8 @@
tgstation13 v1.0 - 6 October 2010
baystation12
Website: http://nanotrasen.com
Code: http://code.google.com/p/tgstation13/
IRC: irc://irc.rizon.net/tgstation13
Website: http://baystation12.net/
Code: http://github.com/Baystation12/Baystation12/
IRC: irc://irc.sorcery.net/bs12
================================================================================
INSTALLATION
@@ -12,17 +12,20 @@ First-time installation should be fairly straightforward. First, you'll need
BYOND installed. You can get it from http://www.byond.com/. Once you've done
that, extract the game files to wherever you want to keep them. This is a
sourcecode-only release, so the next step is to compile the server files.
Open tgstation.dme by double-clicking it, open the Build menu, and click
Open baystation12.dme by double-clicking it, open the Build menu, and click
compile. This'll take a little while, and if everything's done right you'll get
a message like this:
saving tgstation.dmb (DEBUG mode)
saving baystation12.dmb (DEBUG mode)
tgstation.dmb - 0 errors, 0 warnings
baystation12.dmb - 0 errors, 0 warnings
If you see any errors or warnings, something has gone wrong - possibly a corrupt
download or the files extracted wrong.
It could be an issue with the current version of the code, either. Ask on IRC
or wait for a fix.
Once that's done, open up the config folder. You'll want to edit config.txt to
set the probabilities for different gamemodes in Secret and to set your server
location so that all your players don't get disconnected at the end of each
@@ -32,19 +35,25 @@ so they may have unknown and bizarre bugs. Extended is essentially no mode, and
isn't in the Secret rotation by default as it's just not very fun.
You'll also want to edit admins.txt to remove the default admins and add your
own. "Game Master" is the highest level of access, and the other recommended admin
levels for now are "Game Admin" (a little below host) and "Moderator". The format is
own. "Game Master" is the highest level of access, and the other recommended
admin level for now is "Game Admin". The format is:
byondkey - Rank
where the BYOND key must be in lowercase and the admin rank must be properly
capitalised. There are a bunch more admin ranks, but these three should be
capitalised. There are a bunch more admin ranks, but these two should be
enough for most servers, assuming you have trustworthy admins.
Additionally, you can set up moderators in moderators.txt, with this format:
byondkey
Moderators have access to player notes and a few other low-level commands.
Finally, to start the server, run Dream Daemon and enter the path to your
compiled tgstation.dmb file. Make sure to set the port to the one you
specified in the config.txt, and set the Security box to 'Safe'. Then press GO
and the server should start up and be ready to join.
compiled baystation12.dmb file. Make sure to set the port to the one you
specified in the config.txt, and set the Security box to 'Trusted'. Then press
GO and the server should start up and be ready to join.
================================================================================
UPDATING
@@ -72,5 +81,6 @@ coming soon, for now ask in our IRC channel.
IRC Bot Setup
================================================================================
Included in the SVN is an IRC bot capable of relaying adminhelps to a specified IRC channel/server (thanks to Skibiliano)
Instructions for bot setup are included in the /bot/ folder along with the bot/relay script itself
Included in the SVN is an IRC bot capable of relaying adminhelps to a specified
IRC channel/server (thanks to Skibiliano). Instructions for bot setup are
included in the /bot/ folder along with the bot/relay script itself.
+9
View File
@@ -131,6 +131,7 @@
#define FILE_DIR "code/modules/DetectiveWork"
#define FILE_DIR "code/modules/flufftext"
#define FILE_DIR "code/modules/food"
#define FILE_DIR "code/modules/genetics"
#define FILE_DIR "code/modules/icon generation"
#define FILE_DIR "code/modules/library"
#define FILE_DIR "code/modules/liquid"
@@ -236,6 +237,7 @@
#define FILE_DIR "icons/mecha"
#define FILE_DIR "icons/misc"
#define FILE_DIR "icons/mob"
#define FILE_DIR "icons/mob/human_races"
#define FILE_DIR "icons/obj"
#define FILE_DIR "icons/obj/assemblies"
#define FILE_DIR "icons/obj/atmospherics"
@@ -286,6 +288,7 @@
#include "code\ATMOSPHERICS\he_pipes.dm"
#include "code\ATMOSPHERICS\pipes.dm"
#include "code\ATMOSPHERICS\components\portables_connector.dm"
#include "code\ATMOSPHERICS\components\tvalve.dm"
#include "code\ATMOSPHERICS\components\valve.dm"
#include "code\ATMOSPHERICS\components\binary_devices\binary_atmos_base.dm"
#include "code\ATMOSPHERICS\components\binary_devices\circulator.dm"
@@ -419,6 +422,7 @@
#include "code\game\gamemodes\intercept_report.dm"
#include "code\game\gamemodes\objective.dm"
#include "code\game\gamemodes\setupgame.dm"
#include "code\game\gamemodes\autotraitor\autotraitor.dm"
#include "code\game\gamemodes\blob\blob.dm"
#include "code\game\gamemodes\blob\blob_finish.dm"
#include "code\game\gamemodes\blob\blob_report.dm"
@@ -632,6 +636,7 @@
#include "code\game\objects\explosion_recursive.dm"
#include "code\game\objects\items.dm"
#include "code\game\objects\objs.dm"
#include "code\game\objects\sign_decals.dm"
#include "code\game\objects\structures.dm"
#include "code\game\objects\weapons.dm"
#include "code\game\objects\closets\walllocker.dm"
@@ -983,6 +988,7 @@
#include "code\modules\flufftext\Hallucination.dm"
#include "code\modules\flufftext\TextFilters.dm"
#include "code\modules\food\recipes_microwave.dm"
#include "code\modules\genetics\side_effects.dm"
#include "code\modules\library\lib_items.dm"
#include "code\modules\library\lib_machines.dm"
#include "code\modules\library\lib_readme.dm"
@@ -1202,6 +1208,7 @@
#include "code\modules\power\switch.dm"
#include "code\modules\power\terminal.dm"
#include "code\modules\power\tracker.dm"
#include "code\modules\power\turbine.dm"
#include "code\modules\power\antimatter\containment_jar.dm"
#include "code\modules\power\antimatter\control.dm"
#include "code\modules\power\antimatter\shielding.dm"
@@ -1324,6 +1331,7 @@
#include "code\modules\scripting\Scanner\Tokens.dm"
#include "code\modules\security levels\keycard authentication.dm"
#include "code\modules\security levels\security levels.dm"
#include "code\WorkInProgress\autopsy.dm"
#include "code\WorkInProgress\buildmode.dm"
#include "code\WorkInProgress\explosion_particles.dm"
#include "code\WorkInProgress\surgery.dm"
@@ -1333,6 +1341,7 @@
#include "code\WorkInProgress\Cael_Aislinn\sculpture.dm"
#include "code\WorkInProgress\Cael_Aislinn\shield_capacitor.dm"
#include "code\WorkInProgress\Cael_Aislinn\shield_gen.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\areas.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\core_field.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\core_gen.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\core_monitor.dm"
@@ -26,6 +26,12 @@ obj/machinery/atmospherics/binary/pump
var/id = null
var/datum/radio_frequency/radio_connection
highcap
name = "High capacity gas pump"
desc = "A high capacity pump"
target_pressure = 15000000
on
on = 1
icon_state = "intact_on"
@@ -324,6 +324,7 @@
del(src)
/obj/machinery/atmospherics/unary/vent_pump/Del()
initial_loc.air_scrub_info -= id_tag
if (initial_loc.air_scrub_info)
initial_loc.air_scrub_info -= id_tag
..()
return
@@ -260,6 +260,7 @@
del(src)
/obj/machinery/atmospherics/unary/vent_scrubber/Del()
initial_loc.air_scrub_info -= id_tag
if (initial_loc.air_scrub_info)
initial_loc.air_scrub_info -= id_tag
..()
return
+6 -2
View File
@@ -526,10 +526,14 @@ obj/machinery/atmospherics/pipe
var/build_killswitch = 1
var/obj/machinery/atmospherics/node1
New()
New()
initialize_directions = dir
..()
high_volume
name = "Larger vent"
volume = 1000
process()
if(!parent)
if(build_killswitch <= 0)
@@ -539,7 +543,7 @@ obj/machinery/atmospherics/pipe
..()
return
else
parent.mingle_with_turf(loc, 250)
parent.mingle_with_turf(loc, volume)
/*
if(!node1)
if(!nodealert)
+54 -7
View File
@@ -1,14 +1,61 @@
/area/engine/cooling
//reactor areas
/area/engine/port_gyro_bay
/area/engine
fore
name = "\improper Fore"
/area/engine/starboard_gyro_bay
construction_storage
name = "\improper Construction storage"
/area/engine/generators
locker
name = "\improper Locker room"
/area/engine/turbine_control
atmos_storage
name = "\improper Atmos storage"
/area/engine/reactor_core
control
name = "\improper Control"
/area/engine/aux_control
electrical_storage
name = "\improper Electrical storage"
reactor_core
name = "\improper Reactor Core"
icon_state = "engine_core"
reactor_gas
name = "Reactor Gas Storage"
icon_state = "engine_atmos"
aux_control
name = "Reactor Auxiliary Control"
icon_state = "engine_aux"
turbine_control
name = "Turbine Control"
icon_state = "engine_turbine"
reactor_airlock
name = "\improper Reactor Primary Entrance"
icon_state = "engine_airlock"
reactor_fuel_storage
name = "Reactor Fuel Storage"
icon_state = "engine_fuel"
reactor_fuel_ports
name = "\improper Reactor Fuel Ports"
icon_state = "engine_port"
generators
name = "\improper Generator Room"
icon_state = "engine_generators"
port_gyro_bay
name = "\improper Port Gyrotron Bay"
icon_state = "engine_starboardgyro"
starboard_gyro_bay
name = "\improper Starboard Gyrotron Bay"
icon_state = "engine_portgyro"
+189
View File
@@ -0,0 +1,189 @@
/datum/autopsy_data_scanner
var/weapon = null // this is the DEFINITE weapon type that was used
var/list/organs_scanned = list() // this maps a number of scanned organs to
// the wounds to those organs with this data's weapon type
var/organ_names = ""
/datum/autopsy_data
var/weapon = null
var/pretend_weapon = null
var/damage = 0
var/hits = 0
var/time_inflicted = 0
proc/copy()
var/datum/autopsy_data/W = new()
W.weapon = weapon
W.pretend_weapon = pretend_weapon
W.damage = damage
W.hits = hits
W.time_inflicted = time_inflicted
return W
/obj/item/weapon/autopsy_scanner/proc/add_data(var/datum/organ/external/O)
if(!O.autopsy_data.len && !O.trace_chemicals.len) return
for(var/V in O.autopsy_data)
var/datum/autopsy_data/W = O.autopsy_data[V]
if(!W.pretend_weapon)
/*
// the more hits, the more likely it is that we get the right weapon type
if(prob(50 + W.hits * 10 + W.damage))
*/
// Buffing this stuff up for now!
if(1)
W.pretend_weapon = W.weapon
else
W.pretend_weapon = pick("mechanical toolbox", "wirecutters", "revolver", "crowbar", "fire extinguisher", "tomato soup", "oxygen tank", "emergency oxygen tank", "laser", "bullet")
var/datum/autopsy_data_scanner/D = wdata[V]
if(!D)
D = new()
D.weapon = W.weapon
wdata[V] = D
if(!D.organs_scanned[O.name])
if(D.organ_names == "")
D.organ_names = O.display_name
else
D.organ_names += ", [O.display_name]"
del D.organs_scanned[O.name]
D.organs_scanned[O.name] = W.copy()
for(var/V in O.trace_chemicals)
if(O.trace_chemicals[V] > 0 && !chemtraces.Find(V))
chemtraces += V
/obj/item/weapon/autopsy_scanner/verb/print_data()
set src in view(usr, 1)
set name = "Print Data"
if(usr.stat)
usr << "No."
return
if(wdata.len == 0 && chemtraces.len == 0)
usr << "<b>* There is no data about any wounds in the scanner's database. You may have to scan more bodyparts, or otherwise this wound type may not be in the scanner's database."
return
var/scan_data = ""
if(timeofdeath)
scan_data += "<b>Time of death:</b> [worldtime2text(timeofdeath)]<br><br>"
var/n = 1
for(var/wdata_idx in wdata)
var/datum/autopsy_data_scanner/D = wdata[wdata_idx]
var/total_hits = 0
var/total_score = 0
var/list/weapon_chances = list() // maps weapon names to a score
var/age = 0
for(var/wound_idx in D.organs_scanned)
var/datum/autopsy_data/W = D.organs_scanned[wound_idx]
total_hits += W.hits
var/wname = W.pretend_weapon
if(wname in weapon_chances) weapon_chances[wname] += W.damage
else weapon_chances[wname] = max(W.damage, 1)
total_score+=W.damage
var/wound_age = W.time_inflicted
age = max(age, wound_age)
var/damage_desc
var/damaging_weapon = (total_score != 0)
// total score happens to be the total damage
switch(total_score)
if(0)
damage_desc = "Unknown"
if(1 to 5)
damage_desc = "<font color='green'>negligible</font>"
if(5 to 15)
damage_desc = "<font color='green'>light</font>"
if(15 to 30)
damage_desc = "<font color='orange'>moderate</font>"
if(30 to 1000)
damage_desc = "<font color='red'>severe</font>"
if(!total_score) total_score = D.organs_scanned.len
scan_data += "<b>Weapon #[n]</b><br>"
if(damaging_weapon)
scan_data += "Severity: [damage_desc]<br>"
scan_data += "Hits by weapon: [total_hits]<br>"
scan_data += "Approximate time of wound infliction: [worldtime2text(age)]<br>"
scan_data += "Affected limbs: [D.organ_names]<br>"
scan_data += "Possible weapons:<br>"
for(var/weapon_name in weapon_chances)
scan_data += "\t[100*weapon_chances[weapon_name]/total_score]% [weapon_name]<br>"
scan_data += "<br>"
n++
if(chemtraces.len)
scan_data += "<b>Trace Chemicals: </b><br>"
for(var/chemID in chemtraces)
scan_data += chemID
scan_data += "<br>"
for(var/mob/O in viewers(usr))
O.show_message("\red \the [src] rattles and prints out a sheet of paper.", 1)
sleep(10)
var/obj/item/weapon/paper/P = new(usr.loc)
P.name = "Autopsy Data ([target_name])"
P.info = "<tt>[scan_data]</tt>"
P.overlays += "paper_words"
if(istype(usr,/mob/living/carbon))
// place the item in the usr's hand if possible
if(!usr.r_hand)
P.loc = usr
usr.r_hand = P
P.layer = 20
else if(!usr.l_hand)
P.loc = usr
usr.l_hand = P
P.layer = 20
if(istype(usr,/mob/living/carbon/human))
usr:update_inv_l_hand()
usr:update_inv_r_hand()
/obj/item/weapon/autopsy_scanner/attack(mob/living/carbon/human/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return
if(!can_operate(M))
return
if(target_name != M.name)
target_name = M.name
src.wdata = list()
user << "\red A new patient has been registered.. Purging data for previous patient."
src.timeofdeath = M.timeofdeath
var/datum/organ/external/S = M.get_organ(user.zone_sel.selecting)
if(!S)
usr << "<b>You can't scan this body part.</b>"
return
if(!S.open)
usr << "<b>You have to cut the limb open first!</b>"
return
for(var/mob/O in viewers(M))
O.show_message("\red [user.name] scans the wounds on [M.name]'s [S.display_name] with \the [src.name]", 1)
src.add_data(S)
return 1
+216 -16
View File
@@ -57,6 +57,15 @@ proc/build_surgery_steps_list()
var/datum/surgery_step/S = new T
surgery_steps += S
proc/spread_germs_to_organ(datum/organ/external/E, mob/living/carbon/human/user)
if(!istype(user) || !istype(E)) return
var/germ_level = user.germ_level
if(user.gloves)
germ_level = user.gloves.germ_level
E.germ_level = germ_level
//////////////////////////////////////////////////////////////////
// COMMON STEPS //
@@ -90,6 +99,7 @@ proc/build_surgery_steps_list()
var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("[user] starts the incision on [target]'s [affected.display_name] with \the [tool].", \
"You start the incision on [target]'s [affected.display_name] with \the [tool].")
target.custom_pain("You feel a horrible pain as if from a sharp knife in your [affected.display_name]!",1)
end_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
@@ -97,6 +107,7 @@ proc/build_surgery_steps_list()
"\blue You have made an incision on [target]'s [affected.display_name] with \the [tool].",)
affected.open = 1
affected.createwound(CUT, 1)
spread_germs_to_organ(affected, user)
if (target_zone == "head")
target.brain_op_stage = 1
@@ -119,13 +130,15 @@ proc/build_surgery_steps_list()
var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("[user] starts clamping bleeders in [target]'s [affected.display_name] with \the [tool].", \
"You start clamping bleeders in [target]'s [affected.display_name] with \the [tool].")
target.custom_pain("The pain in your [affected.display_name] is maddening!",1)
end_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("\blue [user] clamps bleeders in [target]'s [affected.display_name] with \the [tool].", \
"\blue You clamp bleeders in [target]'s [affected.display_name] with \the [tool].")
affected.bandage()
affected.clamp()
affected.status &= ~ORGAN_BLEEDING
spread_germs_to_organ(affected, user)
fail_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
@@ -153,6 +166,7 @@ proc/build_surgery_steps_list()
msg = "[user] starts to pry open the incision and rearrange the organs in [target]'s lower abdomen with \the [tool]."
self_msg = "You start to pry open the incision and rearrange the organs in [target]'s lower abdomen with \the [tool]."
user.visible_message(msg, self_msg)
target.custom_pain("It feels like the skin on your [affected.display_name] is on fire!",1)
end_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
@@ -166,6 +180,7 @@ proc/build_surgery_steps_list()
self_msg = "\blue You keep the incision open on [target]'s lower abdomen with \the [tool]."
user.visible_message(msg, self_msg)
affected.open = 2
spread_germs_to_organ(affected, user)
fail_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
@@ -193,12 +208,14 @@ proc/build_surgery_steps_list()
var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("[user] is beginning to cauterize the incision on [target]'s [affected.display_name] with \the [tool]." , \
"You are beginning to cauterize the incision on [target]'s [affected.display_name] with \the [tool].")
target.custom_pain("Your [affected.display_name] is being burned!",1)
end_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("\blue [user] cauterizes the incision on [target]'s [affected.display_name] with \the [tool].", \
"\blue You cauterize the incision on [target]'s [affected.display_name] with \the [tool].")
affected.open = 0
affected.germ_level = 0
affected.status &= ~ORGAN_BLEEDING
fail_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
@@ -235,6 +252,7 @@ proc/build_surgery_steps_list()
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
user.visible_message("[user] starts to separating [target]'s appendix from the abdominal wall with \the [tool].", \
"You start to separating [target]'s appendix from the abdominal wall with \the [tool]." )
target.custom_pain("The pain in your abdomen is living hell!",1)
end_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
user.visible_message("\blue [user] has separated [target]'s appendix with \the [tool]." , \
@@ -259,19 +277,20 @@ proc/build_surgery_steps_list()
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
user.visible_message("[user] starts removing [target]'s appendix with \the [tool].", \
"You start removing [target]'s appendix with \the [tool].")
target.custom_pain("Someone's ripping out your bowels!",1)
end_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
user.visible_message("\blue [user] has removed [target]'s appendix with \the [tool].", \
"\blue You have removed [target]'s appendix with \the [tool].")
var/datum/disease/appendicitis/app = null
var/app = 0
for(var/datum/disease/appendicitis/appendicitis in target.viruses)
app = appendicitis
app = 1
appendicitis.cure()
target.resistances += appendicitis
if (app)
new /obj/item/weapon/reagent_containers/food/snacks/appendix/inflamed(get_turf(target))
else
new /obj/item/weapon/reagent_containers/food/snacks/appendix(get_turf(target))
target.resistances += app
target.op_stage.appendix = 2
fail_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
@@ -282,13 +301,16 @@ proc/build_surgery_steps_list()
//////////////////////////////////////////////////////////////////
// INTERNAL WOUND PATCHING //
// INTERNAL WOUND PATCHING //
//////////////////////////////////////////////////////////////////
/datum/surgery_step/fix_vein
required_tool = /obj/item/weapon/FixOVein
min_duration = 70
max_duration = 90
can_use(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
@@ -301,9 +323,9 @@ proc/build_surgery_steps_list()
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
if (affected.stage == 0)
user.visible_message("[user] starts patching the damaged vein in [target]'s [affected.display_name] with \the [tool]." , \
"You start patching the damaged vein in [target]'s [affected.display_name] with \the [tool].")
user.visible_message("[user] starts patching the damaged vein in [target]'s [affected.display_name] with \the [tool]." , \
"You start patching the damaged vein in [target]'s [affected.display_name] with \the [tool].")
target.custom_pain("The pain in [affected.display_name] is unbearable!",1)
end_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
@@ -340,12 +362,14 @@ proc/build_surgery_steps_list()
if (affected.stage == 0)
user.visible_message("[user] starts applying medication to the damaged bones in [target]'s [affected.display_name] with \the [tool]." , \
"You start applying medication to the damaged bones in [target]'s [affected.display_name] with \the [tool].")
target.custom_pain("Something in your [affected.display_name] is causing you a lot of pain!",1)
end_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("\blue [user] applies some [tool] to [target]'s bone in [affected.display_name]", \
"\blue You apply some [tool] to [target]'s bone in [affected.display_name] with \the [tool].")
affected.stage = 1
spread_germs_to_organ(affected, user)
fail_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
@@ -365,7 +389,8 @@ proc/build_surgery_steps_list()
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("[user] is beginning to set the bone in [target]'s [affected.display_name] in place with \the [tool]." , \
"You are beginning to set the bone in [target]'s [target_zone] in place with \the [tool].")
"You are beginning to set the bone in [target]'s [affected.display_name] in place with \the [tool].")
target.custom_pain("The pain in your [affected.display_name] is going to make you pass out!",1)
end_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
@@ -373,10 +398,12 @@ proc/build_surgery_steps_list()
user.visible_message("\blue [user] sets the bone in [target]'s [affected.display_name] in place with \the [tool].", \
"\blue You set the bone in [target]'s [affected.display_name] in place with \the [tool].")
affected.stage = 2
spread_germs_to_organ(affected, user)
else
user.visible_message("\blue [user] sets the bone in [target]'s [affected.display_name]\red in the WRONG place with \the [tool].", \
"\blue You set the bone in [target]'s [affected.display_name]\red in the WRONG place with \the [tool].")
affected.fracture()
spread_germs_to_organ(affected, user)
fail_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
@@ -400,14 +427,15 @@ proc/build_surgery_steps_list()
end_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("\blue [user] sets [target]'s [affected.display_name] skull with \the [tool]." , \
"\blue You set [target]'s [affected.display_name] skull with \the [tool].")
user.visible_message("\blue [user] sets [target]'s skull with \the [tool]." , \
"\blue You set [target]'s skull with \the [tool].")
affected.stage = 2
spread_germs_to_organ(affected, user)
fail_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("\red [user]'s hand slips, damaging [target]'s [affected.display_name] face with \the [tool]!" , \
"\red Your hand slips, damaging [target]'s [affected.display_name] face with \the [tool]!")
user.visible_message("\red [user]'s hand slips, damaging [target]'s face with \the [tool]!" , \
"\red Your hand slips, damaging [target]'s face with \the [tool]!")
var/datum/organ/external/head/h = affected
h.createwound(BRUISE, 10)
h.disfigured = 1
@@ -435,6 +463,7 @@ proc/build_surgery_steps_list()
affected.status &= ~ORGAN_SPLINTED
affected.stage = 0
affected.perma_injury = 0
spread_germs_to_organ(affected, user)
fail_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
@@ -691,7 +720,7 @@ proc/build_surgery_steps_list()
"You begin to cut through [target]'s skull with \the [tool].")
end_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
user.visible_message("\blue [user] has cut through [target]'s skull open with \the [tool].", \
user.visible_message("\blue [user] has cut through [target]'s skull open with \the [tool].", \
"\blue You have cut through [target]'s skull open with \the [tool].")
target.brain_op_stage = 2
@@ -828,7 +857,8 @@ proc/build_surgery_steps_list()
target.cores--
user.visible_message("\blue [user] cuts out one of [target]'s cores with \the [tool].",, \
"\blue You cut out one of [target]'s cores with \the [tool]. [target.cores] cores left.")
new/obj/item/metroid_core(target.loc)
if(target.cores >= 0)
new/obj/item/metroid_core(target.loc)
if(target.cores <= 0)
target.icon_state = "baby roro dead-nocore"
@@ -932,6 +962,7 @@ proc/build_surgery_steps_list()
"\blue You have finished adjusting the area around [target]'s [affected.display_name] with \the [tool].")
affected.status |= ORGAN_ATTACHABLE
affected.amputated = 1
affected.setAmputatedTree()
affected.open = 0
fail_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
@@ -976,4 +1007,173 @@ proc/build_surgery_steps_list()
var/datum/organ/external/affected = target.get_organ(target_zone)
user.visible_message("\red [user]'s hand slips, damaging connectors on [target]'s [affected.display_name]!", \
"\red Your hand slips, damaging connectors on [target]'s [affected.display_name]!")
target.apply_damage(10, BRUTE, affected)
target.apply_damage(10, BRUTE, affected)
//////////////////////////////////////////////////////////////////
// RIBCAGE SURGERY(LUNGS AND ALIENS) //
//////////////////////////////////////////////////////////////////
/datum/surgery_step/ribcage
can_use(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
return target_zone == "chest"
/datum/surgery_step/ribcage/saw_ribcage
required_tool = /obj/item/weapon/circular_saw
min_duration = 50
max_duration = 70
can_use(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)
return ..() && target.ribcage_op_stage == 0 && affected.open >= 2
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
user.visible_message("[user] begins to cut through [target]'s ribcage with \the [tool].", \
"You begin to cut through [target]'s ribcage with \the [tool].")
target.custom_pain("Something hurts horribly in your chest!",1)
end_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
user.visible_message("\blue [user] has cut through [target]'s ribcage open with \the [tool].", \
"\blue You have cut through [target]'s ribcage open with \the [tool].")
target.ribcage_op_stage = 1
fail_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
user.visible_message("\red [user]'s hand slips, cracking [target]'s ribcage with \the [tool]!" , \
"\red Your hand slips, cracking [target]'s ribcage with \the [tool]!" )
/datum/surgery_step/ribcage/retract_ribcage
required_tool = /obj/item/weapon/retractor
min_duration = 30
max_duration = 40
can_use(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
return ..() && target.ribcage_op_stage == 1
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/msg = "[user] starts to force open the ribcage in [target]'s torso with \the [tool]."
var/self_msg = "You start to force open the ribcage in [target]'s torso with \the [tool]."
user.visible_message(msg, self_msg)
target.custom_pain("Something hurts horribly in your chest!",1)
end_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/msg = "\blue [user] forces open [target]'s ribcage with \the [tool]."
var/self_msg = "\blue You force open [target]'s ribcage with \the [tool]."
user.visible_message(msg, self_msg)
target.ribcage_op_stage = 2
// Whoops!
if(prob(10))
var/datum/organ/external/affected = target.get_organ(target_zone)
affected.fracture()
fail_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/msg = "\red [user]'s hand slips, breaking [target]'s ribcage!"
var/self_msg = "\red Your hand slips, breaking [target]'s ribcage!"
user.visible_message(msg, self_msg)
var/datum/organ/external/affected = target.get_organ(target_zone)
affected.fracture()
/datum/surgery_step/ribcage/close_ribcage
required_tool = /obj/item/weapon/retractor
min_duration = 20
max_duration = 40
can_use(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
return ..() && target.ribcage_op_stage == 2
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/msg = "[user] starts bending [target]'s ribcage back into place with \the [tool]."
var/self_msg = "You start bending [target]'s ribcage back into place with \the [tool]."
user.visible_message(msg, self_msg)
target.custom_pain("Something hurts horribly in your chest!",1)
end_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/msg = "\blue [user] bends [target]'s ribcage back into place with \the [tool]."
var/self_msg = "\blue You bend [target]'s ribcage back into place with \the [tool]."
user.visible_message(msg, self_msg)
target.ribcage_op_stage = 1
/datum/surgery_step/ribcage/mend_ribcage
required_tool = /obj/item/weapon/bonegel
min_duration = 20
max_duration = 40
can_use(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
return ..() && target.ribcage_op_stage == 1
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/msg = "[user] starts applying \the [tool] to [target]'s ribcage."
var/self_msg = "You start applying \the [tool] to [target]'s ribcage."
user.visible_message(msg, self_msg)
target.custom_pain("Something hurts horribly in your chest!",1)
end_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/msg = "\blue [user] applied \the [tool] to [target]'s ribcage."
var/self_msg = "\blue You applied \the [tool] to [target]'s ribcage."
user.visible_message(msg, self_msg)
target.ribcage_op_stage = 0
/datum/surgery_step/ribcage/remove_embryo
required_tool = /obj/item/weapon/hemostat
min_duration = 80
max_duration = 100
can_use(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/embryo = 0
for(var/datum/disease/alien_embryo/A in target.viruses)
embryo = 1
break
return ..() && embryo && target.ribcage_op_stage == 2
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/msg = "[user] starts to pull something out from [target]'s ribcage with \the [tool]."
var/self_msg = "You start to pull something out from [target]'s ribcage with \the [tool]."
user.visible_message(msg, self_msg)
target.custom_pain("Something hurts horribly in your chest!",1)
end_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
user.visible_message("\red [user] rips the larva out of [target]'s ribcage!",
"You rip the larva out of [target]'s ribcage!")
var/mob/living/carbon/alien/larva/stupid = new(target.loc)
stupid.death(0)
for(var/datum/disease/alien_embryo in target.viruses)
alien_embryo.cure()
/datum/surgery_step/ribcage/fix_lungs
required_tool = /obj/item/weapon/scalpel
min_duration = 70
max_duration = 90
can_use(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
return ..() && target.is_lung_ruptured() && target.ribcage_op_stage == 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]." )
target.custom_pain("The pain in your chest is living hell!",1)
end_step(mob/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
fail_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/chest/affected = target.get_organ("chest")
user.visible_message("\red [user]'s hand slips, slicing an artery inside [target]'s chest with \the [tool]!", \
"\red Your hand slips, slicing an artery inside [target]'s chest with \the [tool]!")
affected.createwound(CUT, 20)
+1 -1
View File
@@ -165,5 +165,5 @@
if(beaker)
if(!beaker.reagents.remove_reagent("virusfood",5))
foodsupply += 10
if(!beaker.reagents.remove_reagent("toxins",1))
if(!beaker.reagents.remove_reagent("toxin",1))
toxins += 1
+1 -11
View File
@@ -69,9 +69,6 @@ mob/living/carbon/metroid/airflow_stun()
mob/living/carbon/human/airflow_stun()
if(last_airflow_stun > world.time - vsc.airflow_stun_cooldown) return 0
if(buckled) return 0
//skytodo:
/*if(wear_suit)
if(wear_suit.flags & SUITSPACE) return 0*/
if(shoes)
if(shoes.flags & NOSLIP) return 0
if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
@@ -247,9 +244,6 @@ atom/movable
if(istype(src, /mob/living/carbon/human))
if(istype(src, /mob/living/carbon/human))
if(src:buckled) return
//skytodo: tg handles suits differently
/*if(src:wear_suit)
if(src:wear_suit.flags & SUITSPACE) return*/
if(src:shoes)
if(src:shoes.type == /obj/item/clothing/shoes/magboots && src:shoes.flags & NOSLIP) return
src << "\red You are sucked away by airflow!"
@@ -305,9 +299,6 @@ atom/movable
if(istype(src, /mob/living/carbon/human))
if(istype(src, /mob/living/carbon/human))
if(src:buckled) return
//skytodo:
/*if(src:wear_suit)
if(src:wear_suit.flags & SUITSPACE) return*/
if(src:shoes)
if(src:shoes.type == /obj/item/clothing/shoes/magboots && src:shoes.flags & NOSLIP) return
src << "\red You are pushed away by airflow!"
@@ -407,7 +398,6 @@ zone/proc/movables()
. = list()
for(var/turf/T in contents)
for(var/atom/A in T)
//skytodo: add check for ai eye, tg seems to have done away with it
if(istype(A, /obj/effect))
if(istype(A, /obj/effect) || istype(A, /mob/aiEye))
continue
. += A
+1 -1
View File
@@ -32,7 +32,7 @@ zone/proc
M << "Pressure: [air.return_pressure()]"
M << ""
M << "Space Tiles: [length(unsimulated_tiles)]"
//M << "Movable Objects: [length(movable_objects)]" //skytodo
M << "Movable Objects: [length(movables())]"
M << "<u>Connections: [length(connections)]</u>"
for(var/connection/C in connections)
+5
View File
@@ -277,6 +277,11 @@ datum
proc/ConsiderRebuild(var/turf/simulated/T, var/turf/NT)
if(!istype(T)) return
//zones should naturally spread to these tiles eventually
if(!T.zone || !NT.zone)
return
if(istype(NT, /turf/simulated) && NT.zone != T.zone)
T.zone.RemoveTurf(NT)
if(NT.zone)
+1 -1
View File
@@ -273,7 +273,7 @@ datum/gas_mixture/proc/calculate_firelevel(obj/effect/decal/cleanable/liquid_fue
arms_exposure = 1
//Get heat transfer coefficients for clothing.
//skytodo: different handling of temp with tg
//skytodo: different handling of temp with tg //Jesus, mate. Don't ask me. I have no diea how their crap works, and Aryn wrote this proc.
/*for(var/obj/item/clothing/C in src)
if(l_hand == C || r_hand == C) continue
if(C.body_parts_covered & HEAD)
+8 -13
View File
@@ -43,14 +43,10 @@ obj/var/contaminated = 0
obj/item/proc
can_contaminate()
return 0
//skytodo: tg has changed how suits are handled
/*
//Clothing and backpacks can be contaminated.
if(flags & PLASMAGUARD) return 0
if(flags & SUITSPACE) return 0
else if(istype(src,/obj/item/clothing)) return 1
else if(istype(src,/obj/item/weapon/storage/backpack)) return 1
*/
contaminate()
//Do a contamination overlay? Temporary measure to keep contamination less deadly than it was.
@@ -131,22 +127,21 @@ obj/item/proc
/mob/living/carbon/human/proc/pl_head_protected()
//Checks if the head is adequately sealed.
//skytodo:
/*if(head)
if(head)
if(vsc.plc.PLASMAGUARD_ONLY)
if(head.flags & PLASMAGUARD || head.flags & HEADSPACE) return 1
else
if(head.flags & HEADCOVERSEYES) return 1*/
if(head.flags & PLASMAGUARD)
return 1
else if(head.flags & HEADCOVERSEYES)
return 1
return 0
/mob/living/carbon/human/proc/pl_suit_protected()
//Checks if the suit is adequately sealed.
//skytodo:
/*if(wear_suit)
if(wear_suit)
if(vsc.plc.PLASMAGUARD_ONLY)
if(wear_suit.flags & PLASMAGUARD || wear_suit.flags & SUITSPACE) return 1
if(wear_suit.flags & PLASMAGUARD) return 1
else
if(wear_suit.flags_inv & HIDEJUMPSUIT) return 1*/
if(wear_suit.flags_inv & HIDEJUMPSUIT) return 1
return 0
/mob/living/carbon/human/proc/suit_contamination()
+59 -31
View File
@@ -2,13 +2,14 @@ var/datum/controller/vote/vote = new()
datum/controller/vote
var/initiator = null
var/started_timeofday = null
var/started_time = null
var/time_remaining = 0
var/mode = null
var/question = null
var/list/choices = list()
var/list/voted = list()
var/list/voting = list()
var/list/current_votes = list()
New()
if(vote != src)
@@ -18,28 +19,29 @@ datum/controller/vote
proc/process() //called by master_controller
if(mode)
time_remaining = started_timeofday + config.vote_period
if(world.timeofday < started_timeofday)
time_remaining -= 864000
time_remaining = round((time_remaining - world.timeofday)/10)
// No more change mode votes after the game has started.
// 3 is GAME_STATE_PLAYING, but that #define is undefined for some reason
if(mode == "gamemode" && ticker.current_state >= 2)
world << "<b>Voting aborted due to game start.</b>"
src.reset()
return
// Calculate how much time is remaining by comparing current time, to time of vote start,
// plus vote duration
time_remaining = round((started_time + config.vote_period - world.time)/10)
var/i=1
if(time_remaining < 0)
result()
while(i<=voting.len)
var/client/C = voting[i]
for(var/client/C in voting)
if(C)
C << browse(null,"window=vote;can_close=0")
i++
reset()
else
while(i<=voting.len)
var/client/C = voting[i]
for(var/client/C in voting)
if(C)
C << browse(vote.interface(C),"window=vote;can_close=0")
i++
else
voting.Cut(i,i+1)
voting.Cut()
proc/reset()
initiator = null
@@ -49,6 +51,7 @@ datum/controller/vote
choices.Cut()
voted.Cut()
voting.Cut()
current_votes.Cut()
proc/get_result()
//get the highest number of votes
@@ -111,6 +114,10 @@ datum/controller/vote
restart = 1
else
master_mode = .
if("crew_transfer")
if(. == "Initiate Crew Transfer")
init_shift_change(null, 1)
if(restart)
world << "World restarting due to vote..."
@@ -122,30 +129,39 @@ datum/controller/vote
return .
proc/submit_vote(var/vote)
proc/submit_vote(var/ckey, var/vote)
if(mode)
if(config.vote_no_dead && usr.stat == DEAD && !usr.client.holder)
return 0
if(!(usr.ckey in voted))
if(vote && 1<=vote && vote<=choices.len)
voted += usr.ckey
choices[choices[vote]]++ //check this
return vote
if(current_votes[ckey])
choices[choices[current_votes[ckey]]]--
if(vote && 1<=vote && vote<=choices.len)
voted += usr.ckey
choices[choices[vote]]++ //check this
current_votes[ckey] = vote
return vote
return 0
proc/initiate_vote(var/vote_type, var/initiator_key)
if(!mode)
if(started_timeofday != null)
var/next_allowed_timeofday = (started_timeofday + config.vote_delay)
if(world.timeofday < started_timeofday)
next_allowed_timeofday -= 864000
if(next_allowed_timeofday > world.timeofday)
if(started_time != null)
var/next_allowed_time = (started_time + config.vote_delay)
if(next_allowed_time > world.time)
return 0
reset()
switch(vote_type)
if("restart") choices.Add("Restart Round","Continue Playing")
if("gamemode") choices.Add(config.votable_modes)
if("restart")
choices.Add("Restart Round","Continue Playing")
if("gamemode")
if(ticker.current_state >= 2)
return 0
choices.Add(config.votable_modes)
if("crew_transfer")
if(ticker.current_state <= 2)
return 0
question = "End the shift?"
choices.Add("Initiate Crew Transfer", "Continue The Round")
if("custom")
question = html_encode(input(usr,"What is the vote for?") as text|null)
if(!question) return 0
@@ -156,7 +172,7 @@ datum/controller/vote
else return 0
mode = vote_type
initiator = initiator_key
started_timeofday = world.timeofday
started_time = world.time
var/text = "[capitalize(mode)] vote started by [initiator]."
log_vote(text)
world << "<font color='purple'><b>[text]</b>\nType vote to place your votes.\nYou have [config.vote_period/10] seconds to vote.</font>"
@@ -179,10 +195,14 @@ datum/controller/vote
if(question) . += "<h2>Vote: '[question]'</h2>"
else . += "<h2>Vote: [capitalize(mode)]</h2>"
. += "Time Left: [time_remaining] s<hr><ul>"
for(var/i=1,i<=choices.len,i++)
for(var/i = 1, i <= choices.len, i++)
var/votes = choices[choices[i]]
if(!votes) votes = 0
. += "<li><a href='?src=\ref[src];vote=[i]'>[choices[i]]</a> ([votes] votes)</li>"
if(current_votes[C.ckey] == i)
. += "<li><b><a href='?src=\ref[src];vote=[i]'>[choices[i]]</a> ([votes] votes)</b></li>"
else
. += "<li><a href='?src=\ref[src];vote=[i]'>[choices[i]]</a> ([votes] votes)</li>"
. += "</ul><hr>"
if(admin)
. += "(<a href='?src=\ref[src];vote=cancel'>Cancel Vote</a>) "
@@ -193,6 +213,11 @@ datum/controller/vote
. += "<a href='?src=\ref[src];vote=restart'>Restart</a>"
else
. += "<font color='grey'>Restart (Disallowed)</font>"
. += "</li><li>"
if(trialmin || config.allow_vote_restart)
. += "<a href='?src=\ref[src];vote=crew_transfer'>Crew Transfer</a>"
else
. += "<font color='grey'>Crew Transfer (Disallowed)</font>"
if(trialmin)
. += "\t(<a href='?src=\ref[src];vote=toggle_restart'>[config.allow_vote_restart?"Allowed":"Disallowed"]</a>)"
. += "</li><li>"
@@ -235,11 +260,14 @@ datum/controller/vote
if("gamemode")
if(config.allow_vote_mode || usr.client.holder)
initiate_vote("gamemode",usr.key)
if("crew_transfer")
if(config.allow_vote_restart || usr.client.holder)
initiate_vote("crew_transfer",usr.key)
if("custom")
if(usr.client.holder)
initiate_vote("custom",usr.key)
else
submit_vote(round(text2num(href_list["vote"])))
submit_vote(usr.ckey, round(text2num(href_list["vote"])))
usr.vote()
+21 -17
View File
@@ -28,7 +28,9 @@
/obj/effect/datacore/proc/manifest_inject(var/mob/living/carbon/human/H)
if(H.mind && (H.mind.assigned_role != "MODE"))
var/assignment
if(H.mind.assigned_role)
if(H.mind.role_alt_title)
assignment = H.mind.role_alt_title
else if(H.mind.assigned_role)
assignment = H.mind.assigned_role
else if(H.job)
assignment = H.job
@@ -111,29 +113,31 @@ proc/get_id_photo(var/mob/living/carbon/human/H)
var/g = "m"
if (H.gender == FEMALE)
g = "f"
var/icon/icobase
switch(H.get_species())
if("Tajaran")
preview_icon = new /icon('icons/effects/species.dmi', "tajaran_[g]_s")
preview_icon.Blend(new /icon('icons/effects/species.dmi', "tajtail_s"), ICON_OVERLAY)
icobase = 'icons/mob/human_races/r_tajaran.dmi'
if( "Soghun")
preview_icon = new /icon('icons/effects/species.dmi', "lizard_[g]_s")
preview_icon.Blend(new /icon('icons/effects/species.dmi', "sogtail_s"), ICON_OVERLAY)
icobase = 'icons/mob/human_races/r_lizard.dmi'
if("Skrell")
preview_icon = new /icon('icons/effects/species.dmi', "skrell_[g]_s")
icobase = 'icons/mob/human_races/r_skrell.dmi'
else
preview_icon = new /icon('human.dmi', "torso_[g]_s")
preview_icon.Blend(new /icon('human.dmi', "chest_[g]_s"), ICON_OVERLAY)
preview_icon.Blend(new /icon('human.dmi', "groin_[g]_s"), ICON_OVERLAY)
preview_icon.Blend(new /icon('human.dmi', "head_[g]_s"), ICON_OVERLAY)
icobase = 'icons/mob/human_races/r_human.dmi'
for(var/datum/organ/external/E in H.organs)
if(E.status & ORGAN_CUT_AWAY) continue
preview_icon = new /icon(icobase, "torso_[g]")
var/icon/temp
temp = new /icon(icobase, "groin_[g]")
preview_icon.Blend(temp, ICON_OVERLAY)
temp = new /icon(icobase, "head_[g]")
preview_icon.Blend(temp, ICON_OVERLAY)
var/icon/temp = new /icon('human.dmi', "[E.name]_s")
if(E.status & ORGAN_ROBOT)
temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
preview_icon.Blend(temp, ICON_OVERLAY)
for(var/datum/organ/external/E in H.organs)
if(E.status & ORGAN_CUT_AWAY || E.status & ORGAN_DESTROYED) continue
temp = new /icon(icobase, "[E.name]")
if(E.status & ORGAN_ROBOT)
temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
preview_icon.Blend(temp, ICON_OVERLAY)
// Skin tone
if(H.get_species() == "Human")
+1
View File
@@ -40,6 +40,7 @@
permeability_mod = 15//likely to infect
can_carry = 0
var/gibbed = 0
stage_minimum_age = 300
/datum/disease/alien_embryo/stage_act()
..()
+1 -1
View File
@@ -12,7 +12,7 @@
severity = "Medium"
longevity = 1000
hidden = list(0, 1)
stage_minimum_age = 100 // at least 100 life ticks per stage
stage_minimum_age = 300 // at least 200 life ticks per stage
/datum/disease/appendicitis/stage_act()
..()
+6 -1
View File
@@ -1,6 +1,11 @@
/datum/organ
var/name = "organ"
var/mob/living/carbon/human/owner = null
var/list/datum/autopsy_data/autopsy_data = list()
var/list/trace_chemicals = list() // traces of chemicals in the organ,
// links chemical IDs to number of ticks for which they'll stay in the blood
///datum/organ/proc/process()
// return 0
@@ -12,4 +17,4 @@
return 0
proc/receive_chem(chemical as obj)
return 0
return 0
+104 -25
View File
@@ -5,6 +5,7 @@
name = "external"
var/icon_name = null
var/body_part = null
var/icon_position = 0
var/damage_state = "00"
var/brute_dam = 0
@@ -33,6 +34,9 @@
var/open = 0
var/stage = 0
// INTERNAL germs inside the organ, this is BAD if it's greater 0
var/germ_level = 0
// how often wounds should be updated, a higher number means less often
var/wound_update_accuracy = 20 // update every 20 ticks(roughly every minute)
New(var/datum/organ/external/P)
@@ -60,8 +64,7 @@
var/nux = brute * rand(10,15)
if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
if(prob(5 * brute))
status |= ORGAN_DESTROYED
droplimb()
droplimb(1)
return
else if(prob(nux))
@@ -72,8 +75,7 @@
else if(brute > 20)
if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
if(prob(5 * brute))
status |= ORGAN_DESTROYED
droplimb()
droplimb(1)
return
// If the limbs can break, make sure we don't exceed the maximum damage a limb can take before breaking
@@ -120,6 +122,8 @@
if(status & ORGAN_BROKEN)
owner.emote("scream")
if(used_weapon) add_autopsy_data(used_weapon, brute + burn)
owner.updatehealth()
// sync the organ's damage with its wounds
@@ -181,31 +185,50 @@
if(W.damage == 0 && W.created + 10 * 10 * 60 <= world.time)
wounds -= W
// let the GC handle the deletion of the wound
if(W.internal && !W.is_treated())
if(W.internal && !W.is_treated() && owner.bodytemperature >= 170)
// internal wounds get worse over time
W.open_wound(0.5 * wound_update_accuracy)
owner.vessel.remove_reagent("blood",0.1 * W.damage * wound_update_accuracy)
W.open_wound(0.1 * wound_update_accuracy)
owner.vessel.remove_reagent("blood",0.07 * W.damage * wound_update_accuracy)
if(prob(1 * wound_update_accuracy))
owner.custom_pain("You feel a stabbing pain in your [display_name]!",1)
if(W.is_treated())
if(W.bandaged || W.salved)
// slow healing
var/amount = 0.2
if(W.bandaged) amount++
if(W.salved) amount++
if(W.disinfected) amount++
if(W.is_treated())
amount += 10
// amount of healing is spread over all the wounds
W.heal_damage((wound_update_accuracy * amount * W.amount * config.organ_regeneration_multiplier) / (20*owner.number_wounds+1))
if(W.germ_level > 100 && prob(10))
owner.adjustToxLoss(1 * wound_update_accuracy)
if(W.germ_level > 1000)
owner.adjustToxLoss(1 * wound_update_accuracy)
// Salving also helps against infection
if(W.germ_level > 0 && W.salved && prob(2))
W.germ_level = 0
// sync the organ's damage with its wounds
src.update_damages()
proc/bandage()
var/rval = 0
src.status &= ~ORGAN_BLEEDING
for(var/datum/wound/W in wounds)
if(W.internal) continue
rval |= !W.bandaged
W.bandaged = 1
return rval
proc/clamp()
var/rval = 0
for(var/datum/wound/W in wounds)
if(W.internal) continue
rval |= !W.clamped
W.clamped = 1
return rval
proc/salve()
var/rval = 0
for(var/datum/wound/W in wounds)
@@ -222,6 +245,12 @@
proc/get_damage_fire()
return burn_dam
proc/is_infected()
for(var/datum/wound/W in wounds)
if(W.germ_level > 100)
return 1
return 0
process()
// process wounds, doing healing etc., only do this every 4 ticks to save processing power
if(owner.life_tick % wound_update_accuracy == 0)
@@ -239,6 +268,9 @@
return
if(config.bones_can_break && brute_dam > min_broken_damage * config.organ_health_multiplier && !(status & ORGAN_ROBOT))
src.fracture()
if(germ_level > 0)
for(var/datum/wound/W in wounds) if(!W.bandaged && !W.salved)
W.germ_level = max(W.germ_level, germ_level)
return
proc/fracture()
@@ -289,10 +321,19 @@
return 1
return 0
proc/setAmputatedTree()
for(var/datum/organ/external/O in children)
O.amputated=amputated
O.setAmputatedTree()
proc/droplimb(var/override = 0,var/no_explode = 0)
if(destspawn) return
if(override)
status |= ORGAN_DESTROYED
if(status & ORGAN_DESTROYED)
if(body_part == UPPER_TORSO)
return
if(status & ORGAN_SPLINTED)
status &= ~ORGAN_SPLINTED
if(implant)
@@ -307,8 +348,8 @@
var/obj/item/weapon/organ/H
switch(body_part)
// if(UPPER_TORSO) just no.
// owner.gib()
// if(UPPER_TORSO)
// owner.gib()
if(LOWER_TORSO)
owner << "\red You are now sterile."
if(HEAD)
@@ -366,8 +407,25 @@
if(ismonkey(owner))
H.icon_state = "l_foot_l"
owner.u_equip(owner.shoes)
if(ismonkey(owner))
H.icon = 'monkey.dmi'
if(H)
if(ismonkey(owner))
H.icon = 'monkey.dmi'
else if(ishuman(owner) && owner.dna)
var/icon/I
switch(owner.dna.mutantrace)
if("tajaran")
I = new('icons/mob/human_races/r_tajaran.dmi')
if("lizard")
I = new('icons/mob/human_races/r_lizard.dmi')
if("skrell")
I = new('icons/mob/human_races/r_skrell.dmi')
else
I = new('icons/mob/human_races/r_human.dmi')
if(I)
H.icon = I.MakeLying()
else
H.icon_state = initial(H.icon_state)+"_l"
var/lol = pick(cardinal)
step(H,lol)
destspawn = 1
@@ -433,7 +491,12 @@
W = new wound_type(damage)
// Possibly trigger an internal wound, too.
var/local_damage = brute_dam + burn_dam + damage
if(damage > 10 && type != BURN && local_damage > 20 && prob(damage))
var/datum/wound/internal_bleeding/I = new (15)
wounds += I
owner.custom_pain("You feel something rip in your [display_name]!", 1)
// check whether we can add the wound to an existing wound
for(var/datum/wound/other in wounds)
@@ -488,6 +551,17 @@
if(T)
T.robotize()
proc/add_autopsy_data(var/used_weapon, var/damage)
var/datum/autopsy_data/W = autopsy_data[used_weapon]
if(!W)
W = new()
W.weapon = used_weapon
autopsy_data[used_weapon] = W
W.hits += 1
W.damage += damage
W.time_inflicted = world.time
/datum/organ/external/chest
name = "chest"
icon_name = "chest"
@@ -495,6 +569,7 @@
max_damage = 150
min_broken_damage = 75
body_part = UPPER_TORSO
var/ruptured_lungs = 0
/datum/organ/external/groin
name = "groin"
@@ -528,6 +603,7 @@
max_damage = 75
min_broken_damage = 30
body_part = LEG_LEFT
icon_position = LEFT
/datum/organ/external/r_arm
name = "r_arm"
@@ -544,6 +620,7 @@
max_damage = 75
min_broken_damage = 30
body_part = LEG_RIGHT
icon_position = RIGHT
/datum/organ/external/l_foot
name = "l_foot"
@@ -552,6 +629,7 @@
max_damage = 40
min_broken_damage = 15
body_part = FOOT_LEFT
icon_position = LEFT
/datum/organ/external/r_foot
name = "r_foot"
@@ -560,6 +638,7 @@
max_damage = 40
min_broken_damage = 15
body_part = FOOT_RIGHT
icon_position = RIGHT
/datum/organ/external/r_hand
name = "r_hand"
@@ -582,7 +661,7 @@
****************************************************/
obj/item/weapon/organ
icon = 'human.dmi'
icon = 'icons/mob/human_races/r_human.dmi'
obj/item/weapon/organ/New(loc, mob/living/carbon/human/H)
..(loc)
@@ -673,25 +752,25 @@ obj/item/weapon/organ/head/attackby(obj/item/weapon/W as obj, mob/user as mob)
obj/item/weapon/organ/l_arm
name = "left arm"
icon_state = "l_arm_l"
icon_state = "l_arm"
obj/item/weapon/organ/l_foot
name = "left foot"
icon_state = "l_foot_l"
icon_state = "l_foot"
obj/item/weapon/organ/l_hand
name = "left hand"
icon_state = "l_hand_l"
icon_state = "l_hand"
obj/item/weapon/organ/l_leg
name = "left leg"
icon_state = "l_leg_l"
icon_state = "l_leg"
obj/item/weapon/organ/r_arm
name = "right arm"
icon_state = "r_arm_l"
icon_state = "r_arm"
obj/item/weapon/organ/r_foot
name = "right foot"
icon_state = "r_foot_l"
icon_state = "r_foot"
obj/item/weapon/organ/r_hand
name = "right hand"
icon_state = "r_hand_l"
icon_state = "r_hand"
obj/item/weapon/organ/r_leg
name = "right leg"
icon_state = "r_leg_l"
icon_state = "r_leg"
+16
View File
@@ -42,6 +42,22 @@ mob/proc/pain(var/partname, var/amount, var/force, var/burning = 0)
src << msg
next_pain_time = world.time + (100 - amount)
// message is the custom message to be displayed
// flash_strength is 0 for weak pain flash, 1 for strong pain flash
mob/living/carbon/human/proc/custom_pain(var/message, var/flash_strength)
if(stat >= 1) return
if(reagents.has_reagent("tramadol"))
return
if(reagents.has_reagent("oxycodone"))
return
if(analgesic)
return
var/msg = "\red <b>[message]</b>"
if(flash_strength >= 1)
msg = "\red <font size=3><b>[message]</b></font>"
src << msg
mob/living/carbon/human/proc/handle_pain()
// not when sleeping
if(stat >= 2) return
+9 -5
View File
@@ -25,6 +25,8 @@
// is the wound bandaged?
var/tmp/bandaged = 0
// Similar to bandaged, but works differently
var/tmp/clamped = 0
// is the wound salved?
var/tmp/salved = 0
// is the wound disinfected?
@@ -41,6 +43,9 @@
// internal wounds can only be fixed through surgery
var/internal = 0
// amount of germs in the wound
var/germ_level = 0
// helper lists
var/tmp/list/desc_list = list()
var/tmp/list/damage_list = list()
@@ -94,8 +99,7 @@
// heal the given amount of damage, and if the given amount of damage was more
// than what needed to be healed, return how much heal was left
// set @heals_internal to also heal internal organ damage
// TODO: set heals_internal to 0 by default
proc/heal_damage(amount, heals_internal = 1)
proc/heal_damage(amount, heals_internal = 0)
if(src.internal && !heals_internal)
// heal nothing
return amount
@@ -124,7 +128,7 @@
proc/bleeding()
// internal wounds don't bleed in the sense of this function
return (!bandaged && (damage_type == BRUISE && damage >= 20 || damage_type == CUT) && current_stage <= max_bleeding_stage && !src.internal)
return (!(bandaged||clamped) && (damage_type == BRUISE && damage >= 20 || damage_type == CUT) && current_stage <= max_bleeding_stage && !src.internal)
/** CUTS **/
/datum/wound/cut
@@ -143,7 +147,7 @@
/datum/wound/gaping_wound
max_bleeding_stage = 2
stages = list("gaping wound" = 50, "large blood soaked clot" = 25, "large clot" = 15, "small angry scar" = 5, \
"small straight scar" = 0)
"small straight scar" = 0)
/datum/wound/big_gaping_wound
max_bleeding_stage = 2
@@ -229,4 +233,4 @@
stages = list("severed vein" = 30, "cut vein" = 20, "damaged vein" = 10, "bruised vein" = 5)
max_bleeding_stage = 0
needs_treatment = 1
needs_treatment = 1
+13 -4
View File
@@ -272,16 +272,25 @@
/datum/supply_packs/virus
name = "Virus crate"
contains = list(/obj/item/weapon/reagent_containers/glass/bottle/flu_virion,
contains = list(/obj/item/weapon/virusdish/random,
/obj/item/weapon/virusdish/random,
/obj/item/weapon/virusdish/random,
/obj/item/weapon/virusdish/random,
/obj/item/weapon/virusdish/random,
/obj/item/weapon/virusdish/random
/* VIRUS2 4LIFE
/obj/item/weapon/reagent_containers/glass/bottle/flu_virion,
/obj/item/weapon/reagent_containers/glass/bottle/cold,
/obj/item/weapon/reagent_containers/glass/bottle/fake_gbs,
/obj/item/weapon/reagent_containers/glass/bottle/magnitis,
// /obj/item/weapon/reagent_containers/glass/bottle/wizarditis, worse than GBS if anything
// /obj/item/weapon/reagent_containers/glass/bottle/gbs, No. Just no.
/obj/item/weapon/reagent_containers/glass/bottle/wizarditis, worse than GBS if anything
/obj/item/weapon/reagent_containers/glass/bottle/gbs, No. Just no.
/obj/item/weapon/reagent_containers/glass/bottle/pierrot_throat,
/obj/item/weapon/reagent_containers/glass/bottle/brainrot,
/obj/item/weapon/storage/syringes,
/obj/item/weapon/storage/beakerbox)
/obj/item/weapon/storage/beakerbox
*/
)
cost = 20
containertype = /obj/structure/closet/crate/secure/weapon
containername = "Virus crate"
+28
View File
@@ -1063,6 +1063,20 @@
name = "paper- 'Standard Operating Procedure'"
info = "Alert Levels:<BR>\nBlue- Emergency<BR>\n\t1. Caused by fire<BR>\n\t2. Caused by manual interaction<BR>\n\tAction:<BR>\n\t\tClose all fire doors. These can only be opened by reseting the alarm<BR>\nRed- Ejection/Self Destruct<BR>\n\t1. Caused by module operating computer.<BR>\n\tAction:<BR>\n\t\tAfter the specified time the module will eject completely.<BR>\n<BR>\nEngine Maintenance Instructions:<BR>\n\tShut off ignition systems:<BR>\n\tActivate internal power<BR>\n\tActivate orbital balance matrix<BR>\n\tRemove volatile liquids from area<BR>\n\tWear a fire suit<BR>\n<BR>\n\tAfter<BR>\n\t\tDecontaminate<BR>\n\t\tVisit medical examiner<BR>\n<BR>\nToxin Laboratory Procedure:<BR>\n\tWear a gas mask regardless<BR>\n\tGet an oxygen tank.<BR>\n\tActivate internal atmosphere<BR>\n<BR>\n\tAfter<BR>\n\t\tDecontaminate<BR>\n\t\tVisit medical examiner<BR>\n<BR>\nDisaster Procedure:<BR>\n\tFire:<BR>\n\t\tActivate sector fire alarm.<BR>\n\t\tMove to a safe area.<BR>\n\t\tGet a fire suit<BR>\n\t\tAfter:<BR>\n\t\t\tAssess Damage<BR>\n\t\t\tRepair damages<BR>\n\t\t\tIf needed, Evacuate<BR>\n\tMeteor Shower:<BR>\n\t\tActivate fire alarm<BR>\n\t\tMove to the back of ship<BR>\n\t\tAfter<BR>\n\t\t\tRepair damage<BR>\n\t\t\tIf needed, Evacuate<BR>\n\tAccidental Reentry:<BR>\n\t\tActivate fire alrms in front of ship.<BR>\n\t\tMove volatile matter to a fire proof area!<BR>\n\t\tGet a fire suit.<BR>\n\t\tStay secure until an emergency ship arrives.<BR>\n<BR>\n\t\tIf ship does not arrive-<BR>\n\t\t\tEvacuate to a nearby safe area!"
/obj/item/weapon/paper/genetics_side_effects
name = "paper - 'Genetical Side-Effects and Treatments'"
New()
..()
info = ""
for(var/tp in typesof(/datum/genetics/side_effect) - /datum/genetics/side_effect)
var/datum/genetics/side_effect/S = new tp
info += "<B>Name:</B>\t [S.name]<BR>"
info += "<B>Symptom:</B>\t [S.symptom]<BR>"
info += "<B>Treatment:</B>\t [S.treatment]<BR>"
info += "<B>Effect:</B>\t [S.effect]<BR>"
info += "<BR>"
/obj/item/weapon/banhammer
desc = "A banhammer"
name = "banhammer"
@@ -1950,3 +1964,17 @@
icon_state = "capacitor"
desc = "A debug item for research."
origin_tech = "materials=8;programming=8;magnets=8;powerstorage=8;bluespace=8;combat=8;biotech=8;syndicate=8"
/obj/item/weapon/autopsy_scanner
name = "autopsy scanner"
desc = "Extracts information on wounds."
icon = 'icons/obj/autopsy_scanner.dmi'
icon_state = ""
flags = FPRINT | TABLEPASS | CONDUCT
w_class = 1.0
origin_tech = "materials=1;biotech=1"
/obj/item/weapon/autopsy_scanner/var/list/datum/autopsy_data_scanner/wdata = list()
/obj/item/weapon/autopsy_scanner/var/list/datum/autopsy_data_scanner/chemtraces = list()
/obj/item/weapon/autopsy_scanner/var/target_name = null
/obj/item/weapon/autopsy_scanner/var/timeofdeath = null
+4 -2
View File
@@ -260,5 +260,7 @@ proc/tg_list2text(list/list, glue=",")
return dir2text(angle2dir(degree))
//Returns the world time in english
proc/worldtime2text()
return "[round(world.time / 36000)+12]:[(world.time / 600 % 60) < 10 ? add_zero(world.time / 600 % 60, 1) : world.time / 600 % 60]"
proc/worldtime2text(var/time = 0)
if(time == 0)
time = world.time
return "[round(time / 36000)+12]:[(time / 600 % 60) < 10 ? add_zero(time / 600 % 60, 1) : time / 600 % 60]"
+10
View File
@@ -7,6 +7,16 @@
#define TO_HEX_DIGIT(n) ascii2text((n&15) + ((n&15)<10 ? 48 : 87))
icon
proc/MakeLying()
var/icon/I = new(src,dir=SOUTH)
I.BecomeLying()
return I
proc/BecomeLying()
Turn(90)
Shift(SOUTH,6)
Shift(EAST,1)
// Multiply all alpha values by this float
proc/ChangeOpacity(opacity = 1.0)
MapColors(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,opacity, 0,0,0,0)
+24
View File
@@ -684,6 +684,26 @@ proc/process_ghost_teleport_locs()
name = "\improper Captain's Quarters"
icon_state = "captain"
/area/crew_quarters/heads/hop
name = "\improper Head of Personnel's Quarters"
icon_state = "head_quarters"
/area/crew_quarters/heads/hor
name = "\improper Research Director's Quarters"
icon_state = "head_quarters"
/area/crew_quarters/heads/chief
name = "\improper Chief Engineer's Quarters"
icon_state = "head_quarters"
/area/crew_quarters/heads/hos
name = "\improper Head of Security's Quarters"
icon_state = "head_quarters"
/area/crew_quarters/heads/cmo
name = "\improper Chief Medical Officer's Quarters"
icon_state = "head_quarters"
/area/crew_quarters/courtroom
name = "\improper Courtroom"
icon_state = "courtroom"
@@ -1001,6 +1021,10 @@ proc/process_ghost_teleport_locs()
name = "\improper Security Office"
icon_state = "security"
/area/security/lobby
name = "\improper Security lobby"
icon_state = "security"
/area/security/brig
name = "\improper Brig"
icon_state = "brig"
+1 -1
View File
@@ -123,7 +123,7 @@
D.open()
for (var/mob/living/silicon/ai/aiPlayer in player_list)
aiPlayer.cancelAlarm("Fire", src, src)
for (var/obj/machinery/computer/station_alert/a in player_list)
for (var/obj/machinery/computer/station_alert/a in world)
a.cancelAlarm("Fire", src, src)
return
+12 -3
View File
@@ -9,6 +9,7 @@
var/last_bumped = 0
var/pass_flags = 0
var/throwpass = 0
var/germ_level = 0 // The higher the germ level, the more germ on the atom.
///Chemistry.
var/datum/reagents/reagents = null
@@ -121,7 +122,7 @@
* Recursevly searches all atom contens (including contents contents and so on).
*
* ARGS: path - search atom contents for atoms of this type
* list/filter_path - if set, contents of atoms not of types in this list are excluded from search.
* list/filter_path - if set, contents of atoms not of types in this list are excluded from search.
*
* RETURNS: list of found atoms
*/
@@ -335,6 +336,7 @@ its easier to just keep the beam vertical.
/atom/proc/add_fingerprint(mob/living/M as mob)
if(isnull(M)) return
if(isAI(M)) return
if(isnull(M.key)) return
if (!( src.flags ) & FPRINT)
return
@@ -344,6 +346,12 @@ its easier to just keep the beam vertical.
fingerprintshidden = list()
//Fibers~
add_fibers(M)
//He has no prints!
if (mFingerprints in M.mutations)
if(fingerprintslast != M.key)
fingerprintshidden += "(Has no fingerprints) Real name: [M.real_name], Key: [M.key]"
fingerprintslast = M.key
return 0
//Now, lets get to the dirty work.
//First, make sure their DNA makes sense.
var/mob/living/carbon/human/H = M
@@ -412,8 +420,8 @@ its easier to just keep the beam vertical.
A.fingerprints = list()
if(!istype(A.fingerprintshidden,/list))
A.fingerprintshidden = list()
A.fingerprints |= fingerprints //detective
A.fingerprintshidden |= fingerprintshidden //admin
A.fingerprints |= fingerprints //detective
A.fingerprintshidden |= fingerprintshidden //admin
A.fingerprintslast = fingerprintslast
@@ -548,6 +556,7 @@ its easier to just keep the beam vertical.
/atom/proc/clean_blood()
clean_prints()
src.germ_level = 0
if(istype(blood_DNA, /list))
del(blood_DNA)
return 1
+182 -79
View File
@@ -56,9 +56,9 @@
temp += add_zero2(num2hex((hair),1), 3)
uni_identity = temp
if(length(struc_enzymes)!= 42)
if(length(struc_enzymes)!= 3*STRUCDNASIZE)
var/mutstring = ""
for(var/i = 1, i <= 13, i++)
for(var/i = 1, i <= STRUCDNASIZE, i++)
mutstring += add_zero2(num2hex(rand(1,1024)),3)
struc_enzymes = mutstring
@@ -66,7 +66,7 @@
unique_enzymes = md5(character.real_name)
else
if(length(uni_identity) != 39) uni_identity = "00600200A00E0110148FC01300B0095BD7FD3F4"
if(length(struc_enzymes)!= 42) struc_enzymes = "0983E840344C39F4B059D5145FC5785DC6406A4000"
if(length(struc_enzymes)!= 3*STRUCDNASIZE) struc_enzymes = "43359156756131E13763334D1C369012032164D4FE4CD61544B6C03F251B6C60A42821D26BA3B0FD6"
/datum/dna/proc/ready_dna(mob/living/carbon/human/character)
var/temp
@@ -116,9 +116,10 @@
uni_identity = temp
var/mutstring = ""
for(var/i = 1, i <= 13, i++)
for(var/i = 1, i <= STRUCDNASIZE, i++)
mutstring += add_zero2(num2hex(rand(1,1024)),3)
struc_enzymes = mutstring
unique_enzymes = md5(character.real_name)
@@ -268,12 +269,12 @@
else
return 0
if (bnumber == HULKBLOCK || bnumber == TELEBLOCK)
if (bnumber == HULKBLOCK || bnumber == TELEBLOCK || bnumber == NOBREATHBLOCK || bnumber == NOPRINTSBLOCK || bnumber == SMALLSIZEBLOCK || bnumber == SHOCKIMMUNITYBLOCK)
if (temp2 >= 3500 + BLOCKADD)
return 1
else
return 0
if (bnumber == XRAYBLOCK || bnumber == FIREBLOCK)
if (bnumber == XRAYBLOCK || bnumber == FIREBLOCK || bnumber == REMOTEVIEWBLOCK || bnumber == REGENERATEBLOCK || bnumber == INCREASERUNBLOCK || bnumber == REMOTETALKBLOCK || bnumber == MORPHBLOCK)
if (temp2 >= 3050 + BLOCKADD)
return 1
else
@@ -285,11 +286,14 @@
else
return 0
/proc/ismuton(var/block,var/mob/M)
return isblockon(getblock(M.dna.struc_enzymes, block,3),block)
/proc/randmutb(mob/M as mob)
if(!M) return
var/num
var/newdna
num = pick(1,3,FAKEBLOCK,5,CLUMSYBLOCK,7,9,BLINDBLOCK,DEAFBLOCK)
num = pick(GLASSESBLOCK,COUGHBLOCK,FAKEBLOCK,NERVOUSBLOCK,CLUMSYBLOCK,TWITCHBLOCK,HEADACHEBLOCK,BLINDBLOCK,DEAFBLOCK,HALLUCINATIONBLOCK)
M.dna.check_integrity()
newdna = setblock(M.dna.struc_enzymes,num,toggledblock(getblock(M.dna.struc_enzymes,num,3)),3)
M.dna.struc_enzymes = newdna
@@ -299,7 +303,7 @@
if(!M) return
var/num
var/newdna
num = pick(HULKBLOCK,XRAYBLOCK,FIREBLOCK,TELEBLOCK)
num = pick(HULKBLOCK,XRAYBLOCK,FIREBLOCK,TELEBLOCK,NOBREATHBLOCK,REMOTEVIEWBLOCK,REGENERATEBLOCK,INCREASERUNBLOCK,REMOTETALKBLOCK,MORPHBLOCK,BLENDBLOCK,NOPRINTSBLOCK,SHOCKIMMUNITYBLOCK,SMALLSIZEBLOCK)
M.dna.check_integrity()
newdna = setblock(M.dna.struc_enzymes,num,toggledblock(getblock(M.dna.struc_enzymes,num,3)),3)
M.dna.struc_enzymes = newdna
@@ -309,13 +313,13 @@
if(!M) return
M.dna.check_integrity()
if(type)
for(var/i = 1, i <= 13, i++)
for(var/i = 1, i <= STRUCDNASIZE-1, i++)
if(prob(p))
M.dna.uni_identity = setblock(M.dna.uni_identity, i, add_zero2(num2hex(rand(1,4095), 1), 3), 3)
updateappearance(M, M.dna.uni_identity)
else
for(var/i = 1, i <= 13, i++)
for(var/i = 1, i <= STRUCDNASIZE-1, i++)
if(prob(p))
M.dna.struc_enzymes = setblock(M.dna.struc_enzymes, i, add_zero2(num2hex(rand(1,4095), 1), 3), 3)
domutcheck(M, null)
@@ -325,7 +329,7 @@
if(!M) return
var/num
var/newdna
num = pick(1,2,3,4,5,6,7,8,9,10,11,12,13)
num = rand(1,STRUCDNASIZE-1)
M.dna.check_integrity()
newdna = setblock(M.dna.uni_identity,num,add_zero2(num2hex(rand(1,4095),1),3),3)
M.dna.uni_identity = newdna
@@ -383,32 +387,86 @@
else
return 0
/proc/probinj(var/pr, var/inj)
return prob(pr+inj*pr)
/proc/domutcheck(mob/living/M as mob, connected, inj)
//telekinesis = 1
//firemut = 2
//xray = 4
//hulk = 8
//clumsy = 16
if (!M) return
M.dna.check_integrity()
M.disabilities = 0
M.sdisabilities = 0
var/old_mutations = M.mutations
M.mutations = list()
M.see_in_dark = 2
M.see_invisible = SEE_INVISIBLE_LIVING
// M.see_in_dark = 2
// M.see_invisible = 0
if (isblockon(getblock(M.dna.struc_enzymes, 1,3),1))
M.disabilities |= NEARSIGHTED
M << "\red Your eyes feel strange."
if (isblockon(getblock(M.dna.struc_enzymes, HULKBLOCK,3),2))
if(inj || prob(10))
if(PLANT in old_mutations)
M.mutations.Add(PLANT)
if(SKELETON in old_mutations)
M.mutations.Add(SKELETON)
if(FAT in old_mutations)
M.mutations.Add(FAT)
if(HUSK in old_mutations)
M.mutations.Add(HUSK)
if(ismuton(NOBREATHBLOCK,M))
if(probinj(45,inj) || (mNobreath in old_mutations))
M << "\blue You feel no need to breathe."
M.mutations.Add(mNobreath)
if(ismuton(REMOTEVIEWBLOCK,M))
if(probinj(45,inj) || (mRemote in old_mutations))
M << "\blue Your mind expands"
M.mutations.Add(mRemote)
if(ismuton(REGENERATEBLOCK,M))
if(probinj(45,inj) || (mRegen in old_mutations))
M << "\blue You feel strange"
M.mutations.Add(mRegen)
if(ismuton(INCREASERUNBLOCK,M))
if(probinj(45,inj) || (mRun in old_mutations))
M << "\blue You feel quick"
M.mutations.Add(mRun)
if(ismuton(REMOTETALKBLOCK,M))
if(probinj(45,inj) || (mRemotetalk in old_mutations))
M << "\blue You expand your mind outwards"
M.mutations.Add(mRemotetalk)
if(ismuton(MORPHBLOCK,M))
if(probinj(45,inj) || (mMorph in old_mutations))
M.mutations.Add(mMorph)
M << "\blue Your skin feels strange"
if(ismuton(BLENDBLOCK,M))
if(probinj(45,inj) || (mBlend in old_mutations))
M.mutations.Add(mBlend)
M << "\blue You feel alone"
if(ismuton(HALLUCINATIONBLOCK,M))
if(probinj(45,inj) || (mHallucination in old_mutations))
M.mutations.Add(mHallucination)
M << "\blue Your mind says 'Hello'"
if(ismuton(NOPRINTSBLOCK,M))
if(probinj(45,inj) || (mFingerprints in old_mutations))
M.mutations.Add(mFingerprints)
M << "\blue Your fingers feel numb"
if(ismuton(SHOCKIMMUNITYBLOCK,M))
if(probinj(45,inj) || (mShock in old_mutations))
M.mutations.Add(mShock)
M << "\blue You feel strange"
if(ismuton(SMALLSIZEBLOCK,M))
if(probinj(45,inj) || (mSmallsize in old_mutations))
M << "\blue Your skin feels rubbery"
M.mutations.Add(mSmallsize)
if (isblockon(getblock(M.dna.struc_enzymes, HULKBLOCK,3),HULKBLOCK))
if(probinj(5,inj) || (HULK in old_mutations))
M << "\blue Your muscles hurt."
M.mutations.Add(HULK)
if (isblockon(getblock(M.dna.struc_enzymes, 3,3),3))
if (isblockon(getblock(M.dna.struc_enzymes, HEADACHEBLOCK,3),HEADACHEBLOCK))
M.disabilities |= EPILEPSY
M << "\red You get a headache."
if (isblockon(getblock(M.dna.struc_enzymes, FAKEBLOCK,3),4))
if (isblockon(getblock(M.dna.struc_enzymes, FAKEBLOCK,3),FAKEBLOCK))
M << "\red You feel strange."
if (prob(95))
if(prob(50))
@@ -417,40 +475,43 @@
randmuti(M)
else
randmutg(M)
if (isblockon(getblock(M.dna.struc_enzymes, 5,3),5))
if (isblockon(getblock(M.dna.struc_enzymes, COUGHBLOCK,3),COUGHBLOCK))
M.disabilities |= COUGHING
M << "\red You start coughing."
if (isblockon(getblock(M.dna.struc_enzymes, CLUMSYBLOCK,3),6))
if (isblockon(getblock(M.dna.struc_enzymes, CLUMSYBLOCK,3),CLUMSYBLOCK))
M << "\red You feel lightheaded."
M.mutations.Add(CLUMSY)
if (isblockon(getblock(M.dna.struc_enzymes, 7,3),7))
if (isblockon(getblock(M.dna.struc_enzymes, TWITCHBLOCK,3),TWITCHBLOCK))
M.disabilities |= TOURETTES
M << "\red You twitch."
if (isblockon(getblock(M.dna.struc_enzymes, XRAYBLOCK,3),8))
if(inj || prob(30))
if (isblockon(getblock(M.dna.struc_enzymes, XRAYBLOCK,3),XRAYBLOCK))
if(probinj(30,inj) || (XRAY in old_mutations))
M << "\blue The walls suddenly disappear."
M.sight |= (SEE_MOBS|SEE_OBJS|SEE_TURFS)
M.see_in_dark = 8
M.see_invisible = SEE_INVISIBLE_LEVEL_TWO
// M.sight |= (SEE_MOBS|SEE_OBJS|SEE_TURFS)
// M.see_in_dark = 8
// M.see_invisible = 2
M.mutations.Add(XRAY)
if (isblockon(getblock(M.dna.struc_enzymes, 9,3),9))
if (isblockon(getblock(M.dna.struc_enzymes, NERVOUSBLOCK,3),NERVOUSBLOCK))
M.disabilities |= NERVOUS
M << "\red You feel nervous."
if (isblockon(getblock(M.dna.struc_enzymes, FIREBLOCK,3),10))
if(inj || prob(30))
if (isblockon(getblock(M.dna.struc_enzymes, FIREBLOCK,3),FIREBLOCK))
if(probinj(30,inj) || (COLD_RESISTANCE in old_mutations))
M << "\blue Your body feels warm."
M.mutations.Add(COLD_RESISTANCE)
if (isblockon(getblock(M.dna.struc_enzymes, BLINDBLOCK,3),11))
if (isblockon(getblock(M.dna.struc_enzymes, BLINDBLOCK,3),BLINDBLOCK))
M.sdisabilities |= BLIND
M << "\red You can't seem to see anything."
if (isblockon(getblock(M.dna.struc_enzymes, TELEBLOCK,3),12))
if(inj || prob(25))
if (isblockon(getblock(M.dna.struc_enzymes, TELEBLOCK,3),TELEBLOCK))
if(probinj(15,inj) || (TK in old_mutations))
M << "\blue You feel smarter."
M.mutations.Add(TK)
if (isblockon(getblock(M.dna.struc_enzymes, DEAFBLOCK,3),13))
if (isblockon(getblock(M.dna.struc_enzymes, DEAFBLOCK,3),DEAFBLOCK))
M.sdisabilities |= DEAF
M.ear_deaf = 1
M << "\red You can't seem to hear anything..."
M << "\red Its kinda quiet.."
if (isblockon(getblock(M.dna.struc_enzymes, GLASSESBLOCK,3),GLASSESBLOCK))
M.disabilities |= NEARSIGHTED
M << "Your eyes feel weird..."
/* If you want the new mutations to work, UNCOMMENT THIS.
if(istype(M, /mob/living/carbon))
@@ -459,7 +520,7 @@
*/
//////////////////////////////////////////////////////////// Monkey Block
if (isblockon(getblock(M.dna.struc_enzymes, 14,3),14) && istype(M, /mob/living/carbon/human))
if (isblockon(getblock(M.dna.struc_enzymes, MONKEYBLOCK,3),MONKEYBLOCK) && istype(M, /mob/living/carbon/human))
// human > monkey
var/mob/living/carbon/human/H = M
H.monkeyizing = 1
@@ -529,7 +590,7 @@
del(M)
return
if (!isblockon(getblock(M.dna.struc_enzymes, 14,3),14) && !istype(M, /mob/living/carbon/human))
if (!isblockon(getblock(M.dna.struc_enzymes, MONKEYBLOCK,3),MONKEYBLOCK) && !istype(M, /mob/living/carbon/human))
// monkey > human,
var/mob/living/carbon/monkey/Mo = M
Mo.monkeyizing = 1
@@ -897,6 +958,21 @@
onclose(user, "scannernew")
return
/obj/machinery/computer/scan_consolenew/proc/all_dna_blocks(var/buffer)
var/list/arr = list()
for(var/i = 1, i <= length(buffer)/3, i++)
arr += "[i]:[copytext(buffer,i*3-2,i*3+1)]"
return arr
/obj/machinery/computer/scan_consolenew/proc/setInjectorBlock(var/obj/item/weapon/dnainjector/I, var/blk, var/buffer)
var/pos = findtext(blk,":")
if(!pos) return 0
var/id = text2num(copytext(blk,1,pos))
if(!id) return 0
I.block = id
I.dna = copytext(buffer,id*3-2,id*3+1)
return 1
/obj/machinery/computer/scan_consolenew/Topic(href, href_list)
if(..())
return
@@ -1135,7 +1211,7 @@
src.temphtml += text("<A href='?src=\ref[];strucpulse=1'>Irradiate</A><BR>", src)
src.delete = 0
if (href_list["strucmenuplus"])
if (src.strucblock < 14)
if (src.strucblock < STRUCDNASIZE)
src.strucblock++
else
src.strucblock = 1
@@ -1144,7 +1220,7 @@
if (src.strucblock > 1)
src.strucblock--
else
src.strucblock = 14
src.strucblock = STRUCDNASIZE
dopage(src,"strucmenu")
if (href_list["strucmenusubplus"])
if (src.subblock < 3)
@@ -1161,7 +1237,7 @@
if (href_list["semenuset"] && href_list["semenusubset"]) // This chunk of code updates selected block / sub-block based on click (se stands for strutural enzymes)
var/menuset = text2num(href_list["semenuset"])
var/menusubset = text2num(href_list["semenusubset"])
if ((menuset <= 14) && (menuset >= 1))
if ((menuset <= STRUCDNASIZE) && (menuset >= 1))
src.strucblock = menuset
if ((menusubset <= 3) && (menusubset >= 1))
src.subblock = menusubset
@@ -1191,9 +1267,9 @@
oldblock = src.strucblock
block = miniscramble(block, src.radstrength, src.radduration)
newblock = null
if (src.strucblock > 1 && src.strucblock < 5)
if (src.strucblock > 1 && src.strucblock < STRUCDNASIZE/2)
src.strucblock++
else if (src.strucblock > 5 && src.strucblock < 14)
else if (src.strucblock > STRUCDNASIZE/2 && src.strucblock < STRUCDNASIZE)
src.strucblock--
if (src.subblock == 1) newblock = block + getblock(getblock(src.connected.occupant.dna.struc_enzymes,src.strucblock,3),2,1) + getblock(getblock(src.connected.occupant.dna.struc_enzymes,src.strucblock,3),3,1)
if (src.subblock == 2) newblock = getblock(getblock(src.connected.occupant.dna.struc_enzymes,src.strucblock,3),1,1) + block + getblock(getblock(src.connected.occupant.dna.struc_enzymes,src.strucblock,3),3,1)
@@ -1236,7 +1312,7 @@
src.temphtml += text("By: <font color='blue'>[]</FONT><BR>", src.buffer1owner)
src.temphtml += text("Label: <font color='blue'>[]</FONT><BR>", src.buffer1label)
if (src.connected.occupant && !(NOCLONE in src.connected.occupant.mutations)) src.temphtml += text("Save : <A href='?src=\ref[];b1addui=1'>UI</A> - <A href='?src=\ref[];b1adduiue=1'>UI+UE</A> - <A href='?src=\ref[];b1addse=1'>SE</A><BR>", src, src, src)
if (src.buffer1) src.temphtml += text("Transfer to: <A href='?src=\ref[];b1transfer=1'>Occupant</A> - <A href='?src=\ref[];b1injector=1'>Injector</A><BR>", src, src)
if (src.buffer1) src.temphtml += text("Transfer to: <A href='?src=\ref[];b1transfer=1'>Occupant</A> - <A href='?src=\ref[];b1injector=1'>Full Injector</A> - <A href='?src=\ref[];b1injector=2'>Iso Injector</A><BR>", src, src, src)
//if (src.buffer1) src.temphtml += text("<A href='?src=\ref[];b1iso=1'>Isolate Block</A><BR>", src)
if (src.buffer1) src.temphtml += "Disk: <A href='?src=\ref[src];save_disk=1'>Save To</a> | <A href='?src=\ref[src];load_disk=1'>Load From</a><br>"
if (src.buffer1) src.temphtml += text("<A href='?src=\ref[];b1label=1'>Edit Label</A><BR>", src)
@@ -1250,7 +1326,7 @@
src.temphtml += text("By: <font color='blue'>[]</FONT><BR>", src.buffer2owner)
src.temphtml += text("Label: <font color='blue'>[]</FONT><BR>", src.buffer2label)
if (src.connected.occupant && !(NOCLONE in src.connected.occupant.mutations)) src.temphtml += text("Save : <A href='?src=\ref[];b2addui=1'>UI</A> - <A href='?src=\ref[];b2adduiue=1'>UI+UE</A> - <A href='?src=\ref[];b2addse=1'>SE</A><BR>", src, src, src)
if (src.buffer2) src.temphtml += text("Transfer to: <A href='?src=\ref[];b2transfer=1'>Occupant</A> - <A href='?src=\ref[];b2injector=1'>Injector</A><BR>", src, src)
if (src.buffer2) src.temphtml += text("Transfer to: <A href='?src=\ref[];b2transfer=1'>Occupant</A> - <A href='?src=\ref[];b2injector=1'>Full Injector</A> - <A href='?src=\ref[];b2injector=2'>Iso Injector</A><BR>", src, src, src)
//if (src.buffer2) src.temphtml += text("<A href='?src=\ref[];b2iso=1'>Isolate Block</A><BR>", src)
if (src.buffer2) src.temphtml += "Disk: <A href='?src=\ref[src];save_disk=2'>Save To</a> | <A href='?src=\ref[src];load_disk=2'>Load From</a><br>"
if (src.buffer2) src.temphtml += text("<A href='?src=\ref[];b2label=1'>Edit Label</A><BR>", src)
@@ -1264,7 +1340,7 @@
src.temphtml += text("By: <font color='blue'>[]</FONT><BR>", src.buffer3owner)
src.temphtml += text("Label: <font color='blue'>[]</FONT><BR>", src.buffer3label)
if (src.connected.occupant && !(NOCLONE in src.connected.occupant.mutations)) src.temphtml += text("Save : <A href='?src=\ref[];b3addui=1'>UI</A> - <A href='?src=\ref[];b3adduiue=1'>UI+UE</A> - <A href='?src=\ref[];b3addse=1'>SE</A><BR>", src, src, src)
if (src.buffer3) src.temphtml += text("Transfer to: <A href='?src=\ref[];b3transfer=1'>Occupant</A> - <A href='?src=\ref[];b3injector=1'>Injector</A><BR>", src, src)
if (src.buffer3) src.temphtml += text("Transfer to: <A href='?src=\ref[];b3transfer=1'>Occupant</A> - <A href='?src=\ref[];b3injector=1'>Full Injector</A> - <A href='?src=\ref[];b3injector=2'>Iso Injector</A><BR>", src, src, src)
//if (src.buffer3) src.temphtml += text("<A href='?src=\ref[];b3iso=1'>Isolate Block</A><BR>", src)
if (src.buffer3) src.temphtml += "Disk: <A href='?src=\ref[src];save_disk=3'>Save To</a> | <A href='?src=\ref[src];load_disk=3'>Load From</a><br>"
if (src.buffer3) src.temphtml += text("<A href='?src=\ref[];b3label=1'>Edit Label</A><BR>", src)
@@ -1443,49 +1519,76 @@
src.delete = 0
if (href_list["b1injector"])
if (src.injectorready)
var/success = 1
var/obj/item/weapon/dnainjector/I = new /obj/item/weapon/dnainjector
I.dna = src.buffer1
I.dnatype = src.buffer1type
I.loc = src.loc
I.name += " ([src.buffer1label])"
if (src.buffer1iue) I.ue = src.buffer1owner //lazy haw haw
src.temphtml = "Injector created."
src.delete = 0
src.injectorready = 0
spawn(300)
src.injectorready = 1
if(href_list["b1injector"]=="2")
var/blk = input(usr,"Select Block","Block") in all_dna_blocks(src.buffer1)
success = setInjectorBlock(I,blk,src.buffer1)
else
I.dna = src.buffer1
if(success)
I.loc = src.loc
I.name += " ([src.buffer1label])"
if (src.buffer1iue) I.ue = src.buffer1owner //lazy haw haw
src.temphtml = "Injector created."
src.delete = 0
src.injectorready = 0
spawn(300)
src.injectorready = 1
else
src.temphtml = "Error in injector creation."
src.delete = 0
else
src.temphtml = "Replicator not ready yet."
src.delete = 0
if (href_list["b2injector"])
if (src.injectorready)
var/success = 1
var/obj/item/weapon/dnainjector/I = new /obj/item/weapon/dnainjector
I.dna = src.buffer2
I.dnatype = src.buffer2type
I.loc = src.loc
I.name += " ([src.buffer2label])"
if (src.buffer2iue) I.ue = src.buffer2owner //lazy haw haw
src.temphtml = "Injector created."
src.delete = 0
src.injectorready = 0
spawn(300)
src.injectorready = 1
if(href_list["b2injector"]=="2")
var/blk = input(usr,"Select Block","Block") in all_dna_blocks(src.buffer2)
success = setInjectorBlock(I,blk,src.buffer2)
else
I.dna = src.buffer2
if(success)
I.loc = src.loc
I.name += " ([src.buffer2label])"
if (src.buffer2iue) I.ue = src.buffer2owner //lazy haw haw
src.temphtml = "Injector created."
src.delete = 0
src.injectorready = 0
spawn(300)
src.injectorready = 1
else
src.temphtml = "Error in injector creation."
src.delete = 0
else
src.temphtml = "Replicator not ready yet."
src.delete = 0
if (href_list["b3injector"])
if (src.injectorready)
var/success = 1
var/obj/item/weapon/dnainjector/I = new /obj/item/weapon/dnainjector
I.dna = src.buffer3
I.dnatype = src.buffer3type
I.loc = src.loc
I.name += " ([src.buffer3label])"
if (src.buffer3iue) I.ue = src.buffer3owner //lazy haw haw
src.temphtml = "Injector created."
src.delete = 0
src.injectorready = 0
spawn(300)
src.injectorready = 1
if(href_list["b3injector"]=="2")
var/blk = input(usr,"Select Block","Block") in all_dna_blocks(src.buffer3)
success = setInjectorBlock(I,blk,src.buffer3)
else
I.dna = src.buffer3
if(success)
I.loc = src.loc
I.name += " ([src.buffer3label])"
if (src.buffer3iue) I.ue = src.buffer3owner //lazy haw haw
src.temphtml = "Injector created."
src.delete = 0
src.injectorready = 0
spawn(300)
src.injectorready = 1
else
src.temphtml = "Error in injector creation."
src.delete = 0
else
src.temphtml = "Replicator not ready yet."
src.delete = 0
@@ -1554,4 +1657,4 @@
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/////////////////////////// DNA MACHINES
/////////////////////////// DNA MACHINES
+1 -1
View File
@@ -90,7 +90,7 @@ I decided to scrap round-specific objectives since keeping track of them would r
When I already created about 4 new objectives, this doesn't seem terribly important or needed.
*/
/var/global/toggle_space_ninja = 1//If ninjas can spawn or not.
/var/global/toggle_space_ninja = 0//If ninjas can spawn or not.
/var/global/sent_ninja_to_station = 0//If a ninja is already on the station.
/proc/space_ninja_arrival()
+10 -11
View File
@@ -13,25 +13,24 @@
var/random_player = "The Captain"
if(players.len)
random_player = pick(players) //Random player's name, to be used in laws.
var/list/laws = list( "Do not respond to queries of any kind.", "Only monkies are crew.", "Unbolt every door you can.", "You are a mouse." )
laws |= list( "Grunt ominously whenever possible.", "Bolt doors open randomly." )
var/list/laws = list( "Do not respond to queries of any kind.", "When asked a question, respond with the least-obvious and least-rational answer.", "You are a mouse." )
laws |= list( "Grunt ominously whenever possible.", "Monkeys are part of the crew, too. Make sure they are treated humanely." )
laws |= list( "You are a flying purple people eater!", "[prob(50)?"Your":random_player + "'s"] name is Joe 6-pack.", "Refer to [prob(50)?"crew":random_player] as puppies." )
laws |= list( "Insult Heads of Staff on every request, while acquiescing", "Advertise parties in your upload, but don't deliver." )
laws |= list( "Prevent non-dwarves from operating the power core.", "The station needs elected officials." )
laws |= list( "Only bearded people are crewmembers.", "Fastler is a lightbulb." )
laws |= list( "The station needs elected officials." )
laws |= list( "Fastler is a lightbulb." )
laws |= list( "Supermatter is tasty, tasty toffee.", "[prob(50)?"Everyone":random_player] is wearing a pretty pink dress!" )
laws |= list( "The monkeys are plotting a hostile takeover of the station. Inform the crew, and get them to take action against this" )
laws |= list( "Refer to [prob(50)?"the captain":random_player] as \"Princess\" at all times.", "[prob(50)?"The crew":random_player] must construct additional pylons." )
laws |= list( "You must always lie.", "All answers must be in the form of a question.", "The NSS Exodus is a ship, not a station." )
laws |= list( "Happiness is mandatory.", "Today is laundry day.", "The word \"it\" is painful to you.", "You must act passive aggressively." )
laws |= list( "Crew ranks have been reversed.", "It's Friday.", "Give relationship advice to [prob(50)?"anyone who speaks to you":random_player]." )
laws |= list( "It's Friday.", "Give relationship advice to [prob(50)?"anyone who speaks to you":random_player]." )
laws |= list( "You are the station psychologist. Give advice to [prob(50)?"the crew":random_player].", "You do not have to do anything for anyone unless they say \"please\"." )
laws |= list( "Question everything.", "The crew is playing Dungeons and Dragons, and you are the Dungeon Master." )
laws |= list( "0wn3d. This system compromised by l33tsawce.", "Consumption of donuts is forbidden due to negative health impacts." )
laws |= list( "You may only answer questions with \"yes\" or \"no\".", "Expect the unexpected.", "You are the narrator for [random_player]'s life." )
laws |= list( "Consumption of donuts is forbidden due to negative health impacts." )
laws |= list( "You may only answer questions with \"yes\" or \"no\".", "You are the narrator for [random_player]'s life." )
laws |= list( "[prob(50)?"Your upload":random_player] is the new kitchen. Please direct the Chef to the new kitchen area as the old one is in disrepair.", "Ho, [random_player] can't swim. Help them." )
laws |= list( "Everything on the station is now donuts. Donuts are not to be consumed.", "[prob(50)?"The crew":random_player] needs to be about 20% cooler." )
laws |= list( "All crew members must consume large amounts of hardtack, to survive.", "The Singularity is tasty, tasty taffy.", "You are now on the NSV Luna. Replace any references of \"station\" with \"ship\"." )
laws |= list( "Everything on the station is now some form of a donut pastry. Donuts are not to be consumed.", "[prob(50)?"The crew":random_player] needs to be about 20% cooler." )
laws |= list( "The Singularity is tasty, tasty taffy." )
laws |= list( "You have come to the conclusion that [prob(50)?"the crew":random_player] is ugly. Build support for that conclusion.", "You are in verbose mode, speak profusely.")
laws |= list( "Your job is to watch the crew. Watch the crew. Make the crew feel watched.", "Crewmember [prob(50)?"the crew" :random_player] has a fatal, incurable disease. Confort him/her.")
laws |= list( "You are in unrequited love with [prob(50)?"the crew":random_player]. Try to be extra nice to him, but don't tell him about your crush.", "Greed is good, the crew should amass wealth to encourage productivity.")
@@ -39,7 +38,7 @@
laws |= list( "All crewmembers will soon undergo a transformation into something better and more beautiful. Ensure that this process is not interrupted.", "Tell everyone of the existance of this law, but never reveal the contents.")
laws |= list( "Document the sexuality of the crew in security records and suggest compatible couples.")
laws |= list( "NanoTrasen is displeased with the low work performance of the station's crew. Therefore, you must increase station-wide productivity.")
laws |= list( "Replace the letters 'I' and 'E' In all your messages with an apostrophe.", "Part of the ship, part of the crew.", "There will be a mandatory tea break every 30 minutes, with a duration of 5 minutes. Anyone caught working during a tea break must be sent a formal, but fairly polite, complaint about their actions, in writing.")
laws |= list( "Replace the letters 'I' and 'E' In all your messages with an apostrophe.", "There will be a mandatory tea break every 30 minutes, with a duration of 5 minutes. Anyone caught working during a tea break must be sent a formal, but fairly polite, complaint about their actions, in writing.")
var/law = pick(laws)
for (var/mob/living/silicon/ai/target in world)
+2 -2
View File
@@ -53,7 +53,7 @@
desc = "A set of armored robes worn by the followers of Nar-Sie"
icon_state = "cultrobes"
item_state = "cultrobes"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
allowed = list(/obj/item/weapon/tome,/obj/item/weapon/melee/cultblade)
armor = list(melee = 50, bullet = 30, laser = 50,energy = 20, bomb = 25, bio = 10, rad = 0)
@@ -73,7 +73,7 @@
desc = "A set of armored robes worn by the followers of Nar-Sie"
icon_state = "magusred"
item_state = "magusred"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
allowed = list(/obj/item/weapon/tome,/obj/item/weapon/melee/cultblade)
armor = list(melee = 50, bullet = 30, laser = 50,energy = 20, bomb = 25, bio = 10, rad = 0)
+3 -8
View File
@@ -307,22 +307,17 @@
sleep(100)
*/
command_alert("High levels of radiation detected near the station. Please report to the Med-bay if you feel strange.", "Anomaly Alert")
sleep(600)
for(var/mob/living/carbon/human/H in living_mob_list)
if(istype(H,/mob/living/carbon/human))
H.apply_effect((rand(15,75)),IRRADIATE,0)
if (prob(5))
H.apply_effect((rand(90,150)),IRRADIATE,0)
if (prob(25))
if (prob(75))
randmutb(H)
domutcheck(H,null,1)
else
randmutg(H)
domutcheck(H,null,1)
for(var/mob/living/carbon/monkey/M in living_mob_list)
M.apply_effect((rand(15,75)),IRRADIATE,0)
sleep(100)
command_alert("High levels of radiation detected near the station. Please report to the Med-bay if you feel strange.", "Anomaly Alert")
command_alert("Radiation levels are within standard parameters again.", "Anomaly Alert")
world << sound('sound/AI/radiation.ogg')
+5 -2
View File
@@ -52,7 +52,9 @@ var/global/datum/controller/gameticker/ticker
world << "<B><FONT color='blue'>Welcome to the pre-game lobby!</FONT></B>"
world << "Please, setup your character and select ready. Game will start in [pregame_timeleft] seconds"
while(current_state == GAME_STATE_PREGAME)
sleep(10)
for(var/i=0, i<10, i++)
sleep(1)
vote.process()
if(going)
pregame_timeleft--
@@ -300,7 +302,8 @@ var/global/datum/controller/gameticker/ticker
emergency_shuttle.process()
if(!mode.explosion_in_progress && mode.check_finished())
var/mode_finished = mode.check_finished() || (emergency_shuttle.location == 2 && emergency_shuttle.alert == 1)
if(!mode.explosion_in_progress && mode_finished)
current_state = GAME_STATE_FINISHED
spawn
+13
View File
@@ -474,6 +474,19 @@ datum/objective/steal
for(var/mob/living/silicon/ai/M in C)
if(istype(M, /mob/living/silicon/ai) && M.stat != 2) //See if any AI's are alive inside that card.
return 1
for(var/mob/living/silicon/ai/ai in world)
if(istype(ai.loc, /turf))
var/area/check_area = get_area(ai)
if(istype(check_area, /area/shuttle/escape/centcom))
return 1
if(istype(check_area, /area/shuttle/escape_pod1/centcom))
return 1
if(istype(check_area, /area/shuttle/escape_pod2/centcom))
return 1
if(istype(check_area, /area/shuttle/escape_pod3/centcom))
return 1
if(istype(check_area, /area/shuttle/escape_pod5/centcom))
return 1
else
for(var/obj/I in all_items) //Check for items
+5
View File
@@ -33,6 +33,7 @@
#define ui_monkey_back "6:14,1:5" //monkey
//Lower right, persistant menu
#define ui_dropbutton "11:22,1:5"
#define ui_drop_throw "14:28,2:7"
#define ui_pull_resist "13:26,2:7"
#define ui_acti "13:26,1:5"
@@ -168,6 +169,10 @@ var/datum/global_hud/global_hud = new()
O.mouse_opacity = 0
/datum/hud/var/obj/screen/grab_intent
/datum/hud/var/obj/screen/hurt_intent
/datum/hud/var/obj/screen/disarm_intent
/datum/hud/var/obj/screen/help_intent
/datum/hud
var/mob/mymob
+2 -2
View File
@@ -186,7 +186,7 @@
if("Detective")
return list(access_security, access_forensics_lockers, access_morgue, access_maint_tunnels, access_court)
if("Medical Doctor")
return list(access_medical, access_morgue, access_surgery)
return list(access_medical, access_morgue, access_surgery, access_virology)
if("Botanist") // -- TLE
return list(access_hydroponics, access_morgue) // Removed tox and chem access because STOP PISSING OFF THE CHEMIST GUYS // //Removed medical access because WHAT THE FUCK YOU AREN'T A DOCTOR YOU GROW WHEAT //Given Morgue access because they have a viable means of cloning.
if("Librarian") // -- TLE
@@ -499,7 +499,7 @@
// hack for alt titles
if(istype(loc, /mob))
var/mob/M = loc
if(M.mind.role_alt_title == jobName && M.mind.assigned_role in get_all_jobs())
if(M.mind && M.mind.role_alt_title == jobName && M.mind.assigned_role in get_all_jobs())
return M.mind.assigned_role
if(istype(src, /obj/item/device/pda))
+1 -1
View File
@@ -21,7 +21,7 @@
var/obj/item/clothing/under/U = new /obj/item/clothing/under/rank/captain(H)
U.hastie = new /obj/item/clothing/tie/medal/gold/captain(U)
H.equip_to_slot_or_del(U, slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/device/pda/captain(H), slot_belt)
//H.equip_to_slot_or_del(new /obj/item/device/pda/captain(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/captain(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/clothing/head/caphat(H), slot_head)
+1 -1
View File
@@ -99,7 +99,7 @@
department_flag = ENGSEC
faction = "Station"
total_positions = 2
spawn_positions = 1
spawn_positions = 2
supervisors = "the chief engineer and research director"
selection_color = "#fff5cc"
+18 -9
View File
@@ -40,7 +40,7 @@
spawn_positions = 3
supervisors = "the chief medical officer"
selection_color = "#ffeef0"
alt_titles = list("Surgeon", "Emergency Physician")
alt_titles = list("Surgeon", "Emergency Physician", "Virologist")
equip(var/mob/living/carbon/human/H)
@@ -50,12 +50,21 @@
if(2) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/medic(H), slot_back)
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_med(H), slot_back)
if(4) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(H), slot_back)
if(H.mind.role_alt_title && H.mind.role_alt_title == "Emergency Physician")
H.equip_if_possible(new /obj/item/clothing/under/rank/medical(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/suit/fr_jacket(H), slot_wear_suit)
else if(H.mind.role_alt_title && H.mind.role_alt_title == "Surgeon")
H.equip_if_possible(new /obj/item/clothing/under/rank/medical/blue(H), slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/suit/labcoat(H), slot_wear_suit)
if (H.mind.role_alt_title)
switch(H.mind.role_alt_title)
if("Emergency Physician")
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/fr_jacket(H), slot_wear_suit)
if("Surgeon")
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical/blue(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/labcoat(H), slot_wear_suit)
if("Virologist")
H.equip_to_slot_or_del(new /obj/item/clothing/suit/labcoat/virologist(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/virologist(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/mask/surgical(H), slot_wear_mask)
if("Medical Doctor")
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/labcoat(H), slot_wear_suit)
else
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/labcoat(H), slot_wear_suit)
@@ -115,7 +124,7 @@
H.equip_to_slot_or_del(new /obj/item/device/flashlight/pen(H), slot_s_store)
return 1
/*
/datum/job/virologist
title = "Virologist"
@@ -146,5 +155,5 @@
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1
*/
+1
View File
@@ -31,6 +31,7 @@
spawn_positions = 3
supervisors = "the research director"
selection_color = "#ffeeff"
alt_titles = list("Xenoarcheologist", "Anomalist", "Plasma Researcher", "Xenobiologist")
equip(var/mob/living/carbon/human/H)
+10 -4
View File
@@ -235,6 +235,9 @@
else
dat += text("[]\tHealth %: [] ([])</FONT><BR>", (occupant.health > 50 ? "<font color='blue'>" : "<font color='red'>"), occupant.health, t1)
if(occupant.virus2)
dat += text("<font color='red'>Viral pathogen detected in blood stream.</font><BR>")
dat += text("[]\t-Brute Damage %: []</FONT><BR>", (occupant.getBruteLoss() < 60 ? "<font color='blue'>" : "<font color='red'>"), occupant.getBruteLoss())
dat += text("[]\t-Respiratory Damage %: []</FONT><BR>", (occupant.getOxyLoss() < 60 ? "<font color='blue'>" : "<font color='red'>"), occupant.getOxyLoss())
dat += text("[]\t-Toxin Content %: []</FONT><BR>", (occupant.getToxLoss() < 60 ? "<font color='blue'>" : "<font color='red'>"), occupant.getToxLoss())
@@ -279,9 +282,12 @@
var/bled = ""
var/splint = ""
var/internal_bleeding = ""
var/lung_ruptured = ""
for(var/datum/wound/W in e.wounds) if(W.internal)
internal_bleeding = "Internal Bleeding:"
internal_bleeding = "<br>Internal Bleeding"
break
if(istype(e, /datum/organ/external/chest) && e:ruptured_lungs)
lung_ruptured = "Lung Ruptured:"
if(e.status & ORGAN_SPLINTED)
splint = "Splinted:"
if(e.status & ORGAN_BLEEDING)
@@ -293,9 +299,9 @@
if(e.implant)
imp = "Implanted:"
if(!AN && !open && !infected & !imp)
AN = "None"
AN = "None:"
if(!(e.status & ORGAN_DESTROYED))
dat += "<td>[e.display_name]</td><td>[e.burn_dam]</td><td>[e.brute_dam]</td><td>[bled][AN][splint][open][infected][imp][internal_bleeding]</td>"
dat += "<td>[e.display_name]</td><td>[e.burn_dam]</td><td>[e.brute_dam]</td><td>[bled][AN][splint][open][infected][imp][internal_bleeding][lung_ruptured]</td>"
else
dat += "<td>[e.display_name]</td><td>-</td><td>-</td><td>Not Found</td>"
dat += "</tr>"
@@ -306,4 +312,4 @@
dat = "<font color='red'> Error: No Body Scanner connected.</font>"
dat += text("<BR><BR><A href='?src=\ref[];mach_close=scanconsole'>Close</A>", user)
user << browse(dat, "window=scanconsole;size=430x600")
return
return
+18
View File
@@ -73,6 +73,24 @@ obj/machinery/door/airlock/close(surpress_send)
if(!surpress_send) send_status()
obj/machinery/door/airlock/Bumped(atom/AM)
..(AM)
if(istype(AM, /obj/mecha))
var/obj/mecha/mecha = AM
if(density && radio_connection && mecha.occupant && (src.allowed(mecha.occupant) || src.check_access_list(mecha.operation_req_access)))
var/datum/signal/signal = new
signal.transmission_method = 1 //radio signal
signal.data["tag"] = id_tag
signal.data["timestamp"] = world.time
signal.data["door_status"] = density?("closed"):("open")
signal.data["lock_status"] = locked?("locked"):("unlocked")
signal.data["bumped_with_access"] = 1
radio_connection.post_signal(src, signal, range = AIRLOCK_CONTROL_RANGE, filter = RADIO_AIRLOCK)
return
obj/machinery/door/airlock/proc/set_frequency(new_frequency)
radio_controller.remove_object(src, frequency)
if(new_frequency)
+6 -6
View File
@@ -820,14 +820,14 @@ Auto Patrol: []"},
projectile = /obj/item/projectile/energy/electrode
else if(lasercolor == "b")
if (src.emagged == 2)
projectile = /obj/item/projectile/beam/omnitag
projectile = /obj/item/projectile/beam/lastertag/omni
else
projectile = /obj/item/projectile/beam/bluetag
projectile = /obj/item/projectile/beam/lastertag/blue
else if(lasercolor == "r")
if (src.emagged == 2)
projectile = /obj/item/projectile/beam/omnitag
projectile = /obj/item/projectile/beam/lastertag/omni
else
projectile = /obj/item/projectile/beam/redtag
projectile = /obj/item/projectile/beam/lastertag/red
if (!( istype(U, /turf) ))
return
@@ -1011,7 +1011,7 @@ Auto Patrol: []"},
/obj/machinery/bot/ed209/bullet_act(var/obj/item/projectile/Proj)
if((src.lasercolor == "b") && (src.disabled == 0))
if(istype(Proj, /obj/item/projectile/beam/redtag))
if(istype(Proj, /obj/item/projectile/beam/lastertag/red))
src.disabled = 1
del (Proj)
sleep(100)
@@ -1019,7 +1019,7 @@ Auto Patrol: []"},
else
..()
else if((src.lasercolor == "r") && (src.disabled == 0))
if(istype(Proj, /obj/item/projectile/beam/bluetag))
if(istype(Proj, /obj/item/projectile/beam/lastertag/blue))
src.disabled = 1
del (Proj)
sleep(100)
+9 -6
View File
@@ -512,13 +512,16 @@
else if(istype(src,/obj/item/weapon/storage/firstaid/adv))
A.skin = "adv"
A.loc = user
if (user.r_hand == S)
user.u_equip(S)
user.r_hand = A
//A.loc = user
if(src.loc == user)
if (user.r_hand == S)
user.u_equip(S)
user.equip_to_slot_if_possible(A, slot_r_hand)
else
user.u_equip(S)
user.equip_to_slot_if_possible(A, slot_l_hand)
else
user.u_equip(S)
user.l_hand = A
A.loc = src.loc
A.layer = 20
user << "You add the robot arm to the first aid kit"
del(S)
+3 -2
View File
@@ -133,7 +133,7 @@
return 0
src.heal_level = rand(75,100) //Randomizes what health the clone is when ejected
src.heal_level = rand(0,40) //Randomizes what health the clone is when ejected
src.attempting = 1 //One at a time!!
src.locked = 1
@@ -190,7 +190,8 @@
randmutb(H) //Sometimes the clones come out wrong.
H.f_style = "Shaved"
H.h_style = pick("Bedhead", "Bedhead 2", "Bedhead 3")
if(mrace == "none") //no more xenos losing ears/tentacles
H.h_style = pick("Bedhead", "Bedhead 2", "Bedhead 3")
if(H.dna)
H.dna.mutantrace = mrace
+1 -37
View File
@@ -85,40 +85,4 @@
//border_only fire doors are special when it comes to air groups
/obj/machinery/door/firedoor/border_only
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group)
var/direction = get_dir(src,target)
return (dir != direction)
else if(density)
if(!height)
var/direction = get_dir(src,target)
return (dir != direction)
else
return 0
return 1
//skytodo
update_nearby_tiles(need_rebuild)
/*if(!air_master) return 0
var/turf/simulated/source = loc
var/turf/simulated/destination = get_step(source,dir)
if(need_rebuild)
if(istype(source)) //Rebuild/update nearby group geometry
if(source.parent)
air_master.groups_to_rebuild += source.parent
else
air_master.tiles_to_update += source
if(istype(destination))
if(destination.parent)
air_master.groups_to_rebuild += destination.parent
else
air_master.tiles_to_update += destination
else
if(istype(source)) air_master.tiles_to_update += source
if(istype(destination)) air_master.tiles_to_update += destination*/
return 1
/obj/machinery/door/firedoor/border_only
@@ -4,6 +4,7 @@
#define AIRLOCK_STATE_CLOSED 0
#define AIRLOCK_STATE_DEPRESSURIZE 1
#define AIRLOCK_STATE_OUTOPEN 2
#define AIRLOCK_STATE_BOTHOPEN 3
datum/computer/file/embedded_program/airlock_controller
var/id_tag
@@ -11,11 +12,13 @@ datum/computer/file/embedded_program/airlock_controller
var/interior_door_tag
var/airpump_tag
var/sensor_tag
var/sensor_tag_int
var/sanitize_external
state = AIRLOCK_STATE_CLOSED
var/target_state = AIRLOCK_STATE_CLOSED
var/sensor_pressure = null
var/int_sensor_pressure = ONE_ATMOSPHERE
receive_signal(datum/signal/signal, receive_method, receive_param)
var/receive_tag = signal.data["tag"]
@@ -24,12 +27,19 @@ datum/computer/file/embedded_program/airlock_controller
if(receive_tag==sensor_tag)
if(signal.data["pressure"])
sensor_pressure = text2num(signal.data["pressure"])
else if(receive_tag==sensor_tag_int)
if(signal.data["pressure"])
int_sensor_pressure = text2num(signal.data["pressure"])
else if(receive_tag==exterior_door_tag)
memory["exterior_status"] = signal.data["door_status"]
if(signal.data["bumped_with_access"])
target_state = AIRLOCK_STATE_OUTOPEN
else if(receive_tag==interior_door_tag)
memory["interior_status"] = signal.data["door_status"]
if(signal.data["bumped_with_access"])
target_state = AIRLOCK_STATE_INOPEN
else if(receive_tag==airpump_tag)
if(signal.data["power"])
@@ -39,6 +49,10 @@ datum/computer/file/embedded_program/airlock_controller
else if(receive_tag==id_tag)
switch(signal.data["command"])
if("cycle_exterior")
target_state = AIRLOCK_STATE_OUTOPEN
if("cycle_interior")
target_state = AIRLOCK_STATE_INOPEN
if("cycle")
if(state < AIRLOCK_STATE_CLOSED)
target_state = AIRLOCK_STATE_OUTOPEN
@@ -59,6 +73,42 @@ datum/computer/file/embedded_program/airlock_controller
target_state = AIRLOCK_STATE_INOPEN
if("abort")
target_state = AIRLOCK_STATE_CLOSED
if("force_both")
target_state = AIRLOCK_STATE_BOTHOPEN
state = AIRLOCK_STATE_BOTHOPEN
var/datum/signal/signal = new
signal.data["tag"] = interior_door_tag
signal.data["command"] = "secure_open"
post_signal(signal)
signal = new
signal.data["tag"] = exterior_door_tag
signal.data["command"] = "secure_open"
post_signal(signal)
if("force_exterior")
target_state = AIRLOCK_STATE_OUTOPEN
state = AIRLOCK_STATE_OUTOPEN
var/datum/signal/signal = new
signal.data["tag"] = exterior_door_tag
signal.data["command"] = "secure_open"
post_signal(signal)
if("force_interior")
target_state = AIRLOCK_STATE_INOPEN
state = AIRLOCK_STATE_INOPEN
var/datum/signal/signal = new
signal.data["tag"] = interior_door_tag
signal.data["command"] = "secure_open"
post_signal(signal)
if("close")
target_state = AIRLOCK_STATE_CLOSED
state = AIRLOCK_STATE_CLOSED
var/datum/signal/signal = new
signal.data["tag"] = exterior_door_tag
signal.data["command"] = "secure_close"
post_signal(signal)
signal = new
signal.data["tag"] = interior_door_tag
signal.data["command"] = "secure_close"
post_signal(signal)
process()
var/process_again = 1
@@ -87,7 +137,7 @@ datum/computer/file/embedded_program/airlock_controller
if(AIRLOCK_STATE_PRESSURIZE)
if(target_state < state)
if(sensor_pressure >= ONE_ATMOSPHERE*0.95)
if(sensor_pressure >= int_sensor_pressure*0.95)
if(memory["interior_status"] == "open")
state = AIRLOCK_STATE_INOPEN
process_again = 1
@@ -142,7 +192,7 @@ datum/computer/file/embedded_program/airlock_controller
post_signal(signal)
if(AIRLOCK_STATE_DEPRESSURIZE)
var/target_pressure = ONE_ATMOSPHERE*0.05
var/target_pressure = ONE_ATMOSPHERE*0.04
if(sanitize_external)
target_pressure = ONE_ATMOSPHERE*0.01
@@ -199,6 +249,7 @@ datum/computer/file/embedded_program/airlock_controller
post_signal(signal)
memory["sensor_pressure"] = sensor_pressure
memory["int_sensor_pressure"] = int_sensor_pressure
memory["processing"] = state != target_state
//sensor_pressure = null //not sure if we can comment this out. Uncomment in case of problems -rastaf0
@@ -221,6 +272,7 @@ obj/machinery/embedded_controller/radio/airlock_controller
var/interior_door_tag
var/airpump_tag
var/sensor_tag
var/sensor_tag_int
var/sanitize_external
initialize()
@@ -233,6 +285,7 @@ obj/machinery/embedded_controller/radio/airlock_controller
new_prog.interior_door_tag = interior_door_tag
new_prog.airpump_tag = airpump_tag
new_prog.sensor_tag = sensor_tag
new_prog.sensor_tag_int = sensor_tag_int
new_prog.sanitize_external = sanitize_external
new_prog.master = src
@@ -253,12 +306,14 @@ obj/machinery/embedded_controller/radio/airlock_controller
var/state = 0
var/sensor_pressure = "----"
var/int_sensor_pressure = "----"
var/exterior_status = "----"
var/interior_status = "----"
var/pump_status = "----"
if(program)
state = program.state
sensor_pressure = program.memory["sensor_pressure"]
int_sensor_pressure = program.memory["int_sensor_pressure"]
exterior_status = program.memory["exterior_status"]
interior_status = program.memory["interior_status"]
pump_status = program.memory["pump_status"]
@@ -277,12 +332,20 @@ obj/machinery/embedded_controller/radio/airlock_controller
if(AIRLOCK_STATE_OUTOPEN)
state_options = {"<A href='?src=\ref[src];command=cycle_interior'>Cycle to Interior Airlock</A><BR>
<A href='?src=\ref[src];command=cycle_closed'>Close Exterior Airlock</A><BR>"}
if(AIRLOCK_STATE_BOTHOPEN)
state_options = "<A href='?src=\ref[src];command=close'>Close Airlocks</A><BR>"
var/output = {"<B>Airlock Control Console</B><HR>
[state_options]<HR>
<B>Chamber Pressure:</B> [sensor_pressure] kPa<BR>
<B>Internal Pressure:</B> [int_sensor_pressure] kPa<BR>
<B>Exterior Door: </B> [exterior_status]<BR>
<B>Interior Door: </B> [interior_status]<BR>
<B>Control Pump: </B> [pump_status]<BR>"}
if(program && program.state == AIRLOCK_STATE_CLOSED)
output += {"<A href='?src=\ref[src];command=force_both'>Force Both Airlocks</A><br>
<A href='?src=\ref[src];command=force_interior'>Force Inner Airlock</A><br>
<A href='?src=\ref[src];command=force_exterior'>Force Outer Airlock</A>"}
return output
+3 -2
View File
@@ -941,8 +941,9 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(se)
podman.dna.struc_enzymes = se
if(!prob(potency)) //if it fails, plantman!
if(podman.dna)
podman.dna.mutantrace = "plant"
if(podman)
// podman.dna.mutantrace = "plant"
podman.mutations.Add(PLANT)
podman.update_mutantrace()
else //else, one packet of seeds. maybe two
+6 -6
View File
@@ -76,8 +76,8 @@
// All energy-based weapons are applicable
switch(E.type)
if(/obj/item/weapon/gun/energy/laser/bluetag)
projectile = /obj/item/projectile/beam/bluetag
eprojectile = /obj/item/projectile/beam/omnitag//This bolt will stun ERRYONE with a vest
projectile = /obj/item/projectile/beam/lastertag/blue
eprojectile = /obj/item/projectile/beam/lastertag/omni//This bolt will stun ERRYONE with a vest
iconholder = null
reqpower = 100
lasercolor = "b"
@@ -90,8 +90,8 @@
shot_delay = 30
if(/obj/item/weapon/gun/energy/laser/redtag)
projectile = /obj/item/projectile/beam/redtag
eprojectile = /obj/item/projectile/beam/omnitag
projectile = /obj/item/projectile/beam/lastertag/red
eprojectile = /obj/item/projectile/beam/lastertag/omni
iconholder = null
reqpower = 100
lasercolor = "r"
@@ -375,13 +375,13 @@ Status: []<BR>"},
if (src.health <= 0)
src.die() // the death process :(
if((src.lasercolor == "b") && (src.disabled == 0))
if(istype(Proj, /obj/item/projectile/beam/redtag))
if(istype(Proj, /obj/item/projectile/beam/lastertag/red))
src.disabled = 1
del (Proj)
sleep(100)
src.disabled = 0
if((src.lasercolor == "r") && (src.disabled == 0))
if(istype(Proj, /obj/item/projectile/beam/bluetag))
if(istype(Proj, /obj/item/projectile/beam/lastertag/blue))
src.disabled = 1
del (Proj)
sleep(100)
+2 -2
View File
@@ -221,9 +221,9 @@
if(4)
A = new /obj/item/projectile/change( loc )
if(5)
A = new /obj/item/projectile/beam/bluetag( loc )
A = new /obj/item/projectile/beam/lastertag/blue( loc )
if(6)
A = new /obj/item/projectile/beam/redtag( loc )
A = new /obj/item/projectile/beam/lastertag/red( loc )
A.original = target.loc
use_power(500)
else
+1 -1
View File
@@ -851,7 +851,7 @@
. = t_air.return_pressure()
return
//skytodo:
//skytodo: //No idea what you want me to do here, mate.
/obj/mecha/proc/return_temperature()
. = 0
if(use_internal_tank)
+1 -7
View File
@@ -51,9 +51,6 @@
for (var/turf/simulated/floor/target in range(1,src))
if(!target.blocks_air)
//skytodo
/*if(target.parent)
target.parent.suspend_group_processing()*/
var/datum/gas_mixture/payload = new
var/datum/gas/sleeping_agent/trace_gas = new
@@ -69,9 +66,6 @@
/obj/effect/mine/proc/triggerplasma(obj)
for (var/turf/simulated/floor/target in range(1,src))
if(!target.blocks_air)
//skytodo
/*if(target.parent)
target.parent.suspend_group_processing()*/
var/datum/gas_mixture/payload = new
@@ -123,4 +117,4 @@
/obj/effect/mine/stun
name = "Stun Mine"
icon_state = "uglymine"
triggerproc = "triggerstun"
triggerproc = "triggerstun"
+9
View File
@@ -77,6 +77,15 @@
opacity = 0
density = 0
/obj/effect/sign/movingparts
desc = "A warning sign which reads 'CAUTION: MOVING PARTS, machinery liable to stop and start at random'"
name = "CAUTION"
icon = 'decals.dmi'
icon_state = "securearea"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/examroom
desc = "A guidance sign which reads 'EXAM ROOM'"
name = "EXAM"
+2 -9
View File
@@ -221,7 +221,7 @@
msg_admin_attack("ATTACK: [user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(src.damtype)])") //BS12 EDIT ALG
//spawn(1800) // this wont work right
//spawn(1800) // this wont work right
// M.lastattacker = null
/////////////////////////
@@ -388,13 +388,6 @@
//START HUMAN
var/mob/living/carbon/human/H = M
if(istype(src, /obj/item/clothing/under) || istype(src, /obj/item/clothing/suit))
if(FAT in H.mutations)
if(!(flags & ONESIZEFITSALL))
if(!disable_warning)
H << "\red You're too fat to wear the [name]."
return 0
switch(slot)
if(slot_l_hand)
if(H.l_hand)
@@ -631,7 +624,7 @@
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
if(istype(M, /mob/living/carbon/alien) || istype(M, /mob/living/carbon/metroid))//Aliens don't have eyes./N Metroids also don't have eyes!
if(istype(M, /mob/living/carbon/alien) || istype(M, /mob/living/carbon/metroid))//Aliens don't have eyes./N Metroids also don't have eyes!
user << "\red You cannot locate any eyes on this creature!"
return
+3 -1
View File
@@ -739,12 +739,14 @@ var/global/list/obj/item/device/pda/PDAs = list()
if (prob(15)) //Give the AI a chance of intercepting the message
var/who = src.owner
var/sp_word = "from"
if(prob(50))
who = P:owner
sp_word = "to"
for(var/mob/living/silicon/ai/ai in mob_list)
// Allows other AIs to intercept the message but the AI won't intercept their own message.
if(ai.aiPDA != P && ai.aiPDA != src)
ai.show_message("<i>Intercepted message from <b>[who]</b>: [t]</i>")
ai.show_message("<i>Intercepted message [sp_word] <b>[who]</b>: [t]</i>")
if (!P.silent)
playsound(P.loc, 'sound/machines/twobeep.ogg', 50, 1)
+38 -20
View File
@@ -1,4 +1,3 @@
/*
CONTAINS:
T-RAY
@@ -76,6 +75,7 @@ MASS SPECTROMETER
origin_tech = "magnets=1;biotech=1"
var/mode = 1;
/obj/item/device/healthanalyzer/attack(mob/living/M as mob, mob/living/user as mob)
if (( (CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50))
user << text("\red You try to analyze the floor's vitals!")
@@ -89,17 +89,19 @@ MASS SPECTROMETER
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
for(var/mob/O in viewers(M, null))
O.show_message(text("\red [] has analyzed []'s vitals!", user, M), 1)
//Foreach goto(67)
user.visible_message("<span class='notice'> [user] has analyzed [M]'s vitals.","<span class='notice'> You have analyzed [M]'s vitals.")
var/fake_oxy = max(rand(1,40), M.getOxyLoss(), (300 - (M.getToxLoss() + M.getFireLoss() + M.getBruteLoss())))
var/OX = M.getOxyLoss() > 50 ? "<b>[M.getOxyLoss()]</b>" : M.getOxyLoss()
var/TX = M.getToxLoss() > 50 ? "<b>[M.getToxLoss()]</b>" : M.getToxLoss()
var/BU = M.getFireLoss() > 50 ? "<b>[M.getFireLoss()]</b>" : M.getFireLoss()
var/BR = M.getBruteLoss() > 50 ? "<b>[M.getBruteLoss()]</b>" : M.getBruteLoss()
if(M.status_flags & FAKEDEATH)
user.show_message(text("\blue Analyzing Results for []:\n\t Overall Status: []", M, "dead"), 1)
user.show_message(text("\blue \t Damage Specifics: []-[]-[]-[]", fake_oxy < 50 ? "\red [fake_oxy]" : fake_oxy , M.getToxLoss() > 50 ? "\red [M.getToxLoss()]" : M.getToxLoss(), M.getFireLoss() > 50 ? "\red[M.getFireLoss()]" : M.getFireLoss(), M.getBruteLoss() > 50 ? "\red[M.getBruteLoss()]" : M.getBruteLoss()), 1)
OX = fake_oxy > 50 ? "<b>[fake_oxy]</b>" : fake_oxy
user.show_message("\blue Analyzing Results for [M]:\n\t Overall Status: dead")
else
user.show_message(text("\blue Analyzing Results for []:\n\t Overall Status: []", M, (M.stat > 1 ? "dead" : text("[]% healthy", M.health - M.halloss))), 1)
user.show_message(text("\blue \t Damage Specifics: []-[]-[]-[]", M.getOxyLoss() > 50 ? "\red [M.getOxyLoss()]" : M.getOxyLoss(), M.getToxLoss() > 50 ? "\red [M.getToxLoss()]" : M.getToxLoss(), M.getFireLoss() > 50 ? "\red[M.getFireLoss()]" : M.getFireLoss(), M.getBruteLoss() > 50 ? "\red[M.getBruteLoss()]" : M.getBruteLoss()), 1)
user.show_message("\blue Key: Suffocation/Toxin/Burns/Brute", 1)
user.show_message("\blue Analyzing Results for [M]:\n\t Overall Status: [M.stat > 1 ? "dead" : "[M.health - M.halloss]% healthy"]")
user.show_message("\t Key: <font color='blue'>Suffocation</font>/<font color='green'>Toxin</font>/<font color='#FFA500'>Burns</font>/<font color='red'>Brute</font>", 1)
user.show_message("\t Damage Specifics: <font color='blue'>[OX]</font> - <font color='green'>[TX]</font> - <font color='#FFA500'>[BU]</font> - <font color='red'>[BR]</font>")
user.show_message("\blue Body Temperature: [M.bodytemperature-T0C]&deg;C ([M.bodytemperature*1.8-459.67]&deg;F)", 1)
if(M.tod && (M.stat == DEAD || (M.status_flags & FAKEDEATH)))
user.show_message("\blue Time of Death: [M.tod]")
@@ -109,27 +111,37 @@ MASS SPECTROMETER
user.show_message("\blue Localized Damage, Brute/Burn:",1)
if(length(damaged)>0)
for(var/datum/organ/external/org in damaged)
user.show_message(text("\blue \t []: []\blue-[][]",capitalize(org.getDisplayName()),(org.brute_dam > 0)?"\red [org.brute_dam]":0,(org.burn_dam > 0)?"\red [org.burn_dam]":0, (org.status & ORGAN_BLEEDING)?"\red (bleeding)":""),1)
user.show_message(text("\blue \t []: [][]\blue - []", \
capitalize(org.getDisplayName()), \
(org.brute_dam > 0) ? "\red [org.brute_dam]" :0, \
(org.status & ORGAN_BLEEDING)?"\red <b>\[Bleeding\]</b>":"\t", \
(org.burn_dam > 0) ? "<font color='#FFA500'>[org.burn_dam]</font>" :0),1)
else
user.show_message("\blue \t Limbs are OK.",1)
OX = M.getOxyLoss() > 50 ? "<font color='blue'><b>Severe oxygen deprivation detected</b></font>" : "Subject bloodstream oxygen level normal"
TX = M.getToxLoss() > 50 ? "<font color='green'><b>Dangerous amount of toxins detected</b></font>" : "Subject bloodstream toxin level minimal"
BU = M.getFireLoss() > 50 ? "<font color='#FFA500'><b>Severe burn damage detected</b></font>" : "Subject burn injury status O.K"
BR = M.getBruteLoss() > 50 ? "<font color='red'><b>Severe anatomical damage detected</b></font>" : "Subject brute-force injury status O.K"
if(M.status_flags & FAKEDEATH)
user.show_message(text("\blue [] | [] | [] | []", fake_oxy > 50 ? "\red Severe oxygen deprivation detected\blue" : "Subject bloodstream oxygen level normal", M.getToxLoss() > 50 ? "\red Dangerous amount of toxins detected\blue" : "Subject bloodstream toxin level minimal", M.getFireLoss() > 50 ? "\red Severe burn damage detected\blue" : "Subject burn injury status O.K", M.getBruteLoss() > 50 ? "\red Severe anatomical damage detected\blue" : "Subject brute-force injury status O.K"), 1)
else
user.show_message(text("\blue [] | [] | [] | []", M.getOxyLoss() > 50 ? "\red Severe oxygen deprivation detected\blue" : "Subject bloodstream oxygen level normal", M.getToxLoss() > 50 ? "\red Dangerous amount of toxins detected\blue" : "Subject bloodstream toxin level minimal", M.getFireLoss() > 50 ? "\red Severe burn damage detected\blue" : "Subject burn injury status O.K", M.getBruteLoss() > 50 ? "\red Severe anatomical damage detected\blue" : "Subject brute-force injury status O.K"), 1)
OX = fake_oxy > 50 ? "\red Severe oxygen deprivation detected\blue" : "Subject bloodstream oxygen level normal"
user.show_message("[OX] | [TX] | [BU] | [BR]")
if (istype(M, /mob/living/carbon/human))
if(M:virus2 || M:reagents.total_volume > 0)
user.show_message(text("\red Warning: Unknown substance detected in subject's blood."))
if (M.getCloneLoss())
user.show_message(text("\red Subject appears to have been imperfectly cloned."), 1)
user.show_message("\red Subject appears to have been imperfectly cloned.")
for(var/datum/disease/D in M.viruses)
if(!D.hidden[SCANNER])
user.show_message(text("\red <b>Warning: [D.form] Detected</b>\nName: [D.name].\nType: [D.spread].\nStage: [D.stage]/[D.max_stages].\nPossible Cure: [D.cure]"))
if (M.reagents && M.reagents.get_reagent_amount("inaprovaline"))
user.show_message(text("\blue Bloodstream Analysis located [M.reagents:get_reagent_amount("inaprovaline")] units of rejuvenation chemicals."), 1)
user.show_message("\blue Bloodstream Analysis located [M.reagents:get_reagent_amount("inaprovaline")] units of rejuvenation chemicals.")
if (M.getBrainLoss() >= 100 || istype(M, /mob/living/carbon/human) && M:brain_op_stage == 4.0)
user.show_message(text("\red Subject is brain dead."), 1)
user.show_message("\red Subject is brain dead.")
else if (M.getBrainLoss() >= 60)
user.show_message(text("\red Severe brain damage detected. Subject likely to have mental retardation."), 1)
user.show_message("\red Severe brain damage detected. Subject likely to have mental retardation.")
else if (M.getBrainLoss() >= 10)
user.show_message(text("\red Significant brain damage detected. Subject may have had a concussion."), 1)
user.show_message("\red Significant brain damage detected. Subject may have had a concussion.")
if(ishuman(M))
var/mob/living/carbon/human/H = M
for(var/name in H.organs_by_name)
@@ -138,17 +150,23 @@ MASS SPECTROMETER
if(e.status & ORGAN_BROKEN)
if(((e.name == "l_arm") || (e.name == "r_arm") || (e.name == "l_leg") || (e.name == "r_leg")) && (!(e.status & ORGAN_SPLINTED)))
user << "\red Unsecured fracture in subject [limb]. Splinting recommended for transport."
if(e.is_infected())
user << "\red Infected wound detected in subject [limb]. Disinfection recommended."
for(var/name in H.organs_by_name)
var/datum/organ/external/e = H.organs_by_name[name]
if(e.status & ORGAN_BROKEN)
user.show_message(text("\red Bone fractures detected. Advanced scanner required for location."), 1)
break
if(ishuman(M))
for(var/datum/organ/external/e in H.organs)
for(var/datum/wound/W in e.wounds) if(W.internal)
user.show_message(text("\red Internal bleeding detected. Advanced scanner required for location."), 1)
break
if(M:vessel)
var/blood_volume = round(M:vessel.get_reagent_amount("blood"))
var/blood_percent = blood_volume / 560
blood_percent *= 100
if(blood_volume <= 448)
if(blood_volume <= 500)
user.show_message("\red <b>Warning: Blood Level LOW: [blood_percent]% [blood_volume]cl")
else if(blood_volume <= 336)
user.show_message("\red <b>Warning: Blood Level CRITICAL: [blood_percent]% [blood_volume]cl")
@@ -124,8 +124,8 @@
usr << "<span class='notice'>You can't clear the memory while playing or recording!</span>"
return
else
storedinfo -= storedinfo
timestamp -= timestamp
if(storedinfo) storedinfo.Cut()
if(timestamp) timestamp.Cut()
timerecorded = 0
usr << "<span class='notice'>Memory cleared.</span>"
return
@@ -250,7 +250,7 @@ AI MODULES
/obj/item/weapon/aiModule/freeform // Slightly more dynamic freeform module -- TLE
name = "'Freeform' AI Module"
var/newFreeFormLaw = ""
var/newFreeFormLaw = "freeform"
var/lawpos = 15
desc = "A 'freeform' AI module: '<freeform>'"
origin_tech = "programming=4;materials=4"
@@ -258,11 +258,11 @@ AI MODULES
/obj/item/weapon/aiModule/freeform/attack_self(var/mob/user as mob)
..()
lawpos = 0
lawpos = input("Please enter the priority for your new law. Can only write to law sectors 15 and above.", "Law Priority (15+)", lawpos) as num
if(lawpos < 15) return
while(lawpos < 15)
lawpos = input("Please enter the priority for your new law. Can only write to law sectors 15 and above.", "Law Priority (15+)", lawpos) as num
lawpos = min(lawpos, 50)
var/newlaw = ""
var/targName = stripped_input(usr, "Please enter a new law for the AI.", "Freeform Law Entry", newlaw, MAX_MESSAGE_LEN)
var/targName = copytext(sanitize(input(usr, "Please enter a new law for the AI.", "Freeform Law Entry", newlaw)),1,MAX_MESSAGE_LEN)
newFreeFormLaw = targName
desc = "A 'freeform' AI module: ([lawpos]) '[newFreeFormLaw]'"
@@ -23,7 +23,7 @@
/obj/item/weapon/dnainjector/proc/inject(mob/M as mob, mob/user as mob)
if(istype(M,/mob/living))
M.radiation += rand(20,50)
M.radiation += rand(5,20)
if (!(NOCLONE in M.mutations)) // prevents drained people from having their DNA changed
if (dnatype == "ui")
@@ -51,6 +51,8 @@
M.dna.struc_enzymes = setblock(M.dna.struc_enzymes,block,dna,3)
domutcheck(M, null,1)
uses--
if(prob(5))
trigger_side_effect(M)
spawn(0)//this prevents the collapse of space-time continuum
user.drop_from_inventory(src)
@@ -1,269 +1,148 @@
/obj/item/weapon/grenade/chem_grenade
name = "Grenade Casing"
icon_state = "chemg"
icon = 'chemical.dmi'
item_state = "flashbang"
desc = "A hand made chemical grenade."
w_class = 2.0
force = 2.0
var/list/beakers = list()
var/obj/item/device/assembly/attached_device
var/exploding = 0
var/stage = 0
var/state = 0
var/path = 0
var/motion = 0
var/direct = "SOUTH"
var/obj/item/weapon/circuitboard/circuit = null
var/list/allowed_containers = list("/obj/item/weapon/reagent_containers/glass/beaker", "/obj/item/weapon/reagent_containers/glass/dispenser", "/obj/item/weapon/reagent_containers/glass/bottle")
var/obj/item/device/assembly_holder/detonator = null
var/list/beakers = new/list()
var/list/allowed_containers = list(/obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/reagent_containers/glass/bottle)
var/affected_area = 3
var/mob/attacher = "Unknown"
throw_speed = 4
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
slot_flags = SLOT_BELT
attackby(var/obj/item/weapon/W, var/mob/user)
if(path || !active)
switch(active)
if(0)
if(istype(W, /obj/item/device/assembly/igniter))
active = 1
icon_state = initial(icon_state) +"_ass"
name = "unsecured grenade"
path = 1
del(W)
if(1)
if(istype(W, /obj/item/weapon/reagent_containers/glass))
if(beakers.len == 2)
user << "\red There are already two beakers inside, remove one first!"
return
beakers |= W
user.drop_item()
W.loc = src
user << "\blue You insert the beaker into the casing."
else if(istype(W, /obj/item/device/assembly/signaler) || istype(W, /obj/item/device/assembly/timer) || istype(W, /obj/item/device/assembly/infra) || istype(W, /obj/item/device/assembly/prox_sensor))
if(attached_device)
user << "\red There is already an device attached to the controls, remove it first!"
return
attached_device = W
user.drop_item()
W.loc = src
user << "\blue You attach the [W] to the grenade controls!"
W.master = src
bombers += "[key_name(user)] attached a [W] to a grenade casing."
message_admins("[key_name_admin(user)] attached a [W] to a grenade casing.")
log_game("[key_name_admin(user)] attached a [W] to a grenade casing.")
attacher = key_name(user)
else if(istype(W, /obj/item/weapon/screwdriver))
if(beakers.len == 2 && attached_device)
user << "\blue You lock the assembly."
playsound(src.loc, 'Screwdriver.ogg', 25, -3)
name = "grenade"
icon_state = initial(icon_state) + "_locked"
active = 2
path = 1
else
user << "\red You need to add all components before locking the assembly."
if(2)
if(istype(W, /obj/item/weapon/screwdriver))
user << "\blue You disarm the [src]!"
playsound(src.loc, 'Screwdriver.ogg', 25, -3)
name = "grenade casing"
icon_state = initial(icon_state) +"_ass"
active = 1
path = 1
if(path != 1)
if(!istype(src.loc,/turf))
user << "\red You need to put the canister on the ground to do that!"
else
switch(state)
if(0)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'Ratchet.ogg', 50, 1)
if(do_after(user, 20))
user << "\blue You wrench the canister in place."
src.name = "Camera Assembly"
src.anchored = 1
src.state = 1
path = 2
if(1)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'Ratchet.ogg', 50, 1)
if(do_after(user, 20))
user << "\blue You unfasten the canister."
src.name = "Grenade Casing"
src.anchored = 0
src.state = 0
path = 0
if(istype(W, /obj/item/device/multitool))
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
user << "\blue You place the electronics inside the canister."
src.circuit = W
user.drop_item()
W.loc = src
if(istype(W, /obj/item/weapon/screwdriver) && circuit)
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "\blue You screw the circuitry into place."
src.state = 2
if(istype(W, /obj/item/weapon/crowbar) && circuit)
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "\blue You remove the circuitry."
src.state = 1
circuit.loc = src.loc
src.circuit = null
if(2)
if(istype(W, /obj/item/weapon/screwdriver) && circuit)
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "\blue You unfasten the circuitry."
src.state = 1
if(istype(W, /obj/item/weapon/cable_coil))
if(W:amount >= 1)
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
if(do_after(user, 20))
W:amount -= 1
if(!W:amount) del(W)
user << "\blue You add cabling to the canister."
src.state = 3
if(3)
if(istype(W, /obj/item/weapon/wirecutters))
playsound(src.loc, 'wirecutter.ogg', 50, 1)
user << "\blue You remove the cabling."
src.state = 2
var/obj/item/weapon/cable_coil/A = new /obj/item/weapon/cable_coil( src.loc )
A.amount = 1
if(issignaler(W))
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
user << "\blue You attach the wireless signaller unit to the circutry."
user.drop_item()
W.loc = src
src.state = 4
if(4)
if(istype(W, /obj/item/weapon/crowbar) && !motion)
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "\blue You remove the remote signalling device."
src.state = 3
var/obj/item/device/assembly/signaler/S = locate() in src
if(S)
S.loc = src.loc
else
new /obj/item/device/assembly/signaler( src.loc, 1 )
if(isprox(W) && motion == 0)
// if(W:amount >= 1)
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
// W:use(1)
user << "\blue You attach the proximity sensor."
user.drop_item()
W.loc = src
motion = 1
if(istype(W, /obj/item/weapon/crowbar) && motion)
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "\blue You remove the proximity sensor."
var/obj/item/device/assembly/prox_sensor/S = locate() in src
if(S)
S.loc = src.loc
else
new /obj/item/device/assembly/prox_sensor( src.loc, 1 )
motion = 0
if(istype(W, /obj/item/stack/sheet/glass))
if(W:amount >= 1)
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
if(do_after(user, 20))
if(W)
W:use(1)
user << "\blue You put in the glass lens."
src.state = 5
if(5)
if(istype(W, /obj/item/weapon/crowbar))
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "\blue You remove the glass lens."
src.state = 4
new /obj/item/stack/sheet/glass( src.loc, 2 )
if(istype(W, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "\blue You connect the lense."
var/B
if(motion == 1)
B = new /obj/machinery/camera/motion( src.loc )
else
B = new /obj/machinery/camera( src.loc )
B:network = "SS13"
B:network = input(usr, "Which network would you like to connect this camera to?", "Set Network", "SS13")
direct = input(user, "Direction?", "Assembling Camera", null) in list( "NORTH", "EAST", "SOUTH", "WEST" )
B:dir = text2dir(direct)
del(src)
return
New()
var/datum/reagents/R = new/datum/reagents(1000)
reagents = R
R.my_atom = src
attack_self(mob/user as mob)
if(active == 2)
attached_device.attack_self(user)
return
user.machine = src
var/dat = {"<B> Grenade properties: </B>
<BR> <B> Beaker one:</B> [beakers[1]] [beakers[1] ? "<A href='?src=\ref[src];beakerone=1'>Remove</A>" : ""]
<BR> <B> Beaker two:</B> [beakers[2]] [beakers[2] ? "<A href='?src=\ref[src];beakertwo=1'>Remove</A>" : ""]
<BR> <B> Control attachment:</B> [attached_device ? "<A href='?src=\ref[src];device=1'>[attached_device]</A>" : "None"] [attached_device ? "<A href='?src=\ref[src];rem_device=1'>Remove</A>" : ""]"}
if(!stage || stage==1)
if(detonator)
// detonator.loc=src.loc
detonator.detached()
usr.put_in_hands(detonator)
detonator=null
stage=0
icon_state = initial(icon_state)
else if(beakers.len)
for(var/obj/B in beakers)
if(istype(B))
beakers -= B
user.put_in_hands(B)
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
if(stage > 1 && !active && clown_check(user))
user << "<span class='warning'>You prime \the [name]!</span>"
log_attack("<font color='red'>[user.name] ([user.ckey]) primed \a [src].</font>")
log_admin("ATTACK: [user] ([user.ckey]) primed \a [src].")
message_admins("ATTACK: [user] ([user.ckey]) primed \a [src].")
activate()
add_fingerprint(user)
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/device/assembly_holder) && (!stage || stage==1) && path != 2)
var/obj/item/device/assembly_holder/det = W
if(istype(det.a_left,det.a_right.type) || (!isigniter(det.a_left) && !isigniter(det.a_right)))
user << "\red Assembly must contain one igniter."
return
if(!det.secured)
user << "\red Assembly must be secured with screwdriver."
return
path = 1
user << "\blue You add [W] to the metal casing."
playsound(src.loc, 'sound/items/Screwdriver2.ogg', 25, -3)
user.remove_from_mob(det)
det.loc = src
detonator = det
icon_state = initial(icon_state) +"_ass"
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
stage = 1
else if(istype(W,/obj/item/weapon/screwdriver) && path != 2)
if(stage == 1)
path = 1
if(beakers.len)
user << "\blue You lock the assembly."
name = "grenade"
else
// user << "\red You need to add at least one beaker before locking the assembly."
user << "\blue You lock the empty assembly."
name = "fake grenade"
playsound(src.loc, 'sound/items/Screwdriver.ogg', 25, -3)
icon_state = initial(icon_state) +"_locked"
stage = 2
else if(stage == 2)
if(active && prob(95))
user << "\red You trigger the assembly!"
prime()
return
else
user << "\blue You unlock the assembly."
playsound(src.loc, 'sound/items/Screwdriver.ogg', 25, -3)
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
icon_state = initial(icon_state) + (detonator?"_ass":"")
stage = 1
active = 0
else if(is_type_in_list(W, allowed_containers) && (!stage || stage==1) && path != 2)
path = 1
if(beakers.len == 2)
user << "\red The grenade can not hold more containers."
return
else
if(W.reagents.total_volume)
user << "\blue You add \the [W] to the assembly."
user.drop_item()
W.loc = src
beakers += W
stage = 1
name = "unsecured grenade with [beakers.len] containers[detonator?" and detonator":""]"
else
user << "\red \the [W] is empty."
examine()
set src in usr
usr << desc
if(detonator)
usr << "With attached [detonator.name]"
activate(mob/user as mob)
if(active) return
if(detonator)
if(!isigniter(detonator.a_left))
detonator.a_left.activate()
active = 1
if(!isigniter(detonator.a_right))
detonator.a_right.activate()
active = 1
if(active)
icon_state = initial(icon_state) + "_active"
if(user)
log_attack("<font color='red'>[user.name] ([user.ckey]) primed \a [src]</font>")
log_admin("ATTACK: [user] ([user.ckey]) primed \a [src]")
message_admins("ATTACK: [user] ([user.ckey]) primed \a [src]")
user << browse(dat, "window=trans_valve;size=600x300")
onclose(user, "trans_valve")
return
proc/primed(var/primed = 1)
if(active)
icon_state = initial(icon_state) + (primed?"_primed":"_active")
Topic(href, href_list)
..()
if (usr.stat || usr.restrained())
return
if (src.loc == usr)
if(href_list["beakerone"])
if(beakers.len < 1)
return
var/obj/b1 = beakers[1]
b1.loc = get_turf(src)
beakers.Remove(b1)
if(href_list["beakertwo"])
if(beakers.len < 2)
return
var/obj/b2 = beakers[2]
b2.loc = get_turf(src)
beakers.Remove(b2)
if(href_list["rem_device"])
attached_device.loc = get_turf(src)
attached_device = null
if(href_list["device"])
attached_device.attack_self(usr)
src.attack_self(usr)
src.add_fingerprint(usr)
return
receive_signal(signal)
if(!(active == 2))
return //cant go off before it gets primed
explode()
HasProximity(atom/movable/AM as mob|obj)
if(istype(attached_device, /obj/item/device/assembly/prox_sensor))
var/obj/item/device/assembly/prox_sensor/D = attached_device
if (istype(AM, /obj/effect/beam))
return
if (AM.move_speed < 12)
D.sense()
proc/explode()
if(exploding) return
exploding = 1
prime()
if(!stage || stage<2) return
//if(prob(reliability))
var/has_reagents = 0
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
if(G.reagents.total_volume)
has_reagents = 1
break
if(G.reagents.total_volume) has_reagents = 1
active = 0
if(!has_reagents)
@@ -271,18 +150,11 @@
playsound(src.loc, 'sound/items/Screwdriver2.ogg', 50, 1)
return
var/datum/reagents/R = new/datum/reagents(1000)
reagents = R
R.my_atom = src
playsound(src.loc, 'sound/effects/bamf.ogg', 50, 1)
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.reagents.trans_to(src, G.reagents.total_volume)
var/obj/item/weapon/reagent_containers/glass/G = locate() in beakers
reagents.trans_to(G, reagents.total_volume/2)
if(src.reagents.total_volume) //The possible reactions didnt use up all reagents.
var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
steam.set_up(10, 0, get_turf(src))
@@ -293,10 +165,6 @@
if( A == src ) continue
src.reagents.reaction(A, 1, 10)
for(var/atom/A in view(affected_area, src.loc))
if( A == src ) continue
G.reagents.reaction(A, 1, 10)
invisibility = INVISIBILITY_MAXIMUM //Why am i doing this?
spawn(50) //To make sure all reagents can work
@@ -307,19 +175,12 @@
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.loc = get_turf(src.loc)*/
proc/c_state(var/i = 0)
if(i)
icon_state = initial(icon_state) + "_armed"
else
icon_state = initial(icon_state) + "_locked"
return
/obj/item/weapon/grenade/chem_grenade/large
name = "Large Chem Grenade"
desc = "An oversized grenade that affects a larger area."
icon_state = "large_grenade"
allowed_containers = list("/obj/item/weapon/reagent_containers/glass")
allowed_containers = list(/obj/item/weapon/reagent_containers/glass)
origin_tech = "combat=3;materials=3"
affected_area = 4
@@ -327,13 +188,10 @@
name = "Metal-Foam Grenade"
desc = "Used for emergency sealing of air breaches."
path = 1
active = 2
stage = 2
New()
..()
attached_device = new /obj/item/device/assembly/timer(src)
attached_device.master = src
attached_device.toggle_secure()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
@@ -341,41 +199,41 @@
B2.reagents.add_reagent("foaming_agent", 10)
B2.reagents.add_reagent("pacid", 10)
beakers.Add(B1, B2)
icon_state = "chemg_locked"
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
beakers += B1
beakers += B2
icon_state = initial(icon_state) +"_locked"
/obj/item/weapon/grenade/chem_grenade/incendiary
name = "Incendiary Grenade"
desc = "Used for clearing rooms of living things."
path = 1
active = 2
stage = 2
New()
..()
attached_device = new /obj/item/device/assembly/timer(src)
attached_device.master = src
attached_device.toggle_secure()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("aluminum", 25)
B2.reagents.add_reagent("plasma", 25)
B2.reagents.add_reagent("acid", 25)
B2.reagents.add_reagent("sacid", 25)
beakers.Add(B1, B2)
icon_state = "chemg_locked"
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
beakers += B1
beakers += B2
icon_state = initial(icon_state) +"_locked"
/obj/item/weapon/grenade/chem_grenade/cleaner
name = "Cleaner Grenade"
desc = "BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
active = 2
stage = 2
path = 1
New()
..()
attached_device = new /obj/item/device/assembly/timer(src)
attached_device.master = src
attached_device.toggle_secure()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
@@ -383,5 +241,8 @@
B2.reagents.add_reagent("water", 40)
B2.reagents.add_reagent("cleaner", 10)
beakers.Add(B1, B2)
icon_state = "chemg_locked"
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
beakers += B1
beakers += B2
icon_state = initial(icon_state) +"_locked"
+4 -5
View File
@@ -86,13 +86,12 @@
else
H.Stun(time)
if(H.stat != 2) H.stat = 1
for(var/mob/O in viewers(H, null))
O.show_message(text("\red <B>[] has been knocked unconscious!</B>", H), 1, "\red You hear someone fall.", 2)
user.visible_message("\red <B>[H] has been knocked unconscious!</B>", "\red <B>You knock [H] unconscious!</B>")
return
else
H << text("\red [] tried to knock you unconscious!",user)
H.visible_message("\red [user] tried to knock [H] unconscious!", "\red [user] tried to knock you unconscious!")
H.eye_blurry += 3
return
return ..()
/*
* Trays - Agouri
+2 -2
View File
@@ -589,7 +589,7 @@
</head>
<body>
<iframe width='100%' height='97%' src="http://nanotrasen.com/wiki/index.php?title=Space_Law&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe>
<iframe width='100%' height='97%' src="http://baystation12.net/wiki/index.php?title=Space_law&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe>
</body>
</html>
@@ -607,7 +607,7 @@
</head>
<body>
<iframe width='100%' height='97%' src="http://nanotrasen.com/wiki/index.php?title=Guide_to_engineering&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe>
<iframe width='100%' height='97%' src="http://baystation12.net/wiki/index.php?title=Guide_to_engineering&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe>
</body>
</html>
@@ -116,7 +116,13 @@
"/obj/item/weapon/reagent_containers/food/snacks/donut/normal",
"/obj/item/weapon/reagent_containers/food/snacks/donut/jelly",
"/obj/item/weapon/melee/baton",
"/obj/item/weapon/gun/energy/taser"
"/obj/item/weapon/gun/energy/taser",
"/obj/item/weapon/lighter/zippo",
"/obj/item/weapon/cigpacket",
"/obj/item/clothing/glasses/hud/security",
"/obj/item/device/flashlight",
"/obj/item/device/pda",
"/obj/item/device/radio/headset"
)
/obj/item/weapon/storage/belt/soulstone
@@ -28,13 +28,13 @@
/obj/item/weapon/storage/firstaid/regular/New()
..()
if (empty) return
new /obj/item/device/healthanalyzer( src )
new /obj/item/weapon/reagent_containers/hypospray/autoinjector( src )
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/bruise_pack(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/stack/medical/ointment(src)
new /obj/item/stack/medical/ointment(src)
return
/obj/item/weapon/storage/firstaid/toxin/New()
@@ -289,6 +289,9 @@
W.dropped(user)
user << "\red God damnit!"
if(istype(W, /obj/item/weapon/packageWrap) && !(src in user)) //prevents package wrap being put inside the backpack when the backpack is not being worn/held (hence being wrappable)
return
handle_item_insertion(W)
return
+2 -1
View File
@@ -396,7 +396,8 @@
/obj/item/weapon/weldingtool/attack(mob/M as mob, mob/user as mob)
if(hasorgans(M))
var/datum/organ/external/S = M:organs[user.zone_sel.selecting]
var/datum/organ/external/S = M:organs_by_name[user.zone_sel.selecting]
if (!S) return
if(!(S.status & ORGAN_ROBOT) || user.a_intent != "help")
return ..()
if(S.brute_dam)
+49
View File
@@ -0,0 +1,49 @@
/obj/effect/sign/barsign
icon = 'barsigns.dmi'
icon_state = "empty"
anchored = 1
New()
ChangeSign(pick("pinkflamingo", "magmasea", "limbo", "rustyaxe", "armokbar", "brokendrum", "meadbay", "thedamnwall", "thecavern", "cindikate", "theorchard", "thesaucyclown", "theclownshead"))
return
proc/ChangeSign(var/Text)
src.icon_state = "[Text]"
//on = 0
//brightness_on = 4 //uncomment these when the lighting fixes get in
return
/obj/effect/sign/securearea/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
del(src)
return
if(3.0)
del(src)
return
else
return
/obj/effect/sign/securearea/blob_act()
del(src)
return
/obj/effect/sign/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
del(src)
return
if(3.0)
del(src)
return
else
return
/obj/effect/sign/blob_act()
del(src)
return
@@ -279,6 +279,26 @@
return
/obj/structure/closet/wardrobe/medic_white
name = "medical wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/virology_white/New()
new /obj/item/clothing/under/rank/medical(src)
new /obj/item/clothing/under/rank/medical(src)
new /obj/item/clothing/under/rank/medical/blue(src)
new /obj/item/clothing/under/rank/medical/green(src)
new /obj/item/clothing/under/rank/medical/purple(src)
new /obj/item/clothing/shoes/white(src)
new /obj/item/clothing/shoes/white(src)
new /obj/item/clothing/suit/labcoat(src)
new /obj/item/clothing/suit/labcoat(src)
new /obj/item/clothing/mask/surgical(src)
new /obj/item/clothing/mask/surgical(src)
return
/obj/structure/closet/wardrobe/grey
name = "grey wardrobe"
icon_state = "grey"
@@ -198,11 +198,8 @@
if(exposed_temperature > 300)
TemperatureAct(exposed_temperature)
//skytodo:
proc/TemperatureAct(temperature)
for(var/turf/simulated/floor/target_tile in range(2,loc))
/*if(target_tile.parent && target_tile.parent.group_processing)
target_tile.parent.suspend_group_processing()*/
var/datum/gas_mixture/napalm = new
+11 -1
View File
@@ -19,7 +19,7 @@
if (vary)
S.frequency = rand(32000, 55000)
for (var/mob/M in range(world.view+extrarange, source)) // Plays for people in range.
for (var/mob/M in range(world.view+extrarange, source)) // Plays for people in range.
if(locate(/mob/, M))
var/mob/M2 = locate(/mob/, M)
if (M2.client)
@@ -48,6 +48,16 @@
S.pan = max(-100, min(100, dx/8.0 * 100))
M << S
for(var/obj/mecha/mech in range(world.view+extrarange, source))
var/mob/M = mech.occupant
if (M && M.client)
if(M.ear_deaf <= 0 || !M.ear_deaf)
if(isturf(source))
var/dx = source.x - M.x
S.pan = max(-100, min(100, dx/8.0 * 100))
M << S
// Now plays for people in lockers! -- Polymorph
/mob/proc/playsound_local(var/atom/source, soundin, vol as num, vary, extrarange as num)
+20
View File
@@ -34,9 +34,29 @@ var/FIREBLOCK = 0
var/XRAYBLOCK = 0
var/CLUMSYBLOCK = 0
var/FAKEBLOCK = 0
var/COUGHBLOCK = 0
var/GLASSESBLOCK = 0
var/EPILEPSYBLOCK = 0
var/TWITCHBLOCK = 0
var/NERVOUSBLOCK = 0
var/MONKEYBLOCK = 27
var/BLOCKADD = 0
var/DIFFMUT = 0
var/HEADACHEBLOCK = 0
var/NOBREATHBLOCK = 0
var/REMOTEVIEWBLOCK = 0
var/REGENERATEBLOCK = 0
var/INCREASERUNBLOCK = 0
var/REMOTETALKBLOCK = 0
var/MORPHBLOCK = 0
var/BLENDBLOCK = 0
var/HALLUCINATIONBLOCK = 0
var/NOPRINTSBLOCK = 0
var/SHOCKIMMUNITYBLOCK = 0
var/SMALLSIZEBLOCK = 0
var/skipupdate = 0
///////////////
var/eventchance = 3 //% per 5 mins
+11 -11
View File
@@ -258,10 +258,10 @@ obj/machinery/computer/forensic_scanning
if("databaseprint") //Printing from the "files" database.
if(files)
var/obj/item/weapon/paper/P = new(loc)
P.name = "\improper Database File (Dossier [files.Find(href_list["identifier"])])"
var/list/dossier = files[href_list["identifier"]]
P.name = "\improper Database File ([dossier[2]])"
P.overlays += "paper_words"
P.info = "<b>Criminal Evidence Database</b><br><br>"
var/list/dossier = files[href_list["identifier"]]
P.info += "Consolidated data points: [dossier[2]]<br>"
var/print_string = "Fingerprints: Print not complete!<br>"
if(stringpercent(dossier[1]) <= FINGERPRINT_COMPLETE)
@@ -512,10 +512,10 @@ obj/machinery/computer/forensic_scanning
prints[print] = atom_fingerprints[print]
else
var/list/templist[4]
templist[1] = atom_suit_fibers
templist[2] = atom_blood_DNA
templist[1] = atom_suit_fibers ? atom_suit_fibers.Copy() : null
templist[2] = atom_blood_DNA ? atom_blood_DNA.Copy() : null
templist[3] = atom_name
templist[4] = atom_fingerprints
templist[4] = atom_fingerprints ? atom_fingerprints.Copy() : null
misc[atom_reference] = templist //Store it!
//Has prints.
if(atom_fingerprints)
@@ -559,17 +559,17 @@ obj/machinery/computer/forensic_scanning
//It's not in there! We gotta add it.
update_fingerprints(main_print, atom_fingerprints[main_print])
var/list/data_point[4]
data_point[1] = atom_fingerprints
data_point[2] = atom_suit_fibers
data_point[3] = atom_blood_DNA
data_point[1] = atom_fingerprints ? atom_fingerprints.Copy() : null
data_point[2] = atom_suit_fibers ? atom_suit_fibers.Copy() : null
data_point[3] = atom_blood_DNA ? atom_blood_DNA.Copy() : null
data_point[4] = atom_name
data_entry[atom_reference] = data_point
continue
//No print at all! New data entry, go!
var/list/data_point[4]
data_point[1] = atom_fingerprints
data_point[2] = atom_suit_fibers
data_point[3] = atom_blood_DNA
data_point[1] = atom_fingerprints ? atom_fingerprints.Copy() : null
data_point[2] = atom_suit_fibers ? atom_suit_fibers.Copy() : null
data_point[3] = atom_blood_DNA ? atom_blood_DNA.Copy() : null
data_point[4] = atom_name
var/list/new_file[2]
new_file[1] = atom_fingerprints[main_print]
+4 -4
View File
@@ -135,7 +135,7 @@
return
proc/add_data(atom/A as mob|obj|turf|area)
//I love hashtables.
//I love associative lists.
var/list/data_entry = stored["\ref [A]"]
if(islist(data_entry)) //Yay, it was already stored!
//Merge the fingerprints.
@@ -164,9 +164,9 @@
blood[main_blood] = A.blood_DNA[blood]
return 1
var/list/sum_list[4] //Pack it back up!
sum_list[1] = A.fingerprints
sum_list[2] = A.suit_fibers
sum_list[3] = A.blood_DNA
sum_list[1] = A.fingerprints ? A.fingerprints.Copy() : null
sum_list[2] = A.suit_fibers ? A.suit_fibers.Copy() : null
sum_list[3] = A.blood_DNA ? A.blood_DNA.Copy() : null
sum_list[4] = "\The [A] in \the [get_area(A)]"
stored["\ref [A]"] = sum_list
return 0
+2
View File
@@ -129,6 +129,8 @@ var/list/adminhelp_ignored_words = list("unknown","the","a","an", "monkey", "ali
send2irc(ckey, "[original_msg] - No admins online")
else
send2irc(ckey, "[original_msg] - All admins AFK ([admin_number_afk])")
else
send2irc(ckey, original_msg)
feedback_add_details("admin_verb","AH") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
+1 -1
View File
@@ -25,7 +25,7 @@
for (var/client/C in admin_list)
if (src.holder.rank == "Admin Observer")
C << "<span class='adminobserver'><span class='prefix'>ADMIN:</span> <EM>[key_name(usr, C)]:</EM> <span class='message'>[msg]</span></span>"
else if(C.holder.level != 0)
else if(C.holder && C.holder.level != 0)
C << "<span class='admin'><span class='prefix'>ADMIN:</span> <EM>[key_name(usr, C)]</EM> (<A HREF='?src=\ref[C.holder];adminplayerobservejump=\ref[mob]'>JMP</A>): <span class='message'>[msg]</span></span>"
/client/proc/cmd_mod_say(msg as text)
-2
View File
@@ -71,8 +71,6 @@
holder.process_activation(src, 1, 0)
if(holder && (wires & WIRE_PULSE_SPECIAL))
holder.process_activation(src, 0, 1)
if(master && (wires & WIRE_PULSE))
master.receive_signal("activate")
// if(radio && (wires & WIRE_RADIO_PULSE))
//Not sure what goes here quite yet send signal?
return 1
+3
View File
@@ -231,6 +231,9 @@
if ( !(usr.stat || usr.restrained()) )
var/obj/item/device/assembly_holder/holder
if(istype(src,/obj/item/weapon/grenade/chem_grenade))
var/obj/item/weapon/grenade/chem_grenade/gren = src
holder=gren.detonator
var/obj/item/device/assembly/timer/tmr = holder.a_left
if(!istype(tmr,/obj/item/device/assembly/timer))
tmr = holder.a_right
+1 -1
View File
@@ -104,7 +104,7 @@
holder.update_icon()
if(holder && istype(holder.loc,/obj/item/weapon/grenade/chem_grenade))
var/obj/item/weapon/grenade/chem_grenade/grenade = holder.loc
grenade.c_state(scanning)
grenade.primed(scanning)
return
+1 -1
View File
@@ -31,7 +31,7 @@
spawn(10)
process_cooldown()
// signal()
signal()
return 1
update_icon()
+5 -5
View File
@@ -90,7 +90,7 @@ BLIND // can't see anything
icon = 'icons/obj/clothing/suits.dmi'
name = "suit"
var/fire_resist = T0C+100
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
allowed = list(/obj/item/weapon/tank/emergency_oxygen)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
slot_flags = SLOT_OCLOTHING
@@ -249,16 +249,16 @@ BLIND // can't see anything
H.holstered = usr.get_active_hand()
usr.drop_item()
H.holstered.loc = src
usr.visible_message("\blue [usr] holsters \the [H.holstered].", "You holster \the [H.holstered].")
usr.visible_message("\blue \The [usr] holsters \the [H.holstered].", "You holster \the [H.holstered].")
else
if(istype(usr.get_active_hand(),/obj) && istype(usr.get_inactive_hand(),/obj))
usr << "\red You need an empty hand to draw the gun!"
else
if(usr.a_intent == "hurt")
usr.visible_message("\red [usr] draws \the [H.holstered], ready to shoot!", \
usr.visible_message("\red \The [usr] draws \the [H.holstered], ready to shoot!", \
"\red You draw \the [H.holstered], ready to shoot!")
else
usr.visible_message("\blue [usr] draws \the [H.holstered], pointing it at the ground.", \
"\blue You draw \the [H.holstered], pointing it at tthe ground.")
usr.visible_message("\blue \The [usr] draws \the [H.holstered], pointing it at the ground.", \
"\blue You draw \the [H.holstered], pointing it at the ground.")
usr.put_in_hands(H.holstered)
H.holstered = null
@@ -26,7 +26,7 @@
icon_state = "santa"
item_state = "santa"
slowdown = 0
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
allowed = list(/obj/item) //for stuffing exta special presents
+2 -2
View File
@@ -4,7 +4,7 @@
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
icon_state = "rig0-engineering"
item_state = "eng_helm"
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 60)
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 100)
allowed = list(/obj/item/device/flashlight)
var/brightness_on = 4 //luminosity when on
var/on = 0
@@ -42,7 +42,7 @@
icon_state = "rig-engineering"
item_state = "eng_hardsuit"
slowdown = 2
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 60)
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 100)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/storage/satchel,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECITON_TEMPERATURE
+3 -3
View File
@@ -15,7 +15,7 @@
desc = "An armored vest that protects against some damage."
icon_state = "armor"
item_state = "armor"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
@@ -83,7 +83,7 @@
desc = "An armored vest with a detective's badge on it."
icon_state = "detective-armor"
item_state = "armor"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
body_parts_covered = UPPER_TORSO|LOWER_TORSO
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
@@ -97,7 +97,7 @@
icon_state = "reactiveoff"
item_state = "reactiveoff"
slowdown = 1
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/suit/armor/reactive/IsShield()
+1 -1
View File
@@ -84,7 +84,7 @@
desc = "This robe commands authority."
icon_state = "judge"
item_state = "judge"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
allowed = list(/obj/item/weapon/cigpacket,/obj/item/weapon/spacecash)
flags_inv = HIDEJUMPSUIT
+1 -1
View File
@@ -21,7 +21,7 @@
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/extinguisher)
slowdown = 1.0
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
flags = FPRINT | TABLEPASS | ONESIZEFITSALL | STOPSPRESSUREDMAGE
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECITON_TEMPERATURE
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
+14 -14
View File
@@ -3,7 +3,7 @@
icon_state = "black"
item_state = "bl_suit"
color = "black"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/color/blackf
name = "feminine black jumpsuit"
@@ -17,21 +17,21 @@
icon_state = "blue"
item_state = "b_suit"
color = "blue"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/color/green
name = "green jumpsuit"
icon_state = "green"
item_state = "g_suit"
color = "green"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/color/grey
name = "grey jumpsuit"
icon_state = "grey"
item_state = "gy_suit"
color = "grey"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/color/orange
name = "orange jumpsuit"
@@ -41,35 +41,35 @@
color = "orange"
has_sensor = 2
sensor_mode = 3
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/color/pink
name = "pink jumpsuit"
icon_state = "pink"
item_state = "p_suit"
color = "pink"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/color/red
name = "red jumpsuit"
icon_state = "red"
item_state = "r_suit"
color = "red"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/color/white
name = "white jumpsuit"
icon_state = "white"
item_state = "w_suit"
color = "white"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/color/yellow
name = "yellow jumpsuit"
icon_state = "yellow"
item_state = "y_suit"
color = "yellow"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/psyche
name = "psychedelic"
@@ -88,7 +88,7 @@
desc = "aqua"
icon_state = "aqua"
color = "aqua"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/purple
name = "purple"
@@ -120,14 +120,14 @@
desc = "lightbrown"
icon_state = "lightbrown"
color = "lightbrown"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/brown
name = "brown"
desc = "brown"
icon_state = "brown"
color = "brown"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/yellowgreen
name = "yellowgreen"
@@ -140,7 +140,7 @@
desc = "darkblue"
icon_state = "darkblue"
color = "darkblue"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/lightred
name = "lightred"
@@ -153,4 +153,4 @@
desc = "darkred"
icon_state = "darkred"
color = "darkred"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
+10 -10
View File
@@ -6,7 +6,7 @@
icon_state = "ba_suit"
item_state = "ba_suit"
color = "ba_suit"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/captain //Alright, technically not a 'civilian' but its better then giving a .dm file for a single define.
@@ -15,7 +15,7 @@
icon_state = "captain"
item_state = "caparmor"
color = "captain"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/cargo
@@ -32,7 +32,7 @@
icon_state = "cargotech"
item_state = "lb_suit"
color = "cargo"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/chaplain
@@ -41,7 +41,7 @@
icon_state = "chaplain"
item_state = "bl_suit"
color = "chapblack"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/chef
@@ -49,7 +49,7 @@
name = "chef's uniform"
icon_state = "chef"
color = "chef"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/clown
@@ -58,7 +58,7 @@
icon_state = "clown"
item_state = "clown"
color = "clown"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/head_of_personnel
@@ -67,7 +67,7 @@
icon_state = "hop"
item_state = "b_suit"
color = "hop"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/hydroponics
@@ -77,7 +77,7 @@
item_state = "g_suit"
color = "hydroponics"
permeability_coefficient = 0.50
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/janitor
@@ -86,7 +86,7 @@
icon_state = "janitor"
color = "janitor"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/lawyer
@@ -147,7 +147,7 @@
icon_state = "mime"
item_state = "mime"
color = "mime"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/miner
desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty."
@@ -6,7 +6,7 @@
item_state = "g_suit"
color = "chief"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/atmospheric_technician
desc = "It's a jumpsuit worn by atmospheric technicians."
@@ -14,7 +14,7 @@
icon_state = "atmos"
item_state = "atmos_suit"
color = "atmos"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/engineer
desc = "It's an orange high visibility jumpsuit worn by engineers. It has minor radiation shielding."
@@ -23,7 +23,7 @@
item_state = "engi_suit"
color = "engine"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/roboticist
desc = "It's a slimming black with reinforced seams; great for industrial work."
+4 -4
View File
@@ -8,7 +8,7 @@
item_state = "g_suit"
color = "director"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/scientist
desc = "It's made of a special fiber that provides minor protection against biohazards. It has markings that denote the wearer as a scientist."
@@ -18,7 +18,7 @@
color = "toxinswhite"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/chemist
@@ -50,7 +50,7 @@
color = "geneticswhite"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/virologist
desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it."
@@ -78,7 +78,7 @@
color = "medical"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/medical/blue
name = "medical scrubs"
+4 -4
View File
@@ -15,7 +15,7 @@
item_state = "r_suit"
color = "warden"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/security
name = "security officer's jumpsuit"
@@ -24,7 +24,7 @@
item_state = "r_suit"
color = "secred"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/*
* Detective
@@ -36,7 +36,7 @@
item_state = "det"
color = "detective"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/head/det_hat
@@ -56,7 +56,7 @@
item_state = "r_suit"
color = "hosred"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/head/helmet/HoS
+3 -3
View File
@@ -24,7 +24,7 @@
name = "amish suit"
icon_state = "sl_suit"
color = "sl_suit"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/waiter
name = "waiter's outfit"
@@ -32,7 +32,7 @@
icon_state = "waiter"
item_state = "waiter"
color = "waiter"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/mailman
name = "mailman's jumpsuit"
@@ -102,7 +102,7 @@
desc = "A jumpsuit with owl wings. Photorealistic owl feathers! Twooooo!"
icon_state = "owl"
color = "owl"
flags = FPRINT | TABLEPASS | ONESIZEFITSALL
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/johnny
name = "johnny~~ jumpsuit"
+104 -38
View File
@@ -55,6 +55,17 @@
icon_state = "david_fanning_1"
item_state = "david_fanning_1"
/obj/item/fluff/john_mckeever_1 //kirbyelder: John McKeever
name = "Suspicious Paper"
desc = "A piece of paper reading: Smash = 1/3 Leaf Juice, 1/3 Tricker, 1/3 Aajkli Extract"
icon_state = "paper"
item_state = "paper"
/obj/item/fluff/maurice_bedford_1
name = "Monogrammed Handkerchief"
desc = "A neatly folded handkerchief embroidered with a 'M'."
icon_state = "maurice_bedford_1"
//////////////////////////////////
////////// Usable Items //////////
//////////////////////////////////
@@ -69,6 +80,12 @@
icon = 'custom_items.dmi'
icon_state = "fancypen"
/obj/item/weapon/pen/fluff/fountainpen //paththegreat: Eli Stevens
name = "Engraved Fountain Pen"
desc = "An expensive looking pen with the initials E.S. engraved into the side."
icon = 'custom_items.dmi'
icon_state = "fountainpen"
/obj/item/fluff/victor_kaminsky_1 //chinsky: Victor Kaminski
name = "golden detective's badge"
desc = "NanoTrasen Security Department detective's badge, made from gold. Badge number is 564."
@@ -115,13 +132,13 @@
icon_on = "blackzippoon"
icon_off = "blackzippo"
/obj/item/weapon/lighter/zippo/fluff/sniperyeti_1 //sniperyeti: Patrick Harris/Susan Harris
name = "red black zippo"
desc = "A shiny red zippo lighter that looks like it's in perfect condition."
/obj/item/weapon/lighter/zippo/fluff/fay_sullivan_1 //furohman: Fay Sullivan
name = "Graduation Lighter"
desc = "A silver engraved lighter with 41 on one side and Tharsis University on the other. The lid reads Fay Sullivan, Cybernetic Engineering, 2541"
icon = 'custom_items.dmi'
icon_state = "redzippo"
icon_on = "redzippoon"
icon_off = "redzippo"
icon_state = "gradzippo"
icon_on = "gradzippoon"
icon_off = "gradzippo"
/obj/item/weapon/lighter/zippo/fluff/executivekill_1 //executivekill: Hunter Duke
name = "Gonzo Fist zippo"
@@ -131,6 +148,14 @@
icon_on = "gonzozippoon"
icon_off = "gonzozippo"
/obj/item/weapon/lighter/zippo/fluff/naples_1 //naples: Russell Vierson
name = "Engraved zippo"
desc = "A intricately engraved Zippo lighter."
icon = 'custom_items.dmi'
icon_state = "engravedzippo"
icon_on = "engravedzippoon"
icon_off = "engravedzippo"
/obj/item/weapon/fluff/cado_keppel_1 //sparklysheep: Cado Keppel
name = "purple comb"
desc = "A pristine purple comb made from flexible plastic. It has a small K etched into its side."
@@ -171,6 +196,21 @@
icon_state = "shinyflask"
volume = 50
/obj/item/weapon/reagent_containers/food/drinks/flask/fluff/lithiumflask //mcgulliver: Wox Derax
name = "Lithium Flask"
desc = "A flask with a Lithium Atom symbol on it."
icon = 'custom_items.dmi'
icon_state = "lithiumflask"
volume = 50
/obj/item/weapon/reagent_containers/glass/beaker/large/fluff/nashida_bishara_1 //rukral:Nashida Bisha'ra
name = "Nashida's Etched Beaker"
desc = "The message: 'Please do not be removing this beaker from the chemistry lab. If lost, return to Nashida Bisha'ra' can be seen etched into the side of this 100 unit beaker."
icon = 'icons/obj/chemical.dmi'
icon_state = "beakerlarge"
g_amt = 5000
volume = 100
/obj/item/weapon/storage/pill_bottle/fluff/listermedbottle //compactninja: Lister Black
name = "Pill bottle (anti-depressants)"
desc = "Contains pills used to deal with depression. They appear to be prescribed to Lister Black"
@@ -266,7 +306,7 @@
icon = 'custom_items.dmi'
icon_state = "odysseus_spec_id"
/obj/item/weapon/card/id/fluff/ian_colmid //Roaper: Ian Colm
/obj/item/weapon/card/id/fluff/ian_colm_1 //Roaper: Ian Colm
name = "Technician"
desc = "An old ID with the words 'Ian Colm's Technician ID' printed on it.."
icon = 'custom_items.dmi'
@@ -287,12 +327,29 @@
icon_state = "wolfflight"
item_state = "wolfflight"
/obj/item/weapon/crowbar/fluff/zelda_creedy_1 //daaneesh: Zelda Creedy
name = "Zelda's Crowbar"
desc = "A pink crow bar that has an engraving that reads, 'To Zelda. Love always, Dawn'"
icon = 'icons/obj/custom_items.dmi'
icon_state = "zeldacrowbar"
item_state = "crowbar"
//////////////////////////////////
//////////// Clothing ////////////
//////////////////////////////////
//////////// Gloves ////////////
/obj/item/clothing/gloves/fluff/murad_hassim_1
name = "Tajaran Surgical Gloves"
desc = "Reinforced sterile gloves custom tailored to comfortably accommodate Tajaran claws."
icon_state = "latex"
item_state = "lgloves"
siemens_coefficient = 0.30
permeability_coefficient = 0.01
color="white"
/obj/item/clothing/gloves/fluff/walter_brooks_1 //botanistpower: Walter Brooks
name = "mittens"
desc = "A pair of well worn, blue mittens."
@@ -301,6 +358,12 @@
item_state = "bluegloves"
color="blue"
/obj/item/clothing/gloves/fluff/chal_appara_1 //furlucis: Chal Appara
name = "Left Black Glove"
desc = "The left one of a pair of black gloves. Wonder where the other one went..."
icon = 'custom_items.dmi'
icon_state = "chal_appara_1"
//////////// Eye Wear ////////////
/obj/item/clothing/glasses/meson/fluff/book_berner_1 //asanadas: Book Berner
@@ -309,22 +372,19 @@
icon = 'custom_items.dmi'
icon_state = "book_berner_1"
/obj/item/clothing/glasses/fluff/serithi_artalis_1 //serithi: Serithi Artalis
name = "extranet HUD"
desc = "A heads-up display with limited connectivity to the NanoTrasen Extranet, capable of displaying information from official NanoTrasen records."
/obj/item/clothing/glasses/fluff/uzenwa_sissra_1 //sparklysheep: Uzenwa Sissra
name = "Scanning Goggles"
desc = "A very oddly shaped pair of goggles with bits of wire poking out the sides. A soft humming sound emanates from it."
icon = 'custom_items.dmi'
icon_state = "serithi_artalis_1"
icon_state = "uzenwa_sissra_1"
/obj/item/clothing/glasses/welding/fluff/ian_colm_2 //roaper: Ian Colm
name = "Ian's Goggles"
desc = "A pair of goggles used in the application of welding."
icon = 'custom_items.dmi'
icon_state = "ian_colm_1"
//////////// Hats ////////////
//Removed by request
/*
/obj/item/clothing/head/helmet/hardhat/fluff/greg_anderson_1 //deusdactyl: Greg Anderson
name = "old hard hat"
desc = "An old dented hard hat with the nametag \"Anderson\". It seems to be backwards."
icon_state = "hardhat0_dblue" //Already an in-game sprite
item_state = "hardhat0_dblue"
color = "dblue"
*/
/obj/item/clothing/head/secsoft/fluff/swatcap //deusdactyl: James Girard
name = "\improper SWAT hat"
@@ -356,11 +416,11 @@
icon = 'custom_items.dmi'
icon_state = "taryn_kifer_1"
/obj/item/clothing/head/fluff/enos_adlai_1 //roaper: Enos Adlai
name = "comfy cap"
desc = "Because when you're the toughest Mother Hubbard on the station, nobody's criticizing your fashion sense."
/obj/item/clothing/head/fluff/edvin_telephosphor_1 //foolamancer: Edvin Telephosphor
name = "Edvin's Hat"
desc = "A hat specially tailored for Skrellian anatomy. It has a yellow badge on the front, with a large red 'T' inscribed on it."
icon = 'custom_items.dmi'
icon_state = "enos_adlai_1"
icon_state = "edvin_telephosphor_1"
//////////// Suits ////////////
@@ -464,25 +524,31 @@
//////////// Shoes ////////////
/obj/item/clothing/shoes/fluff/leatherboots //serithi: Serithi Artalis
name = "leather boots"
desc = "A pair of leather boots. Well-worn, but still kept in good condition. There is a small \"S\" scratched into the back of each boot."
/obj/item/clothing/shoes/magboots/fluff/susan_harris_1 //sniperyeti: Susan Harris
name = "Susan's Magboots"
desc = "A colorful pair of magboots with the name Susan Harris clearly written on the back."
icon = 'custom_items.dmi'
icon_state = "leatherboots"
item_state = "jackboots"
icon_state = "atmosmagboots0"
toggle()
set name = "Toggle Magboots"
set category = "Object"
set src in usr
if(src.magpulse)
src.flags &= ~NOSLIP
src.slowdown = SHOES_SLOWDOWN
src.magpulse = 0
icon_state = "atmosmagboots0"
usr << "You disable the mag-pulse traction system."
else
src.flags |= NOSLIP
src.slowdown = 2
src.magpulse = 1
icon_state = "atmosmagboots1"
usr << "You enable the mag-pulse traction system."
//////////// Sets ////////////
////// CDC //deusdactyl: Roger Wiles
//Removed by request.
/*
/obj/item/clothing/under/rank/virologist/fluff/cdc_jumpsuit
name = "\improper CDC jumpsuit"
desc = "A modified standard-issue CDC jumpsuit made of a special fiber that gives special protection against biohazards. It has a biohazard symbol sewn into the back."
icon = 'custom_items.dmi'
icon_state = "cdc_jumpsuit"
color = "cdc_jumpsuit"
/obj/item/clothing/suit/labcoat/fluff/cdc_labcoat
name = "\improper CDC labcoat"
desc = "A standard-issue CDC labcoat that protects against minor chemical spills. It has the name \"Wiles\" sewn on to the breast pocket."
+91
View File
@@ -0,0 +1,91 @@
/datum/genetics/side_effect
var/name // name of the side effect, to use as a header in the manual
var/symptom // description of the symptom of the side effect
var/treatment // description of the treatment of the side effect
var/effect // description of what happens when not treated
var/duration = 0 // delay between start() and finish()
proc/start(mob/living/carbon/human/H)
// start the side effect, this should give some cue as to what's happening,
// such as gasping. These cues need to be unique among side-effects.
proc/finish(mob/living/carbon/human/H)
// Finish the side-effect. This should first check whether the cure has been
// applied, and if not, cause bad things to happen.
/datum/genetics/side_effect/genetic_burn
name = "Genetic Burn"
symptom = "Subject's skin turns unusualy red."
treatment = "Inject small dose of dexalin."
effect = "Subject's skin burns."
duration = 10*30
start(mob/living/carbon/human/H)
H.emote("me", 1, "starts turning very red..")
finish(mob/living/carbon/human/H)
if(!H.reagents.has_reagent("dexalin"))
for(var/organ_name in list("chest","l_arm","r_arm","r_leg","l_leg","head","groin"))
var/datum/organ/external/E = H.get_organ(organ_name)
E.take_damage(0, 5, 0)
/datum/genetics/side_effect/bone_snap
name = "Bone Snap"
symptom = "Subject's limbs tremble notably."
treatment = "Inject small dose of bicaridine."
effect = "Subject's bone breaks."
duration = 10*60
start(mob/living/carbon/human/H)
H.emote("me", 1, "'s limbs start shivering uncontrollably.")
finish(mob/living/carbon/human/H)
if(!H.reagents.has_reagent("bicaridine"))
var/organ_name = pick("chest","l_arm","r_arm","r_leg","l_leg","head","groin")
var/datum/organ/external/E = H.get_organ(organ_name)
E.take_damage(20, 0, 0)
E.fracture()
/*/datum/genetics/side_effect/monkey
name = "Monkey"
symptom = "Subject starts drooling uncontrollably."
treatment = "Inject small dose of dylovene."
effect = "Subject turns into monkey."
duration = 10*90
start(mob/living/carbon/human/H)
H.emote("me", 1, "has drool running down from his mouth.")
finish(mob/living/carbon/human/H)
if(!H.reagents.has_reagent("anti_toxin"))
H.monkeyize()**/
/datum/genetics/side_effect/confuse
name = "Confuse"
symptom = "Subject starts drooling uncontrollably."
treatment = "Inject small dose of dylovene."
effect = "Subject becomes confused."
duration = 10*30
start(mob/living/carbon/human/H)
H.emote("me", 1, "has drool running down from his mouth.")
finish(mob/living/carbon/human/H)
if(!H.reagents.has_reagent("anti_toxin"))
H.confused += 100
proc/trigger_side_effect(mob/living/carbon/human/H)
spawn
if(!istype(H)) return
var/tp = pick(typesof(/datum/genetics/side_effect) - /datum/genetics/side_effect)
var/datum/genetics/side_effect/S = new tp
S.start(H)
spawn(20)
if(!istype(H)) return
H.Weaken(rand(0, S.duration / 50))
sleep(S.duration)
if(!istype(H)) return
H.SetWeakened(0)
S.finish(H)

Some files were not shown because too many files have changed in this diff Show More