mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 03:27:05 +01:00
Merge remote-tracking branch 'refs/remotes/ParadiseSS13/master'
# Conflicts: # icons/mob/human_face.dmi
This commit is contained in:
@@ -28,7 +28,6 @@ var/list/image/ghost_darkness_images = list() //this is a list of images for thi
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var/ghostvision = 1 //is the ghost able to see things humans can't?
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var/seedarkness = 1
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var/data_hud_seen = 0 //this should one of the defines in __DEFINES/hud.dm
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var/medhud = 0
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/mob/dead/observer/New(var/mob/body=null, var/flags=1)
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sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF
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@@ -254,19 +253,34 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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return 1
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/mob/dead/observer/proc/show_me_the_hud(hud_index)
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var/datum/atom_hud/H = huds[hud_index]
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H.add_hud_to(src)
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data_hud_seen = hud_index
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/mob/dead/observer/verb/toggle_medHUD()
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set category = "Ghost"
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set name = "Toggle MedicHUD"
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set name = "Toggle Medic/Sec/DiagHUD"
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set desc = "Toggles the medical HUD."
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if(!client)
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return
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var/datum/atom_hud/H = huds[DATA_HUD_MEDICAL_BASIC]
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H.remove_hud_from(src)//out with the old..
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if(medhud==0)//TOGGLE!
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medhud = 1
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H.add_hud_to(src)
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else
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medhud = 0
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if(data_hud_seen) //remove old huds
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var/datum/atom_hud/H = huds[data_hud_seen]
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H.remove_hud_from(src)
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switch(data_hud_seen) //give new huds
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if(0)
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show_me_the_hud(DATA_HUD_SECURITY_BASIC)
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src << "<span class='notice'>Security HUD set.</span>"
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if(DATA_HUD_SECURITY_BASIC)
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show_me_the_hud(DATA_HUD_MEDICAL_ADVANCED)
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src << "<span class='notice'>Medical HUD set.</span>"
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if(DATA_HUD_MEDICAL_ADVANCED)
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show_me_the_hud(DATA_HUD_DIAGNOSTIC)
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src << "<span class='notice'>Diagnostic HUD set.</span>"
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if(DATA_HUD_DIAGNOSTIC)
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data_hud_seen = 0
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src << "<span class='notice'>HUDs disabled.</span>"
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/mob/dead/observer/verb/toggle_antagHUD()
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@@ -291,12 +305,21 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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if(!M.has_enabled_antagHUD && !check_rights(R_ADMIN|R_MOD,0))
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M.has_enabled_antagHUD = 1
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var/datum/atom_hud/A = huds[DATA_HUD_SECURITY_ADVANCED]
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var/adding_hud = (usr in A.hudusers) ? 0 : 1
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//var/datum/atom_hud/A = huds[DATA_HUD_SECURITY_ADVANCED]
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//var/adding_hud = (usr in A.hudusers) ? 0 : 1
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for(var/datum/atom_hud/H in huds)
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if(istype(H, /datum/atom_hud/antag) || istype(H, /datum/atom_hud/data/human/security/advanced))
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(adding_hud) ? H.add_hud_to(usr) : H.remove_hud_from(usr)
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if(istype(H, /datum/atom_hud/antag))// || istype(H, /datum/atom_hud/data/human/security/advanced))
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if(!M.antagHUD)
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//(adding_hud) ? H.add_hud_to(usr) : H.remove_hud_from(usr)
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H.add_hud_to(usr)
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else
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H.remove_hud_from(usr)
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if(!M.antagHUD)
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usr << "AntagHud Toggled ON"
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M.antagHUD = 1
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else
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usr << "AntagHud Toggled OFF"
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M.antagHUD = 0
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/mob/dead/observer/proc/dead_tele(A in ghostteleportlocs)
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set category = "Ghost"
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@@ -12,91 +12,112 @@
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var/alien = 0
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var/syndiemmi = 0 //Whether or not this is a Syndicate MMI
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var/mob/living/carbon/brain/brainmob = null//The current occupant.
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var/obj/item/organ/brain/held_brain = null // This is so MMI's aren't brainscrubber 9000's
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var/mob/living/silicon/robot/robot = null//Appears unused.
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var/obj/mecha/mecha = null//This does not appear to be used outside of reference in mecha.dm.
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// I'm using this for mechs giving MMIs HUDs now
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attackby(var/obj/item/O as obj, var/mob/user as mob, params)
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if(istype(O, /obj/item/organ/brain/crystal ))
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user << "<span class='warning'> This brain is too malformed to be able to use with the [src].</span>"
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/obj/item/device/mmi/attackby(var/obj/item/O as obj, var/mob/user as mob, params)
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if(istype(O, /obj/item/organ/brain/crystal ))
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user << "<span class='warning'> This brain is too malformed to be able to use with the [src].</span>"
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return
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if(istype(O,/obj/item/organ/brain) && !brainmob) //Time to stick a brain in it --NEO
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var/obj/item/organ/brain/B = O
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if(!B.brainmob)
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user << "<span class='warning'>You aren't sure where this brain came from, but you're pretty sure it's a useless brain.</span>"
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return
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if(istype(O,/obj/item/organ/brain) && !brainmob) //Time to stick a brain in it --NEO
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if(!O:brainmob)
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user << "\red You aren't sure where this brain came from, but you're pretty sure it's a useless brain."
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return
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for(var/mob/V in viewers(src, null))
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V.show_message(text("\blue [user] sticks \a [O] into \the [src]."))
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brainmob = O:brainmob
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O:brainmob = null
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brainmob.loc = src
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brainmob.container = src
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brainmob.stat = 0
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respawnable_list -= brainmob
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dead_mob_list -= brainmob//Update dem lists
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living_mob_list += brainmob
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user.drop_item()
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if(istype(O,/obj/item/organ/brain/xeno))
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name = "Man-Machine Interface: Alien - [brainmob.real_name]"
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icon = 'icons/mob/alien.dmi'
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icon_state = "AlienMMI"
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alien = 1
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else
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name = "Man-Machine Interface: [brainmob.real_name]"
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icon_state = "mmi_full"
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alien = 0
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qdel(O)
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feedback_inc("cyborg_mmis_filled",1)
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if(held_brain)
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user << "<span class='userdanger'>Somehow, this MMI still has a brain in it. Report this to the bug tracker.</span>"
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log_to_dd("[user] tried to stick a [O] into [src] in [get_area(src)], but the held brain variable wasn't cleared")
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return
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if(brainmob)
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O.attack(brainmob, user)//Oh noooeeeee
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// Brainmobs can take damage, but they can't actually die. Maybe should fix.
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if(B.status & ORGAN_DEAD) // As it stood, a brain would never become unviable for MMI usage. Perhaps we should keep it that way?
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user << "<span class='warning'>This [B] is dead</span>"
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return
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..()
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for(var/mob/V in viewers(src, null))
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V.show_message("<span class='notice'>[user] sticks \a [O] into \the [src].</span>")
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brainmob = B.brainmob
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B.brainmob = null
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brainmob.loc = src
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brainmob.container = src
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brainmob.stat = CONSCIOUS
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respawnable_list -= brainmob
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dead_mob_list -= brainmob//Update dem lists
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living_mob_list += brainmob
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attack_self(mob/user as mob)
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if(!brainmob)
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user << "\red You upend the MMI, but there's nothing in it."
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user.drop_item()
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B.forceMove(src)
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held_brain = B
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if(istype(O,/obj/item/organ/brain/xeno)) // I'm not sure how well this will work now, since I don't think you can actually get xeno brains
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name = "Man-Machine Interface: Alien - [brainmob.real_name]"
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icon = 'icons/mob/alien.dmi'
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icon_state = "AlienMMI"
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alien = 1
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else
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user << "<span class='notice'>You unlock and upend the MMI, spilling the brain onto the floor.</span>"
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if(alien)
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var/obj/item/organ/brain/xeno/brain = new(user.loc)
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dropbrain(brain,get_turf(user))
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else
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var/obj/item/organ/brain/brain = new(user.loc)
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dropbrain(brain,get_turf(user))
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icon = 'icons/obj/assemblies.dmi'
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icon_state = "mmi_empty"
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name = "Man-Machine Interface"
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proc
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transfer_identity(var/mob/living/carbon/human/H)//Same deal as the regular brain proc. Used for human-->robot people.
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brainmob = new(src)
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brainmob.name = H.real_name
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brainmob.real_name = H.real_name
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brainmob.dna = H.dna.Clone()
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brainmob.container = src
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name = "Man-Machine Interface: [brainmob.real_name]"
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icon_state = "mmi_full"
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return
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alien = 0
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feedback_inc("cyborg_mmis_filled",1)
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return
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if(brainmob)
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O.attack(brainmob, user)//Oh noooeeeee
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// Brainmobs can take damage, but they can't actually die. Maybe should fix.
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return
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..()
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/obj/item/device/mmi/attack_self(mob/user as mob)
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if(!brainmob)
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user << "<span class='warning'>You upend the MMI, but there's nothing in it.</span>"
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else
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user << "<span class='notice'>You unlock and upend the MMI, spilling the brain onto the floor.</span>"
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dropbrain(get_turf(user))
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icon = 'icons/obj/assemblies.dmi'
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icon_state = "mmi_empty"
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name = "Man-Machine Interface"
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/obj/item/device/mmi/proc/transfer_identity(var/mob/living/carbon/human/H)//Same deal as the regular brain proc. Used for human-->robot people.
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brainmob = new(src)
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brainmob.name = H.real_name
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brainmob.real_name = H.real_name
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brainmob.dna = H.dna.Clone()
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brainmob.container = src
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if(!istype(H.species) || isnull(H.species.return_organ("brain"))) // Diona/buggy people
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held_brain = new(src)
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else // We have a species, and it has a brain
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var/brain_path = H.species.return_organ("brain")
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if(!ispath(brain_path, /obj/item/organ/brain))
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brain_path = /obj/item/organ/brain
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held_brain = new brain_path(src) // Slime people will keep their slimy brains this way
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held_brain.dna = brainmob.dna.Clone()
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held_brain.name = "\the [brainmob.name]'s [initial(held_brain.name)]"
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name = "Man-Machine Interface: [brainmob.real_name]"
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icon_state = "mmi_full"
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return
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//I made this proc as a way to have a brainmob be transferred to any created brain, and to solve the
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//problem i was having with alien/nonalien brain drops.
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dropbrain(var/obj/item/organ/brain/brain, var/turf/dropspot)
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brainmob.container = null//Reset brainmob mmi var.
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brainmob.loc = brain//Throw mob into brain.
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respawnable_list += brainmob
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living_mob_list -= brainmob//Get outta here
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brain.brainmob = brainmob//Set the brain to use the brainmob
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brain.brainmob.cancel_camera()
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brainmob = null//Set mmi brainmob var to null
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/obj/item/device/mmi/proc/dropbrain(var/turf/dropspot)
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if(isnull(held_brain))
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log_to_dd("[src] at [loc] attempted to drop brain without a contained brain in [get_area(src)].")
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brainmob << "<span class='userdanger'>Your MMI did not contain a brain! We'll make a new one for you, but you'd best report this to the bugtracker!</span>"
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held_brain = new(dropspot) // Let's not ruin someone's round because of something dumb -- Crazylemon
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held_brain.dna = brainmob.dna.Clone()
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held_brain.name = "\the [brainmob.name]'s [initial(held_brain.name)]"
|
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|
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brainmob.container = null//Reset brainmob mmi var.
|
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brainmob.loc = held_brain//Throw mob into brain.
|
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respawnable_list += brainmob
|
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living_mob_list -= brainmob//Get outta here
|
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held_brain.brainmob = brainmob//Set the brain to use the brainmob
|
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held_brain.brainmob.cancel_camera()
|
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brainmob = null//Set mmi brainmob var to null
|
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held_brain.forceMove(dropspot)
|
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held_brain = null
|
||||
|
||||
|
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/obj/item/device/mmi/radio_enabled
|
||||
@@ -106,25 +127,23 @@
|
||||
|
||||
var/obj/item/device/radio/radio = null//Let's give it a radio.
|
||||
|
||||
New()
|
||||
..()
|
||||
radio = new(src)//Spawns a radio inside the MMI.
|
||||
radio.broadcasting = 1//So it's broadcasting from the start.
|
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/obj/item/device/mmi/radio_enabled/New()
|
||||
..()
|
||||
radio = new(src)//Spawns a radio inside the MMI.
|
||||
radio.broadcasting = 1//So it's broadcasting from the start.
|
||||
|
||||
verb//Allows the brain to toggle the radio functions.
|
||||
/obj/item/device/mmi/radio_enabled/verb/Toggle_Listening()
|
||||
set name = "Toggle Listening"
|
||||
set desc = "Toggle listening channel on or off."
|
||||
set category = "MMI"
|
||||
set src = usr.loc
|
||||
set popup_menu = 0
|
||||
|
||||
Toggle_Listening()
|
||||
set name = "Toggle Listening"
|
||||
set desc = "Toggle listening channel on or off."
|
||||
set category = "MMI"
|
||||
set src = usr.loc
|
||||
set popup_menu = 0
|
||||
if(brainmob.stat)
|
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brainmob << "Can't do that while incapacitated or dead."
|
||||
|
||||
if(brainmob.stat)
|
||||
brainmob << "Can't do that while incapacitated or dead."
|
||||
|
||||
radio.listening = radio.listening==1 ? 0 : 1
|
||||
brainmob << "\blue Radio is [radio.listening==1 ? "now" : "no longer"] receiving broadcast."
|
||||
radio.listening = radio.listening==1 ? 0 : 1
|
||||
brainmob << "<span class='notice'>Radio is [radio.listening==1 ? "now" : "no longer"] receiving broadcast.</span>"
|
||||
|
||||
/obj/item/device/mmi/emp_act(severity)
|
||||
if(!brainmob)
|
||||
@@ -153,6 +172,9 @@
|
||||
if(brainmob)
|
||||
qdel(brainmob)
|
||||
brainmob = null
|
||||
if(held_brain)
|
||||
qdel(held_brain)
|
||||
held_brain = null
|
||||
return ..()
|
||||
|
||||
/obj/item/device/mmi/syndie
|
||||
|
||||
@@ -37,11 +37,15 @@
|
||||
brainmob.client.screen.len = null //clear the hud
|
||||
|
||||
/obj/item/organ/brain/proc/transfer_identity(var/mob/living/carbon/H)
|
||||
name = "\the [H]'s [initial(src.name)]"
|
||||
brainmob = new(src)
|
||||
brainmob.name = H.real_name
|
||||
brainmob.real_name = H.real_name
|
||||
brainmob.dna = H.dna.Clone()
|
||||
if(isnull(dna)) // someone didn't set this right...
|
||||
log_to_dd("[src] at [loc] did not contain a dna datum at time of removed.")
|
||||
dna = H.dna.Clone()
|
||||
name = "\the [dna.real_name]'s [initial(src.name)]"
|
||||
brainmob.dna = dna.Clone() // Silly baycode, what you do
|
||||
// brainmob.dna = H.dna.Clone() Putting in and taking out a brain doesn't make it a carbon copy of the original brain of the body you put it in
|
||||
brainmob.name = dna.real_name
|
||||
brainmob.real_name = dna.real_name
|
||||
brainmob.timeofhostdeath = H.timeofdeath
|
||||
if(H.mind)
|
||||
H.mind.transfer_to(brainmob)
|
||||
@@ -59,33 +63,38 @@
|
||||
/obj/item/organ/brain/removed(var/mob/living/user)
|
||||
|
||||
if(!owner) return ..() // Probably a redundant removal; just bail
|
||||
name = "[owner.real_name]'s brain"
|
||||
|
||||
var/mob/living/simple_animal/borer/borer = owner.has_brain_worms()
|
||||
|
||||
if(borer)
|
||||
borer.detatch() //Should remove borer if the brain is removed - RR
|
||||
|
||||
owner.brain_op_stage = 4.0
|
||||
|
||||
var/obj/item/organ/brain/B = src
|
||||
if(istype(B) && istype(owner))
|
||||
if(istype(B) && istype(owner) && is_primary_organ())
|
||||
var/mob/living/simple_animal/borer/borer = owner.has_brain_worms()
|
||||
|
||||
if(borer)
|
||||
borer.detatch() //Should remove borer if the brain is removed - RR
|
||||
|
||||
owner.brain_op_stage = 4.0
|
||||
B.transfer_identity(owner)
|
||||
|
||||
..()
|
||||
|
||||
/obj/item/organ/brain/replaced(var/mob/living/target)
|
||||
|
||||
if(target.key)
|
||||
target.ghostize()
|
||||
var/mob/living/carbon/C = target
|
||||
if(istype(C))
|
||||
C.brain_op_stage = 1.0
|
||||
if(brainmob)
|
||||
if(brainmob.mind)
|
||||
brainmob.mind.transfer_to(target)
|
||||
else
|
||||
target.key = brainmob.key
|
||||
var/brain_already_exists = 0
|
||||
if(istype(target,/mob/living/carbon/human)) // No more IPC multibrain shenanigans
|
||||
var/mob/living/carbon/human/H = target
|
||||
if(organ_tag in H.internal_organs_by_name)
|
||||
brain_already_exists = 1
|
||||
|
||||
if(!brain_already_exists)
|
||||
if(target.key)
|
||||
target.ghostize()
|
||||
var/mob/living/carbon/C = target
|
||||
if(istype(C))
|
||||
C.brain_op_stage = 1.0
|
||||
if(brainmob)
|
||||
if(brainmob.mind)
|
||||
brainmob.mind.transfer_to(target)
|
||||
else
|
||||
target.key = brainmob.key
|
||||
..()
|
||||
|
||||
/obj/item/organ/brain/slime
|
||||
|
||||
@@ -93,4 +93,4 @@
|
||||
sight &= ~SEE_OBJS
|
||||
see_in_dark = 2
|
||||
see_invisible = SEE_INVISIBLE_LIVING
|
||||
handle_hud_icons_health()
|
||||
handle_hud_icons_health()
|
||||
|
||||
@@ -54,19 +54,24 @@
|
||||
else if (response == "Never for this round")
|
||||
C.prefs.be_special ^= BE_PAI
|
||||
|
||||
// This should not ever happen, but let's be safe
|
||||
/obj/item/device/mmi/posibrain/dropbrain(var/turf/dropspot)
|
||||
log_to_dd("[src] at [loc] attempted to drop brain without a contained brain.")
|
||||
return
|
||||
|
||||
/obj/item/device/mmi/posibrain/transfer_identity(var/mob/living/carbon/H)
|
||||
name = "positronic brain ([H])"
|
||||
brainmob.name = H.real_name
|
||||
brainmob.real_name = H.real_name
|
||||
brainmob.dna = H.dna
|
||||
if(isnull(brainmob.dna))
|
||||
brainmob.dna = H.dna.Clone()
|
||||
brainmob.name = brainmob.dna.real_name
|
||||
brainmob.real_name = brainmob.name
|
||||
brainmob.timeofhostdeath = H.timeofdeath
|
||||
brainmob.stat = 0
|
||||
brainmob.stat = CONSCIOUS
|
||||
if(brainmob.mind)
|
||||
brainmob.mind.assigned_role = "Positronic Brain"
|
||||
if(H.mind)
|
||||
H.mind.transfer_to(brainmob)
|
||||
brainmob << "\blue You feel slightly disoriented. That's normal when you're just a metal cube."
|
||||
brainmob << "<span class='notice'>You feel slightly disoriented. That's normal when you're just a metal cube.</span>"
|
||||
icon_state = "posibrain-occupied"
|
||||
return
|
||||
|
||||
|
||||
@@ -114,12 +114,13 @@ mob/living
|
||||
return
|
||||
return
|
||||
|
||||
/mob/living/carbon/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/def_zone = null,var/override = 0)
|
||||
/mob/living/carbon/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/def_zone = null,var/override = 0, tesla_shock = 0)
|
||||
|
||||
if(status_flags & GODMODE) //godmode
|
||||
return 0
|
||||
if(NO_SHOCK in mutations) //shockproof
|
||||
return 0
|
||||
|
||||
shock_damage *= siemens_coeff
|
||||
if(shock_damage<1 && !override)
|
||||
return 0
|
||||
@@ -147,11 +148,13 @@ mob/living
|
||||
jitteriness += 1000 //High numbers for violent convulsions
|
||||
do_jitter_animation(jitteriness)
|
||||
stuttering += 2
|
||||
Stun(2)
|
||||
if(!tesla_shock || (tesla_shock && siemens_coeff > 0.5))
|
||||
Stun(2)
|
||||
spawn(20)
|
||||
jitteriness -= 990 //Still jittery, but vastly less
|
||||
Stun(3)
|
||||
Weaken(3)
|
||||
jitteriness = max(jitteriness - 990, 10) //Still jittery, but vastly less
|
||||
if(!tesla_shock || (tesla_shock && siemens_coeff > 0.5))
|
||||
Stun(3)
|
||||
Weaken(3)
|
||||
if (shock_damage > 200)
|
||||
src.visible_message(
|
||||
"\red [src] was arc flashed by the [source]!", \
|
||||
@@ -166,6 +169,7 @@ mob/living
|
||||
return shock_damage
|
||||
|
||||
|
||||
|
||||
/mob/living/carbon/proc/swap_hand()
|
||||
var/obj/item/item_in_hand = src.get_active_hand()
|
||||
if(item_in_hand) //this segment checks if the item in your hand is twohanded.
|
||||
|
||||
@@ -742,7 +742,7 @@
|
||||
|
||||
//Removed the horrible safety parameter. It was only being used by ninja code anyways.
|
||||
//Now checks siemens_coefficient of the affected area by default
|
||||
/mob/living/carbon/human/electrocute_act(var/shock_damage, var/obj/source, var/base_siemens_coeff = 1.0, var/def_zone = null,var/override = 0)
|
||||
/mob/living/carbon/human/electrocute_act(var/shock_damage, var/obj/source, var/base_siemens_coeff = 1.0, var/def_zone = null,var/override = 0, tesla_shock = 0)
|
||||
|
||||
if(status_flags & GODMODE) //godmode
|
||||
return 0
|
||||
@@ -755,7 +755,19 @@
|
||||
var/obj/item/organ/external/affected_organ = get_organ(check_zone(def_zone))
|
||||
var/siemens_coeff = base_siemens_coeff * get_siemens_coefficient_organ(affected_organ)
|
||||
|
||||
return ..(shock_damage, source, siemens_coeff, def_zone,override)
|
||||
if(tesla_shock)
|
||||
var/total_coeff = 1
|
||||
if(gloves)
|
||||
var/obj/item/clothing/gloves/G = gloves
|
||||
if(G.siemens_coefficient <= 0)
|
||||
total_coeff -= 0.5
|
||||
if(wear_suit)
|
||||
var/obj/item/clothing/suit/S = wear_suit
|
||||
if(S.siemens_coefficient <= 0)
|
||||
total_coeff -= 0.95
|
||||
siemens_coeff = total_coeff
|
||||
|
||||
return ..(shock_damage, source, siemens_coeff, def_zone, override, tesla_shock)
|
||||
|
||||
|
||||
/mob/living/carbon/human/Topic(href, href_list)
|
||||
|
||||
@@ -118,6 +118,7 @@
|
||||
"l_foot" = list("path" = /obj/item/organ/external/foot),
|
||||
"r_foot" = list("path" = /obj/item/organ/external/foot/right)
|
||||
)
|
||||
var/cyborg_type = "Cyborg"
|
||||
|
||||
/datum/species/New()
|
||||
//If the species has eyes, they are the default vision organ
|
||||
@@ -593,3 +594,12 @@
|
||||
H.bodytemp.icon_state = "temp0"
|
||||
|
||||
return 1
|
||||
|
||||
/*
|
||||
Returns the path corresponding to the corresponding organ
|
||||
It'll return null if the organ doesn't correspond, so include null checks when using this!
|
||||
*/
|
||||
/datum/species/proc/return_organ(var/organ_slot)
|
||||
if(!(organ_slot in has_organ))
|
||||
return null
|
||||
return has_organ[organ_slot]
|
||||
@@ -65,7 +65,7 @@
|
||||
apply_damage(P.damage, P.damage_type, def_zone, armor)
|
||||
return P.on_hit(src, armor, def_zone)
|
||||
|
||||
/mob/living/proc/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/def_zone = null)
|
||||
/mob/living/proc/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/def_zone = null, tesla_shock = 0)
|
||||
return 0 //only carbon liveforms have this proc
|
||||
|
||||
/mob/living/emp_act(severity)
|
||||
|
||||
@@ -579,6 +579,7 @@
|
||||
if(isliving(held))
|
||||
data["holder"] = held
|
||||
data["health"] = "[held.stat > 1 ? "dead" : "[held.health]% healthy"]"
|
||||
data["brute"] = "[held.getBruteLoss() > 50 ? "<font color=#FF5555>" : "<font color=#55FF55>"][held.getBruteLoss()]</font>"
|
||||
data["oxy"] = "[held.getOxyLoss() > 50 ? "<font color=#FF5555>" : "<font color=#55FF55>"][held.getOxyLoss()]</font>"
|
||||
data["tox"] = "[held.getToxLoss() > 50 ? "<font color=#FF5555>" : "<font color=#55FF55>"][held.getToxLoss()]</font>"
|
||||
data["burn"] = "[held.getFireLoss() > 50 ? "<font color=#FF5555>" : "<font color=#55FF55>"][held.getFireLoss()]</font>"
|
||||
|
||||
@@ -54,20 +54,26 @@
|
||||
set desc = "Release an item from your magnetic gripper."
|
||||
set category = "Drone"
|
||||
|
||||
drop_item_p()
|
||||
|
||||
// The "p" stands for proc, since I was having annoying weird stuff happening with this in the verb
|
||||
// when trying to have default values for arguments and stuff
|
||||
/obj/item/weapon/gripper/proc/drop_item_p(var/silent = 0)
|
||||
|
||||
if(!wrapped)
|
||||
//There's some weirdness with items being lost inside the arm. Trying to fix all cases. ~Z
|
||||
for(var/obj/item/thing in src.contents)
|
||||
thing.loc = get_turf(src)
|
||||
thing.forceMove(get_turf(src))
|
||||
return
|
||||
|
||||
if(wrapped.loc != src)
|
||||
wrapped = null
|
||||
return
|
||||
|
||||
src.loc << "\red You drop \the [wrapped]."
|
||||
wrapped.loc = get_turf(src)
|
||||
if(!silent)
|
||||
src.loc << "<span class='warning'>You drop \the [wrapped].</span>"
|
||||
wrapped.forceMove(get_turf(src))
|
||||
wrapped = null
|
||||
//update_icon()
|
||||
|
||||
/obj/item/weapon/gripper/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
|
||||
return
|
||||
@@ -86,7 +92,7 @@
|
||||
if(wrapped) //Already have an item.
|
||||
|
||||
//Temporary put wrapped into user so target's attackby() checks pass.
|
||||
wrapped.loc = user
|
||||
wrapped.forceMove(user)
|
||||
|
||||
//Pass the attack on to the target. This might delete/relocate wrapped.
|
||||
if(!target.attackby(wrapped, user, params) && target && wrapped)
|
||||
@@ -96,7 +102,7 @@
|
||||
|
||||
//If wrapped did neither get deleted nor put into target, put it back into the gripper.
|
||||
if(wrapped && user && (wrapped.loc == user))
|
||||
wrapped.loc = src
|
||||
wrapped.forceMove(src)
|
||||
else
|
||||
wrapped = null
|
||||
return
|
||||
@@ -119,11 +125,11 @@
|
||||
//We can grab the item, finally.
|
||||
if(grab)
|
||||
user << "You collect \the [I]."
|
||||
I.loc = src
|
||||
I.forceMove(src)
|
||||
wrapped = I
|
||||
return
|
||||
else
|
||||
user << "\red Your gripper cannot hold \the [target]."
|
||||
user << "<span class='warning'>Your gripper cannot hold \the [target].</span>"
|
||||
|
||||
else if(istype(target,/obj/machinery/power/apc))
|
||||
var/obj/machinery/power/apc/A = target
|
||||
@@ -134,13 +140,13 @@
|
||||
|
||||
A.cell.add_fingerprint(user)
|
||||
A.cell.updateicon()
|
||||
A.cell.loc = src
|
||||
A.cell.forceMove(src)
|
||||
A.cell = null
|
||||
|
||||
A.charging = 0
|
||||
A.update_icon()
|
||||
|
||||
user.visible_message("\red [user] removes the power cell from [A]!", "You remove the power cell.")
|
||||
user.visible_message("<span class='warning'>[user] removes the power cell from [A]!</span>", "You remove the power cell.")
|
||||
|
||||
//TODO: Matter decompiler.
|
||||
/obj/item/weapon/matter_decompiler
|
||||
@@ -175,7 +181,7 @@
|
||||
|
||||
for(var/mob/M in T)
|
||||
if(istype(M,/mob/living/simple_animal/lizard) || istype(M,/mob/living/simple_animal/mouse))
|
||||
src.loc.visible_message("\red [src.loc] sucks [M] into its decompiler. There's a horrible crunching noise.","\red It's a bit of a struggle, but you manage to suck [M] into your decompiler. It makes a series of visceral crunching noises.")
|
||||
src.loc.visible_message("<span class='notice'>[src.loc] sucks [M] into its decompiler. There's a horrible crunching noise.</span>","<span class='warning'>It's a bit of a struggle, but you manage to suck [M] into your decompiler. It makes a series of visceral crunching noises.</span>")
|
||||
new/obj/effect/decal/cleanable/blood/splatter(get_turf(src))
|
||||
qdel(M)
|
||||
stored_comms["wood"]++
|
||||
@@ -191,15 +197,15 @@
|
||||
if(!istype(D))
|
||||
return
|
||||
|
||||
D << "\red You begin decompiling the other drone."
|
||||
D << "<span class='warning'>You begin decompiling the other drone.</span>"
|
||||
|
||||
if(!do_after(D,50, target = target))
|
||||
D << "\red You need to remain still while decompiling such a large object."
|
||||
D << "<span class='warning'>You need to remain still while decompiling such a large object.</span>"
|
||||
return
|
||||
|
||||
if(!M || !D) return
|
||||
|
||||
D << "\red You carefully and thoroughly decompile your downed fellow, storing as much of its resources as you can within yourself."
|
||||
D << "<span class='warning'>You carefully and thoroughly decompile your downed fellow, storing as much of its resources as you can within yourself.</span>"
|
||||
|
||||
qdel(M)
|
||||
new/obj/effect/decal/cleanable/blood/oil(get_turf(src))
|
||||
@@ -272,16 +278,16 @@
|
||||
grabbed_something = 1
|
||||
|
||||
if(grabbed_something)
|
||||
user << "\blue You deploy your decompiler and clear out the contents of \the [T]."
|
||||
user << "<span class='notice'>You deploy your decompiler and clear out the contents of \the [T].<span>"
|
||||
else
|
||||
user << "\red Nothing on \the [T] is useful to you."
|
||||
user << "<span class='warning'>Nothing on \the [T] is useful to you.</span>"
|
||||
return
|
||||
|
||||
//PRETTIER TOOL LIST.
|
||||
/mob/living/silicon/robot/drone/installed_modules()
|
||||
|
||||
if(weapon_lock)
|
||||
src << "\red Weapon lock active, unable to use modules! Count:[weaponlock_time]"
|
||||
src << "<span class='warning'>Weapon lock active, unable to use modules! Count:[weaponlock_time]</span>"
|
||||
return
|
||||
|
||||
if(!module)
|
||||
|
||||
@@ -109,6 +109,13 @@
|
||||
else
|
||||
return 0
|
||||
|
||||
/mob/living/silicon/robot/drop_item()
|
||||
var/obj/item/I = get_active_hand()
|
||||
if(istype(I, /obj/item/weapon/gripper))
|
||||
var/obj/item/weapon/gripper/G = I
|
||||
G.drop_item_p(silent = 1)
|
||||
return
|
||||
|
||||
//Helper procs for cyborg modules on the UI.
|
||||
//These are hackish but they help clean up code elsewhere.
|
||||
|
||||
|
||||
@@ -8,4 +8,5 @@
|
||||
if(mind) ticker.mode.remove_revolutionary(mind)
|
||||
if(mind) ticker.mode.remove_thrall(mind,0)
|
||||
if(mind) ticker.mode.remove_shadowling(mind)
|
||||
if(mind) ticker.mode.remove_changeling(mind)
|
||||
return
|
||||
|
||||
@@ -131,7 +131,7 @@
|
||||
if("head")
|
||||
if(inventory_head)
|
||||
if(inventory_head.flags & NODROP)
|
||||
usr << "<span = 'warning'>\The [inventory_head] is stuck too hard to [src] for you to remove!</span>"
|
||||
usr << "<span class='warning'>\The [inventory_head] is stuck too hard to [src] for you to remove!</span>"
|
||||
return
|
||||
name = real_name
|
||||
desc = initial(desc)
|
||||
@@ -150,7 +150,7 @@
|
||||
if("back")
|
||||
if(inventory_back)
|
||||
if(inventory_back.flags & NODROP)
|
||||
usr << "<span = 'warning'>\The [inventory_back] is stuck too hard to [src] for you to remove!</span>"
|
||||
usr << "<span class='warning'>\The [inventory_back] is stuck too hard to [src] for you to remove!</span>"
|
||||
return
|
||||
inventory_back.loc = src.loc
|
||||
inventory_back = null
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "stand"
|
||||
icon_living = "stand"
|
||||
icon_dead = "stand"
|
||||
speed = 0
|
||||
a_intent = I_HARM
|
||||
stop_automated_movement = 1
|
||||
@@ -69,6 +70,10 @@
|
||||
visible_message("<span class='danger'>The [src] jumps back to its user.</span>")
|
||||
Recall()
|
||||
|
||||
/mob/living/simple_animal/hostile/guardian/death()
|
||||
..()
|
||||
summoner << "<span class='danger'><B>Your [name] died somehow!</span></B>"
|
||||
summoner.death()
|
||||
|
||||
/mob/living/simple_animal/hostile/guardian/adjustBruteLoss(amount) //The spirit is invincible, but passes on damage to the summoner
|
||||
var/damage = amount * damage_transfer
|
||||
@@ -172,6 +177,8 @@
|
||||
set name = "Reset Guardian Player (One Use)"
|
||||
set category = "Guardian"
|
||||
set desc = "Re-rolls which ghost will control your Guardian. One use."
|
||||
|
||||
src.verbs -= /mob/living/proc/guardian_reset
|
||||
for(var/mob/living/simple_animal/hostile/guardian/G in mob_list)
|
||||
if(G.summoner == src)
|
||||
var/list/mob/dead/observer/candidates = pollCandidates("Do you want to play as [G.real_name]?", "pAI", null, FALSE, 100)
|
||||
@@ -181,11 +188,11 @@
|
||||
G << "Your user reset you, and your body was taken over by a ghost. Looks like they weren't happy with your performance."
|
||||
src << "Your guardian has been successfully reset."
|
||||
message_admins("[key_name_admin(new_stand)] has taken control of ([key_name_admin(G)])")
|
||||
G.ghostize()
|
||||
G.ghostize(0)
|
||||
G.key = new_stand.key
|
||||
src.verbs -= /mob/living/proc/guardian_reset
|
||||
else
|
||||
src << "There were no ghosts willing to take control. Looks like you're stuck with your Guardian for now."
|
||||
verbs += /mob/living/proc/guardian_reset
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/guardian/proc/ToggleLight()
|
||||
@@ -677,6 +684,7 @@
|
||||
G << "You are capable of manifesting or recalling to your master with verbs in the Guardian tab. You will also find a verb to communicate with them privately there."
|
||||
G << "While personally invincible, you will die if [user.real_name] does, and any damage dealt to you will have a portion passed on to them as you feed upon them to sustain yourself."
|
||||
G << "[G.playstyle_string]"
|
||||
G.faction = user.faction
|
||||
user.verbs += /mob/living/proc/guardian_comm
|
||||
user.verbs += /mob/living/proc/guardian_recall
|
||||
user.verbs += /mob/living/proc/guardian_reset
|
||||
@@ -692,6 +700,7 @@
|
||||
G.real_name = "[mob_name] [capitalize(colour)]"
|
||||
G.icon_living = "parasite[colour]"
|
||||
G.icon_state = "parasite[colour]"
|
||||
G.icon_dead = "parasite[colour]"
|
||||
G.animated_manifest = TRUE
|
||||
user << "[G.tech_fluff_string]."
|
||||
G.speak_emote = list("states")
|
||||
|
||||
@@ -0,0 +1,116 @@
|
||||
//*********//
|
||||
// Panther //
|
||||
//*********//
|
||||
|
||||
/mob/living/simple_animal/hostile/panther
|
||||
name = "panther"
|
||||
desc = "A long sleek, black cat with sharp teeth and claws."
|
||||
icon = 'icons/mob/alienqueen.dmi'
|
||||
icon_state = "panther"
|
||||
icon_living = "panther"
|
||||
icon_dead = "panther_dead"
|
||||
icon_resting = "panther_rest"
|
||||
icon_gib = "panther_dead"
|
||||
speak_chance = 0
|
||||
turns_per_move = 3
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
|
||||
meat_amount = 3
|
||||
response_help = "pets the"
|
||||
response_disarm = "gently pushes aside the"
|
||||
response_harm = "hits the"
|
||||
stop_automated_movement_when_pulled = 0
|
||||
maxHealth = 50
|
||||
health = 50
|
||||
pixel_x = -16
|
||||
|
||||
harm_intent_damage = 8
|
||||
melee_damage_lower = 15
|
||||
melee_damage_upper = 15
|
||||
attacktext = "slashes"
|
||||
attack_sound = 'sound/weapons/bite.ogg'
|
||||
|
||||
layer = 3.1 //so they can stay hidde under the /obj/structure/bush
|
||||
var/stalk_tick_delay = 3
|
||||
|
||||
/mob/living/simple_animal/hostile/panther/ListTargets()
|
||||
var/list/targets = list()
|
||||
for(var/mob/living/carbon/human/H in view(src, 10))
|
||||
targets += H
|
||||
return targets
|
||||
|
||||
/mob/living/simple_animal/hostile/panther/FindTarget()
|
||||
. = ..()
|
||||
if(.)
|
||||
emote("nashes at [.]")
|
||||
|
||||
/mob/living/simple_animal/hostile/panther/AttackingTarget()
|
||||
. =..()
|
||||
var/mob/living/L = .
|
||||
if(istype(L))
|
||||
if(prob(15))
|
||||
L.Weaken(3)
|
||||
L.visible_message("<span class='danger'>\the [src] knocks down \the [L]!</span>")
|
||||
|
||||
/mob/living/simple_animal/hostile/panther/AttackTarget()
|
||||
..()
|
||||
if(stance == HOSTILE_STANCE_ATTACKING && get_dist(src, target))
|
||||
stalk_tick_delay -= 1
|
||||
if(stalk_tick_delay <= 0)
|
||||
src.loc = get_step_towards(src, target)
|
||||
stalk_tick_delay = 3
|
||||
|
||||
//*******//
|
||||
// Snake //
|
||||
//*******//
|
||||
|
||||
/mob/living/simple_animal/hostile/snake
|
||||
name = "snake"
|
||||
desc = "A sinuously coiled, venomous looking reptile."
|
||||
icon_state = "snake"
|
||||
icon_living = "snake"
|
||||
icon_dead = "snake_dead"
|
||||
icon_gib = "snake_dead"
|
||||
speak_chance = 0
|
||||
turns_per_move = 1
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
|
||||
meat_amount = 2
|
||||
response_help = "pets the"
|
||||
response_disarm = "gently pushes aside the"
|
||||
response_harm = "hits the"
|
||||
stop_automated_movement_when_pulled = 0
|
||||
maxHealth = 25
|
||||
health = 25
|
||||
|
||||
harm_intent_damage = 2
|
||||
melee_damage_lower = 3
|
||||
melee_damage_upper = 10
|
||||
attacktext = "bites"
|
||||
attack_sound = 'sound/weapons/bite.ogg'
|
||||
|
||||
layer = 3.1 //so they can stay hidde under the /obj/structure/bush
|
||||
var/stalk_tick_delay = 3
|
||||
|
||||
/mob/living/simple_animal/hostile/snake/ListTargets()
|
||||
var/list/targets = list()
|
||||
for(var/mob/living/carbon/human/H in view(src, 10))
|
||||
targets += H
|
||||
return targets
|
||||
|
||||
/mob/living/simple_animal/hostile/snake/FindTarget()
|
||||
. = ..()
|
||||
if(.)
|
||||
emote("hisses wickedly")
|
||||
|
||||
/mob/living/simple_animal/hostile/snake/AttackingTarget()
|
||||
. =..()
|
||||
var/mob/living/L = .
|
||||
if(istype(L))
|
||||
L.apply_damage(rand(3,12), TOX)
|
||||
|
||||
/mob/living/simple_animal/hostile/snake/AttackTarget()
|
||||
..()
|
||||
if(stance == HOSTILE_STANCE_ATTACKING && get_dist(src, target))
|
||||
stalk_tick_delay -= 1
|
||||
if(stalk_tick_delay <= 0)
|
||||
src.loc = get_step_towards(src, target)
|
||||
stalk_tick_delay = 3
|
||||
@@ -35,7 +35,7 @@
|
||||
max_n2 = 0
|
||||
minbodytemp = 0
|
||||
|
||||
faction = list("hostile")
|
||||
faction = list("hostile", "winter")
|
||||
|
||||
/mob/living/simple_animal/hostile/tree/FindTarget()
|
||||
. = ..()
|
||||
|
||||
@@ -0,0 +1,141 @@
|
||||
//////////////////////////
|
||||
// Winter Mobs //
|
||||
//////////////////////////
|
||||
|
||||
/mob/living/simple_animal/hostile/winter
|
||||
faction = list("hostile", "syndicate", "winter")
|
||||
speak_chance = 0
|
||||
turns_per_move = 5
|
||||
speed = 1
|
||||
maxHealth = 50
|
||||
health = 50
|
||||
icon = 'icons/mob/winter_mob.dmi'
|
||||
icon_state = "placeholder"
|
||||
icon_living = "placeholder"
|
||||
icon_dead = "placeholder"
|
||||
|
||||
min_oxy = 0
|
||||
max_oxy = 0
|
||||
min_tox = 0
|
||||
max_tox = 0
|
||||
min_co2 = 0
|
||||
max_co2 = 0
|
||||
min_n2 = 0
|
||||
max_n2 = 0
|
||||
minbodytemp = 0
|
||||
|
||||
melee_damage_lower = 3
|
||||
melee_damage_upper = 7
|
||||
|
||||
var/weapon1
|
||||
|
||||
/mob/living/simple_animal/hostile/winter/snowman
|
||||
name = "snowman"
|
||||
desc = "A very angry snowman. Doesn't look like it wants to play around..."
|
||||
icon_state = "snowman"
|
||||
icon_living = "snowman"
|
||||
icon_dead = "snowman-dead"
|
||||
weapon1 = /obj/item/weapon/melee/candy_sword
|
||||
|
||||
bodytemperature = 73.0 //it's made of snow and hatred, so it's pretty cold.
|
||||
maxbodytemp = 280.15 //at roughly 7 C, these will start melting (dying) from the warmth. Mind over matter or something.
|
||||
heat_damage_per_tick = 10 //Now With Rapid Thawing Action!
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/winter/snowman/death()
|
||||
if(prob(20)) //chance to become a stationary snowman structure instead of a corpse
|
||||
new /obj/structure/snowman(get_turf(src))
|
||||
visible_message("<span class='notice'>The [src.name] shimmers as its animating magic fades away!</span>")
|
||||
..() //this is just to make sure it gets properly killed before we qdel it
|
||||
qdel(src)
|
||||
else
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/hostile/winter/snowman/ranged
|
||||
ranged = 1
|
||||
retreat_distance = 5
|
||||
minimum_distance = 5
|
||||
projectiletype = /obj/item/projectile/snowball
|
||||
weapon1 = null
|
||||
|
||||
/mob/living/simple_animal/hostile/winter/reindeer
|
||||
name = "reindeer"
|
||||
desc = "Apparently murder is a reindeer game."
|
||||
icon_state = "reindeer"
|
||||
icon_living = "reindeer"
|
||||
icon_dead = "reindeer-dead"
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
|
||||
meat_amount = 3
|
||||
|
||||
melee_damage_lower = 5
|
||||
melee_damage_upper = 10
|
||||
|
||||
/mob/living/simple_animal/hostile/winter/santa
|
||||
maxHealth = 150 //if this seems low for a "boss", it's because you have to fight him multiple times, with him fully healing between stages
|
||||
health = 150
|
||||
var/next_stage = null
|
||||
var/death_message
|
||||
name = "Santa Claus"
|
||||
|
||||
icon_state = "santa"
|
||||
icon_living = "santa"
|
||||
icon_dead = "santa-dead"
|
||||
|
||||
/mob/living/simple_animal/hostile/winter/santa/death()
|
||||
..()
|
||||
if(death_message)
|
||||
visible_message(death_message)
|
||||
if(next_stage)
|
||||
spawn(10)
|
||||
new next_stage(get_turf(src))
|
||||
qdel(src) //hide the body
|
||||
|
||||
/mob/living/simple_animal/hostile/winter/santa/stage_1 //stage 1: slow melee
|
||||
desc = "GET THE FAT MAN!"
|
||||
next_stage = /mob/living/simple_animal/hostile/winter/santa/stage_2
|
||||
death_message = "<span class='danger'>HO HO HO! YOU THOUGHT IT WOULD BE THIS EASY?!?</span>"
|
||||
speed = 2
|
||||
melee_damage_lower = 5
|
||||
melee_damage_upper = 15
|
||||
|
||||
/mob/living/simple_animal/hostile/winter/santa/stage_2 //stage 2: slow ranged
|
||||
desc = "GET THE FAT MAN AGAIN!"
|
||||
next_stage = /mob/living/simple_animal/hostile/winter/santa/stage_3
|
||||
death_message = "<span class='danger'>YOU'VE BEEN VERY NAUGHTY! PREPARE TO DIE!</span>"
|
||||
ranged = 1
|
||||
projectiletype = /obj/item/projectile/ornament
|
||||
retreat_distance = 5
|
||||
minimum_distance = 5
|
||||
|
||||
/mob/living/simple_animal/hostile/winter/santa/stage_3 //stage 3: fast rapidfire ranged
|
||||
desc = "WHY WON'T HE DIE ALREADY!?"
|
||||
next_stage = /mob/living/simple_animal/hostile/winter/santa/stage_4
|
||||
death_message = "<span class='danger'>FACE MY FINAL FORM AND KNOW DESPAIR!</span>"
|
||||
ranged = 1
|
||||
rapid = 1
|
||||
speed = 0 //he's lost some weight from the fighting
|
||||
projectiletype = /obj/item/projectile/ornament
|
||||
retreat_distance = 3
|
||||
minimum_distance = 3
|
||||
|
||||
/mob/living/simple_animal/hostile/winter/santa/stage_4 //stage 4: fast spinebreaker
|
||||
name = "Final Form Santa"
|
||||
desc = "WHAT THE HELL IS HE!?! WHY WON'T HE STAY DEAD!?!"
|
||||
ranged = 0
|
||||
rapid = 0
|
||||
speed = 0 //he's lost some weight from the fighting
|
||||
|
||||
environment_smash = 2 //naughty walls must be punished too
|
||||
melee_damage_lower = 10
|
||||
melee_damage_upper = 25 //that's gonna leave a mark, for sure
|
||||
|
||||
/mob/living/simple_animal/hostile/winter/santa/stage_4/death()
|
||||
world << "<span class='notice'><hr></span>"
|
||||
world << "<span class='notice'>THE FAT MAN HAS FALLEN!</span>"
|
||||
world << "<span class='notice'>SANTA CLAUS HAS BEEN DEFEATED!</span>"
|
||||
world << "<span class='notice'><hr></span>"
|
||||
..()
|
||||
var/obj/item/weapon/grenade/clusterbuster/xmas/X = new /obj/item/weapon/grenade/clusterbuster/xmas(get_turf(src))
|
||||
var/obj/item/weapon/grenade/clusterbuster/xmas/Y = new /obj/item/weapon/grenade/clusterbuster/xmas(get_turf(src))
|
||||
X.prime()
|
||||
Y.prime()
|
||||
@@ -224,9 +224,9 @@
|
||||
|
||||
/mob/living/simple_animal/proc/handle_temperature_damage()
|
||||
if(bodytemperature < minbodytemp)
|
||||
adjustBruteLoss(2)
|
||||
adjustBruteLoss(cold_damage_per_tick)
|
||||
else if(bodytemperature > maxbodytemp)
|
||||
adjustBruteLoss(3)
|
||||
adjustBruteLoss(heat_damage_per_tick)
|
||||
|
||||
/mob/living/simple_animal/Bumped(AM as mob|obj)
|
||||
if(!AM) return
|
||||
|
||||
@@ -161,7 +161,7 @@
|
||||
O.job = "Cyborg"
|
||||
O.notify_ai(1)
|
||||
|
||||
if(O.mind.assigned_role == "Cyborg")
|
||||
if(O.mind && O.mind.assigned_role == "Cyborg")
|
||||
if(O.mind.role_alt_title == "Android")
|
||||
O.mmi = new /obj/item/device/mmi/posibrain(O)
|
||||
else if(O.mind.role_alt_title == "Robot")
|
||||
|
||||
Reference in New Issue
Block a user