Reverting disabilities, headsets, murder sydie pack, photo removal, isbreathing and internals.

This commit is contained in:
Ren Erthilo
2012-03-30 04:19:22 +01:00
parent 75a0bb49b7
commit 6952bef874
12 changed files with 87 additions and 118 deletions
@@ -81,24 +81,24 @@
if (src.wear_id)
var/id
// var/photo = 0
var/photo = 0
if(istype(src:wear_id, /obj/item/device/pda))
var/obj/item/device/pda/pda = src:wear_id
id = pda.owner
else
id = src.wear_id.registered_name
// if (src.wear_id.PHOTO)
// photo = 1
if (id != src.real_name && in_range(src, usr))
// if (photo)
// usr << "\red [src.name] is wearing \icon[src.wear_id] [src.wear_id.name] with a photo yet doesn't seem to be that person!!!"
// else
usr << "\red [src.name] is wearing \icon[src.wear_id] [src.wear_id.name] yet doesn't seem to be that person!!!"
if (src.wear_id.PHOTO)
photo = 1
if (id != src.real_name && in_range(src, usr) && prob(10))
if (photo)
usr << "\red [src.name] is wearing \icon[src.wear_id] [src.wear_id.name] with a photo yet doesn't seem to be that person!!!"
else
usr << "\red [src.name] is wearing \icon[src.wear_id] [src.wear_id.name] yet doesn't seem to be that person!!!"
else
// if (photo)
// usr << "\blue [src.name] is wearing \icon[src.wear_id] [src.wear_id.name] with a photo."
// else
usr << "\blue [src.name] is wearing \icon[src.wear_id] [src.wear_id.name]."
if (photo)
usr << "\blue [src.name] is wearing \icon[src.wear_id] [src.wear_id.name] with a photo."
else
usr << "\blue [src.name] is wearing \icon[src.wear_id] [src.wear_id.name]."
if (src.is_jittery)
@@ -195,4 +195,4 @@
print_flavor_text()
usr << "\blue *---------*"
usr << "\blue *---------*"
+1 -1
View File
@@ -520,7 +520,7 @@
var/access = list()
var/registered_name = null
var/assignment = null
// var/obj/item/weapon/photo/PHOTO = null
var/obj/item/weapon/photo/PHOTO = null
var/over_jumpsuit = 1 // If set to 0, it won't display on top of the mob's jumpsuit
var/dorm = 0 // determines if this ID has claimed a dorm already
@@ -100,7 +100,7 @@
usr << "\red This creature is not compatible with our biology."
return
if (M.mutations & NOCLONE)
if (M.mutations2 & NOCLONE)
usr << "\red This creature's DNA is ruined beyond useability!"
return
@@ -608,9 +608,9 @@
usr << "\blue We stealthily sting [T]."
if(!T.changeling)
T.sdisabilities |= 4
T.disabilities |= 32
spawn(300)
T.sdisabilities &= ~4
T.disabilities &= ~32
usr.verbs -= /client/proc/changeling_deaf_sting
@@ -23,7 +23,7 @@
/obj/item/weapon/dnainjector/proc/inject(mob/M as mob)
M.radiation += rand(20,50)
if (!(M.mutations & NOCLONE)) // prevents drained people from having their DNA changed
if (!(M.mutations2 & NOCLONE)) // prevents drained people from having their DNA changed
if (dnatype == "ui")
if (!block) //isolated block?
if (ue) //unique enzymes? yes
+44 -68
View File
@@ -1,141 +1,142 @@
/obj/item/device/radio/headset
name = "radio headset"
desc = "An updated, modular intercom that fits over the head. Takes encryption keys"
name = "Radio Headset"
desc = "An intercom that fits over the head."
icon_state = "headset"
item_state = "headset"
g_amt = 0
m_amt = 75
subspace_transmission = 1
canhear_range = 1 // can't hear headsets from very far away
var/translate_binary = 0
var/translate_hive = 0
var/obj/item/device/encryptionkey/keyslot1 = null
var/obj/item/device/encryptionkey/keyslot2 = null
protective_temperature = 0
canhear_range = 1
var
translate_binary = 0
translate_hive = 0
obj/item/device/encryptionkey/keyslot1 = null
obj/item/device/encryptionkey/keyslot2 = null
/obj/item/device/radio/headset/New()
..()
keyslot1 = new /obj/item/device/encryptionkey/
keyslot1 = new /obj/item/device/encryptionkey
recalculateChannels()
/obj/item/device/radio/headset/traitor
origin_tech = "syndicate=3"
canhear_range = 0
/obj/item/device/radio/headset/traitor/New()
..()
del(keyslot1)
keyslot1 = new /obj/item/device/encryptionkey/traitor
recalculateChannels()
New()
..()
del(keyslot1)
keyslot1 = new /obj/item/device/encryptionkey/traitor
/obj/item/device/radio/headset/binary
origin_tech = "syndicate=3"
canhear_range = 0
/obj/item/device/radio/headset/binary/New()
..()
del(keyslot1)
keyslot1 = new /obj/item/device/encryptionkey/binary
recalculateChannels()
New()
..()
del(keyslot1)
keyslot1 = new /obj/item/device/encryptionkey/binary
/obj/item/device/radio/headset/headset_sec
name = "security radio headset"
name = "Security Radio Headset"
desc = "This is used by your elite security force. To access the security channel, use :s."
icon_state = "sec_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/headset_sec
/obj/item/device/radio/headset/headset_eng
name = "engineering radio headset"
name = "Engineering Radio Headset"
desc = "When the engineers wish to chat like girls. To access the engineering channel, use :e. "
icon_state = "eng_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/headset_eng
/obj/item/device/radio/headset/headset_rob
name = "robotics radio headset"
name = "Robotics Radio Headset"
desc = "Made specifically for the roboticists who cannot decide between departments. To access the engineering channel, use :e. For research, use :n."
icon_state = "rob_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/headset_rob
/obj/item/device/radio/headset/headset_med
name = "medical radio headset"
name = "Medical Radio Headset"
desc = "A headset for the trained staff of the medbay. To access the medical channel, use :m."
icon_state = "med_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/headset_med
/obj/item/device/radio/headset/headset_sci
name = "science radio headset"
name = "Science Radio Headset"
desc = "A sciency headset. Like usual. To access the science channel, use :n."
icon_state = "com_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/headset_sci
/obj/item/device/radio/headset/headset_medsci
name = "medical research radio headset"
name = "Medical Research Radio Headset"
desc = "A headset that is a result of the mating between medical and science. To access the medical channel, use :m. For science, use :n."
icon_state = "med_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/headset_medsci
/obj/item/device/radio/headset/headset_com
name = "command radio headset"
name = "Command Radio Headset"
desc = "A headset with a commanding channel. To access the command channel, use :c."
icon_state = "com_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/headset_com
/obj/item/device/radio/headset/heads/captain
name = "captain's headset"
name = "Captain's Headset"
desc = "The headset of the boss. Channels are as follows: :c - command, :s - security, :e - engineering, :d - mining, :q - cargo, :m - medical, :n - science."
icon_state = "com_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/heads/captain
/obj/item/device/radio/headset/heads/rd
name = "research director's deadset"
name = "Research Director's Headset"
desc = "Headset of the researching God. To access the science channel, use :n. For command, use :c."
icon_state = "com_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/heads/rd
/obj/item/device/radio/headset/heads/hos
name = "head of security's headset"
name = "Head of Security's Headset"
desc = "The headset of the man who protects your worthless lifes. To access the security channel, use :s. For command, use :c."
icon_state = "com_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/heads/hos
/obj/item/device/radio/headset/heads/ce
name = "chief engineer's headset"
name = "Chief Engineer's Headset"
desc = "The headset of the guy who is in charge of morons. To access the engineering channel, use :e. For command, use :c."
icon_state = "com_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/heads/ce
/obj/item/device/radio/headset/heads/cmo
name = "chief medical officer's headset"
name = "Chief Medical Officer's Headset"
desc = "The headset of the highly trained medical chief. To access the medical channel, use :m. For command, use :c."
icon_state = "com_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/heads/cmo
/obj/item/device/radio/headset/heads/hop
name = "head of personnel's headset"
name = "Head of Personnel's Headset"
desc = "The headset of the guy who will one day be captain. Channels are as follows: :c - command, :s - security, :q - cargo, :d - mining."
icon_state = "com_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/heads/hop
/obj/item/device/radio/headset/headset_mine
name = "mining radio headset"
name = "Mining Radio Headset"
desc = "Headset used by miners. How useless. To access the mining channel, use :d."
icon_state = "mine_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/headset_mine
/obj/item/device/radio/headset/heads/qm
name = "quartermaster's headset"
name = "Quartermaster's Headset"
desc = "The headset of the man who control your toiletpaper supply. To access the cargo channel, use :q. For mining, use :d."
icon_state = "cargo_headset"
item_state = "headset"
@@ -153,7 +154,7 @@
keyslot2 = new /obj/item/device/encryptionkey/ert
/obj/item/device/radio/headset/headset_cargo
name = "cargo radio headset"
name = "Cargo Radio Headset"
desc = "Headset used by the QM's slaves. To access the cargo channel, use :q."
icon_state = "cargo_headset"
item_state = "headset"
@@ -162,32 +163,17 @@
/obj/item/device/radio/headset/attackby(obj/item/weapon/W as obj, mob/user as mob)
// ..()
user.machine = src
if (!( istype(W, /obj/item/weapon/screwdriver) || (istype(W, /obj/item/device/encryptionkey/ ))))
if (!istype(W, /obj/item/weapon/screwdriver) && !istype(W, /obj/item/device/encryptionkey/))
return
if(istype(W, /obj/item/weapon/screwdriver))
if(keyslot1 || keyslot2)
for(var/ch_name in channels)
radio_controller.remove_object(src, radiochannels[ch_name])
secure_radio_connections[ch_name] = null
if(keyslot1)
var/turf/T = get_turf(user)
if(T)
keyslot1.loc = T
keyslot1 = null
user.put_in_hands(keyslot1)
if(keyslot2)
var/turf/T = get_turf(user)
if(T)
keyslot2.loc = T
keyslot2 = null
user.put_in_hands(keyslot2)
recalculateChannels()
user << "You pop out the encryption keys in the headset!"
@@ -210,9 +196,7 @@
W.loc = src
keyslot2 = W
recalculateChannels()
return
@@ -220,13 +204,10 @@
src.channels = list()
src.translate_binary = 0
src.translate_hive = 0
var/temp_channels = list()
if(keyslot1)
for(var/ch_name in keyslot1.channels)
if(ch_name in src.channels)
continue
src.channels += ch_name
src.channels[ch_name] = keyslot1.channels[ch_name]
temp_channels += keyslot1.channels
if(keyslot1.translate_binary)
src.translate_binary = 1
@@ -235,11 +216,7 @@
src.translate_hive = 1
if(keyslot2)
for(var/ch_name in keyslot2.channels)
if(ch_name in src.channels)
continue
src.channels += ch_name
src.channels[ch_name] = keyslot2.channels[ch_name]
temp_channels += keyslot2.channels
if(keyslot2.translate_binary)
src.translate_binary = 1
@@ -247,14 +224,13 @@
if(keyslot2.translate_hive)
src.translate_hive = 1
config(temp_channels)
for (var/ch_name in channels)
if(!radio_controller)
sleep(30) // Waiting for the radio_controller to be created.
if(!radio_controller)
src.name = "broken radio headset"
src.name = "Broken Radio Headset"
return
secure_radio_connections[ch_name] = radio_controller.add_object(src, radiochannels[ch_name], RADIO_CHAT)
return
+1 -7
View File
@@ -315,7 +315,7 @@
/obj/item/weapon/storage/box/syndicate/New()
..()
switch (pickweight(list("bloodyspai" = 1, "stealth" = 1, "screwed" = 1, "guns" = 1, "murder" = 1, "freedom" = 1)))
switch (pickweight(list("bloodyspai" = 1, "stealth" = 1, "screwed" = 1, "guns" = 1, "freedom" = 1)))
if ("bloodyspai")
new /obj/item/clothing/under/chameleon(src)
new /obj/item/clothing/mask/gas/voice(src)
@@ -344,12 +344,6 @@
new /obj/item/weapon/plastique(src)
return
if ("murder")
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/clothing/glasses/thermal(src)
new /obj/item/weapon/card/emag(src)
return
if("freedom")
var/obj/item/weapon/implanter/O = new /obj/item/weapon/implanter(src)
O.imp = new /obj/item/weapon/implant/freedom(O)
+1 -1
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@@ -966,7 +966,7 @@
if(!T.dna)
usr << "You are unable to locate any blood. (To be specific, your target seems to be missing their DNA datum)"
return
if(T.mutations & NOCLONE) //target done been et, no more blood in him
if(T.mutations2 & NOCLONE) //target done been et, no more blood in him
user << "\red You are unable to locate any blood."
return
B.holder = src
@@ -93,5 +93,5 @@
/mob/living/carbon/human/proc/Drain()
ChangeToHusk()
mutations |= NOCLONE
mutations2 |= NOCLONE
return
+12 -12
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@@ -89,24 +89,24 @@
if (src.wear_id)
var/id
// var/photo = 0
var/photo = 0
if(istype(src:wear_id, /obj/item/device/pda))
var/obj/item/device/pda/pda = src:wear_id
id = pda.owner
else
id = src.wear_id.registered_name
// if (src.wear_id.PHOTO)
// photo = 1
if (src.wear_id.PHOTO)
photo = 1
if (id != src.real_name && in_range(src, usr))
// if (photo)
// usr << "\red [src.name] is wearing \icon[src.wear_id] [src.wear_id.name] with a photo yet doesn't seem to be that person!!!"
// else
usr << "\red [src.name] is wearing \icon[src.wear_id] [src.wear_id.name] yet doesn't seem to be that person!!!"
if (photo)
usr << "\red [src.name] is wearing \icon[src.wear_id] [src.wear_id.name] with a photo yet doesn't seem to be that person!!!"
else
usr << "\red [src.name] is wearing \icon[src.wear_id] [src.wear_id.name] yet doesn't seem to be that person!!!"
else
// if (photo)
// usr << "\blue [src.name] is wearing \icon[src.wear_id] [src.wear_id.name] with a photo."
// else
usr << "\blue [src.name] is wearing \icon[src.wear_id] [src.wear_id.name]."
if (photo)
usr << "\blue [src.name] is wearing \icon[src.wear_id] [src.wear_id.name] with a photo."
else
usr << "\blue [src.name] is wearing \icon[src.wear_id] [src.wear_id.name]."
if (src.is_jittery)
@@ -207,4 +207,4 @@
print_flavor_text()
usr << "\blue *---------*"
usr << "\blue *---------*"
+9 -10
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@@ -1533,8 +1533,7 @@
del(src)
return
if("internal")
if ((!( (istype(target.wear_mask, /obj/item/clothing/mask) && istype(target.back, /obj/item/weapon/tank) && !( target.internal )) ) && !( target.internal )))
//SN src = null
if ((!( (istype(target.wear_mask, /obj/item/clothing/mask) && (istype(target.back, /obj/item/weapon/tank) || istype(target.belt, /obj/item/weapon/tank) || istype(target.s_store, /obj/item/weapon/tank)) && !( target.internal )) ) && !( target.internal ))) //SN src = null
del(src)
return
else
@@ -1702,7 +1701,7 @@
return
message = text("\red <B>[] is trying to empty []'s pockets!!</B>", source, target)
if("CPR")
if (target.cpr_time >= world.time + 3)
if (target.cpr_time + 3 >= world.time)
//SN src = null
del(src)
return
@@ -2163,7 +2162,7 @@ It can still be worn/put on as normal.
target.handcuffed = item
item.loc = target
if("CPR")
if (target.cpr_time >= world.time + 30)
if (target.cpr_time + 30 >= world.time)
//SN src = null
del(src)
return
@@ -2239,11 +2238,11 @@ It can still be worn/put on as normal.
if (!( istype(target.wear_mask, /obj/item/clothing/mask) ))
return
else
if (istype(target.back, /obj/item/weapon/tank))
if (istype(target.back, /obj/item/weapon/tank) && (internalloc == "back" || !internalloc))
target.internal = target.back
else if (istype(target.s_store, /obj/item/weapon/tank))
else if (istype(target.s_store, /obj/item/weapon/tank) && (internalloc == "store" || !internalloc))
target.internal = target.s_store
else if (istype(target.belt, /obj/item/weapon/tank))
else if (istype(target.belt, /obj/item/weapon/tank) && (internalloc == "belt" || !internalloc))
target.internal = target.belt
if (target.internal)
for(var/mob/M in viewers(target, 1))
@@ -2284,12 +2283,12 @@ It can still be worn/put on as normal.
<BR><B>Right Ear:</B> <A href='?src=\ref[src];item=r_ear'>[(r_ear ? r_ear : "Nothing")]</A>
<BR><B>Head:</B> <A href='?src=\ref[src];item=head'>[(head ? head : "Nothing")]</A>
<BR><B>Shoes:</B> <A href='?src=\ref[src];item=shoes'>[(shoes ? shoes : "Nothing")]</A>
<BR><B>Belt:</B> <A href='?src=\ref[src];item=belt'>[(belt ? belt : "Nothing")]</A>
<BR><B>Belt:</B> <A href='?src=\ref[src];item=belt'>[(belt ? belt : "Nothing")]</A> [(istype(wear_mask, /obj/item/clothing/mask) && istype(belt, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal;loc=belt'>Set Internal</A>", src) : ""]
<BR><B>Uniform:</B> <A href='?src=\ref[src];item=uniform'>[(w_uniform ? w_uniform : "Nothing")]</A>
<BR><B>(Exo)Suit:</B> <A href='?src=\ref[src];item=suit'>[(wear_suit ? wear_suit : "Nothing")]</A>
<BR><B>Back:</B> <A href='?src=\ref[src];item=back'>[(back ? back : "Nothing")]</A> [((istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal'>Set Internal</A>", src) : "")]
<BR><B>Back:</B> <A href='?src=\ref[src];item=back'>[(back ? back : "Nothing")]</A>[(istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal;loc=back'>Set Internal</A>", src) : ""]
<BR><B>ID:</B> <A href='?src=\ref[src];item=id'>[(wear_id ? wear_id : "Nothing")]</A>
<BR><B>Suit Storage:</B> <A href='?src=\ref[src];item=s_store'>[(s_store ? s_store : "Nothing")]</A>
<BR><B>Suit Storage:</B> <A href='?src=\ref[src];item=s_store'>[(s_store ? s_store : "Nothing")]</A> [(istype(wear_mask, /obj/item/clothing/mask) && istype(s_store, /obj/item/weapon/tank) && !( internal )) ? text(" <A href='?src=\ref[];item=internal;loc=store'>Set Internal</A>", src) : ""]
<BR>[(handcuffed ? text("<A href='?src=\ref[src];item=handcuff'>Handcuffed</A>") : text("<A href='?src=\ref[src];item=handcuff'>Not Handcuffed</A>"))]
<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
+1 -1
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@@ -514,7 +514,7 @@
adjustOxyLoss(3) // Lets hurt em a little, let them know we mean business
if(world.time - co2overloadtime > 300) // They've been in here 30s now, lets start to kill them for their own good!
adjustOxyLoss(8)
if(prob(20)) // Lets give them some chance to know somethings not right though I guess.
if(prob(20) && isbreathing) // Lets give them some chance to know somethings not right though I guess.
spawn(0) emote("cough")
else
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