Merge branch 'master' into surgery

Conflicts:
	code/WorkInProgress/surgery.dm
	code/modules/mob/living/carbon/carbon_defines.dm
This commit is contained in:
Chinsky
2013-01-15 13:42:13 +04:00
691 changed files with 46179 additions and 41058 deletions
+23 -26
View File
@@ -358,8 +358,9 @@ Alien plants should do something if theres a lot of poison
*/
/var/const //for the status var
BURST = 0
GROWING = 1
GROWN = 2
BURSTING = 1
GROWING = 2
GROWN = 3
MIN_GROWTH_TIME = 1800 //time it takes to grow a hugger
MAX_GROWTH_TIME = 3000
@@ -394,8 +395,7 @@ Alien plants should do something if theres a lot of poison
return
if(GROWN)
user << "\red You retrieve the child."
loc.contents += GetFacehugger()//need to write the code for giving it to the alien later
Burst()
Burst(0)
return
else
return attack_hand(user)
@@ -416,12 +416,20 @@ Alien plants should do something if theres a lot of poison
proc/Burst(var/kill = 1) //drops and kills the hugger if any is remaining
var/obj/item/clothing/mask/facehugger/child = GetFacehugger()
if(kill && istype(child))
loc.contents += child
child.Die()
icon_state = "egg_hatched"
status = BURST
flick("egg_opening", src)
status = BURSTING
spawn(15)
status = BURST
loc.contents += child//need to write the code for giving it to the alien later
if(kill && istype(child))
child.Die()
else
for(var/mob/M in range(1,src))
if(CanHug(M))
child.Attach(M)
break
return
@@ -462,23 +470,12 @@ Alien plants should do something if theres a lot of poison
healthcheck()
/obj/effect/alien/egg/HasProximity(atom/movable/AM as mob|obj)
if(!CanHug(AM))
return
if(status == GROWN && iscarbon(AM) && !isalien(AM))
var/mob/living/carbon/C = AM
if(C.stat == CONSCIOUS && C.has_disease(/datum/disease/alien_embryo))
if(status == GROWN)
if(!CanHug(AM))
return
status = BURST
flick("egg_opening", src) //Play animation
var/turf/pos = get_turf(src)
spawn(18) // Wait until the animation finishes
Burst(0)
var/obj/item/clothing/mask/facehugger/child = GetFacehugger()
child.loc = pos
if(!CanHug(AM))
return
if(AM && in_range(AM, pos))
child.Attach(AM)
var/mob/living/carbon/C = AM
if(C.stat == CONSCIOUS && C.status_flags & XENO_HOST)
return
Burst(0)
@@ -26,7 +26,9 @@
if (i > 0)
var/obj/effect/decal/cleanable/xenoblood/b = new /obj/effect/decal/cleanable/xenoblood/xsplatter(src.loc)
for(var/datum/disease/D in src.viruses)
b.viruses += D.Copy()
var/datum/disease/ND = D.Copy(1)
b.viruses += ND
ND.holder = b
if (step_to(src, get_step(src, direction), 0))
break
@@ -25,17 +25,12 @@ obj/effect/decal/cleanable/liquid_fuel
var/turf/simulated/S = loc
if(!istype(S)) return
for(var/d in cardinal)
if(S.air_check_directions & d)
if(rand(25))
var/turf/simulated/O = get_step(src,d)
var/can_pass = 1
for (var/obj/machinery/door/airlock/door in O)
if (door.density)
can_pass = 0
if (can_pass)
if(!locate(/obj/effect/decal/cleanable/liquid_fuel) in O)
new/obj/effect/decal/cleanable/liquid_fuel(O,amount*0.25)
amount *= 0.75
if(rand(25))
var/turf/simulated/O = get_step(src,d)
if(O.CanPass(target = get_turf(src), air_group = 1))
if(!locate(/obj/effect/decal/cleanable/liquid_fuel) in O)
new/obj/effect/decal/cleanable/liquid_fuel(O,amount*0.25)
amount *= 0.75
flamethrower_fuel
icon_state = "mustard"
@@ -50,9 +45,11 @@ obj/effect/decal/cleanable/liquid_fuel
if(!istype(S)) return
for(var/d in list(turn(dir,90),turn(dir,-90)))
if(S.air_check_directions & d)
var/turf/simulated/O = get_step(S,d)
var/turf/simulated/O = get_step(S,d)
if(locate(/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel) in O)
continue
if(O.CanPass(target = get_turf(src), air_group = 1))
new/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel(O,amount*0.25,d)
O.hotspot_expose((T20C*2) + 380,500) //Light flamethrower fuel on fire immediately.
amount *= 0.5
amount *= 0.5
@@ -71,7 +71,10 @@
if (i > 0)
var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(src.loc)
for(var/datum/disease/D in src.viruses)
b.viruses += D.Copy()
var/datum/disease/ND = D.Copy(1)
b.viruses += ND
ND.holder = b
if (step_to(src, get_step(src, direction), 0))
break
+2 -2
View File
@@ -457,13 +457,13 @@ steam.start() -- spawns the effect
var/area/A = get_area(location)
var/where = "[A.name] | [location.x], [location.y]"
var/whereLink = "<A HREF='?src=%holder_ref%;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>[where]</a>"
var/whereLink = "<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>[where]</a>"
if(carry.my_atom.fingerprintslast)
var/mob/M = get_mob_by_key(carry.my_atom.fingerprintslast)
var/more = ""
if(M)
more = "(<A HREF='?src=%holder_ref%;adminmoreinfo=\ref[M]'>?</a>)"
more = "(<A HREF='?_src_=holder;adminmoreinfo=\ref[M]'>?</a>)"
message_admins("A chemical smoke reaction has taken place in ([whereLink])[contained]. Last associated key is [carry.my_atom.fingerprintslast][more].", 0, 1)
log_game("A chemical smoke reaction has taken place in ([where])[contained]. Last associated key is [carry.my_atom.fingerprintslast].")
else
+2 -2
View File
@@ -47,10 +47,10 @@
if(viruses.len > 0)
for(var/datum/disease/D in viruses)
if(prob(virusProb))
var/datum/disease/viruus = D.Copy()
var/datum/disease/viruus = D.Copy(1)
gib.viruses += viruus
viruus.holder = gib
viruus.spread_type = CONTACT_FEET
gib.blood_DNA = list()
if(MobDNA)
gib.blood_DNA[MobDNA.unique_enzymes] = MobDNA.b_type
+4 -1
View File
@@ -101,6 +101,8 @@
//SUBCLASSES. Spawn a bunch of items and disappear likewise
/obj/effect/landmark/costume/chicken/New()
new /obj/item/clothing/suit/chickensuit(src.loc)
new /obj/item/clothing/head/chicken(src.loc)
new /obj/item/weapon/reagent_containers/food/snacks/egg(src.loc)
del(src)
/obj/effect/landmark/costume/gladiator/New()
@@ -171,7 +173,7 @@
/obj/effect/landmark/costume/nightowl/New()
new /obj/item/clothing/under/owl(src.loc)
new /obj/item/clothing/mask/owl_mask(src.loc)
new /obj/item/clothing/mask/gas/owl_mask(src.loc)
del(src)
/obj/effect/landmark/costume/waiter/New()
@@ -218,6 +220,7 @@
/obj/effect/landmark/costume/fakewizard/New()
new /obj/item/clothing/suit/wizrobe/fake(src.loc)
new /obj/item/clothing/head/wizard/fake(src.loc)
new /obj/item/weapon/staff/(src.loc)
del(src)
/obj/effect/landmark/costume/sexyclown/New()
+2 -2
View File
@@ -58,7 +58,7 @@
trace_gas.moles = 30
payload += trace_gas
target.air.merge(payload)
target.zone.air.merge(payload)
spawn(0)
del(src)
@@ -71,7 +71,7 @@
payload.toxins = 30
target.air.merge(payload)
target.zone.air.merge(payload)
target.hotspot_expose(1000, CELL_VOLUME)
-233
View File
@@ -1,233 +0,0 @@
/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
/obj/effect/sign/map
desc = "A framed picture of the station."
name = "station map"
icon = 'icons/obj/decals.dmi'
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/map/left
icon_state = "map-left"
/obj/effect/sign/map/right
icon_state = "map-right"
/obj/effect/sign/securearea
desc = "A warning sign which reads 'SECURE AREA'. This obviously applies to a nun-Clown."
name = "SECURE AREA"
icon = 'icons/obj/decals.dmi'
icon_state = "securearea"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/biohazard
desc = "A warning sign which reads 'BIOHAZARD'"
name = "BIOHAZARD"
icon = 'icons/obj/decals.dmi'
icon_state = "bio"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/electricshock
desc = "A warning sign which reads 'HIGH VOLTAGE'"
name = "HIGH VOLTAGE"
icon = 'icons/obj/decals.dmi'
icon_state = "shock"
anchored = 1.0
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"
icon = 'icons/obj/decals.dmi'
icon_state = "examroom"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/vacuum
desc = "A warning sign which reads 'HARD VACUUM AHEAD'"
name = "HARD VACUUM AHEAD"
icon = 'icons/obj/decals.dmi'
icon_state = "space"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/deathsposal
desc = "A warning sign which reads 'DISPOSAL LEADS TO SPACE'"
name = "DISPOSAL LEADS TO SPACE"
icon = 'icons/obj/decals.dmi'
icon_state = "deathsposal"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/pods
desc = "A warning sign which reads 'ESCAPE PODS'"
name = "ESCAPE PODS"
icon = 'icons/obj/decals.dmi'
icon_state = "pods"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/fire
desc = "A warning sign which reads 'DANGER: FIRE'"
name = "DANGER: FIRE"
icon = 'icons/obj/decals.dmi'
icon_state = "fire"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/nosmoking_1
desc = "A warning sign which reads 'NO SMOKING'"
name = "NO SMOKING"
icon = 'icons/obj/decals.dmi'
icon_state = "nosmoking"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/nosmoking_2
desc = "A warning sign which reads 'NO SMOKING'"
name = "NO SMOKING"
icon = 'icons/obj/decals.dmi'
icon_state = "nosmoking2"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/redcross
desc = "The Intergalactic symbol of Medical institutions. You'll probably get help here.'"
name = "Med-Bay"
icon = 'icons/obj/decals.dmi'
icon_state = "redcross"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/goldenplaque
desc = "To be Robust is not an action or a way of life, but a mental state. Only those with the force of Will strong enough to act during a crisis, saving friend from foe, are truly Robust. Stay Robust my friends."
name = "The Most Robust Men Award for Robustness"
icon = 'icons/obj/decals.dmi'
icon_state = "goldenplaque"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/kiddieplaque
desc = "Next to the extremely long list of names and job titles, there is a drawing of a little child. The child is holding a crayon and writing some code in his diary with it. The child is smiling evilly."
name = "Credits plaque for AI developers."
icon = 'icons/obj/decals.dmi'
icon_state = "kiddieplaque"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/atmosplaque
desc = "This plaque commemorates the fall of the Atmos FEA division. For all the charred, dizzy, and brittle men who have died in its hands."
name = "FEA Atmospherics Division"
icon = 'icons/obj/decals.dmi'
icon_state = "atmosplaque"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/maltesefalcon1 //The sign is 64x32, so it needs two tiles. ;3
desc = "The Maltese Falcon, Space Bar and Grill."
name = "The Maltese Falcon"
icon = 'icons/obj/decals.dmi'
icon_state = "maltesefalcon1"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/maltesefalcon2
desc = "The Maltese Falcon, Space Bar and Grill."
name = "The Maltese Falcon"
icon = 'icons/obj/decals.dmi'
icon_state = "maltesefalcon2"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/science//These 3 have multiple types, just var-edit the icon_state to whatever one you want on the map
desc = "A warning sign which reads 'SCIENCE!'"
name = "SCIENCE!"
icon = 'icons/obj/decals.dmi'
icon_state = "science1"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/chemistry
desc = "A warning sign which reads 'CHEMISTY'"
name = "CHEMISTRY"
icon = 'icons/obj/decals.dmi'
icon_state = "chemistry1"
anchored = 1.0
opacity = 0
density = 0
/obj/effect/sign/botany
desc = "A warning sign which reads 'HYDROPONICS'"
name = "HYDROPONICS"
icon = 'icons/obj/decals.dmi'
icon_state = "hydro1"
anchored = 1.0
opacity = 0
density = 0
-21
View File
@@ -1,21 +0,0 @@
/obj/hud
name = "hud"
unacidable = 1
var/mob/mymob = null
var/list/adding = null
var/list/other = null
var/obj/screen/druggy = null
var/vimpaired = null
var/obj/screen/alien_view = null
var/obj/screen/g_dither = null
var/obj/screen/blurry = null
var/list/darkMask = null
var/obj/screen/r_hand_hud_object = null
var/obj/screen/l_hand_hud_object = null
var/show_intent_icons = 1
var/list/obj/screen/hotkeybuttons = null
var/hotkey_ui_hidden = 0 //This is to hide the buttons that can be used via hotkeys. (hotkeybuttons list of buttons)
var/list/obj/screen/item_action/item_action_list = null //Used for the item action ui buttons.
var/h_type = /obj/screen //this is like...the most pointless thing ever. Use a god damn define!
+78 -52
View File
@@ -3,9 +3,7 @@
icon = 'icons/obj/items.dmi'
var/icon/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/abstract = 0
var/force = 0
var/item_state = null
var/damtype = "brute"
var/r_speed = 1.0
var/health = null
var/burn_point = null
@@ -63,6 +61,16 @@
/obj/item/blob_act()
return
//user: The mob that is suiciding
//damagetype: The type of damage the item will inflict on the user
//bruteloss = 1
//fireloss = 2
//toxloss = 4
//oxyloss = 8
//This proc will return an array. The first element of the list should always be the suicide message that players will see, next is the damagetype
/obj/item/proc/suicide_act(mob/user)
return
/obj/item/verb/move_to_top()
set name = "Move To Top"
set category = "Object"
@@ -163,22 +171,36 @@
user.put_in_active_hand(src)
return
// Due to storage type consolidation this should get used more now.
// I have cleaned it up a little, but it could probably use more. -Sayu
/obj/item/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/storage))
var/obj/item/weapon/storage/S = W
if(S.use_to_pickup)
if(!S.can_be_inserted(src))
return
if(S.collection_mode) //Mode is set to collect all items on a tile and we clicked on a valid one.
if(isturf(src.loc))
for(var/obj/item/I in src.loc)
if(I != src) //We'll do the one we clicked on last.
if(!S.can_be_inserted(I))
continue
S.handle_item_insertion(I, 1) //The 1 stops the "You put the [src] into [S]" insertion message from being displayed.
S.handle_item_insertion(src)
var/list/rejections = list()
var/success = 0
var/failure = 0
for(var/obj/item/I in src.loc)
if(I.type in rejections) // To limit bag spamming: any given type only complains once
continue
if(!S.can_be_inserted(I)) // Note can_be_inserted still makes noise when the answer is no
rejections += I.type // therefore full bags are still a little spammy
failure = 1
continue
success = 1
S.handle_item_insertion(I, 1) //The 1 stops the "You put the [src] into [S]" insertion message from being displayed.
if(success && !failure)
user << "<span class='notice'>You put everything in [S].</span>"
else if(success)
user << "<span class='notice'>You put some things in [S].</span>"
else
user << "<span class='notice'>You fail to pick anything up with [S].</span>"
else if(S.can_be_inserted(src))
S.handle_item_insertion(src)
return
@@ -214,75 +236,75 @@
power *= 2
if(!istype(M, /mob/living/carbon/human))
if(istype(M, /mob/living/carbon/metroid))
var/mob/living/carbon/metroid/Metroid = M
if(istype(M, /mob/living/carbon/slime))
var/mob/living/carbon/slime/slime = M
if(prob(25))
user << "\red [src] passes right through [M]!"
return
if(power > 0)
Metroid.attacked += 10
slime.attacked += 10
if(Metroid.Discipline && prob(50)) // wow, buddy, why am I getting attacked??
Metroid.Discipline = 0
if(slime.Discipline && prob(50)) // wow, buddy, why am I getting attacked??
slime.Discipline = 0
if(power >= 3)
if(istype(Metroid, /mob/living/carbon/metroid/adult))
if(istype(slime, /mob/living/carbon/slime/adult))
if(prob(5 + round(power/2)))
if(Metroid.Victim)
if(prob(80) && !Metroid.client)
Metroid.Discipline++
Metroid.Victim = null
Metroid.anchored = 0
if(slime.Victim)
if(prob(80) && !slime.client)
slime.Discipline++
slime.Victim = null
slime.anchored = 0
spawn()
if(Metroid)
Metroid.SStun = 1
if(slime)
slime.SStun = 1
sleep(rand(5,20))
if(Metroid)
Metroid.SStun = 0
if(slime)
slime.SStun = 0
spawn(0)
if(Metroid)
Metroid.canmove = 0
step_away(Metroid, user)
if(slime)
slime.canmove = 0
step_away(slime, user)
if(prob(25 + power))
sleep(2)
if(Metroid && user)
step_away(Metroid, user)
Metroid.canmove = 1
if(slime && user)
step_away(slime, user)
slime.canmove = 1
else
if(prob(10 + power*2))
if(Metroid)
if(Metroid.Victim)
if(prob(80) && !Metroid.client)
Metroid.Discipline++
if(slime)
if(slime.Victim)
if(prob(80) && !slime.client)
slime.Discipline++
if(Metroid.Discipline == 1)
Metroid.attacked = 0
if(slime.Discipline == 1)
slime.attacked = 0
spawn()
if(Metroid)
Metroid.SStun = 1
if(slime)
slime.SStun = 1
sleep(rand(5,20))
if(Metroid)
Metroid.SStun = 0
if(slime)
slime.SStun = 0
Metroid.Victim = null
Metroid.anchored = 0
slime.Victim = null
slime.anchored = 0
spawn(0)
if(Metroid && user)
step_away(Metroid, user)
Metroid.canmove = 0
if(slime && user)
step_away(slime, user)
slime.canmove = 0
if(prob(25 + power*4))
sleep(2)
if(Metroid && user)
step_away(Metroid, user)
Metroid.canmove = 1
if(slime && user)
step_away(slime, user)
slime.canmove = 1
var/showname = "."
@@ -308,7 +330,7 @@
else
switch(src.damtype)
if("brute")
if(istype(src, /mob/living/carbon/metroid))
if(istype(src, /mob/living/carbon/slime))
M.adjustBrainLoss(power)
else
@@ -493,6 +515,10 @@
if(!disable_warning)
usr << "You somehow have a suit with no defined allowed items for suit storage, stop that."
return 0
if(src.w_class > 3)
if(!disable_warning)
usr << "The [name] is too big to attach."
return 0
if( istype(src, /obj/item/device/pda) || istype(src, /obj/item/weapon/pen) || is_type_in_list(src, H.wear_suit.allowed) )
return 1
return 0
@@ -612,7 +638,7 @@
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/slime))//Aliens don't have eyes./N slimes also don't have eyes!
user << "\red You cannot locate any eyes on this creature!"
return
+1 -1
View File
@@ -37,7 +37,7 @@
else
var/obj/item/weapon/cable_coil/C = new /obj/item/weapon/cable_coil(loc)
C.amount = 10
usr << "You cut cables and disassemble the unused power terminal."
usr << "You cut the cables and disassemble the unused power terminal."
del(T)
new /obj/machinery/power/apc(loc, ndir, 1)
del(src)
+3 -3
View File
@@ -64,7 +64,7 @@ move an amendment</a> to the drawing.</p>
"}
if (AREA_SPECIAL)
text += {"
<p>This place doesn't noted on these blueprints.</p>
<p>This place isn't noted on these blueprints.</p>
"}
else
return
@@ -114,7 +114,7 @@ move an amendment</a> to the drawing.</p>
usr << "\red Error! Please notify administration!"
return
var/list/turf/turfs = res
var/str = sanitize(trim(input(usr,"New area title","Blueprints editing")))
var/str = trim(stripped_input(usr,"New area title","Blueprints editing", "", MAX_NAME_LEN))
if(!str || !length(str)) //cancel
return
if(length(str) > 50)
@@ -147,7 +147,7 @@ move an amendment</a> to the drawing.</p>
var/area/A = get_area()
//world << "DEBUG: edit_area"
var/prevname = A.name
var/str = sanitize(trim(input(usr,"New area title","Blueprints editing",prevname)))
var/str = trim(stripped_input(usr,"New area title","Blueprints editing", prevname, MAX_NAME_LEN))
if(!str || !length(str) || str==prevname) //cancel
return
if(length(str) > 50)
+11 -16
View File
@@ -2,7 +2,7 @@
/obj/item/bodybag
name = "body bag"
desc = "A folded bag designed to contain dead things."
desc = "A folded bag designed for the storage and transportation of cadavers."
icon = 'icons/obj/bodybag.dmi'
icon_state = "bodybag_folded"
@@ -12,29 +12,24 @@
del(src)
/obj/item/weapon/storage/body_bag_box
/obj/item/weapon/storage/box/bodybags
name = "body bags"
desc = "This box contains body bags."
icon_state = "bodybags"
item_state = "syringe_kit"
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
New()
new /obj/item/bodybag(src)
new /obj/item/bodybag(src)
new /obj/item/bodybag(src)
new /obj/item/bodybag(src)
new /obj/item/bodybag(src)
new /obj/item/bodybag(src)
new /obj/item/bodybag(src)
..()
return
new /obj/item/bodybag(src)
new /obj/item/bodybag(src)
new /obj/item/bodybag(src)
new /obj/item/bodybag(src)
new /obj/item/bodybag(src)
new /obj/item/bodybag(src)
new /obj/item/bodybag(src)
/obj/structure/closet/body_bag
name = "body bag"
desc = "A bag designed to contain dead things."
desc = "A plastic bag designed for the storage and transportation of cadavers."
icon = 'icons/obj/bodybag.dmi'
icon_state = "bodybag_closed"
icon_closed = "bodybag_closed"
@@ -61,7 +56,7 @@
else if(istype(W, /obj/item/weapon/wirecutters))
user << "You cut the tag off the bodybag"
src.name = "body bag"
src.overlays = null
src.overlays.Cut()
return
+17 -28
View File
@@ -5,11 +5,9 @@
icon_state = "candle1"
item_state = "candle1"
w_class = 1
light_on = 0
brightness_on = 3 //luminosity when on
var/wax = 200
var/lit = 0
proc
light(var/flavor_text = "\red [usr] lights the [name].")
@@ -21,7 +19,7 @@
else if(wax>80)
i = 2
else i = 3
icon_state = "candle[i][light_on ? "_lit" : ""]"
icon_state = "candle[i][lit ? "_lit" : ""]"
attackby(obj/item/weapon/W as obj, mob/user as mob)
@@ -32,30 +30,30 @@
light("\red [user] casually lights the [name] with [W], what a badass.")
else if(istype(W, /obj/item/weapon/lighter))
var/obj/item/weapon/lighter/L = W
if(L.light_on)
if(L.lit)
light()
else if(istype(W, /obj/item/weapon/match))
var/obj/item/weapon/match/M = W
if(M.light_on)
if(M.lit)
light()
else if(istype(W, /obj/item/candle))
var/obj/item/candle/C = W
if(C.light_on)
if(C.lit)
light()
light(var/flavor_text = "\red [usr] lights the [name].")
if(!src.light_on)
src.light_on = 1
if(!src.lit)
src.lit = 1
//src.damtype = "fire"
for(var/mob/O in viewers(usr, null))
O.show_message(flavor_text, 1)
SetLuminosity(brightness_on)
SetLuminosity(CANDLE_LUM)
processing_objects.Add(src)
process()
if(!light_on)
if(!lit)
return
wax--
if(!wax)
@@ -70,29 +68,20 @@
attack_self(mob/user as mob)
if(light_on)
light_on = 0
if(lit)
lit = 0
update_icon()
SetLuminosity(0)
user.SetLuminosity(search_light(user, src))
user.SetLuminosity(user.luminosity - CANDLE_LUM)
pickup(mob/user)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
if(lit)
SetLuminosity(0)
user.SetLuminosity(user.luminosity + CANDLE_LUM)
dropped(mob/user)
if(light_on)
if ((layer <= 3) || (loc != user.loc))
user.SetLuminosity(search_light(user, src))
SetLuminosity(brightness_on)
equipped(mob/user, slot)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
SetLuminosity(0)
if(lit)
user.SetLuminosity(user.luminosity - CANDLE_LUM)
SetLuminosity(CANDLE_LUM)
+123 -77
View File
@@ -13,8 +13,6 @@ var/global/list/obj/item/device/pda/PDAs = list()
w_class = 1.0
flags = FPRINT | TABLEPASS
slot_flags = SLOT_ID | SLOT_BELT
light_on = 0 //Is the flashlight function on?
brightness_on = 4 //Luminosity for the flashlight function
//Main variables
var/owner = null
@@ -24,6 +22,8 @@ var/global/list/obj/item/device/pda/PDAs = list()
//Secondary variables
var/scanmode = 0 //1 is medical scanner, 2 is forensics, 3 is reagent scanner.
var/fon = 0 //Is the flashlight function on?
var/f_lum = 4 //Luminosity for the flashlight function
var/silent = 0 //To beep or not to beep, that is the question
var/toff = 0 //If 1, messenger disabled
var/tnote = null //Current Texts
@@ -37,6 +37,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
var/notehtml = ""
var/cart = "" //A place to stick cartridge menu information
var/detonate = 1 // Can the PDA be blown up?
var/hidden = 0 // Is the PDA hidden from the PDA list?
var/obj/item/weapon/card/id/id = null //Making it possible to slot an ID card into the PDA so it can function as both.
var/ownjob = null //related to above
@@ -112,6 +113,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
/obj/item/device/pda/captain
default_cartridge = /obj/item/weapon/cartridge/captain
icon_state = "pda-c"
toff = 1
/obj/item/device/pda/cargo
default_cartridge = /obj/item/weapon/cartridge/quartermaster
@@ -129,7 +131,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
icon_state = "pda-syn"
name = "Military PDA"
owner = "John Doe"
toff = 1
hidden = 1
/obj/item/device/pda/chaplain
icon_state = "pda-holy"
@@ -165,6 +167,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
icon_state = "pda-bar"
/obj/item/device/pda/atmos
default_cartridge = /obj/item/weapon/cartridge/atmos
icon_state = "pda-atmo"
/obj/item/device/pda/chemist
@@ -181,10 +184,8 @@ var/global/list/obj/item/device/pda/PDAs = list()
ttone = "data"
detonate = 0
/obj/item/device/pda/pai
icon_state = "NONE"
ttone = "data"
detonate = 0
/obj/item/device/pda/ai/can_use()
return 1
/obj/item/device/pda/ai/attack_self(mob/user as mob)
if ((honkamt > 0) && (prob(60)))//For clown virus.
@@ -192,26 +193,21 @@ var/global/list/obj/item/device/pda/PDAs = list()
playsound(loc, 'sound/items/bikehorn.ogg', 30, 1)
return
/obj/item/device/pda/ai/pai
ttone = "assist"
/*
* The Actual PDA
*/
/obj/item/device/pda/pickup(mob/user)
if(light_on)
if(user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
if(fon)
SetLuminosity(0)
user.SetLuminosity(user.luminosity + f_lum)
/obj/item/device/pda/dropped(mob/user)
if(light_on)
if ((layer <= 3) || (loc != user.loc))
user.SetLuminosity(search_light(user, src))
SetLuminosity(brightness_on)
/obj/item/device/pda/equipped(mob/user, slot)
if(light_on)
if(user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
SetLuminosity(0)
if(fon)
user.SetLuminosity(user.luminosity - f_lum)
SetLuminosity(f_lum)
/obj/item/device/pda/New()
..()
@@ -222,8 +218,6 @@ var/global/list/obj/item/device/pda/PDAs = list()
/obj/item/device/pda/proc/can_use()
if(istype(src, /obj/item/device/pda/ai) || istype(src, /obj/item/device/pda/pai))
return 1
if(!ismob(loc))
return 0
@@ -235,6 +229,15 @@ var/global/list/obj/item/device/pda/PDAs = list()
else
return 0
/obj/item/device/pda/GetAccess()
if(id)
return id.GetAccess()
else
return ..()
/obj/item/device/pda/GetID()
return id
/obj/item/device/pda/MouseDrop(obj/over_object as obj, src_location, over_location)
var/mob/M = usr
if((!istype(over_object, /obj/screen)) && !M.restrained() && !M.stat && can_use())
@@ -321,17 +324,19 @@ var/global/list/obj/item/device/pda/PDAs = list()
dat += "<ul>"
if (cartridge)
if (cartridge.access_janitor)
dat += "<li><a href='byond://?src=\ref[src];choice=49'><img src=pda_bucket.png> Equipment Locator</a></li>"
dat += "<li><a href='byond://?src=\ref[src];choice=49'><img src=pda_bucket.png> Custodial Locator</a></li>"
if (istype(cartridge.radio, /obj/item/radio/integrated/signal))
dat += "<li><a href='byond://?src=\ref[src];choice=40'><img src=pda_signaler.png> Signaler System</a></li>"
if (cartridge.access_reagent_scanner)
dat += "<li><a href='byond://?src=\ref[src];choice=Reagent Scan'><img src=pda_reagent.png> [scanmode == 3 ? "Disable" : "Enable"] Reagent Scanner</a></li>"
if (cartridge.access_engine)
dat += "<li><a href='byond://?src=\ref[src];choice=Halogen Counter'><img src=pda_reagent.png> [scanmode == 4 ? "Disable" : "Enable"] Halogen Counter</a></li>"
if (cartridge.access_atmos)
dat += "<li><a href='byond://?src=\ref[src];choice=Gas Scan'><img src=pda_reagent.png> [scanmode == 5 ? "Disable" : "Enable"] Gas Scanner</a></li>"
if (cartridge.access_remote_door)
dat += "<li><a href='byond://?src=\ref[src];choice=Toggle Door'><img src=pda_rdoor.png> Toggle Remote Door</a></li>"
dat += "<li><a href='byond://?src=\ref[src];choice=3'><img src=pda_atmos.png> Atmospheric Scan</a></li>"
dat += "<li><a href='byond://?src=\ref[src];choice=Light'><img src=pda_flashlight.png> [light_on ? "Disable" : "Enable"] Flashlight</a></li>"
dat += "<li><a href='byond://?src=\ref[src];choice=Light'><img src=pda_flashlight.png> [fon ? "Disable" : "Enable"] Flashlight</a></li>"
if (pai)
if(pai.loc != src)
pai = null
@@ -367,7 +372,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
if (!toff)
for (var/obj/item/device/pda/P in sortAtom(PDAs))
if (!P.owner||P.toff||P == src) continue
if (!P.owner||P.toff||P == src||P.hidden) continue
dat += "<li><a href='byond://?src=\ref[src];choice=Message;target=\ref[P]'>[P]</a>"
if (istype(cartridge, /obj/item/weapon/cartridge/syndicate) && P.detonate)
dat += " (<a href='byond://?src=\ref[src];choice=Detonate;target=\ref[P]'><img src=pda_boom.png>*Detonate*</a>)"
@@ -506,18 +511,14 @@ var/global/list/obj/item/device/pda/PDAs = list()
//MAIN FUNCTIONS===================================
if("Light")
if(light_on)
light_on = 0
if(src in U.contents)
U.SetLuminosity(search_light(U, src))
else
SetLuminosity(0)
if(fon)
fon = 0
if(src in U.contents) U.SetLuminosity(U.luminosity - f_lum)
else SetLuminosity(0)
else
light_on = 1
if((src in U.contents) && (U.luminosity < brightness_on))
U.SetLuminosity(brightness_on)
else
SetLuminosity(brightness_on)
fon = 1
if(src in U.contents) U.SetLuminosity(U.luminosity + f_lum)
else SetLuminosity(f_lum)
if("Medical Scan")
if(scanmode == 1)
scanmode = 0
@@ -537,6 +538,11 @@ var/global/list/obj/item/device/pda/PDAs = list()
if ( !(last_honk && world.time < last_honk + 20) )
playsound(loc, 'sound/items/bikehorn.ogg', 50, 1)
last_honk = world.time
if("Gas Scan")
if(scanmode == 5)
scanmode = 0
else if((!isnull(cartridge)) && (cartridge.access_atmos))
scanmode = 5
//MESSENGER/NOTE FUNCTIONS===================================
@@ -676,7 +682,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
//EXTRA FUNCTIONS===================================
if (mode == 2||mode == 21)//To clear message overlays.
overlays = null
overlays.Cut()
if ((honkamt > 0) && (prob(60)))//For clown virus.
honkamt--
@@ -752,14 +758,12 @@ 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 [sp_word] <b>[who]</b>: [t]</i>")
ai.show_message("<i>Intercepted message from <b>[who]</b>: [t]</i>")
if (!P.silent)
playsound(P.loc, 'sound/machines/twobeep.ogg', 50, 1)
@@ -770,21 +774,14 @@ var/global/list/obj/item/device/pda/PDAs = list()
if(P.loc && isliving(P.loc))
L = P.loc
//Maybe they are a pAI!
else if(istype(P, /obj/item/device/pda/pai) && P.loc)
//Search through the location's contents
for(var/obj/item/device/paicard/Pcard in P.loc)
//If there's a Pcard there then get the mind inside
if(Pcard.pai)
var/mob/living/silicon/pai/pai = Pcard.pai
//Is it the pAI that is receiving the message?
if(pai.pda && pai.pda == P)
L = pai
break
else
L = get(P, /mob/living/silicon)
if(L)
L << "\icon[P] <b>Message from [src.owner] ([ownjob]), </b>\"[t]\" (<a href='byond://?src=\ref[P];choice=Message;skiprefresh=1;target=\ref[src]'>Reply</a>)"
log_pda("[usr] (PDA: [src.name]) sent \"[t]\" to [P.name]")
P.overlays = null
P.overlays.Cut()
P.overlays += image('icons/obj/pda.dmi', "pda-r")
else
U << "<span class='notice'>ERROR: Server isn't responding.</span>"
@@ -860,6 +857,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
user << "<span class='notice'>You insert [cartridge] into [src].</span>"
if(cartridge.radio)
cartridge.radio.hostpda = src
else if(istype(C, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/idcard = C
if(!idcard.registered_name)
@@ -967,6 +965,64 @@ var/global/list/obj/item/device/pda/PDAs = list()
else
user << "\blue No significant chemical agents found in [A]."
if(5)
if((istype(A, /obj/item/weapon/tank)) || (istype(A, /obj/machinery/portable_atmospherics)))
var/obj/icon = A
for (var/mob/O in viewers(user, null))
O << "\red [user] has used [src] on \icon[icon] [A]"
var/pressure = A:air_contents.return_pressure()
var/total_moles = A:air_contents.total_moles()
user << "\blue Results of analysis of \icon[icon]"
if (total_moles>0)
var/o2_concentration = A:air_contents.oxygen/total_moles
var/n2_concentration = A:air_contents.nitrogen/total_moles
var/co2_concentration = A:air_contents.carbon_dioxide/total_moles
var/plasma_concentration = A:air_contents.toxins/total_moles
var/unknown_concentration = 1-(o2_concentration+n2_concentration+co2_concentration+plasma_concentration)
user << "\blue Pressure: [round(pressure,0.1)] kPa"
user << "\blue Nitrogen: [round(n2_concentration*100)]%"
user << "\blue Oxygen: [round(o2_concentration*100)]%"
user << "\blue CO2: [round(co2_concentration*100)]%"
user << "\blue Plasma: [round(plasma_concentration*100)]%"
if(unknown_concentration>0.01)
user << "\red Unknown: [round(unknown_concentration*100)]%"
user << "\blue Temperature: [round(A:air_contents.temperature-T0C)]&deg;C"
else
user << "\blue Tank is empty!"
if (istype(A, /obj/machinery/atmospherics/pipe/tank))
var/obj/icon = A
for (var/mob/O in viewers(user, null))
O << "\red [user] has used [src] on \icon[icon] [A]"
var/obj/machinery/atmospherics/pipe/tank/T = A
var/pressure = T.parent.air.return_pressure()
var/total_moles = T.parent.air.total_moles()
user << "\blue Results of analysis of \icon[icon]"
if (total_moles>0)
var/o2_concentration = T.parent.air.oxygen/total_moles
var/n2_concentration = T.parent.air.nitrogen/total_moles
var/co2_concentration = T.parent.air.carbon_dioxide/total_moles
var/plasma_concentration = T.parent.air.toxins/total_moles
var/unknown_concentration = 1-(o2_concentration+n2_concentration+co2_concentration+plasma_concentration)
user << "\blue Pressure: [round(pressure,0.1)] kPa"
user << "\blue Nitrogen: [round(n2_concentration*100)]%"
user << "\blue Oxygen: [round(o2_concentration*100)]%"
user << "\blue CO2: [round(co2_concentration*100)]%"
user << "\blue Plasma: [round(plasma_concentration*100)]%"
if(unknown_concentration>0.01)
user << "\red Unknown: [round(unknown_concentration*100)]%"
user << "\blue Temperature: [round(T.parent.air.temperature-T0C)]&deg;C"
else
user << "\blue Tank is empty!"
if (!scanmode && istype(A, /obj/item/weapon/paper) && owner)
note = A:info
user << "\blue Paper scanned." //concept of scanning paper copyright brainoblivion 2009
@@ -1031,6 +1087,8 @@ var/global/list/obj/item/device/pda/PDAs = list()
for (var/obj/item/device/pda/P in PDAs)
if (!P.owner)
continue
else if(P.hidden)
continue
else if (P == src)
continue
else if (P.toff)
@@ -1094,39 +1152,27 @@ var/global/list/obj/item/device/pda/PDAs = list()
else
usr << "You do not have a PDA. You should make an issue report about this."
//Some spare PDAs in a box
/obj/item/weapon/storage/PDAbox
/obj/item/weapon/storage/box/PDAs
name = "spare PDAs"
desc = "A box of spare PDA microcomputers."
icon = 'icons/obj/pda.dmi'
icon_state = "pdabox"
item_state = "syringe_kit"
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
/obj/item/weapon/storage/PDAbox/New()
..()
new /obj/item/device/pda(src)
new /obj/item/device/pda(src)
new /obj/item/device/pda(src)
new /obj/item/device/pda(src)
var/newcart = pick(1,2,3,4)
switch(newcart)
if(1)
new /obj/item/weapon/cartridge/engineering(src)
if(2)
new /obj/item/weapon/cartridge/security(src)
if(3)
new /obj/item/weapon/cartridge/medical(src)
if(4)
new /obj/item/weapon/cartridge/signal/toxins(src)
new /obj/item/weapon/cartridge/head(src)
New()
..()
new /obj/item/device/pda(src)
new /obj/item/device/pda(src)
new /obj/item/device/pda(src)
new /obj/item/device/pda(src)
new /obj/item/weapon/cartridge/head(src)
var/newcart = pick( /obj/item/weapon/cartridge/engineering,
/obj/item/weapon/cartridge/security,
/obj/item/weapon/cartridge/medical,
/obj/item/weapon/cartridge/signal/toxins,
/obj/item/weapon/cartridge/quartermaster)
new newcart(src)
// Pass along the pulse to atoms in contents, largely added so pAIs are vulnerable to EMP
/obj/item/device/pda/emp_act(severity)
+14 -2
View File
@@ -9,6 +9,7 @@
var/obj/item/radio/integrated/radio = null
var/access_security = 0
var/access_engine = 0
var/access_atmos = 0
var/access_medical = 0
var/access_manifest = 1 // Make all jobs able to access the manifest
var/access_clown = 0
@@ -37,6 +38,11 @@
icon_state = "cart-e"
access_engine = 1
atmos
name = "BreatheDeep Cartridge"
icon_state = "cart-a"
access_atmos = 1
medical
name = "Med-U Cartridge"
icon_state = "cart-m"
@@ -102,7 +108,8 @@
name = "Signal Ace 2"
desc = "Complete with integrated radio signaler!"
icon_state = "cart-tox"
// access_reagent_scanner = 1
access_reagent_scanner = 1
access_atmos = 1
New()
..()
@@ -134,6 +141,8 @@
access_manifest = 1
access_status_display = 1
access_quartermaster = 1
access_janitor = 1
access_security = 1
New()
..()
@@ -158,6 +167,7 @@
access_manifest = 1
access_status_display = 1
access_engine = 1
access_atmos = 1
cmo
name = "Med-U DELUXE"
@@ -172,7 +182,8 @@
icon_state = "cart-rd"
access_manifest = 1
access_status_display = 1
// access_reagent_scanner = 1
access_reagent_scanner = 1
access_atmos = 1
New()
..()
@@ -189,6 +200,7 @@
access_medical = 1
access_reagent_scanner = 1
access_status_display = 1
access_atmos = 1
syndicate
name = "Detomatix Cartridge"
+31 -41
View File
@@ -10,13 +10,12 @@
m_amt = 50
g_amt = 20
icon_action_button = "action_flashlight"
light_on = 0
brightness_on = 4 //luminosity when on
var brightness = 0
var/on = 0
var/brightness_on = 4 //luminosity when on
/obj/item/device/flashlight/initialize()
..()
if(light_on)
if(on)
icon_state = "[initial(icon_state)]-on"
SetLuminosity(brightness_on)
else
@@ -24,31 +23,31 @@
SetLuminosity(0)
/obj/item/device/flashlight/proc/update_brightness(var/mob/user = null)
if(light_on)
if(on)
icon_state = "[initial(icon_state)]-on"
if((loc == user) && (user.luminosity < brightness_on))
user.SetLuminosity(brightness_on)
if(loc == user)
user.SetLuminosity(user.luminosity + brightness_on)
else if(isturf(loc))
SetLuminosity(brightness_on)
else
icon_state = initial(icon_state)
if(loc == user)
user.SetLuminosity(search_light(user, src))
user.SetLuminosity(user.luminosity - brightness_on)
else if(isturf(loc))
SetLuminosity(0)
/obj/item/device/flashlight/attack_self(mob/user)
if(!isturf(user.loc))
user << "You cannot turn the light on while in this [user.loc]." //To prevent some lighting anomalities.
return
light_on = !light_on
return 0
on = !on
update_brightness(user)
return
return 1
/obj/item/device/flashlight/attack(mob/living/M as mob, mob/living/user as mob)
add_fingerprint(user)
if(light_on && user.zone_sel.selecting == "eyes")
if(on && user.zone_sel.selecting == "eyes")
if(((CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly
return ..() //just hit them in the head
@@ -89,24 +88,15 @@
/obj/item/device/flashlight/pickup(mob/user)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
if(on)
user.SetLuminosity(user.luminosity + brightness_on)
SetLuminosity(0)
/obj/item/device/flashlight/dropped(mob/user)
if(light_on)
if ((layer <= 3) || (loc != user.loc))
user.SetLuminosity(search_light(user, src))
SetLuminosity(brightness_on)
/obj/item/device/flashlight/equipped(mob/user, slot)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
SetLuminosity(0)
if(on)
user.SetLuminosity(user.luminosity - brightness_on)
SetLuminosity(brightness_on)
/obj/item/device/flashlight/pen
@@ -129,7 +119,7 @@
flags = FPRINT | TABLEPASS | CONDUCT
m_amt = 0
g_amt = 0
light_on = 1
on = 1
// green-shaded desk lamp
@@ -163,21 +153,22 @@
var/produce_heat = 1500
/obj/item/device/flashlight/flare/New()
fuel = rand(1500, 2000) // Last 10 to 15 minutes.
fuel = rand(800, 1000) // Sorry for changing this so much but I keep under-estimating how long X number of ticks last in seconds.
..()
/obj/item/device/flashlight/flare/process()
var/turf/pos = get_turf(src)
pos.hotspot_expose(produce_heat, 5)
if(pos)
pos.hotspot_expose(produce_heat, 5)
fuel = max(fuel - 1, 0)
if(!fuel || !light_on)
if(!fuel || !on)
turn_off()
if(!fuel)
src.icon_state = "[initial(icon_state)]-empty"
processing_objects -= src
/obj/item/device/flashlight/flare/proc/turn_off()
light_on = 0
on = 0
src.force = initial(src.force)
src.damtype = initial(src.damtype)
if(ismob(loc))
@@ -187,19 +178,18 @@
update_brightness(null)
/obj/item/device/flashlight/flare/attack_self(mob/user)
// Usual checks
if(loc != usr)
return
if(!fuel)
user << "<span class='notice'>It's out of fuel.</span>"
return
if(!light_on)
user.visible_message("<span class='notice'>[user] activates the flare.</span>", "<span class='notice'>You pull the cord on the flare, activating it!</span>")
else
if(on)
return
. = ..()
// All good, turn it on.
light_on = 1
update_brightness(user)
src.force = on_damage
src.damtype = "fire"
processing_objects += src
if(.)
user.visible_message("<span class='notice'>[user] activates the flare.</span>", "<span class='notice'>You pull the cord on the flare, activating it!</span>")
src.force = on_damage
src.damtype = "fire"
processing_objects += src
+2 -2
View File
@@ -110,12 +110,12 @@
/obj/item/device/paicard/proc/removePersonality()
src.pai = null
src.overlays = null
src.overlays.Cut()
src.overlays += "pai-off"
/obj/item/device/paicard/proc/setEmotion(var/emotion)
if(pai)
src.overlays = null
src.overlays.Cut()
switch(emotion)
if(1) src.overlays += "pai-happy"
if(2) src.overlays += "pai-cat"
@@ -72,7 +72,7 @@
name = "Captain's Encryption Key"
desc = "An encyption key for a radio headset. Contains cypherkeys."
icon_state = "cap_cypherkey"
channels = list("Command" = 1, "Science" = 0, "Medical" = 0, "Security" = 1, "Engineering" = 0, "Mining" = 0, "Cargo" = 0)
channels = list("Command" = 1, "Security" = 1, "Engineering" = 0, "Science" = 0, "Medical" = 0, "Supply" = 0)
/obj/item/device/encryptionkey/heads/rd
name = "Research Director's Encryption Key"
@@ -102,8 +102,8 @@
name = "Head of Personnel's Encryption Key"
desc = "An encyption key for a radio headset. Contains cypherkeys."
icon_state = "hop_cypherkey"
channels = list("Command" = 1, "Security" = 0, "Cargo" = 1, "Mining" = 0)
channels = list("Supply" = 1, "Command" = 1, "Security" = 0)
/*
/obj/item/device/encryptionkey/headset_mine
name = "Mining Radio Encryption Key"
desc = "An encyption key for a radio headset. Contains cypherkeys."
@@ -115,13 +115,12 @@
desc = "An encyption key for a radio headset. Contains cypherkeys."
icon_state = "qm_cypherkey"
channels = list("Cargo" = 1, "Mining" = 1)
*/
/obj/item/device/encryptionkey/headset_cargo
name = "Cargo Radio Encryption Key"
name = "Supply Radio Encryption Key"
desc = "An encyption key for a radio headset. Contains cypherkeys."
icon_state = "cargo_cypherkey"
channels = list("Cargo" = 1)
channels = list("Supply" = 1)
/obj/item/device/encryptionkey/ert
name = "NanoTrasen ERT Radio Encryption Key"
desc = "An encyption key for a radio headset. Contains cypherkeys."
@@ -95,7 +95,7 @@
/obj/item/device/radio/headset/heads/captain
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."
desc = "The headset of the boss. Channels are as follows: :c - command, :s - security, :e - engineering, :u - supply, :m - medical, :n - science."
icon_state = "com_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/heads/captain
@@ -130,11 +130,11 @@
/obj/item/device/radio/headset/heads/hop
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."
desc = "The headset of the guy who will one day be captain. Channels are as follows: :u - supply, :c - command, :s - security"
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"
desc = "Headset used by miners. How useless. To access the mining channel, use :d."
@@ -148,10 +148,10 @@
icon_state = "cargo_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/heads/qm
*/
/obj/item/device/radio/headset/headset_cargo
name = "cargo radio headset"
desc = "Headset used by the QM's slaves. To access the cargo channel, use :q."
name = "supply radio headset"
desc = "A headset used by the QM and his slaves. To access the supply channel, use :u."
icon_state = "cargo_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/headset_cargo
@@ -497,10 +497,10 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
freq_text = "Engineering"
if(1359)
freq_text = "Security"
if(1349)
freq_text = "Mining"
// if(1349)
// freq_text = "Mining"
if(1347)
freq_text = "Cargo"
freq_text = "Supply"
//There's probably a way to use the list var of channels in code\game\communications.dm to make the dept channels non-hardcoded, but I wasn't in an experimentive mood. --NEO
if(!freq_text)
@@ -257,6 +257,23 @@ MASS SPECTROMETER
src.add_fingerprint(user)
return
/obj/item/device/mass_spectrometer
desc = "A hand-held mass spectrometer which identifies trace chemicals in a blood sample."
name = "mass-spectrometer"
icon_state = "spectrometer"
item_state = "analyzer"
w_class = 2.0
flags = FPRINT | TABLEPASS| CONDUCT | OPENCONTAINER
slot_flags = SLOT_BELT
throwforce = 5
throw_speed = 4
throw_range = 20
m_amt = 30
g_amt = 20
origin_tech = "magnets=2;biotech=2"
var/details = 0
var/recent_fail = 0
/obj/item/device/mass_spectrometer/New()
..()
var/datum/reagents/R = new/datum/reagents(5)
@@ -307,3 +324,8 @@ MASS SPECTROMETER
reagents.clear_reagents()
return
/obj/item/device/mass_spectrometer/adv
name = "advanced mass-spectrometer"
icon_state = "adv_spectrometer"
details = 1
origin_tech = "magnets=4;biotech=2"
@@ -1,32 +0,0 @@
/obj/item/weapon/cloaking_device
name = "cloaking device"
desc = "Use this to become invisible to the human eyesocket."
icon = 'icons/obj/device.dmi'
icon_state = "shield0"
var/active = 0.0
flags = FPRINT | TABLEPASS| CONDUCT
item_state = "electronic"
throwforce = 10.0
throw_speed = 2
throw_range = 10
w_class = 2.0
origin_tech = "magnets=3;syndicate=4"
/obj/item/weapon/cloaking_device/attack_self(mob/user as mob)
src.active = !( src.active )
if (src.active)
user << "\blue The cloaking device is now active."
src.icon_state = "shield1"
else
user << "\blue The cloaking device is now inactive."
src.icon_state = "shield0"
src.add_fingerprint(user)
return
/obj/item/weapon/cloaking_device/emp_act(severity)
active = 0
icon_state = "shield0"
if(ismob(loc))
loc:update_icons()
..()
@@ -115,7 +115,7 @@
toggle = 1
/obj/item/device/transfer_valve/update_icon()
overlays = null
overlays.Cut()
underlays = null
if(!tank_one && !tank_two && !attached_device)
@@ -164,16 +164,16 @@
else
attacher_name = "[attacher.name]([attacher.ckey])"
var/log_str = "Bomb valve opened in <A HREF='?src=%holder_ref%;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name]</a> "
var/log_str = "Bomb valve opened in <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name]</a> "
log_str += "with [attached_device ? attached_device : "no device"] attacher: [attacher_name]"
if(attacher)
log_str += "(<A HREF='?src=%holder_ref%;adminmoreinfo=\ref[attacher]'>?</A>)"
log_str += "(<A HREF='?_src_=holder;adminmoreinfo=\ref[attacher]'>?</A>)"
var/mob/mob = get_mob_by_key(src.fingerprintslast)
var/last_touch_info = ""
if(mob)
last_touch_info = "(<A HREF='?src=%holder_ref%;adminmoreinfo=\ref[mob]'>?</A>)"
last_touch_info = "(<A HREF='?_src_=holder;adminmoreinfo=\ref[mob]'>?</A>)"
log_str += " Last touched by: [src.fingerprintslast][last_touch_info]"
bombers += log_str
+23 -17
View File
@@ -59,12 +59,18 @@ A list of items and costs is stored under the datum of every game mode, alongsid
continue
path_obj = text2path(path_text)
item = new path_obj()
name = O[3]
del item
dat += "<A href='byond://?src=\ref[src];buy_item=[path_text];cost=[cost]'>[name]</A> ([cost])<BR>"
category_items++
// Because we're using strings, this comes up if item paths change.
// Failure to handle this error borks uplinks entirely. -Sayu
if(!path_obj)
error("Syndicate item is not a valid path: [path_text]")
else
item = new path_obj()
name = O[3]
del item
dat += "<A href='byond://?src=\ref[src];buy_item=[path_text];cost=[cost]'>[name]</A> ([cost])<BR>"
category_items++
dat += "<A href='byond://?src=\ref[src];buy_item=random'>Random Item (??)</A><br>"
dat += "<HR>"
@@ -81,7 +87,7 @@ A list of items and costs is stored under the datum of every game mode, alongsid
if(uses > 9)
randomItems.Add("/obj/item/toy/syndicateballoon")//Syndicate Balloon
randomItems.Add("/obj/item/weapon/storage/syndie_kit/imp_uplink") //Uplink Implanter
randomItems.Add("/obj/item/weapon/storage/box/syndie_kit/imp_uplink") //Uplink Implanter
randomItems.Add("/obj/item/weapon/storage/box/syndicate") //Syndicate bundle
//if(uses > 8) //Nothing... yet.
@@ -104,15 +110,15 @@ A list of items and costs is stored under the datum of every game mode, alongsid
randomItems.Add("/obj/item/device/chameleon") //Chameleon Projector
if(uses > 2)
randomItems.Add("/obj/item/weapon/storage/emp_kit") //EMP Grenades
randomItems.Add("/obj/item/weapon/storage/box/emps") //EMP Grenades
randomItems.Add("/obj/item/weapon/pen/paralysis") //Paralysis Pen
randomItems.Add("/obj/item/weapon/cartridge/syndicate") //Detomatix Cartridge
randomItems.Add("/obj/item/clothing/under/chameleon") //Chameleon Jumpsuit
randomItems.Add("/obj/item/weapon/card/id/syndicate") //Agent ID Card
randomItems.Add("/obj/item/weapon/card/emag") //Cryptographic Sequencer
randomItems.Add("/obj/item/weapon/storage/syndie_kit/space") //Syndicate Space Suit
randomItems.Add("/obj/item/weapon/storage/box/syndie_kit/space") //Syndicate Space Suit
randomItems.Add("/obj/item/device/encryptionkey/binary") //Binary Translator Key
randomItems.Add("/obj/item/weapon/storage/syndie_kit/imp_freedom") //Freedom Implant
randomItems.Add("/obj/item/weapon/storage/box/syndie_kit/imp_freedom") //Freedom Implant
randomItems.Add("/obj/item/clothing/glasses/thermal/syndi") //Thermal Imaging Goggles
if(uses > 1)
@@ -142,7 +148,7 @@ A list of items and costs is stored under the datum of every game mode, alongsid
switch(buyItem) //Ok, this gets a little messy, sorry.
if("/obj/item/weapon/circuitboard/teleporter")
uses -= 20
if("/obj/item/toy/syndicateballoon" , "/obj/item/weapon/storage/syndie_kit/imp_uplink" , "/obj/item/weapon/storage/box/syndicate")
if("/obj/item/toy/syndicateballoon" , "/obj/item/weapon/storage/box/syndie_kit/imp_uplink" , "/obj/item/weapon/storage/box/syndicate")
uses -= 10
if("/obj/item/weapon/aiModule/syndicate" , "/obj/item/device/radio/beacon/syndicate")
uses -= 7
@@ -152,9 +158,9 @@ A list of items and costs is stored under the datum of every game mode, alongsid
uses -= 5
if("/obj/item/weapon/melee/energy/sword" , "/obj/item/clothing/mask/gas/voice" , "/obj/item/device/chameleon")
uses -= 4
if("/obj/item/weapon/storage/emp_kit" , "/obj/item/weapon/pen/paralysis" , "/obj/item/weapon/cartridge/syndicate" , "/obj/item/clothing/under/chameleon" , \
"/obj/item/weapon/card/emag" , "/obj/item/weapon/storage/syndie_kit/space" , "/obj/item/device/encryptionkey/binary" , \
"/obj/item/weapon/storage/syndie_kit/imp_freedom" , "/obj/item/clothing/glasses/thermal/syndi")
if("/obj/item/weapon/storage/box/emps" , "/obj/item/weapon/pen/paralysis" , "/obj/item/weapon/cartridge/syndicate" , "/obj/item/clothing/under/chameleon" , \
"/obj/item/weapon/card/emag" , "/obj/item/weapon/storage/box/syndie_kit/space" , "/obj/item/device/encryptionkey/binary" , \
"/obj/item/weapon/storage/box/syndie_kit/imp_freedom" , "/obj/item/clothing/glasses/thermal/syndi")
uses -= 3
if("/obj/item/ammo_magazine/a357" , "/obj/item/clothing/shoes/syndigaloshes" , "/obj/item/weapon/plastique", "/obj/item/weapon/card/id/syndicate")
uses -= 2
@@ -172,7 +178,7 @@ A list of items and costs is stored under the datum of every game mode, alongsid
feedback_add_details("traitor_uplink_items_bought","TP")
if("/obj/item/toy/syndicateballoon")
feedback_add_details("traitor_uplink_items_bought","BS")
if("/obj/item/weapon/storage/syndie_kit/imp_uplink")
if("/obj/item/weapon/storage/box/syndie_kit/imp_uplink")
feedback_add_details("traitor_uplink_items_bought","UI")
if("/obj/item/weapon/storage/box/syndicate")
feedback_add_details("traitor_uplink_items_bought","BU")
@@ -192,7 +198,7 @@ A list of items and costs is stored under the datum of every game mode, alongsid
feedback_add_details("traitor_uplink_items_bought","VC")
if("/obj/item/device/chameleon")
feedback_add_details("traitor_uplink_items_bought","CP")
if("/obj/item/weapon/storage/emp_kit")
if("/obj/item/weapon/storage/box/emps")
feedback_add_details("traitor_uplink_items_bought","EM")
if("/obj/item/weapon/pen/paralysis")
feedback_add_details("traitor_uplink_items_bought","PP")
@@ -204,11 +210,11 @@ A list of items and costs is stored under the datum of every game mode, alongsid
feedback_add_details("traitor_uplink_items_bought","AC")
if("/obj/item/weapon/card/emag")
feedback_add_details("traitor_uplink_items_bought","EC")
if("/obj/item/weapon/storage/syndie_kit/space")
if("/obj/item/weapon/storage/box/syndie_kit/space")
feedback_add_details("traitor_uplink_items_bought","SS")
if("/obj/item/device/encryptionkey/binary")
feedback_add_details("traitor_uplink_items_bought","BT")
if("/obj/item/weapon/storage/syndie_kit/imp_freedom")
if("/obj/item/weapon/storage/box/syndie_kit/imp_freedom")
feedback_add_details("traitor_uplink_items_bought","FI")
if("/obj/item/clothing/glasses/thermal/syndi")
feedback_add_details("traitor_uplink_items_bought","TM")
+1 -1
View File
@@ -78,7 +78,7 @@
src.updateicon()
/obj/item/robot_parts/robot_suit/proc/updateicon()
src.overlays = null
src.overlays.Cut()
if(src.l_arm)
src.overlays += "l_arm+o"
if(src.r_arm)
+1 -1
View File
@@ -36,7 +36,7 @@
if (istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
overlays = null
overlays.Cut()
usr << "You slice off [src]'s uneven chunks of aluminum and scorch marks."
return
+70 -2
View File
@@ -1,5 +1,14 @@
//What is this even used for?
/obj/item/stack/medical
name = "medical pack"
singular_name = "medical pack"
icon = 'icons/obj/items.dmi'
amount = 5
max_amount = 5
w_class = 1
throw_speed = 4
throw_range = 20
var/heal_brute = 0
var/heal_burn = 0
/obj/item/stack/medical/attack(mob/living/carbon/M as mob, mob/user as mob)
if (M.stat == 2)
@@ -53,4 +62,63 @@
)
use(1)
M.updatehealth()
/obj/item/stack/medical/bruise_pack
name = "bruise pack"
singular_name = "bruise pack"
desc = "A pack designed to treat blunt-force trauma."
icon_state = "brutepack"
heal_brute = 60
origin_tech = "biotech=1"
/obj/item/stack/medical/ointment
name = "ointment"
desc = "Used to treat those nasty burns."
gender = PLURAL
singular_name = "ointment"
icon_state = "ointment"
heal_burn = 40
origin_tech = "biotech=1"
/obj/item/stack/medical/bruise_pack/tajaran
name = "\improper S'rendarr's Hand leaf"
singular_name = "S'rendarr's Hand leaf"
desc = "A soft leaf that is rubbed on bruises."
icon = 'harvest.dmi'
icon_state = "cabbage"
heal_brute = 7
/obj/item/stack/medical/ointment/tajaran
name = "\improper Messa's Tear leaf"
singular_name = "Messa's Tear leaf"
desc = "A cold leaf that is rubbed on burns."
icon = 'harvest.dmi'
icon_state = "ambrosiavulgaris"
heal_burn = 7
/obj/item/stack/medical/advanced/bruise_pack
name = "advanced trauma kit"
singular_name = "advanced trauma kit"
desc = "An advanced trauma kit for severe injuries."
icon_state = "traumakit"
heal_brute = 12
origin_tech = "biotech=1"
/obj/item/stack/medical/advanced/ointment
name = "advanced burn kit"
singular_name = "advanced burn kit"
desc = "An advanced treatment kit for severe burns."
icon_state = "burnkit"
heal_burn = 12
origin_tech = "biotech=1"
/obj/item/stack/medical/splint
name = "medical splint"
singular_name = "medical splint"
icon_state = "splint"
amount = 5
max_amount = 5
/obj/item/stack/medical/splint/single
amount = 1
@@ -10,7 +10,7 @@
*/
/obj/item/stack/sheet/glass
name = "glass"
desc = "HOLY HELL! That is a lot of glass."
desc = "HOLY SHEET! That is a lot of glass."
singular_name = "glass sheet"
icon_state = "sheet-glass"
g_amt = 3750
@@ -33,6 +33,36 @@
icon_state = "sheet-lizard"
origin_tech = ""
/obj/item/stack/sheet/animalhide/xeno
name = "alien hide"
desc = "The skin of a terrible creature."
singular_name = "alien hide piece"
icon_state = "sheet-xeno"
origin_tech = ""
//don't see anywhere else to put these, maybe together they could be used to make the xenos suit?
/obj/item/stack/sheet/xenochitin
name = "alien chitin"
desc = "A piece of the hide of a terrible creature."
singular_name = "alien hide piece"
icon = 'icons/mob/alien.dmi'
icon_state = "chitin"
origin_tech = ""
/obj/item/xenos_claw
name = "alien claw"
desc = "The claw of a terrible creature."
icon = 'icons/mob/alien.dmi'
icon_state = "claw"
origin_tech = ""
/obj/item/weed_extract
name = "weed extract"
desc = "A piece of slimy, purplish weed."
icon = 'icons/mob/alien.dmi'
icon_state = "weed_extract"
origin_tech = ""
/obj/item/stack/sheet/hairlesshide
name = "hairless hide"
desc = "This hide was stripped of it's hair, but still needs tanning."
@@ -128,12 +128,13 @@ var/global/list/datum/stack_recipe/wood_recipes = list ( \
*/
var/global/list/datum/stack_recipe/cardboard_recipes = list ( \
new/datum/stack_recipe("box", /obj/item/weapon/storage/box), \
new/datum/stack_recipe("light tubes", /obj/item/weapon/storage/lightbox/tubes), \
new/datum/stack_recipe("light bulbs", /obj/item/weapon/storage/lightbox/bulbs), \
new/datum/stack_recipe("mouse traps", /obj/item/weapon/storage/mousetraps), \
new/datum/stack_recipe("light tubes", /obj/item/weapon/storage/box/lights/tubes), \
new/datum/stack_recipe("light bulbs", /obj/item/weapon/storage/box/lights/bulbs), \
new/datum/stack_recipe("mouse traps", /obj/item/weapon/storage/box/mousetraps), \
new/datum/stack_recipe("cardborg suit", /obj/item/clothing/suit/cardborg, 3), \
new/datum/stack_recipe("cardborg helmet", /obj/item/clothing/head/cardborg), \
new/datum/stack_recipe("pizza box", /obj/item/pizzabox), \
new/datum/stack_recipe("folder", /obj/item/weapon/folder), \
)
/obj/item/stack/sheet/cardboard //BubbleWrap
@@ -11,12 +11,16 @@
var/perunit = 3750
var/sheettype = null //this is used for girders in the creation of walls/false walls
/obj/item/stack/sheet/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/sheetsnatcher))
var/obj/item/weapon/sheetsnatcher/S = W
// Since the sheetsnatcher was consolidated into weapon/storage/bag we now use
// item/attackby() properly, making this unnecessary
/*/obj/item/stack/sheet/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/storage/bag/sheetsnatcher))
var/obj/item/weapon/storage/bag/sheetsnatcher/S = W
if(!S.mode)
S.add(src,user)
else
for (var/obj/item/stack/sheet/stack in locate(src.x,src.y,src.z))
S.add(stack,user)
..()
..()*/
@@ -14,7 +14,7 @@
var/on = 1
var/state //0 = fine, 1 = flickering, 2 = breaking, 3 = broken
/obj/item/stack/tile/light/New()
/obj/item/stack/tile/light/New(var/loc, var/amount=null)
..()
if(prob(5))
state = 3 //broken
+1 -1
View File
@@ -97,7 +97,7 @@
update_icon()
overlays = null
overlays.Cut()
if(focus && focus.icon && focus.icon_state)
overlays += icon(focus.icon,focus.icon_state)
return
+577
View File
@@ -0,0 +1,577 @@
/* Toys!
* ContainsL
* Balloons
* Fake telebeacon
* Fake singularity
* Toy gun
* Toy crossbow
* Toy swords
* Crayons
* Snap pops
* Water flower
*/
/obj/item/toy
throwforce = 0
throw_speed = 4
throw_range = 20
force = 0
/*
* Balloons
*/
/obj/item/toy/balloon
name = "water balloon"
desc = "A translucent balloon. There's nothing in it."
icon = 'icons/obj/toy.dmi'
icon_state = "waterballoon-e"
item_state = "balloon-empty"
/obj/item/toy/balloon/New()
var/datum/reagents/R = new/datum/reagents(10)
reagents = R
R.my_atom = src
/obj/item/toy/balloon/attack(mob/living/carbon/human/M as mob, mob/user as mob)
return
/obj/item/toy/balloon/afterattack(atom/A as mob|obj, mob/user as mob)
if (istype(A, /obj/structure/reagent_dispensers/watertank) && get_dist(src,A) <= 1)
A.reagents.trans_to(src, 10)
user << "\blue You fill the balloon with the contents of [A]."
src.desc = "A translucent balloon with some form of liquid sloshing around in it."
src.update_icon()
return
/obj/item/toy/balloon/attackby(obj/O as obj, mob/user as mob)
if(istype(O, /obj/item/weapon/reagent_containers/glass))
if(O.reagents)
if(O.reagents.total_volume < 1)
user << "The [O] is empty."
else if(O.reagents.total_volume >= 1)
if(O.reagents.has_reagent("pacid", 1))
user << "The acid chews through the balloon!"
O.reagents.reaction(user)
del(src)
else
src.desc = "A translucent balloon with some form of liquid sloshing around in it."
user << "\blue You fill the balloon with the contents of [O]."
O.reagents.trans_to(src, 10)
src.update_icon()
return
/obj/item/toy/balloon/throw_impact(atom/hit_atom)
if(src.reagents.total_volume >= 1)
src.visible_message("\red The [src] bursts!","You hear a pop and a splash.")
src.reagents.reaction(get_turf(hit_atom))
for(var/atom/A in get_turf(hit_atom))
src.reagents.reaction(A)
src.icon_state = "burst"
spawn(5)
if(src)
del(src)
return
/obj/item/toy/balloon/update_icon()
if(src.reagents.total_volume >= 1)
icon_state = "waterballoon"
item_state = "balloon"
else
icon_state = "waterballoon-e"
item_state = "balloon-empty"
/obj/item/toy/syndicateballoon
name = "syndicate balloon"
desc = "There is a tag on the back that reads \"FUK NT!11!\"."
throwforce = 0
throw_speed = 4
throw_range = 20
force = 0
icon = 'icons/obj/weapons.dmi'
icon_state = "syndballoon"
item_state = "syndballoon"
w_class = 4.0
/*
* Fake telebeacon
*/
/obj/item/toy/blink
name = "electronic blink toy game"
desc = "Blink. Blink. Blink. Ages 8 and up."
icon = 'icons/obj/radio.dmi'
icon_state = "beacon"
item_state = "signaler"
/*
* Fake singularity
*/
/obj/item/toy/spinningtoy
name = "Gravitational Singularity"
desc = "\"Singulo\" brand spinning toy."
icon = 'icons/obj/singularity.dmi'
icon_state = "singularity_s1"
/*
* Toy gun: Why isnt this an /obj/item/weapon/gun?
*/
/obj/item/toy/gun
name = "cap gun"
desc = "There are 0 caps left. Looks almost like the real thing! Ages 8 and up. Please recycle in an autolathe when you're out of caps!"
icon = 'icons/obj/gun.dmi'
icon_state = "revolver"
item_state = "gun"
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
slot_flags = SLOT_BELT
w_class = 3.0
g_amt = 10
m_amt = 10
attack_verb = list("struck", "pistol whipped", "hit", "bashed")
var/bullets = 7.0
examine()
set src in usr
src.desc = text("There are [] caps\s left. Looks almost like the real thing! Ages 8 and up.", src.bullets)
..()
return
attackby(obj/item/toy/ammo/gun/A as obj, mob/user as mob)
if (istype(A, /obj/item/toy/ammo/gun))
if (src.bullets >= 7)
user << "\blue It's already fully loaded!"
return 1
if (A.amount_left <= 0)
user << "\red There is no more caps!"
return 1
if (A.amount_left < (7 - src.bullets))
src.bullets += A.amount_left
user << text("\red You reload [] caps\s!", A.amount_left)
A.amount_left = 0
else
user << text("\red You reload [] caps\s!", 7 - src.bullets)
A.amount_left -= 7 - src.bullets
src.bullets = 7
A.update_icon()
return 1
return
afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag)
if (flag)
return
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
src.add_fingerprint(user)
if (src.bullets < 1)
user.show_message("\red *click* *click*", 2)
return
playsound(user, 'sound/weapons/Gunshot.ogg', 100, 1)
src.bullets--
for(var/mob/O in viewers(user, null))
O.show_message(text("\red <B>[] fires a cap gun at []!</B>", user, target), 1, "\red You hear a gunshot", 2)
/obj/item/toy/ammo/gun
name = "ammo-caps"
desc = "There are 7 caps left! Make sure to recyle the box in an autolathe when it gets empty."
icon = 'icons/obj/ammo.dmi'
icon_state = "357-7"
flags = FPRINT | TABLEPASS| CONDUCT
w_class = 1.0
g_amt = 10
m_amt = 10
var/amount_left = 7.0
update_icon()
src.icon_state = text("357-[]", src.amount_left)
src.desc = text("There are [] caps\s left! Make sure to recycle the box in an autolathe when it gets empty.", src.amount_left)
return
/*
* Toy crossbow
*/
/obj/item/toy/crossbow
name = "foam dart crossbow"
desc = "A weapon favored by many overactive children. Ages 8 and up."
icon = 'icons/obj/gun.dmi'
icon_state = "crossbow"
item_state = "crossbow"
flags = FPRINT | TABLEPASS | USEDELAY
w_class = 2.0
attack_verb = list("attacked", "struck", "hit")
var/bullets = 5
examine()
set src in view(2)
..()
if (bullets)
usr << "\blue It is loaded with [bullets] foam darts!"
attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/toy/ammo/crossbow))
if(bullets <= 4)
user.drop_item()
del(I)
bullets++
user << "\blue You load the foam dart into the crossbow."
else
usr << "\red It's already fully loaded."
afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag)
if(!isturf(target.loc) || target == user) return
if(flag) return
if (locate (/obj/structure/table, src.loc))
return
else if (bullets)
var/turf/trg = get_turf(target)
var/obj/effect/foam_dart_dummy/D = new/obj/effect/foam_dart_dummy(get_turf(src))
bullets--
D.icon_state = "foamdart"
D.name = "foam dart"
playsound(user.loc, 'sound/items/syringeproj.ogg', 50, 1)
for(var/i=0, i<6, i++)
if (D)
if(D.loc == trg) break
step_towards(D,trg)
for(var/mob/living/M in D.loc)
if(!istype(M,/mob/living)) continue
if(M == user) continue
for(var/mob/O in viewers(world.view, D))
O.show_message(text("\red [] was hit by the foam dart!", M), 1)
new /obj/item/toy/ammo/crossbow(M.loc)
del(D)
return
for(var/atom/A in D.loc)
if(A == user) continue
if(A.density)
new /obj/item/toy/ammo/crossbow(A.loc)
del(D)
sleep(1)
spawn(10)
if(D)
new /obj/item/toy/ammo/crossbow(D.loc)
del(D)
return
else if (bullets == 0)
user.Weaken(5)
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red [] realized they were out of ammo and starting scrounging for some!", user), 1)
attack(mob/M as mob, mob/user as mob)
src.add_fingerprint(user)
// ******* Check
if (src.bullets > 0 && M.lying)
for(var/mob/O in viewers(M, null))
if(O.client)
O.show_message(text("\red <B>[] casually lines up a shot with []'s head and pulls the trigger!</B>", user, M), 1, "\red You hear the sound of foam against skull", 2)
O.show_message(text("\red [] was hit in the head by the foam dart!", M), 1)
playsound(user.loc, 'sound/items/syringeproj.ogg', 50, 1)
new /obj/item/toy/ammo/crossbow(M.loc)
src.bullets--
else if (M.lying && src.bullets == 0)
for(var/mob/O in viewers(M, null))
if (O.client) O.show_message(text("\red <B>[] casually lines up a shot with []'s head, pulls the trigger, then realizes they are out of ammo and drops to the floor in search of some!</B>", user, M), 1, "\red You hear someone fall", 2)
user.Weaken(5)
return
/obj/item/toy/ammo/crossbow
name = "foam dart"
desc = "Its nerf or nothing! Ages 8 and up."
icon = 'icons/obj/toy.dmi'
icon_state = "foamdart"
flags = FPRINT | TABLEPASS
w_class = 1.0
/obj/effect/foam_dart_dummy
name = ""
desc = ""
icon = 'icons/obj/toy.dmi'
icon_state = "null"
anchored = 1
density = 0
/*
* Toy swords
*/
/obj/item/toy/sword
name = "toy sword"
desc = "A cheap, plastic replica of an energy sword. Realistic sounds! Ages 8 and up."
icon = 'icons/obj/weapons.dmi'
icon_state = "sword0"
item_state = "sword0"
var/active = 0.0
w_class = 2.0
flags = FPRINT | TABLEPASS | NOSHIELD
attack_verb = list("attacked", "struck", "hit")
attack_self(mob/user as mob)
src.active = !( src.active )
if (src.active)
user << "\blue You extend the plastic blade with a quick flick of your wrist."
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
src.icon_state = "swordblue"
src.item_state = "swordblue"
src.w_class = 4
else
user << "\blue You push the plastic blade back down into the handle."
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
src.icon_state = "sword0"
src.item_state = "sword0"
src.w_class = 2
src.add_fingerprint(user)
return
/obj/item/toy/katana
name = "replica katana"
desc = "Woefully underpowered in D20."
icon = 'icons/obj/weapons.dmi'
icon_state = "katana"
item_state = "katana"
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT | SLOT_BACK
force = 5
throwforce = 5
w_class = 3
attack_verb = list("attacked", "slashed", "stabbed", "sliced")
/*
* Crayons
*/
/obj/item/toy/crayon
name = "crayon"
desc = "A colourful crayon. Looks tasty. Mmmm..."
icon = 'icons/obj/crayons.dmi'
icon_state = "crayonred"
w_class = 1.0
attack_verb = list("attacked", "coloured")
var/colour = "#FF0000" //RGB
var/shadeColour = "#220000" //RGB
var/uses = 30 //0 for unlimited uses
var/instant = 0
var/colourName = "red" //for updateIcon purposes
suicide_act(mob/user)
viewers(user) << "\red <b>[user] is jaming the [src] up \his nose and into \his brain. It looks like \he's trying to commit suicide.</b>"
return (BRUTELOSS|OXYLOSS)
/*
* Snap pops
*/
/obj/item/toy/snappop
name = "snap pop"
desc = "Wow!"
icon = 'icons/obj/toy.dmi'
icon_state = "snappop"
w_class = 1
throw_impact(atom/hit_atom)
..()
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
new /obj/effect/decal/cleanable/ash(src.loc)
src.visible_message("\red The [src.name] explodes!","\red You hear a snap!")
playsound(src, 'sound/effects/snap.ogg', 50, 1)
del(src)
/obj/item/toy/snappop/HasEntered(H as mob|obj)
if((ishuman(H))) //i guess carp and shit shouldn't set them off
var/mob/living/carbon/M = H
if(M.m_intent == "run")
M << "\red You step on the snap pop!"
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(2, 0, src)
s.start()
new /obj/effect/decal/cleanable/ash(src.loc)
src.visible_message("\red The [src.name] explodes!","\red You hear a snap!")
playsound(src, 'sound/effects/snap.ogg', 50, 1)
del(src)
/*
* Water flower
*/
/obj/item/toy/waterflower
name = "Water Flower"
desc = "A seemingly innocent sunflower...with a twist."
icon = 'icons/obj/harvest.dmi'
icon_state = "sunflower"
item_state = "sunflower"
var/empty = 0
flags = USEDELAY
/obj/item/toy/waterflower/New()
var/datum/reagents/R = new/datum/reagents(10)
reagents = R
R.my_atom = src
R.add_reagent("water", 10)
/obj/item/toy/waterflower/attack(mob/living/carbon/human/M as mob, mob/user as mob)
return
/obj/item/toy/waterflower/afterattack(atom/A as mob|obj, mob/user as mob)
if (istype(A, /obj/item/weapon/storage/backpack ))
return
else if (locate (/obj/structure/table, src.loc))
return
else if (istype(A, /obj/structure/reagent_dispensers/watertank) && get_dist(src,A) <= 1)
A.reagents.trans_to(src, 10)
user << "\blue You refill your flower!"
return
else if (src.reagents.total_volume < 1)
src.empty = 1
user << "\blue Your flower has run dry!"
return
else
src.empty = 0
var/obj/effect/decal/D = new/obj/effect/decal/(get_turf(src))
D.name = "water"
D.icon = 'icons/obj/chemical.dmi'
D.icon_state = "chempuff"
D.create_reagents(5)
src.reagents.trans_to(D, 1)
playsound(src.loc, 'sound/effects/spray3.ogg', 50, 1, -6)
spawn(0)
for(var/i=0, i<1, i++)
step_towards(D,A)
D.reagents.reaction(get_turf(D))
for(var/atom/T in get_turf(D))
D.reagents.reaction(T)
if(ismob(T) && T:client)
T:client << "\red [user] has sprayed you with water!"
sleep(4)
del(D)
return
/obj/item/toy/waterflower/examine()
set src in usr
usr << text("\icon[] [] units of water left!", src, src.reagents.total_volume)
..()
return
/*
* Mech prizes
*/
/obj/item/toy/prize
icon = 'icons/obj/toy.dmi'
icon_state = "ripleytoy"
var/cooldown = 0
//all credit to skasi for toy mech fun ideas
/obj/item/toy/prize/attack_self(mob/user as mob)
if(cooldown < world.time - 8)
user << "<span class='notice'>You play with [src].</span>"
playsound(user, 'sound/mecha/mechstep.ogg', 20, 1)
cooldown = world.time
/obj/item/toy/prize/attack_hand(mob/user as mob)
if(loc == user)
if(cooldown < world.time - 8)
user << "<span class='notice'>You play with [src].</span>"
playsound(user, 'sound/mecha/mechturn.ogg', 20, 1)
cooldown = world.time
return
..()
/obj/item/toy/prize/ripley
name = "toy ripley"
desc = "Mini-Mecha action figure! Collect them all! 1/11."
/obj/item/toy/prize/fireripley
name = "toy firefighting ripley"
desc = "Mini-Mecha action figure! Collect them all! 2/11."
icon_state = "fireripleytoy"
/obj/item/toy/prize/deathripley
name = "toy deathsquad ripley"
desc = "Mini-Mecha action figure! Collect them all! 3/11."
icon_state = "deathripleytoy"
/obj/item/toy/prize/gygax
name = "toy gygax"
desc = "Mini-Mecha action figure! Collect them all! 4/11."
icon_state = "gygaxtoy"
/obj/item/toy/prize/durand
name = "toy durand"
desc = "Mini-Mecha action figure! Collect them all! 5/11."
icon_state = "durandprize"
/obj/item/toy/prize/honk
name = "toy H.O.N.K."
desc = "Mini-Mecha action figure! Collect them all! 6/11."
icon_state = "honkprize"
/obj/item/toy/prize/marauder
name = "toy marauder"
desc = "Mini-Mecha action figure! Collect them all! 7/11."
icon_state = "marauderprize"
/obj/item/toy/prize/seraph
name = "toy seraph"
desc = "Mini-Mecha action figure! Collect them all! 8/11."
icon_state = "seraphprize"
/obj/item/toy/prize/mauler
name = "toy mauler"
desc = "Mini-Mecha action figure! Collect them all! 9/11."
icon_state = "maulerprize"
/obj/item/toy/prize/odysseus
name = "toy odysseus"
desc = "Mini-Mecha action figure! Collect them all! 10/11."
icon_state = "odysseusprize"
/obj/item/toy/prize/phazon
name = "toy phazon"
desc = "Mini-Mecha action figure! Collect them all! 11/11."
icon_state = "phazonprize"
/obj/item/toy/katana
name = "replica katana"
desc = "Woefully underpowered in D20."
icon = 'icons/obj/weapons.dmi'
icon_state = "katana"
item_state = "katana"
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT | SLOT_BACK
force = 5
throwforce = 5
w_class = 3
attack_verb = list("attacked", "slashed", "stabbed", "sliced")
/obj/item/weapon/toddler
icon_state = "toddler"
name = "toddler"
desc = "This baby looks almost real. Wait, did it just burp?"
force = 5
w_class = 4.0
slot_flags = SLOT_BACK
+13
View File
@@ -184,3 +184,16 @@ RCD
..()
desc = "A device used to rapidly build walls/floor."
canRwall = 1
/obj/item/weapon/rcd_ammo
name = "compressed matter cartridge"
desc = "Highly compressed matter for the RCD."
icon = 'icons/obj/ammo.dmi'
icon_state = "rcd"
item_state = "rcdammo"
opacity = 0
density = 0
anchored = 0.0
origin_tech = "materials=2"
m_amt = 30000
g_amt = 15000
+15 -2
View File
@@ -3,6 +3,19 @@ CONTAINS:
RSF
*/
/obj/item/weapon/rsf
name = "\improper Rapid-Service-Fabricator"
desc = "A device used to rapidly deploy service items."
icon = 'icons/obj/items.dmi'
icon_state = "rcd"
opacity = 0
density = 0
anchored = 0.0
var/matter = 0
var/mode = 1
flags = TABLEPASS
w_class = 3.0
/obj/item/weapon/rsf/New()
desc = "A RSF. It currently holds [matter]/30 fabrication-units."
return
@@ -168,7 +181,7 @@ RSF
if (istype(A, /obj/structure/table) && matter >= 1)
user << "Dispensing Dice Pack..."
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
new /obj/item/weapon/storage/dice( A.loc )
new /obj/item/weapon/storage/pill_bottle/dice( A.loc )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 200
@@ -182,7 +195,7 @@ RSF
if (istype(A, /turf/simulated/floor) && matter >= 1)
user << "Dispensing Dice Pack..."
playsound(src.loc, 'sound/machines/click.ogg', 10, 1)
new /obj/item/weapon/storage/dice( A )
new /obj/item/weapon/storage/pill_bottle/dice( A )
if (isrobot(user))
var/mob/living/silicon/robot/engy = user
engy.cell.charge -= 200
+110 -17
View File
@@ -11,6 +11,23 @@
/*
* DATA CARDS - Used for the teleporter
*/
/obj/item/weapon/card
name = "card"
desc = "Does card things."
icon = 'icons/obj/card.dmi'
w_class = 1.0
var/list/files = list( )
/obj/item/weapon/card/data
name = "data disk"
desc = "A disk of data."
icon_state = "data"
var/function = "storage"
var/data = "null"
var/special = null
item_state = "card-id"
/obj/item/weapon/card/data/verb/label(t as text)
set name = "Label Disk"
set category = "Object"
@@ -23,21 +40,43 @@
src.add_fingerprint(usr)
return
/obj/item/weapon/card/data/clown
name = "coordinates to clown planet"
icon_state = "data"
item_state = "card-id"
layer = 3
level = 2
desc = "This card contains coordinates to the fabled Clown Planet. Handle with care."
function = "teleporter"
data = "Clown Land"
/*
* ID CARDS
*/
/obj/item/weapon/card/id/examine()
..()
read()
/obj/item/weapon/card/emag
desc = "It's a card with a magnetic strip attached to some circuitry."
name = "cryptographic sequencer"
icon_state = "emag"
item_state = "card-id"
origin_tech = "magnets=2;syndicate=2"
var/uses = 10
/obj/item/weapon/card/id/New()
..()
spawn(30)
if(istype(loc, /mob/living/carbon/human))
blood_type = loc:dna:b_type
dna_hash = loc:dna:unique_enzymes
fingerprint_hash = md5(loc:dna:uni_identity)
/obj/item/weapon/card/id
name = "identification card"
desc = "A card used to provide ID and determine access across the station."
icon_state = "id"
item_state = "card-id"
var/access = list()
var/registered_name = null // The name registered_name on the card
slot_flags = SLOT_ID
var/blood_type = "\[UNSET\]"
var/dna_hash = "\[UNSET\]"
var/fingerprint_hash = "\[UNSET\]"
var/assignment = null
var/assignment_real_title = null
var/dorm = 0 // determines if this ID has claimed a dorm already
/obj/item/weapon/card/id/attack_self(mob/user as mob)
for(var/mob/O in viewers(user, null))
@@ -46,13 +85,11 @@
src.add_fingerprint(user)
return
/obj/item/weapon/card/id/attack_hand(mob/user as mob)
var/obj/item/weapon/storage/wallet/WL
if( istype(loc, /obj/item/weapon/storage/wallet) )
WL = loc
..()
if(WL)
WL.update_icon()
/obj/item/weapon/card/id/GetAccess()
return access
/obj/item/weapon/card/id/GetID()
return src
/obj/item/weapon/card/id/verb/read()
set name = "Read ID Card"
@@ -65,6 +102,33 @@
usr << "The fingerprint hash on the card is [fingerprint_hash]."
return
/obj/item/weapon/card/id/silver
name = "identification card"
desc = "A silver card which shows honour and dedication."
icon_state = "silver"
item_state = "silver_id"
/obj/item/weapon/card/id/gold
name = "identification card"
desc = "A golden card which shows power and might."
icon_state = "gold"
item_state = "gold_id"
/obj/item/weapon/card/id/syndicate
name = "agent card"
access = list(access_maint_tunnels, access_syndicate)
origin_tech = "syndicate=3"
/obj/item/weapon/card/id/syndicate/afterattack(var/obj/item/weapon/O as obj, mob/user as mob)
if(istype(O, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/I = O
src.access |= I.access
if(istype(user, /mob/living) && user.mind)
if(user.mind.special_role)
usr << "\blue The card's microscanners activate as you pass it over the ID, copying its access."
/obj/item/weapon/card/id/syndicate/attack_self(mob/user as mob)
if(!src.registered_name)
//Stop giving the players unsanitized unputs! You are giving ways for players to intentionally crash clients! -Nodrak
@@ -84,3 +148,32 @@
user << "\blue You successfully forge the ID card."
else
..()
/obj/item/weapon/card/id/syndicate_command
name = "syndicate ID card"
desc = "An ID straight from the Syndicate."
registered_name = "Syndicate"
assignment = "Syndicate Overlord"
access = list(access_syndicate)
/obj/item/weapon/card/id/captains_spare
name = "captain's spare ID"
desc = "The spare ID of the High Lord himself."
icon_state = "gold"
item_state = "gold_id"
registered_name = "Captain"
assignment = "Captain"
New()
var/datum/job/captain/J = new/datum/job/captain
access = J.get_access()
..()
/obj/item/weapon/card/id/centcom
name = "\improper CentCom. ID"
desc = "An ID straight from Cent. Com."
icon_state = "centcom"
registered_name = "Central Command"
assignment = "General"
New()
access = get_all_centcom_access()
..()
+61 -125
View File
@@ -6,9 +6,10 @@ MATCHES
CIGARETTES
CIGARS
SMOKING PIPES
CIG PACKET
CHEAP LIGHTERS
ZIPPO
CIGARETTE PACKETS ARE IN FANCY.DM
*/
///////////
@@ -62,7 +63,7 @@ ZIPPO
var/lit = 0
var/icon_on = "cigon" //Note - these are in masks.dmi not in cigarette.dmi
var/icon_off = "cigoff"
var/butt_icon = "cigbutt"
var/type_butt = /obj/item/weapon/cigbutt
var/lastHolder = null
var/smoketime = 300
var/chem_volume = 15
@@ -85,12 +86,12 @@ ZIPPO
else if(istype(W, /obj/item/weapon/lighter/zippo))
var/obj/item/weapon/lighter/zippo/Z = W
if(Z.light_on)
if(Z.lit)
light("<span class='rose'>With a single flick of their wrist, [user] smoothly lights their [name] with their [W]. Damn they're cool.</span>")
else if(istype(W, /obj/item/weapon/lighter))
var/obj/item/weapon/lighter/L = W
if(L.light_on)
if(L.lit)
light("<span class='notice'>After some fiddling, [user] manages to light their [name] with [W].</span>")
else if(istype(W, /obj/item/weapon/match))
@@ -115,16 +116,15 @@ ZIPPO
/obj/item/clothing/mask/cigarette/afterattack(obj/item/weapon/reagent_containers/glass/glass, mob/user as mob)
..()
if(lit == 0)
if(istype(glass)) //you can dip cigarettes into beakers
var/transfered = glass.reagents.trans_to(src, chem_volume)
if(transfered) //if reagents were transfered, show the message
user << "<span class='notice'>You dip \the [src] into \the [glass].</span>"
else //if not, either the beaker was empty, or the cigarette was full
if(!glass.reagents.total_volume)
user << "<span class='notice'>[glass] is empty.</span>"
else
user << "<span class='notice'>[src] is full.</span>"
if(istype(glass)) //you can dip cigarettes into beakers
var/transfered = glass.reagents.trans_to(src, chem_volume)
if(transfered) //if reagents were transfered, show the message
user << "<span class='notice'>You dip \the [src] into \the [glass].</span>"
else //if not, either the beaker was empty, or the cigarette was full
if(!glass.reagents.total_volume)
user << "<span class='notice'>[glass] is empty.</span>"
else
user << "<span class='notice'>[src] is full.</span>"
/obj/item/clothing/mask/cigarette/proc/light(var/flavor_text = "[usr] lights the [name].")
@@ -156,50 +156,38 @@ ZIPPO
var/turf/location = get_turf(src)
smoketime--
if(smoketime < 1)
put_out()
new type_butt(location)
processing_objects.Remove(src)
if(ismob(loc))
var/mob/living/M = loc
M << "<span class='notice'>Your [name] goes out.</span>"
//M.u_equip(src) //un-equip it so the overlays can update
//M.update_inv_wear_mask(0)
M.u_equip(src) //un-equip it so the overlays can update
M.update_inv_wear_mask(0)
del(src)
return
if(lit == 1)
if(location)
location.hotspot_expose(700, 5)
if(reagents && reagents.total_volume) // check if it has any reagents at all
if(iscarbon(loc) && (src == loc:wear_mask)) // if it's in the human/monkey mouth, transfer reagents to the mob
var/mob/living/carbon/C = loc
if(prob(15)) // so it's not an instarape in case of acid
reagents.reaction(C, INGEST)
reagents.trans_to(C, REAGENTS_METABOLISM)
else // else just remove some of the reagents
reagents.remove_any(REAGENTS_METABOLISM)
if(location)
location.hotspot_expose(700, 5)
if(reagents && reagents.total_volume) // check if it has any reagents at all
if(iscarbon(loc) && (src == loc:wear_mask)) // if it's in the human/monkey mouth, transfer reagents to the mob
var/mob/living/carbon/C = loc
if(prob(15)) // so it's not an instarape in case of acid
reagents.reaction(C, INGEST)
reagents.trans_to(C, REAGENTS_METABOLISM)
else // else just remove some of the reagents
reagents.remove_any(REAGENTS_METABOLISM)
return
/obj/item/clothing/mask/cigarette/attack_self(mob/user as mob)
if(lit == 1)
var/mob/living/carbon/human/H = user
if(H.shoes)
user.visible_message("<span class='notice'>[user] crushes [src] on the sole of his shoes, putting it out instantly.</span>")
else
user.visible_message("<span class='notice'>[user] spits oh his fingers, then puts down [src].</span>")
put_out()
user.visible_message("<span class='notice'>[user] calmly drops and treads on the lit [src], putting it out instantly.</span>")
var/turf/T = get_turf(src)
new type_butt(T)
processing_objects.Remove(src)
del(src)
return ..()
/obj/item/clothing/mask/cigarette/proc/put_out()
if(src.lit == 1)
src.lit = -1
icon_state = src.butt_icon
desc = "Old manky [src] butt."
name = "[src] butt"
attack_verb = list("poked")
processing_objects.Remove(src)
if (usr)
usr.update_inv_l_hand()
usr.update_inv_r_hand()
////////////
// CIGARS //
@@ -210,7 +198,7 @@ ZIPPO
icon_state = "cigaroff"
icon_on = "cigaron"
icon_off = "cigaroff"
butt_icon = "cigarbutt"
type_butt = /obj/item/weapon/cigbutt/cigarbutt
throw_speed = 0.5
item_state = "cigaroff"
smoketime = 1500
@@ -246,6 +234,12 @@ ZIPPO
icon_state = "cigarbutt"
/obj/item/clothing/mask/cigarette/cigar/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/match))
..()
else
user << "<span class='notice'>\The [src] straight out REFUSES to be lit by such uncivilized means.</span>"
/////////////////
//SMOKING PIPES//
/////////////////
@@ -299,6 +293,12 @@ ZIPPO
smoketime = initial(smoketime)
return
/obj/item/clothing/mask/cigarette/pipe/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/match))
..()
else
user << "<span class='notice'>\The [src] straight out REFUSES to be lit by such means.</span>"
/obj/item/clothing/mask/cigarette/pipe/cobpipe
name = "corn cob pipe"
desc = "A nicotine delivery system popularized by folksy backwoodsmen and kept popular in the modern age and beyond by space hipsters."
@@ -308,56 +308,7 @@ ZIPPO
icon_off = "cobpipeoff"
smoketime = 400
////////////
//CIG PACK//
////////////
/obj/item/weapon/cigpacket
name = "cigarette packet"
desc = "The most popular brand of Space Cigarettes, sponsors of the Space Olympics."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cigpacket"
item_state = "cigpacket"
w_class = 1
throwforce = 2
flags = TABLEPASS
slot_flags = SLOT_BELT
var/cigcount = 6
/obj/item/weapon/cigpacket/New()
..()
flags |= NOREACT
create_reagents(15*cigcount)//so people can inject cigarettes without opening a packet, now with being able to inject the whole one
/obj/item/weapon/cigpacket/Del()
..()
del(reagents)
/obj/item/weapon/cigpacket/update_icon()
icon_state = "[initial(icon_state)][cigcount]"
desc = "There are [cigcount] cig\s left!"
return
/obj/item/weapon/cigpacket/attack_hand(mob/user as mob)
if(user.r_hand == src || user.l_hand == src)
if(cigcount == 0)
user << "<span class='notice'>You're out of cigs, shit! How you gonna get through the rest of the day...</span>"
return
else
var/obj/item/clothing/mask/cigarette/W = new /obj/item/clothing/mask/cigarette(user)
reagents.trans_to(W, (reagents.total_volume/cigcount))
user.put_in_active_hand(W)
reagents.maximum_volume = 15*cigcount
cigcount--
else
return ..()
update_icon()
return
/obj/item/weapon/cigpacket/dromedaryco
name = "DromedaryCo packet"
desc = "A packet of six imported DromedaryCo cancer sticks. A label on the packaging reads, \"Wouldn't a slow death make a change?\""
icon_state = "Dpacket"
item_state = "Dpacket"
/////////
//ZIPPO//
@@ -375,8 +326,7 @@ ZIPPO
flags = TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
attack_verb = list("burnt", "singed")
light_on = 0
brightness_on = 2 //luminosity when on
var/lit = 0
/obj/item/weapon/lighter/zippo
name = "Zippo lighter"
@@ -395,28 +345,24 @@ ZIPPO
/obj/item/weapon/lighter/attack_self(mob/living/user)
if(user.r_hand == src || user.l_hand == src)
if(!light_on)
light_on = 1
if(!lit)
lit = 1
icon_state = icon_on
item_state = icon_on
if(istype(src, /obj/item/weapon/lighter/zippo) )
user.visible_message("<span class='rose'>Without even breaking stride, [user] flips open and lights [src] in one smooth movement.</span>")
else
if(prob(90))
if(prob(75))
user.visible_message("<span class='notice'>After a few attempts, [user] manages to light the [src].</span>")
else
user << "<span class='warning'>You burn yourself while lighting the lighter.</span>"
if (user.l_hand == src)
user.apply_damage(2,BURN,"l_hand")
else
user.apply_damage(2,BURN,"r_hand")
user.adjustFireLoss(5)
user.visible_message("<span class='notice'>After a few attempts, [user] manages to light the [src], they however burn their finger in the process.</span>")
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
user.SetLuminosity(user.luminosity + 2)
processing_objects.Add(src)
else
light_on = 0
lit = 0
icon_state = icon_off
item_state = icon_off
if(istype(src, /obj/item/weapon/lighter/zippo) )
@@ -424,7 +370,7 @@ ZIPPO
else
user.visible_message("<span class='notice'>[user] quietly shuts off the [src].")
user.SetLuminosity(search_light(user, src))
user.SetLuminosity(user.luminosity - 2)
processing_objects.Remove(src)
else
return ..()
@@ -435,7 +381,7 @@ ZIPPO
if(!istype(M, /mob))
return
if(istype(M.wear_mask, /obj/item/clothing/mask/cigarette) && user.zone_sel.selecting == "mouth" && light_on)
if(istype(M.wear_mask, /obj/item/clothing/mask/cigarette) && user.zone_sel.selecting == "mouth" && lit)
var/obj/item/clothing/mask/cigarette/cig = M.wear_mask
if(M == user)
cig.attackby(src, user)
@@ -455,24 +401,14 @@ ZIPPO
/obj/item/weapon/lighter/pickup(mob/user)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
if(lit)
SetLuminosity(0)
user.SetLuminosity(user.luminosity+2)
return
/obj/item/weapon/lighter/dropped(mob/user)
if(light_on)
if ((layer <= 3) || (loc != user.loc))
user.SetLuminosity(search_light(user, src))
SetLuminosity(brightness_on)
return
/obj/item/weapon/lighter/equipped(mob/user, slot)
if(light_on)
if (user.luminosity < brightness_on)
user.SetLuminosity(brightness_on)
SetLuminosity(0)
if(lit)
user.SetLuminosity(user.luminosity-2)
SetLuminosity(2)
return
@@ -55,7 +55,8 @@
trigger_side_effect(M)
spawn(0)//this prevents the collapse of space-time continuum
user.drop_from_inventory(src)
if (user)
user.drop_from_inventory(src)
del(src)
return uses
@@ -1,6 +1,6 @@
/obj/item/weapon/plastique/attack_self(mob/user as mob)
var/newtime = input(usr, "Please set the timer.", "Timer", 10) as num
if(newtime < 1)
if(newtime < 10)
newtime = 10
timer = newtime
user << "Timer set for [timer] seconds."
@@ -48,7 +48,7 @@
/obj/item/weapon/flamethrower/update_icon()
overlays = null
overlays.Cut()
if(igniter)
overlays += "+igniter[status]"
if(ptank)
@@ -7,6 +7,24 @@
/*
* Gifts
*/
/obj/item/weapon/a_gift
name = "gift"
desc = "PRESENTS!!!! eek!"
icon = 'icons/obj/items.dmi'
icon_state = "gift1"
item_state = "gift1"
pressure_resistance = 70
/obj/item/weapon/a_gift/New()
..()
pixel_x = rand(-10,10)
pixel_y = rand(-10,10)
if(w_class > 0 && w_class < 4)
icon_state = "gift[w_class]"
else
icon_state = "gift[pick(1, 2, 3)]"
return
/obj/item/weapon/gift/attack_self(mob/user as mob)
user.drop_item()
if(src.gift)
@@ -21,7 +39,6 @@
del(src)
return
/obj/effect/spresent/relaymove(mob/user as mob)
if (user.stat)
return
@@ -44,45 +61,71 @@
del(src)
/obj/item/weapon/a_gift/attack_self(mob/M as mob)
switch(pick("flash", "t_gun", "l_gun", "shield", "sword", "axe"))
if("flash")
var/obj/item/device/flash/W = new /obj/item/device/flash( M )
M.put_in_active_hand(W)
W.add_fingerprint(M)
del(src)
return
if("l_gun")
var/obj/item/weapon/gun/energy/laser/W = new /obj/item/weapon/gun/energy/laser( M )
M.put_in_active_hand(W)
W.add_fingerprint(M)
del(src)
return
if("t_gun")
var/obj/item/weapon/gun/energy/taser/W = new /obj/item/weapon/gun/energy/taser( M )
M.put_in_active_hand(W)
W.add_fingerprint(M)
del(src)
return
if("sword")
var/obj/item/weapon/melee/energy/sword/W = new /obj/item/weapon/melee/energy/sword( M )
M.put_in_active_hand(W)
W.add_fingerprint(M)
del(src)
return
if("axe")
var/obj/item/weapon/melee/energy/axe/W = new /obj/item/weapon/melee/energy/axe( M )
M.put_in_active_hand(W)
W.add_fingerprint(M)
del(src)
return
else
var/gift_type = pick(/obj/item/weapon/sord,
/obj/item/weapon/storage/wallet,
/obj/item/weapon/storage/photo_album,
/obj/item/weapon/storage/box/snappops,
/obj/item/weapon/storage/fancy/crayons,
/obj/item/weapon/storage/backpack/holding,
/obj/item/weapon/storage/belt/champion,
/obj/item/weapon/soap/deluxe,
/obj/item/weapon/pickaxe/silver,
/obj/item/weapon/pen/invisible,
/obj/item/weapon/lipstick/random,
/obj/item/weapon/grenade/smokebomb,
/obj/item/weapon/corncob,
/obj/item/weapon/contraband/poster,
/obj/item/weapon/book/manual/barman_recipes,
/obj/item/weapon/book/manual/chef_recipes,
/obj/item/weapon/bikehorn,
/obj/item/weapon/beach_ball,
/obj/item/weapon/beach_ball/holoball,
/obj/item/weapon/banhammer,
/obj/item/toy/balloon,
/obj/item/toy/blink,
/obj/item/toy/crossbow,
/obj/item/toy/gun,
/obj/item/toy/katana,
/obj/item/toy/prize/deathripley,
/obj/item/toy/prize/durand,
/obj/item/toy/prize/fireripley,
/obj/item/toy/prize/gygax,
/obj/item/toy/prize/honk,
/obj/item/toy/prize/marauder,
/obj/item/toy/prize/mauler,
/obj/item/toy/prize/odysseus,
/obj/item/toy/prize/phazon,
/obj/item/toy/prize/ripley,
/obj/item/toy/prize/seraph,
/obj/item/toy/spinningtoy,
/obj/item/toy/sword,
/obj/item/weapon/reagent_containers/food/snacks/grown/ambrosiadeus,
/obj/item/weapon/reagent_containers/food/snacks/grown/ambrosiavulgaris,
/obj/item/device/paicard,
/obj/item/device/violin,
/obj/item/weapon/storage/belt/utility/full,
/obj/item/clothing/tie/horrible)
if(!ispath(gift_type,/obj/item)) return
var/obj/item/I = new gift_type(M)
M.u_equip(src)
M.put_in_hands(I)
I.add_fingerprint(M)
del(src)
return
/*
* Wrapping Paper
*/
/obj/item/weapon/wrapping_paper
name = "wrapping paper"
desc = "You can use this to wrap items in."
icon = 'icons/obj/items.dmi'
icon_state = "wrap_paper"
var/amount = 20.0
/obj/item/weapon/wrapping_paper/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (!( locate(/obj/structure/table, src.loc) ))
@@ -148,4 +191,4 @@
else
user << "\blue You need more paper."
else
user << "Theyre moving around too much. a Straitjacket would help."
user << "They are moving around too much. A straightjacket would help."
@@ -226,6 +226,26 @@
beakers += B2
icon_state = initial(icon_state) +"_locked"
/obj/item/weapon/grenade/chem_grenade/antiweed
name = "weedkiller grenade"
desc = "Used for purging large areas of invasive plant species. Contents under pressure. Do not directly inhale contents."
path = 1
stage = 2
New()
..()
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("plantbgone", 25)
B1.reagents.add_reagent("potassium", 25)
B2.reagents.add_reagent("phosphorus", 25)
B2.reagents.add_reagent("sugar", 25)
beakers += B1
beakers += B2
icon_state = "grenade"
/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."
@@ -6,7 +6,7 @@
prime()
..()
if(empulse(src, 10, 20))
if(empulse(src, 4, 10))
del(src)
return
+51 -1
View File
@@ -1,3 +1,20 @@
/obj/item/weapon/handcuffs
name = "handcuffs"
desc = "Use this to keep prisoners in line."
gender = PLURAL
icon = 'icons/obj/items.dmi'
icon_state = "handcuff"
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
throwforce = 5
w_class = 2.0
throw_speed = 2
throw_range = 5
m_amt = 500
origin_tech = "materials=1"
var/dispenser = 0
var/breakouttime = 1200 //Deciseconds = 120s = 2 minutes
/obj/item/weapon/handcuffs/attack(mob/living/carbon/C as mob, mob/user as mob)
if(istype(src, /obj/item/weapon/handcuffs/cyborg) && isrobot(user))
if(!C.handcuffed)
@@ -73,4 +90,37 @@
playsound(src.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -2)
O.process()
return
return
return
/obj/item/weapon/handcuffs/cable
name = "cable restraints"
desc = "Looks like some cables tied together. Could be used to tie something up."
icon_state = "cuff_red"
breakouttime = 300 //Deciseconds = 30s
/obj/item/weapon/handcuffs/cable/red
icon_state = "cuff_red"
/obj/item/weapon/handcuffs/cable/yellow
icon_state = "cuff_yellow"
/obj/item/weapon/handcuffs/cable/blue
icon_state = "cuff_blue"
/obj/item/weapon/handcuffs/cable/green
icon_state = "cuff_green"
/obj/item/weapon/handcuffs/cable/pink
icon_state = "cuff_pink"
/obj/item/weapon/handcuffs/cable/orange
icon_state = "cuff_orange"
/obj/item/weapon/handcuffs/cable/cyan
icon_state = "cuff_cyan"
/obj/item/weapon/handcuffs/cable/white
icon_state = "cuff_white"
/obj/item/weapon/handcuffs/cyborg
dispenser = 1
+3 -32
View File
@@ -1,47 +1,18 @@
/* Hydroponic stuff
* Contains:
* Plant Bags
* Sunflowers
* Nettle
* Deathnettle
* Corbcob
*/
/*
* Plant Bags
*/
/obj/item/weapon/plantbag
icon = 'icons/obj/hydroponics.dmi'
icon_state = "plantbag"
name = "Plant Bag"
var/mode = 1; //0 = pick one at a time, 1 = pick all on tile
var/capacity = 50; //the number of plant pieces it can carry.
flags = FPRINT | TABLEPASS
slot_flags = SLOT_BELT
w_class = 1
/obj/item/weapon/plantbag/attack_self(mob/user as mob)
for (var/obj/item/weapon/reagent_containers/food/snacks/grown/O in contents)
contents -= O
O.loc = user.loc
user << "\blue You empty the plant bag."
return
/obj/item/weapon/plantbag/verb/toggle_mode()
set name = "Switch Bagging Method"
set category = "Object"
mode = !mode
switch (mode)
if(1)
usr << "The bag now picks up all plants in a tile at once."
if(0)
usr << "The bag now picks up one plant at a time."
/*
* SeedBag
*/
//uncomment when this is updated to match storage update
/*
/obj/item/weapon/seedbag
icon = 'icons/obj/hydroponics.dmi'
icon_state = "seedbag"
@@ -150,7 +121,7 @@
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
src.attack_self(M)
*/
/*
* Sunflower
*/
@@ -78,9 +78,9 @@
if(istype(G, /obj/item/weapon/grab))
if(!ismob(G:affecting))
return
for(var/mob/living/carbon/metroid/M in range(1,G:affecting))
for(var/mob/living/carbon/slime/M in range(1,G:affecting))
if(M.Victim == G:affecting)
usr << "[G:affecting:name] will not fit into the [src.name] because they have a Metroid latched onto their head."
usr << "[G:affecting:name] will not fit into the [src.name] because they have a slime latched onto their head."
return
var/mob/M = G:affecting
if(put_mob(M))
+141 -4
View File
@@ -1,23 +1,52 @@
/* Kitchen tools
* Contains:
* Utensils
* Spoons
* Forks
* Knives
* Kitchen knives
* Butcher's cleaver
* Rolling Pins
* Trays
*/
/obj/item/weapon/kitchen
icon = 'icons/obj/kitchen.dmi'
/*
* Utensils
*/
/obj/item/weapon/kitchen/utensil
force = 5.0
w_class = 1.0
throwforce = 5.0
throw_speed = 3
throw_range = 5
flags = FPRINT | TABLEPASS | CONDUCT
origin_tech = "materials=1"
attack_verb = list("attacked", "stabbed", "poked")
/obj/item/weapon/kitchen/utensil/New()
if (prob(60))
src.pixel_y = rand(0, 4)
return
/*
* Spoons
*/
/obj/item/weapon/kitchen/utensil/spoon
name = "spoon"
desc = "SPOON!"
icon_state = "spoon"
attack_verb = list("attacked", "poked")
/*
* Forks
*/
/obj/item/weapon/kitchen/utensil/fork
name = "fork"
desc = "Pointy."
icon_state = "fork"
/obj/item/weapon/kitchen/utensil/fork/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
@@ -45,6 +74,19 @@
/*
* Knives
*/
/obj/item/weapon/kitchen/utensil/knife
name = "knife"
desc = "Can cut through any food."
icon_state = "knife"
force = 10.0
throwforce = 10.0
suicide_act(mob/user)
viewers(user) << pick("\red <b>[user] is slitting \his wrists with the [src]! It looks like \he's trying to commit suicide.</b>", \
"\red <b>[user] is slitting \his throat with the [src]! It looks like \he's trying to commit suicide.</b>", \
"\red <b>[user] is slitting \his stomach open with the [src]! It looks like \he's trying to commit seppuku.</b>")
return (BRUTELOSS)
/obj/item/weapon/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50))
user << "\red You accidentally cut yourself with the [src]."
@@ -53,10 +95,73 @@
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
return ..()
/*
* Kitchen knives
*/
/obj/item/weapon/kitchenknife
name = "kitchen knife"
icon = 'icons/obj/kitchen.dmi'
icon_state = "knife"
desc = "A general purpose Chef's Knife made by SpaceCook Incorporated. Guaranteed to stay sharp for years to come."
flags = FPRINT | TABLEPASS | CONDUCT
force = 10.0
w_class = 3.0
throwforce = 6.0
throw_speed = 3
throw_range = 6
m_amt = 12000
origin_tech = "materials=1"
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
suicide_act(mob/user)
viewers(user) << pick("\red <b>[user] is slitting \his wrists with the [src]! It looks like \he's trying to commit suicide.</b>", \
"\red <b>[user] is slitting \his throat with the [src]! It looks like \he's trying to commit suicide.</b>", \
"\red <b>[user] is slitting \his stomach open with the [src]! It looks like \he's trying to commit seppuku.</b>")
return (BRUTELOSS)
/obj/item/weapon/kitchenknife/ritual
name = "ritual knife"
desc = "The unearthly energies that once powered this blade are now dormant."
icon = 'icons/obj/wizard.dmi'
icon_state = "render"
/*
* Bucher's cleaver
*/
/obj/item/weapon/butch
name = "butcher's Cleaver"
icon = 'icons/obj/kitchen.dmi'
icon_state = "butch"
desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown-by-products."
flags = FPRINT | TABLEPASS | CONDUCT
force = 15.0
w_class = 2.0
throwforce = 8.0
throw_speed = 3
throw_range = 6
m_amt = 12000
origin_tech = "materials=1"
attack_verb = list("cleaved", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
/obj/item/weapon/butch/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
return ..()
/*
* Rolling Pins
*/
/obj/item/weapon/kitchen/rollingpin
name = "rolling pin"
desc = "Used to knock out the Bartender."
icon_state = "rolling_pin"
force = 8.0
throwforce = 10.0
throw_speed = 2
throw_range = 7
w_class = 3.0
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked") //I think the rollingpin attackby will end up ignoring this anyway.
/obj/item/weapon/kitchen/rollingpin/attack(mob/living/M as mob, mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50))
user << "\red The [src] slips out of your hand and hits your head."
@@ -93,10 +198,42 @@
/*
* Trays - Agouri
*/
/obj/item/weapon/tray
name = "tray"
icon = 'icons/obj/food.dmi'
icon_state = "tray"
desc = "A metal tray to lay food on."
throwforce = 12.0
throwforce = 10.0
throw_speed = 1
throw_range = 5
w_class = 3.0
flags = FPRINT | TABLEPASS | CONDUCT
m_amt = 3000
/* // NOPE
var/food_total= 0
var/burger_amt = 0
var/cheese_amt = 0
var/fries_amt = 0
var/classyalcdrink_amt = 0
var/alcdrink_amt = 0
var/bottle_amt = 0
var/soda_amt = 0
var/carton_amt = 0
var/pie_amt = 0
var/meatbreadslice_amt = 0
var/salad_amt = 0
var/miscfood_amt = 0
*/
var/list/carrying = list() // List of things on the tray. - Doohl
var/max_carry = 10 // w_class = 1 -- takes up 1
// w_class = 2 -- takes up 3
// w_class = 3 -- takes up 5
/obj/item/weapon/tray/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
// Drop all the things. All of them.
overlays = null
overlays.Cut()
for(var/obj/item/I in carrying)
I.loc = M.loc
carrying.Remove(I)
@@ -264,7 +401,7 @@
foundtable = 1
break
overlays = null
overlays.Cut()
for(var/obj/item/I in carrying)
I.loc = loc
+4 -6
View File
@@ -18,7 +18,7 @@
</head>
<body>
<iframe width='100%' height='97%' src="http://nanotrasen.com/wiki/index.php?title=Guide_to_construction&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe>
<iframe width='100%' height='97%' src="http://wiki.nanotrasen.com/index.php?title=Guide_to_construction&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe>
</body>
</html>
@@ -81,7 +81,7 @@
</head>
<body>
<iframe width='100%' height='97%' src="http://nanotrasen.com/wiki/index.php?title=Hacking&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe>
<iframe width='100%' height='97%' src="http://wiki.nanotrasen.com/index.php?title=Hacking&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe>
</body>
</html>
@@ -589,8 +589,7 @@
</head>
<body>
<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>
<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>
@@ -607,8 +606,7 @@
</head>
<body>
<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>
<iframe width='100%' height='97%' src="http://wiki.nanotrasen.com/index.php?title=Guide_to_engineering&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe> </body>
</html>
@@ -0,0 +1,56 @@
/obj/item/weapon/melee/energy
var/active = 0
suicide_act(mob/user)
viewers(user) << pick("\red <b>[user] is slitting \his stomach open with the [src]! It looks like \he's trying to commit seppuku.</b>", \
"\red <b>[user] is falling on the [src]! It looks like \he's trying to commit suicide.</b>")
return (BRUTELOSS|FIRELOSS)
/obj/item/weapon/melee/energy/axe
name = "energy axe"
desc = "An energised battle axe."
icon_state = "axe0"
force = 40.0
throwforce = 25.0
throw_speed = 1
throw_range = 5
w_class = 3.0
flags = FPRINT | CONDUCT | NOSHIELD | TABLEPASS
origin_tech = "combat=3"
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
suicide_act(mob/user)
viewers(user) << "\red <b>[user] swings the [src] towards /his head! It looks like \he's trying to commit suicide.</b>"
return (BRUTELOSS|FIRELOSS)
/obj/item/weapon/melee/energy/sword
color
name = "energy sword"
desc = "May the force be within you."
icon_state = "sword0"
force = 3.0
throwforce = 5.0
throw_speed = 1
throw_range = 5
w_class = 2.0
flags = FPRINT | TABLEPASS | NOSHIELD
origin_tech = "magnets=3;syndicate=4"
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
/obj/item/weapon/melee/energy/sword/pirate
name = "energy cutlass"
desc = "Arrrr matey."
icon_state = "cutlass0"
/obj/item/weapon/melee/energy/blade
name = "energy blade"
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
icon_state = "blade"
force = 70.0//Normal attacks deal very high damage.
throwforce = 1//Throwing or dropping the item deletes it.
throw_speed = 1
throw_range = 1
w_class = 4.0//So you can't hide it in your pocket or some such.
flags = FPRINT | TABLEPASS | NOSHIELD
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
var/datum/effect/effect/system/spark_spread/spark_system
@@ -0,0 +1,16 @@
/obj/item/weapon/melee/chainofcommand
name = "chain of command"
desc = "A tool used by great men to placate the frothing masses."
icon_state = "chain"
item_state = "chain"
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
force = 10
throwforce = 7
w_class = 3
origin_tech = "combat=4"
attack_verb = list("flogged", "whipped", "lashed", "disciplined")
suicide_act(mob/user)
viewers(user) << "\red <b>[user] is strangling \himself with the [src]! It looks like \he's trying to commit suicide.</b>"
return (OXYLOSS)
@@ -0,0 +1,115 @@
/obj/item/weapon/cell
name = "power cell"
desc = "A rechargable electrochemical power cell."
icon = 'icons/obj/power.dmi'
icon_state = "cell"
item_state = "cell"
origin_tech = "powerstorage=1"
flags = FPRINT|TABLEPASS
force = 5.0
throwforce = 5.0
throw_speed = 3
throw_range = 5
w_class = 3.0
pressure_resistance = 80
var/charge = 0 // note %age conveted to actual charge in New
var/maxcharge = 1000
m_amt = 700
g_amt = 50
var/rigged = 0 // true if rigged to explode
var/minor_fault = 0 //If not 100% reliable, it will build up faults.
var/construction_cost = list("metal"=750,"glass"=75)
var/construction_time=100
suicide_act(mob/user)
viewers(user) << "\red <b>[user] is licking the electrodes of the [src]! It looks like \he's trying to commit suicide.</b>"
return (FIRELOSS)
/obj/item/weapon/cell/crap
name = "\improper Nanotrasen brand rechargable AA battery"
desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
origin_tech = "powerstorage=0"
maxcharge = 500
g_amt = 40
/obj/item/weapon/cell/crap/empty/New()
..()
charge = 0
/obj/item/weapon/cell/secborg
name = "\improper Security borg rechargable D battery"
origin_tech = "powerstorage=0"
maxcharge = 600 //600 max charge / 100 charge per shot = six shots
g_amt = 40
/obj/item/weapon/cell/secborg/empty/New()
..()
charge = 0
/obj/item/weapon/cell/high
name = "high-capacity power cell"
origin_tech = "powerstorage=2"
icon_state = "hcell"
maxcharge = 10000
g_amt = 60
/obj/item/weapon/cell/high/empty/New()
..()
charge = 0
/obj/item/weapon/cell/super
name = "super-capacity power cell"
origin_tech = "powerstorage=5"
icon_state = "scell"
maxcharge = 20000
g_amt = 70
construction_cost = list("metal"=750,"glass"=100)
/obj/item/weapon/cell/super/empty/New()
..()
charge = 0
/obj/item/weapon/cell/hyper
name = "hyper-capacity power cell"
origin_tech = "powerstorage=6"
icon_state = "hpcell"
maxcharge = 30000
g_amt = 80
construction_cost = list("metal"=500,"glass"=150,"gold"=200,"silver"=200)
/obj/item/weapon/cell/hyper/empty/New()
..()
charge = 0
/obj/item/weapon/cell/infinite
name = "infinite-capacity power cell!"
icon_state = "icell"
origin_tech = null
maxcharge = 30000
g_amt = 80
use()
return 1
/obj/item/weapon/cell/potato
name = "potato battery"
desc = "A rechargable starch based power cell."
origin_tech = "powerstorage=1"
icon = 'icons/obj/power.dmi' //'icons/obj/harvest.dmi'
icon_state = "potato_cell" //"potato_battery"
charge = 100
maxcharge = 300
m_amt = 0
g_amt = 0
minor_fault = 1
/obj/item/weapon/cell/slime
name = "charged slime core"
desc = "A yellow slime core infused with plasma, it crackles with power."
origin_tech = "powerstorage=2;biotech=4"
icon = 'icons/mob/slimes.dmi' //'icons/obj/harvest.dmi'
icon_state = "yellow slime extract" //"potato_battery"
maxcharge = 10000
maxcharge = 10000
m_amt = 0
g_amt = 0
@@ -1,53 +0,0 @@
/obj/item/weapon/secstorage/sbriefcase
name = "secure briefcase"
icon = 'icons/obj/storage.dmi'
icon_state = "secure"
item_state = "sec-case"
desc = "A large briefcase with a digital locking system."
flags = FPRINT | TABLEPASS
force = 8.0
throw_speed = 1
throw_range = 4
w_class = 4.0
/obj/item/weapon/secstorage/sbriefcase/New()
..()
new /obj/item/weapon/paper(src)
new /obj/item/weapon/pen(src)
/obj/item/weapon/secstorage/sbriefcase/attack(mob/M as mob, mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50))
user << "\red The [src] slips out of your hand and hits your head."
user.take_organ_damage(10)
user.Paralyse(2)
return
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
var/t = user:zone_sel.selecting
if (t == "head")
if(ishuman(M))
var/mob/living/carbon/human/H = M
if (H.stat < 2 && H.health < 50 && prob(90))
// ******* Check
if (istype(H, /obj/item/clothing/head) && H.flags & 8 && prob(80))
H << "\red The helmet protects you from being hit hard in the head!"
return
var/time = rand(2, 6)
if (prob(75))
H.Paralyse(time)
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)
else
H << text("\red [] tried to knock you unconcious!",user)
H.eye_blurry += 3
return
@@ -1,271 +0,0 @@
/obj/item/weapon/secstorage
name = "secstorage"
var/obj/screen/storage/boxes = null
var/obj/screen/close/closer = null
var/icon_locking = "secureb"
var/icon_sparking = "securespark"
var/icon_opened = "secure0"
var/locked = 1
var/code = ""
var/l_code = null
var/l_set = 0
var/l_setshort = 0
var/l_hacking = 0
var/emagged = 0
var/open = 0
var/internalstorage = 3
w_class = 3.0
/obj/item/weapon/secstorage/examine()
set src in oview(1)
..()
usr << text("The service panel is [src.open ? "open" : "closed"].")
return
/obj/item/weapon/secstorage/proc/return_inv()
var/list/L = list( )
L += src.contents
for(var/obj/item/weapon/secstorage/S in src)
L += S.return_inv()
for(var/obj/item/weapon/gift/G in src)
L += G.gift
if (istype(G.gift, /obj/item/weapon/secstorage))
L += G.gift:return_inv()
return L
/obj/item/weapon/secstorage/proc/show_to(mob/user as mob)
user.client.screen -= src.boxes
user.client.screen -= src.closer
user.client.screen -= src.contents
user.client.screen += src.boxes
user.client.screen += src.closer
user.client.screen += src.contents
user.s_active = src
return
/obj/item/weapon/secstorage/proc/hide_from(mob/user as mob)
if(!user.client)
return
user.client.screen -= src.boxes
user.client.screen -= src.closer
user.client.screen -= src.contents
return
/obj/item/weapon/secstorage/proc/close(mob/user as mob)
src.hide_from(user)
user.s_active = null
return
/obj/item/weapon/secstorage/proc/orient_objs(tx, ty, mx, my)
var/cx = tx
var/cy = ty
src.boxes.screen_loc = "[tx],[ty] to [mx],[my]"
for(var/obj/O in src.contents)
O.screen_loc = "[cx],[cy]"
O.layer = 20
cx++
if (cx > mx)
cx = tx
cy--
//Foreach goto(56)
src.closer.screen_loc = "[mx],[my]"
return
//This proc draws out the inventory and places the items on it. It uses the standard position.
/obj/item/weapon/secstorage/proc/standard_orient_objs()
var/rows = 0
var/cols = 6
var/cx = 4
var/cy = 2+rows
src.boxes.screen_loc = "4:16,2:16 to [4+cols]:16,[2+rows]:16"
for(var/obj/O in src.contents)
O.screen_loc = "[cx]:16,[cy]:16"
O.layer = 20
cx++
if (cx > (4+cols))
cx = 4
cy--
src.closer.screen_loc = "11:16,2:16"
return
/obj/item/weapon/secstorage/proc/orient2hud(mob/user as mob)
standard_orient_objs()
return
/obj/item/weapon/secstorage/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && (src.locked == 1) && (!src.emagged))
if(istype(W, /obj/item/weapon/card/emag))
var/obj/item/weapon/card/emag/E = W
if(E.uses)
E.uses--
else
return
emagged = 1
src.overlays += image('icons/obj/storage.dmi', icon_sparking)
sleep(6)
src.overlays = null
overlays += image('icons/obj/storage.dmi', icon_locking)
locked = 0
if(istype(W, /obj/item/weapon/melee/energy/blade))
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, src.loc)
spark_system.start()
playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
playsound(src.loc, "sparks", 50, 1)
user << "You slice through the lock on [src]."
else
user << "You short out the lock on [src]."
return
if ((W.w_class > internalstorage || istype(W, /obj/item/weapon/secstorage)))
return
if ((istype(W, /obj/item/weapon/screwdriver)) && (src.locked == 1))
sleep(6)
src.open =! src.open
user.show_message(text("\blue You [] the service panel.", (src.open ? "open" : "close")))
return
if ((istype(W, /obj/item/device/multitool)) && (src.open == 1) && (src.locked ==1) && (!src.l_hacking))
user.show_message(text("\red Now attempting to reset internal memory, please hold."), 1)
src.l_hacking = 1
if (do_after(usr, 100))
if (prob(40))
src.l_setshort = 1
src.l_set = 0
user.show_message(text("\red Internal memory reset. Please give it a few seconds to reinitialize."), 1)
sleep(80)
src.l_setshort = 0
src.l_hacking = 0
else
user.show_message(text("\red Unable to reset internal memory."), 1)
src.l_hacking = 0
else src.l_hacking = 0
return
if (src.contents.len >= 7)
return
if (src.locked == 1)
return
user.u_equip(W)
W.loc = src
if ((user.client && user.s_active != src))
user.client.screen -= W
src.orient2hud(user)
W.dropped(user)
add_fingerprint(user)
//if (istype(W, /obj/item/weapon/gun/energy/crossbow)) return //STEALTHY
for(var/mob/O in viewers(user, null))
O.show_message(text("\blue [] has added [] to []!", user, W, src), 1)
//Foreach goto(139)
return
/obj/item/weapon/secstorage/dropped(mob/user as mob)
standard_orient_objs()
return
/obj/item/weapon/secstorage/MouseDrop(over_object, src_location, over_location)
..()
if (src.locked == 1)
return
orient2hud(usr)
if ((over_object == usr && ((get_dist(src, usr) <= 1 ||src.locked == 0) || usr.contents.Find(src)))) //|| usr.telekinesis == 1
if (usr.s_active)
usr.s_active.close(usr)
src.show_to(usr)
return
/obj/item/weapon/secstorage/attack_paw(mob/user as mob)
playsound(src.loc, "rustle", 50, 1, -5)
return src.attack_hand(user)
return
/obj/item/weapon/secstorage/attack_hand(mob/user as mob)
if ((src.loc == user) && (src.locked == 1))
usr << "\red [src] is locked and cannot be opened!"
else if ((src.loc == user) && (!src.locked))
playsound(src.loc, "rustle", 50, 1, -5)
if (user.s_active)
user.s_active.close(user) //Close and re-open
src.show_to(user)
else
..()
for(var/mob/M in range(1))
if (M.s_active == src)
src.close(M)
src.orient2hud(user)
src.add_fingerprint(user)
return
/obj/item/weapon/secstorage/attack_self(mob/user as mob)
user.set_machine(src)
var/dat = text("<TT><B>[]</B><BR>\n\nLock Status: []",src, (src.locked ? "LOCKED" : "UNLOCKED"))
var/message = "Code"
if ((src.l_set == 0) && (!src.emagged) && (!src.l_setshort))
dat += text("<p>\n<b>5-DIGIT PASSCODE NOT SET.<br>ENTER NEW PASSCODE.</b>")
if (src.emagged)
dat += text("<p>\n<font color=red><b>LOCKING SYSTEM ERROR - 1701</b></font>")
if (src.l_setshort)
dat += text("<p>\n<font color=red><b>ALERT: MEMORY SYSTEM ERROR - 6040 201</b></font>")
message = text("[]", src.code)
if (!src.locked)
message = "*****"
dat += text("<HR>\n>[]<BR>\n<A href='?src=\ref[];type=1'>1</A>-<A href='?src=\ref[];type=2'>2</A>-<A href='?src=\ref[];type=3'>3</A><BR>\n<A href='?src=\ref[];type=4'>4</A>-<A href='?src=\ref[];type=5'>5</A>-<A href='?src=\ref[];type=6'>6</A><BR>\n<A href='?src=\ref[];type=7'>7</A>-<A href='?src=\ref[];type=8'>8</A>-<A href='?src=\ref[];type=9'>9</A><BR>\n<A href='?src=\ref[];type=R'>R</A>-<A href='?src=\ref[];type=0'>0</A>-<A href='?src=\ref[];type=E'>E</A><BR>\n</TT>", message, src, src, src, src, src, src, src, src, src, src, src, src)
user << browse(dat, "window=caselock;size=300x280")
/obj/item/weapon/secstorage/Topic(href, href_list)
..()
if ((usr.stat || usr.restrained()) || (get_dist(src, usr) > 1))
return
if (href_list["type"])
if (href_list["type"] == "E")
if ((src.l_set == 0) && (length(src.code) == 5) && (!src.l_setshort) && (src.code != "ERROR"))
src.l_code = src.code
src.l_set = 1
else if ((src.code == src.l_code) && (src.emagged == 0) && (src.l_set == 1))
src.locked = 0
src.overlays = null
overlays += image('icons/obj/storage.dmi', icon_opened)
src.code = null
else
src.code = "ERROR"
else
if ((href_list["type"] == "R") && (src.emagged == 0) && (!src.l_setshort))
src.locked = 1
src.overlays = null
src.code = null
src.close(usr)
else
src.code += text("[]", href_list["type"])
if (length(src.code) > 5)
src.code = "ERROR"
src.add_fingerprint(usr)
for(var/mob/M in viewers(1, src.loc))
if ((M.client && M.machine == src))
src.attack_self(M)
return
return
/obj/item/weapon/secstorage/New()
src.boxes = new /obj/screen/storage( )
src.boxes.name = "storage"
src.boxes.master = src
src.boxes.icon_state = "block"
src.boxes.screen_loc = "7,7 to 10,8"
src.boxes.layer = 19
src.closer = new /obj/screen/close( )
src.closer.master = src
src.closer.icon_state = "x"
src.closer.layer = 20
spawn( 5 )
standard_orient_objs()
return
return
@@ -1,25 +0,0 @@
/obj/item/weapon/secstorage/ssafe
name = "secure safe"
icon = 'icons/obj/storage.dmi'
icon_state = "safe"
icon_opened = "safe0"
icon_locking = "safeb"
icon_sparking = "safespark"
flags = FPRINT | TABLEPASS
force = 8.0
w_class = 8.0
internalstorage = 8
anchored = 1.0
density = 0
/obj/item/weapon/secstorage/ssafe/New()
..()
new /obj/item/weapon/paper(src)
new /obj/item/weapon/pen(src)
/obj/item/weapon/secstorage/ssafe/HoS/New()
..()
//new /obj/item/weapon/storage/lockbox/clusterbang(src) This item is currently broken... and probably shouldnt exist to begin with (even though it's cool)
/obj/item/weapon/secstorage/ssafe/attack_hand(mob/user as mob)
return attack_self(user)
@@ -0,0 +1,80 @@
/obj/item/weapon/shield
name = "shield"
/obj/item/weapon/shield/riot
name = "riot shield"
desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
icon = 'icons/obj/weapons.dmi'
icon_state = "riot"
flags = FPRINT | TABLEPASS| CONDUCT
slot_flags = SLOT_BACK
force = 5.0
throwforce = 5.0
throw_speed = 1
throw_range = 4
w_class = 4.0
g_amt = 7500
m_amt = 1000
origin_tech = "materials=2"
attack_verb = list("shoved", "bashed")
var/cooldown = 0 //shield bash cooldown. based on world.time
IsShield()
return 1
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/melee/baton))
if(cooldown < world.time - 25)
user.visible_message("<span class='warning'>[user] bashes [src] with [W]!</span>")
playsound(user.loc, 'sound/effects/shieldbash.ogg', 50, 1)
cooldown = world.time
else
..()
/obj/item/weapon/shield/energy
name = "energy combat shield"
desc = "A shield capable of stopping most projectile and melee attacks. It can be retracted, expanded, and stored anywhere."
icon = 'icons/obj/weapons.dmi'
icon_state = "eshield0" // eshield1 for expanded
flags = FPRINT | TABLEPASS| CONDUCT
force = 3.0
throwforce = 5.0
throw_speed = 1
throw_range = 4
w_class = 1
origin_tech = "materials=4;magnets=3;syndicate=4"
attack_verb = list("shoved", "bashed")
var/active = 0
/obj/item/weapon/cloaking_device
name = "cloaking device"
desc = "Use this to become invisible to the human eyesocket."
icon = 'icons/obj/device.dmi'
icon_state = "shield0"
var/active = 0.0
flags = FPRINT | TABLEPASS| CONDUCT
item_state = "electronic"
throwforce = 10.0
throw_speed = 2
throw_range = 10
w_class = 2.0
origin_tech = "magnets=3;syndicate=4"
/obj/item/weapon/cloaking_device/attack_self(mob/user as mob)
src.active = !( src.active )
if (src.active)
user << "\blue The cloaking device is now active."
src.icon_state = "shield1"
else
user << "\blue The cloaking device is now inactive."
src.icon_state = "shield0"
src.add_fingerprint(user)
return
/obj/item/weapon/cloaking_device/emp_act(severity)
active = 0
icon_state = "shield0"
if(ismob(loc))
loc:update_icons()
..()
@@ -1,34 +1,26 @@
/obj/item/weapon/storage/MouseDrop(obj/over_object as obj)
if (ishuman(usr) || ismonkey(usr)) //so monkeys can take off their backpacks -- Urist
var/mob/M = usr
if (!( istype(over_object, /obj/screen) ))
return ..()
if (!(src.loc == usr) || (src.loc && src.loc.loc == usr))
return
playsound(src.loc, "rustle", 50, 1, -5)
if (!( M.restrained() ) && !( M.stat ))
switch(over_object.name)
if("r_hand")
M.u_equip(src)
M.put_in_r_hand(src)
if("l_hand")
M.u_equip(src)
M.put_in_l_hand(src)
M.update_inv_l_hand()
M.update_inv_r_hand()
src.add_fingerprint(usr)
return
if(over_object == usr && in_range(src, usr) || usr.contents.Find(src))
if (usr.s_active)
usr.s_active.close(usr)
src.show_to(usr)
return
return
/*
* Backpack
*/
/obj/item/weapon/storage/backpack
name = "backpack"
desc = "You wear this on your back and put items into it."
icon_state = "backpack"
item_state = "backpack"
w_class = 4.0
flags = FPRINT|TABLEPASS
slot_flags = SLOT_BACK //ERROOOOO
max_w_class = 3
max_combined_w_class = 21
/obj/item/weapon/storage/backpack/attackby(obj/item/weapon/W as obj, mob/user as mob)
playsound(src.loc, "rustle", 50, 1, -5)
..()
/*
* Backpack Types
*/
/obj/item/weapon/storage/backpack/holding
name = "Bag of Holding"
@@ -86,7 +78,105 @@
max_w_class = 3
max_combined_w_class = 400 // can store a ton of shit!
/obj/item/weapon/storage/backpack/cultpack
name = "trophy rack"
desc = "It's useful for both carrying extra gear and proudly declaring your insanity."
icon_state = "cultpack"
/obj/item/weapon/storage/backpack/clown
name = "Giggles Von Honkerton"
desc = "It's a backpack made by Honk! Co."
icon_state = "clownpack"
item_state = "clownpack"
/obj/item/weapon/storage/backpack/medic
name = "medical backpack"
desc = "It's a backpack especially designed for use in a sterile environment."
icon_state = "medicalpack"
item_state = "medicalpack"
/obj/item/weapon/storage/backpack/security
name = "security backpack"
desc = "It's a very robust backpack."
icon_state = "securitypack"
item_state = "securitypack"
/obj/item/weapon/storage/backpack/captain
name = "captain's backpack"
desc = "It's a special backpack made exclusively for Nanotrasen officers."
icon_state = "captainpack"
item_state = "captainpack"
/obj/item/weapon/storage/backpack/industrial
name = "industrial backpack"
desc = "It's a tough backpack for the daily grind of station life."
icon_state = "engiepack"
item_state = "engiepack"
/*
* Satchel Types
*/
/obj/item/weapon/storage/backpack/satchel
name = "leather satchel"
desc = "It's a very fancy satchel made with fine leather."
icon_state = "satchel"
/obj/item/weapon/storage/backpack/satchel/withwallet
New()
..()
return
new /obj/item/weapon/storage/wallet/random( src )
/obj/item/weapon/storage/backpack/satchel_norm
name = "satchel"
desc = "A trendy looking satchel."
icon_state = "satchel-norm"
/obj/item/weapon/storage/backpack/satchel_eng
name = "industrial satchel"
desc = "A tough satchel with extra pockets."
icon_state = "satchel-eng"
item_state = "engiepack"
/obj/item/weapon/storage/backpack/satchel_med
name = "medical satchel"
desc = "A sterile satchel used in medical departments."
icon_state = "satchel-med"
item_state = "medicalpack"
/obj/item/weapon/storage/backpack/satchel_vir
name = "virologist satchel"
desc = "A sterile satchel with virologist colours."
icon_state = "satchel-vir"
/obj/item/weapon/storage/backpack/satchel_chem
name = "chemist satchel"
desc = "A sterile satchel with chemist colours."
icon_state = "satchel-chem"
/obj/item/weapon/storage/backpack/satchel_gen
name = "geneticist satchel"
desc = "A sterile satchel with geneticist colours."
icon_state = "satchel-gen"
/obj/item/weapon/storage/backpack/satchel_tox
name = "scientist satchel"
desc = "Useful for holding research materials."
icon_state = "satchel-tox"
/obj/item/weapon/storage/backpack/satchel_sec
name = "security satchel"
desc = "A robust satchel for security related needs."
icon_state = "satchel-sec"
item_state = "securitypack"
/obj/item/weapon/storage/backpack/satchel_hyd
name = "hydroponics satchel"
desc = "A green satchel for plant related work."
icon_state = "satchel_hyd"
/obj/item/weapon/storage/backpack/satchel_cap
name = "captain's satchel"
desc = "An exclusive satchel for Nanotrasen officers."
icon_state = "satchel-cap"
item_state = "captainpack"
@@ -0,0 +1,223 @@
/*
* These absorb the functionality of the plant bag, ore satchel, etc.
* They use the use_to_pickup, quick_gather, and quick_empty functions
* that were already defined in weapon/storage, but which had been
* re-implemented in other classes.
*
* Contains:
* Trash Bag
* Mining Satchel
* Plant Bag
* Sheet Snatcher
*
* -Sayu
*/
// Generic non-item
/obj/item/weapon/storage/bag
allow_quick_gather = 1
allow_quick_empty = 1
display_contents_with_number = 0 // UNStABLE AS FuCK, turn on when it stops crashing clients
use_to_pickup = 1
slot_flags = SLOT_BELT
flags = FPRINT | TABLEPASS
// -----------------------------
// Trash bag
// -----------------------------
/obj/item/weapon/storage/bag/trash
name = "trash bag"
desc = "It's the heavy-duty black polymer kind. Time to take out the trash!"
icon = 'icons/obj/trash.dmi'
icon_state = "trashbag0"
item_state = "trashbag"
w_class = 4
max_w_class = 2
storage_slots = 21
can_hold = list() // any
cant_hold = list("/obj/item/weapon/disk/nuclear")
/obj/item/weapon/storage/bag/trash/update_icon()
if(contents.len == 0)
icon_state = "trashbag0"
else if(contents.len < 12)
icon_state = "trashbag1"
else if(contents.len < 21)
icon_state = "trashbag2"
else icon_state = "trashbag3"
// -----------------------------
// Mining Satchel
// -----------------------------
/obj/item/weapon/storage/bag/ore
name = "Mining Satchel"
desc = "This little bugger can be used to store and transport ores."
icon = 'icons/obj/mining.dmi'
icon_state = "satchel"
slot_flags = SLOT_BELT | SLOT_POCKET
w_class = 3
storage_slots = 50
max_combined_w_class = 200 //Doesn't matter what this is, so long as it's more or equal to storage_slots * ore.w_class
max_w_class = 3
can_hold = list("/obj/item/weapon/ore")
// -----------------------------
// Plant bag
// -----------------------------
/obj/item/weapon/storage/bag/plants
icon = 'icons/obj/hydroponics.dmi'
icon_state = "plantbag"
name = "Plant Bag"
storage_slots = 50; //the number of plant pieces it can carry.
max_combined_w_class = 200 //Doesn't matter what this is, so long as it's more or equal to storage_slots * plants.w_class
max_w_class = 3
w_class = 1
can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/grown","/obj/item/seeds","/obj/item/weapon/grown")
// -----------------------------
// Sheet Snatcher
// -----------------------------
// Because it stacks stacks, this doesn't operate normally.
// However, making it a storage/bag allows us to reuse existing code in some places. -Sayu
/obj/item/weapon/storage/bag/sheetsnatcher
icon = 'icons/obj/mining.dmi'
icon_state = "sheetsnatcher"
name = "Sheet Snatcher"
desc = "A patented Nanotrasen storage system designed for any kind of mineral sheet."
var/capacity = 300; //the number of sheets it can carry.
w_class = 3
allow_quick_empty = 1 // this function is superceded
New()
..()
//verbs -= /obj/item/weapon/storage/verb/quick_empty
//verbs += /obj/item/weapon/storage/bag/sheetsnatcher/quick_empty
can_be_inserted(obj/item/W as obj, stop_messages = 0)
if(!istype(W,/obj/item/stack/sheet) || istype(W,/obj/item/stack/sheet/mineral/sandstone) || istype(W,/obj/item/stack/sheet/wood))
if(!stop_messages)
usr << "The snatcher does not accept [W]."
return 0 //I don't care, but the existing code rejects them for not being "sheets" *shrug* -Sayu
var/current = 0
for(var/obj/item/stack/sheet/S in contents)
current += S.amount
if(capacity == current)//If it's full, you're done
if(!stop_messages)
usr << "\red The snatcher is full."
return 0
return 1
// Modified handle_item_insertion. Would prefer not to, but...
handle_item_insertion(obj/item/W as obj, prevent_warning = 0)
var/obj/item/stack/sheet/S = W
if(!istype(S)) return 0
var/amount
var/inserted = 0
var/current = 0
for(var/obj/item/stack/sheet/S2 in contents)
current += S2.amount
if(capacity < current + S.amount)//If the stack will fill it up
amount = capacity - current
else
amount = S.amount
for(var/obj/item/stack/sheet/sheet in contents)
if(S.type == sheet.type) // we are violating the amount limitation because these are not sane objects
sheet.amount += amount // they should only be removed through procs in this file, which split them up.
S.amount -= amount
inserted = 1
break
if(!inserted || !S.amount)
usr.u_equip(S)
usr.update_icons() //update our overlays
if (usr.client && usr.s_active != src)
usr.client.screen -= S
S.dropped(usr)
if(!S.amount)
del S
else
S.loc = src
orient2hud(usr)
if(usr.s_active)
usr.s_active.show_to(usr)
update_icon()
return 1
// Sets up numbered display to show the stack size of each stored mineral
// NOTE: numbered display is turned off currently because it's broken
orient2hud(mob/user as mob)
var/adjusted_contents = contents.len
//Numbered contents display
var/list/datum/numbered_display/numbered_contents
if(display_contents_with_number)
numbered_contents = list()
adjusted_contents = 0
for(var/obj/item/stack/sheet/I in contents)
adjusted_contents++
var/datum/numbered_display/D = new/datum/numbered_display(I)
D.number = I.amount
numbered_contents.Add( D )
var/row_num = 0
var/col_count = min(7,storage_slots) -1
if (adjusted_contents > 7)
row_num = round((adjusted_contents-1) / 7) // 7 is the maximum allowed width.
src.standard_orient_objs(row_num, col_count, numbered_contents)
return
// Modified quick_empty verb drops appropriate sized stacks
quick_empty()
var/location = get_turf(src)
for(var/obj/item/stack/sheet/S in contents)
while(S.amount)
var/obj/item/stack/sheet/N = new S.type(location)
var/stacksize = min(S.amount,N.max_amount)
N.amount = stacksize
S.amount -= stacksize
if(!S.amount)
del S // todo: there's probably something missing here
orient2hud(usr)
if(usr.s_active)
usr.s_active.show_to(usr)
update_icon()
// Instead of removing
remove_from_storage(obj/item/W as obj, atom/new_location)
var/obj/item/stack/sheet/S = W
if(!istype(S)) return 0
//I would prefer to drop a new stack, but the item/attack_hand code
// that calls this can't recieve a different object than you clicked on.
//Therefore, make a new stack internally that has the remainder.
// -Sayu
if(S.amount > S.max_amount)
var/obj/item/stack/sheet/temp = new S.type(src)
temp.amount = S.amount - S.max_amount
S.amount = S.max_amount
return ..(S,new_location)
// -----------------------------
// Sheet Snatcher (Cyborg)
// -----------------------------
/obj/item/weapon/storage/bag/sheetsnatcher/borg
name = "Sheet Snatcher 9000"
desc = ""
capacity = 500//Borgs get more because >specialization
@@ -90,7 +90,7 @@
"/obj/item/weapon/reagent_containers/syringe",
"/obj/item/weapon/reagent_containers/glass/dispenser",
"/obj/item/weapon/lighter/zippo",
"/obj/item/weapon/cigpacket",
"/obj/item/weapon/storage/fancy/cigarettes",
"/obj/item/weapon/storage/pill_bottle",
"/obj/item/stack/medical",
"/obj/item/device/flashlight/pen",
@@ -1,3 +1,19 @@
/obj/item/weapon/storage/bible
name = "bible"
desc = "Apply to head repeatedly."
icon_state ="bible"
throw_speed = 1
throw_range = 5
w_class = 3.0
flags = FPRINT | TABLEPASS
var/mob/affecting = null
var/deity_name = "Christ"
/obj/item/weapon/storage/bible/booze
name = "bible"
desc = "To be applied to the head repeatedly."
icon_state ="bible"
/obj/item/weapon/storage/bible/booze/New()
..()
new /obj/item/weapon/reagent_containers/food/drinks/beer(src)
@@ -0,0 +1,429 @@
/*
* Everything derived from the common cardboard box.
* Basically everything except the original is a kit (starts full).
*
* Contains:
* Empty box, starter boxes (survival/engineer),
* Latex glove and sterile mask boxes,
* Syringe, beaker, dna injector boxes,
* Blanks, flashbangs, and EMP grenade boxes,
* Tracking and chemical implant boxes,
* Prescription glasses and drinking glass boxes,
* Condiment bottle and silly cup boxes,
* Donkpocket and monkeycube boxes,
* ID and security PDA cart boxes,
* Handcuff, mousetrap, and pillbottle boxes,
* Snap-pops and matchboxes,
* Replacement light boxes.
*
* For syndicate call-ins see uplink_kits.dm
*/
/obj/item/weapon/storage/box
name = "box"
desc = "It's just an ordinary box."
icon_state = "box"
item_state = "syringe_kit"
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
/obj/item/weapon/storage/box/survival/
New()
..()
contents = list()
sleep(1)
new /obj/item/clothing/mask/breath( src )
new /obj/item/weapon/tank/emergency_oxygen( src )
return
/obj/item/weapon/storage/box/engineer/
New()
..()
contents = list()
sleep(1)
new /obj/item/clothing/mask/breath( src )
new /obj/item/weapon/tank/emergency_oxygen/engi( src )
return
/obj/item/weapon/storage/box/gloves
name = "box of latex gloves"
desc = "Contains white gloves."
New()
..()
new /obj/item/clothing/gloves/latex(src)
new /obj/item/clothing/gloves/latex(src)
new /obj/item/clothing/gloves/latex(src)
new /obj/item/clothing/gloves/latex(src)
new /obj/item/clothing/gloves/latex(src)
new /obj/item/clothing/gloves/latex(src)
new /obj/item/clothing/gloves/latex(src)
/obj/item/weapon/storage/box/masks
name = "sterile masks"
desc = "This box contains masks of sterility."
icon_state = "sterile"
New()
..()
new /obj/item/clothing/mask/surgical(src)
new /obj/item/clothing/mask/surgical(src)
new /obj/item/clothing/mask/surgical(src)
new /obj/item/clothing/mask/surgical(src)
new /obj/item/clothing/mask/surgical(src)
new /obj/item/clothing/mask/surgical(src)
new /obj/item/clothing/mask/surgical(src)
/obj/item/weapon/storage/box/syringes
name = "syringes"
desc = "A box full of syringes."
desc = "A biohazard alert warning is printed on the box"
icon_state = "syringe"
New()
..()
new /obj/item/weapon/reagent_containers/syringe( src )
new /obj/item/weapon/reagent_containers/syringe( src )
new /obj/item/weapon/reagent_containers/syringe( src )
new /obj/item/weapon/reagent_containers/syringe( src )
new /obj/item/weapon/reagent_containers/syringe( src )
new /obj/item/weapon/reagent_containers/syringe( src )
new /obj/item/weapon/reagent_containers/syringe( src )
/obj/item/weapon/storage/box/beakers
name = "beaker box"
icon_state = "beaker"
New()
..()
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
/obj/item/weapon/storage/box/injectors
name = "\improper DNA injectors"
desc = "This box contains injectors it seems."
New()
..()
new /obj/item/weapon/dnainjector/h2m(src)
new /obj/item/weapon/dnainjector/h2m(src)
new /obj/item/weapon/dnainjector/h2m(src)
new /obj/item/weapon/dnainjector/m2h(src)
new /obj/item/weapon/dnainjector/m2h(src)
new /obj/item/weapon/dnainjector/m2h(src)
/obj/item/weapon/storage/box/blanks
name = "box of blank shells"
desc = "It has a picture of a gun and several warning symbols on the front."
New()
..()
new /obj/item/ammo_casing/shotgun/blank(src)
new /obj/item/ammo_casing/shotgun/blank(src)
new /obj/item/ammo_casing/shotgun/blank(src)
new /obj/item/ammo_casing/shotgun/blank(src)
new /obj/item/ammo_casing/shotgun/blank(src)
new /obj/item/ammo_casing/shotgun/blank(src)
new /obj/item/ammo_casing/shotgun/blank(src)
/obj/item/weapon/storage/box/flashbangs
name = "box of flashbangs (WARNING)"
desc = "<B>WARNING: These devices are extremely dangerous and can cause blindness or deafness in repeated use.</B>"
icon_state = "flashbang"
New()
..()
new /obj/item/weapon/grenade/flashbang(src)
new /obj/item/weapon/grenade/flashbang(src)
new /obj/item/weapon/grenade/flashbang(src)
new /obj/item/weapon/grenade/flashbang(src)
new /obj/item/weapon/grenade/flashbang(src)
new /obj/item/weapon/grenade/flashbang(src)
new /obj/item/weapon/grenade/flashbang(src)
/obj/item/weapon/storage/box/emps
name = "emp grenades"
desc = "A box with 5 emp grenades."
icon_state = "flashbang"
New()
..()
new /obj/item/weapon/grenade/empgrenade(src)
new /obj/item/weapon/grenade/empgrenade(src)
new /obj/item/weapon/grenade/empgrenade(src)
new /obj/item/weapon/grenade/empgrenade(src)
new /obj/item/weapon/grenade/empgrenade(src)
/obj/item/weapon/storage/box/trackimp
name = "tracking implant kit"
desc = "Box full of scum-bag tracking utensils."
icon_state = "implant"
New()
..()
new /obj/item/weapon/implantcase/tracking(src)
new /obj/item/weapon/implantcase/tracking(src)
new /obj/item/weapon/implantcase/tracking(src)
new /obj/item/weapon/implantcase/tracking(src)
new /obj/item/weapon/implanter(src)
new /obj/item/weapon/implantpad(src)
new /obj/item/weapon/locator(src)
/obj/item/weapon/storage/box/chemimp
name = "chemical implant kit"
desc = "Box of stuff used to implant chemicals."
icon_state = "implant"
New()
..()
new /obj/item/weapon/implantcase/chem(src)
new /obj/item/weapon/implantcase/chem(src)
new /obj/item/weapon/implantcase/chem(src)
new /obj/item/weapon/implantcase/chem(src)
new /obj/item/weapon/implantcase/chem(src)
new /obj/item/weapon/implanter(src)
new /obj/item/weapon/implantpad(src)
/obj/item/weapon/storage/box/rxglasses
name = "prescription glasses"
desc = "This box contains nerd glasses."
icon_state = "glasses"
New()
..()
new /obj/item/clothing/glasses/regular(src)
new /obj/item/clothing/glasses/regular(src)
new /obj/item/clothing/glasses/regular(src)
new /obj/item/clothing/glasses/regular(src)
new /obj/item/clothing/glasses/regular(src)
new /obj/item/clothing/glasses/regular(src)
new /obj/item/clothing/glasses/regular(src)
/obj/item/weapon/storage/box/drinkingglasses
name = "box of drinking glasses"
desc = "It has a picture of drinking glasses on it."
New()
..()
new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass(src)
new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass(src)
new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass(src)
new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass(src)
new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass(src)
new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass(src)
/obj/item/weapon/storage/box/condimentbottles
name = "box of condiment bottles"
desc = "It has a large ketchup smear on it."
New()
..()
new /obj/item/weapon/reagent_containers/food/condiment(src)
new /obj/item/weapon/reagent_containers/food/condiment(src)
new /obj/item/weapon/reagent_containers/food/condiment(src)
new /obj/item/weapon/reagent_containers/food/condiment(src)
new /obj/item/weapon/reagent_containers/food/condiment(src)
new /obj/item/weapon/reagent_containers/food/condiment(src)
/obj/item/weapon/storage/box/cups
name = "box of paper cups"
desc = "It has pictures of paper cups on the front."
New()
..()
new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src )
new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src )
new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src )
new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src )
new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src )
new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src )
new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src )
/obj/item/weapon/storage/box/donkpockets
name = "box of donk-pockets"
desc = "<B>Instructions:</B> <I>Heat in microwave. Product will cool if not eaten within seven minutes.</I>"
icon_state = "donk_kit"
New()
..()
new /obj/item/weapon/reagent_containers/food/snacks/donkpocket(src)
new /obj/item/weapon/reagent_containers/food/snacks/donkpocket(src)
new /obj/item/weapon/reagent_containers/food/snacks/donkpocket(src)
new /obj/item/weapon/reagent_containers/food/snacks/donkpocket(src)
new /obj/item/weapon/reagent_containers/food/snacks/donkpocket(src)
new /obj/item/weapon/reagent_containers/food/snacks/donkpocket(src)
/obj/item/weapon/storage/box/monkeycubes
name = "monkey cube box"
desc = "Drymate brand monkey cubes. Just add water!"
icon = 'icons/obj/food.dmi'
icon_state = "monkeycubebox"
storage_slots = 7
can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/monkeycube")
New()
..()
for(var/i = 1; i <= 5; i++)
new /obj/item/weapon/reagent_containers/food/snacks/monkeycube/wrapped(src)
/obj/item/weapon/storage/box/ids
name = "spare IDs"
desc = "Has so many empty IDs."
icon_state = "id"
New()
..()
new /obj/item/weapon/card/id(src)
new /obj/item/weapon/card/id(src)
new /obj/item/weapon/card/id(src)
new /obj/item/weapon/card/id(src)
new /obj/item/weapon/card/id(src)
new /obj/item/weapon/card/id(src)
new /obj/item/weapon/card/id(src)
/obj/item/weapon/storage/box/seccarts
name = "Spare R.O.B.U.S.T. Cartridges"
desc = "A box full of R.O.B.U.S.T. Cartridges, used by Security."
icon_state = "pda"
New()
..()
new /obj/item/weapon/cartridge/security(src)
new /obj/item/weapon/cartridge/security(src)
new /obj/item/weapon/cartridge/security(src)
new /obj/item/weapon/cartridge/security(src)
new /obj/item/weapon/cartridge/security(src)
new /obj/item/weapon/cartridge/security(src)
new /obj/item/weapon/cartridge/security(src)
/obj/item/weapon/storage/box/handcuffs
name = "spare handcuffs"
desc = "A box full of handcuffs."
icon_state = "handcuff"
New()
..()
new /obj/item/weapon/handcuffs(src)
new /obj/item/weapon/handcuffs(src)
new /obj/item/weapon/handcuffs(src)
new /obj/item/weapon/handcuffs(src)
new /obj/item/weapon/handcuffs(src)
new /obj/item/weapon/handcuffs(src)
new /obj/item/weapon/handcuffs(src)
/obj/item/weapon/storage/box/mousetraps
name = "box of Pest-B-Gon Mousetraps"
desc = "<B><FONT=red>WARNING:</FONT></B> <I>Keep out of reach of children</I>."
icon_state = "mousetraps"
New()
..()
new /obj/item/device/assembly/mousetrap( src )
new /obj/item/device/assembly/mousetrap( src )
new /obj/item/device/assembly/mousetrap( src )
new /obj/item/device/assembly/mousetrap( src )
new /obj/item/device/assembly/mousetrap( src )
new /obj/item/device/assembly/mousetrap( src )
/obj/item/weapon/storage/box/pillbottles
name = "box of pill bottles"
desc = "It has pictures of pill bottles on its front."
New()
..()
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
/obj/item/weapon/storage/box/snappops
name = "snap pop box"
desc = "Eight wrappers of fun! Ages 8 and up. Not suitable for children."
icon = 'icons/obj/toy.dmi'
icon_state = "spbox"
storage_slots = 8
can_hold = list("/obj/item/toy/snappop")
New()
..()
for(var/i=1; i <= storage_slots; i++)
new /obj/item/toy/snappop(src)
/obj/item/weapon/storage/box/matches
name = "matchbox"
desc = "A small box of Almost But Not Quite Plasma Premium Matches."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "matchbox"
item_state = "zippo"
storage_slots = 10
w_class = 1
flags = TABLEPASS
slot_flags = SLOT_BELT
New()
..()
for(var/i=1; i <= storage_slots; i++)
new /obj/item/weapon/match(src)
attackby(obj/item/weapon/match/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/match) && W.lit == 0)
W.lit = 1
W.icon_state = "match_lit"
processing_objects.Add(W)
W.update_icon()
return
/obj/item/weapon/storage/box/lights
name = "replacement bulbs"
icon = 'icons/obj/storage.dmi'
icon_state = "light"
desc = "This box is shaped on the inside so that only light tubes and bulbs fit."
item_state = "syringe_kit"
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
storage_slots=21
can_hold = list("/obj/item/weapon/light/tube", "/obj/item/weapon/light/bulb")
max_combined_w_class = 21
use_to_pickup = 1 // for picking up broken bulbs, not that most people will try
/obj/item/weapon/storage/box/lights/bulbs/New()
..()
for(var/i = 0; i < 21; i++)
new /obj/item/weapon/light/bulb(src)
/obj/item/weapon/storage/box/lights/tubes
name = "replacement tubes"
icon_state = "lighttube"
/obj/item/weapon/storage/box/lights/tubes/New()
..()
for(var/i = 0; i < 21; i++)
new /obj/item/weapon/light/tube(src)
/obj/item/weapon/storage/box/lights/mixed
name = "replacement lights"
icon_state = "lightmixed"
/obj/item/weapon/storage/box/lights/mixed/New()
..()
for(var/i = 0; i < 14; i++)
new /obj/item/weapon/light/tube(src)
for(var/i = 0; i < 7; i++)
new /obj/item/weapon/light/bulb(src)
@@ -1,3 +1,15 @@
/obj/item/weapon/storage/briefcase
name = "briefcase"
desc = "It's made of AUTHENTIC faux-leather and has a price-tag still attached. Its owner must be a real professional."
icon_state = "briefcase"
flags = FPRINT | TABLEPASS| CONDUCT
force = 8.0
throw_speed = 1
throw_range = 4
w_class = 4.0
max_w_class = 3
max_combined_w_class = 16
/obj/item/weapon/storage/briefcase/New()
..()
@@ -3,11 +3,14 @@
* .. Sorry for the shitty path name, I couldnt think of a better one.
*
* WARNING: var/icon_type is used for both examine text and sprite name. Please look at the procs below and adjust your sprite names accordingly
* TODO: Cigarette boxes should be ported to this standard
*
* Contains:
* Donut Box
* Egg Box
* Candle Box
* Crayon Box
* Cigarette Box
*/
/obj/item/weapon/storage/fancy/
@@ -94,3 +97,107 @@
for(var/i=1; i <= storage_slots; i++)
new /obj/item/candle(src)
return
/*
* Crayon Box
*/
/obj/item/weapon/storage/fancy/crayons
name = "box of crayons"
desc = "A box of crayons for all your rune drawing needs."
icon = 'icons/obj/crayons.dmi'
icon_state = "crayonbox"
w_class = 2.0
storage_slots = 6
icon_type = "crayon"
can_hold = list(
"/obj/item/toy/crayon"
)
/obj/item/weapon/storage/fancy/crayons/New()
..()
new /obj/item/toy/crayon/red(src)
new /obj/item/toy/crayon/orange(src)
new /obj/item/toy/crayon/yellow(src)
new /obj/item/toy/crayon/green(src)
new /obj/item/toy/crayon/blue(src)
new /obj/item/toy/crayon/purple(src)
update_icon()
/obj/item/weapon/storage/fancy/crayons/update_icon()
overlays = list() //resets list
overlays += image('icons/obj/crayons.dmi',"crayonbox")
for(var/obj/item/toy/crayon/crayon in contents)
overlays += image('icons/obj/crayons.dmi',crayon.colourName)
/obj/item/weapon/storage/fancy/crayons/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/toy/crayon))
switch(W:colourName)
if("mime")
usr << "This crayon is too sad to be contained in this box."
return
if("rainbow")
usr << "This crayon is too powerful to be contained in this box."
return
..()
////////////
//CIG PACK//
////////////
/obj/item/weapon/storage/fancy/cigarettes
name = "cigarette packet"
desc = "The most popular brand of Space Cigarettes, sponsors of the Space Olympics."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cigpacket"
item_state = "cigpacket"
w_class = 1
throwforce = 2
flags = TABLEPASS
slot_flags = SLOT_BELT
storage_slots = 6
can_hold = list("/obj/item/clothing/mask/cigarette")
icon_type = "cigarette"
/obj/item/weapon/storage/fancy/cigarettes/New()
..()
flags |= NOREACT
for(var/i = 1 to storage_slots)
new /obj/item/clothing/mask/cigarette(src)
create_reagents(15 * storage_slots)//so people can inject cigarettes without opening a packet, now with being able to inject the whole one
/obj/item/weapon/storage/fancy/cigarettes/Del()
del(reagents)
..()
/obj/item/weapon/storage/fancy/cigarettes/update_icon()
icon_state = "[initial(icon_state)][contents.len]"
desc = "There are [contents.len] cig\s left!"
return
/obj/item/weapon/storage/fancy/cigarettes/remove_from_storage(obj/item/W as obj, atom/new_location)
var/obj/item/clothing/mask/cigarette/C = W
if(!istype(C)) return // what
reagents.trans_to(C, (reagents.total_volume/contents.len))
..()
/obj/item/weapon/storage/fancy/cigarettes/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M, /mob))
return
if(M == user && user.zone_sel.selecting == "mouth" && contents.len > 0 && !user.wear_mask)
var/obj/item/clothing/mask/cigarette/W = new /obj/item/clothing/mask/cigarette(user)
reagents.trans_to(W, (reagents.total_volume/contents.len))
user.equip_to_slot_if_possible(W, slot_wear_mask)
reagents.maximum_volume = 15 * contents.len
contents.len--
user << "<span class='notice'>You take a cigarette out of the pack.</span>"
update_icon()
else
..()
/obj/item/weapon/storage/fancy/cigarettes/dromedaryco
name = "\improper DromedaryCo packet"
desc = "A packet of six imported DromedaryCo cancer sticks. A label on the packaging reads, \"Wouldn't a slow death make a change?\""
icon_state = "Dpacket"
item_state = "Dpacket"
@@ -1,133 +1,184 @@
/* First aid storage
* Contains:
* First Aid Kits
* Pill Bottles
* Dice Pack (in a pill bottle)
*/
/obj/item/weapon/storage/firstaid/fire/New()
..()
if (empty) return
/*
* First Aid Kits
*/
/obj/item/weapon/storage/firstaid
name = "first-aid kit"
desc = "It's an emergency medical kit for those serious boo-boos."
icon_state = "firstaid"
throw_speed = 2
throw_range = 8
var/empty = 0
icon_state = pick("ointment","firefirstaid")
new /obj/item/device/healthanalyzer( src )
new /obj/item/stack/medical/ointment( src )
new /obj/item/stack/medical/ointment( src )
new /obj/item/weapon/reagent_containers/pill/kelotane( src )
new /obj/item/weapon/reagent_containers/pill/kelotane( src )
new /obj/item/weapon/reagent_containers/pill/kelotane( src )
new /obj/item/weapon/reagent_containers/pill/kelotane( src ) //Replaced ointment with these since they actually work --Errorage
return
/obj/item/weapon/storage/firstaid/fire
name = "fire first-aid kit"
desc = "It's an emergency medical kit for when the toxins lab <i>-spontaneously-</i> burns down."
icon_state = "ointment"
item_state = "firstaid-ointment"
/obj/item/weapon/storage/syringes/New()
..()
new /obj/item/weapon/reagent_containers/syringe( src )
new /obj/item/weapon/reagent_containers/syringe( src )
new /obj/item/weapon/reagent_containers/syringe( src )
new /obj/item/weapon/reagent_containers/syringe( src )
new /obj/item/weapon/reagent_containers/syringe( src )
new /obj/item/weapon/reagent_containers/syringe( src )
new /obj/item/weapon/reagent_containers/syringe( src )
return
New()
..()
if (empty) return
/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)
return
icon_state = pick("ointment","firefirstaid")
/obj/item/weapon/storage/firstaid/toxin/New()
..()
if (empty) return
new /obj/item/device/healthanalyzer( src )
new /obj/item/weapon/reagent_containers/syringe/inaprovaline( src )
new /obj/item/stack/medical/ointment( src )
new /obj/item/stack/medical/ointment( src )
new /obj/item/weapon/reagent_containers/pill/kelotane( src )
new /obj/item/weapon/reagent_containers/pill/kelotane( src )
new /obj/item/weapon/reagent_containers/pill/kelotane( src ) //Replaced ointment with these since they actually work --Errorage
return
icon_state = pick("antitoxin","antitoxfirstaid","antitoxfirstaid2","antitoxfirstaid3")
new /obj/item/device/healthanalyzer( src )
new /obj/item/weapon/reagent_containers/syringe/antitoxin( src )
new /obj/item/weapon/reagent_containers/syringe/antitoxin( src )
new /obj/item/weapon/reagent_containers/pill/antitox( src )
new /obj/item/weapon/reagent_containers/pill/antitox( src )
new /obj/item/weapon/reagent_containers/pill/antitox( src )
new /obj/item/weapon/reagent_containers/pill/antitox( src )
return
/obj/item/weapon/storage/firstaid/regular
icon_state = "firstaid"
/obj/item/weapon/storage/firstaid/o2/New()
..()
if (empty) return
new /obj/item/device/healthanalyzer( src )
new /obj/item/weapon/reagent_containers/syringe/inaprovaline( src )
new /obj/item/weapon/reagent_containers/syringe/inaprovaline( src )
new /obj/item/weapon/reagent_containers/pill/dexalin( src )
new /obj/item/weapon/reagent_containers/pill/dexalin( src )
new /obj/item/weapon/reagent_containers/pill/dexalin( src )
new /obj/item/weapon/reagent_containers/pill/dexalin( src )
return
New()
..()
if (empty) return
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/device/healthanalyzer(src)
new /obj/item/weapon/reagent_containers/syringe/inaprovaline( src )
return
/obj/item/weapon/storage/firstaid/adv/New()
..()
if (empty) return
new /obj/item/weapon/reagent_containers/hypospray/autoinjector( src )
new /obj/item/stack/medical/advanced/bruise_pack(src)
new /obj/item/stack/medical/advanced/bruise_pack(src)
new /obj/item/stack/medical/advanced/bruise_pack(src)
new /obj/item/stack/medical/advanced/ointment(src)
new /obj/item/stack/medical/advanced/ointment(src)
new /obj/item/stack/medical/splint(src)
/obj/item/weapon/storage/firstaid/toxin
name = "toxin first aid"
desc = "Used to treat when you have a high amoutn of toxins in your body."
icon_state = "antitoxin"
item_state = "firstaid-toxin"
New()
..()
if (empty) return
icon_state = pick("antitoxin","antitoxfirstaid","antitoxfirstaid2","antitoxfirstaid3")
new /obj/item/weapon/reagent_containers/syringe/antitoxin( src )
new /obj/item/weapon/reagent_containers/syringe/antitoxin( src )
new /obj/item/weapon/reagent_containers/syringe/antitoxin( src )
new /obj/item/weapon/reagent_containers/pill/antitox( src )
new /obj/item/weapon/reagent_containers/pill/antitox( src )
new /obj/item/weapon/reagent_containers/pill/antitox( src )
new /obj/item/device/healthanalyzer( src )
return
/obj/item/weapon/storage/firstaid/o2
name = "oxygen deprivation first aid"
desc = "A box full of oxygen goodies."
icon_state = "o2"
item_state = "firstaid-o2"
New()
..()
if (empty) return
new /obj/item/weapon/reagent_containers/pill/dexalin( src )
new /obj/item/weapon/reagent_containers/pill/dexalin( src )
new /obj/item/weapon/reagent_containers/pill/dexalin( src )
new /obj/item/weapon/reagent_containers/pill/dexalin( src )
new /obj/item/weapon/reagent_containers/syringe/inaprovaline( src )
new /obj/item/weapon/reagent_containers/syringe/inaprovaline( src )
new /obj/item/device/healthanalyzer( src )
return
/*
* Pill Bottles
*/
/obj/item/weapon/storage/pill_bottle
name = "pill bottle"
desc = "It's an airtight container for storing medication."
icon_state = "pill_canister"
icon = 'icons/obj/chemical.dmi'
item_state = "contsolid"
w_class = 2.0
can_hold = list("/obj/item/weapon/reagent_containers/pill","/obj/item/weapon/dice")
allow_quick_gather = 1
use_to_pickup = 1
/obj/item/weapon/storage/pill_bottle/MouseDrop(obj/over_object as obj) //Quick pillbottle fix. -Agouri
if (ishuman(usr) || ismonkey(usr)) //Can monkeys even place items in the pocket slots? Leaving this in just in case~
var/mob/M = usr
if (!( istype(over_object, /obj/screen) ))
return ..()
if ((!( M.restrained() ) && !( M.stat ) /*&& M.pocket == src*/))
switch(over_object.name)
if("r_hand")
M.u_equip(src)
M.put_in_r_hand(src)
if("l_hand")
M.u_equip(src)
M.put_in_l_hand(src)
src.add_fingerprint(usr)
return
if(over_object == usr && in_range(src, usr) || usr.contents.Find(src))
if (usr.s_active)
usr.s_active.close(usr)
src.show_to(usr)
return
return
/obj/item/weapon/storage/pill_bottle/kelotane
name = "Pill bottle (kelotane)"
desc = "Contains pills used to treat burns."
/obj/item/weapon/storage/pill_bottle/kelotane/New()
..()
new /obj/item/weapon/reagent_containers/pill/kelotane( src )
new /obj/item/weapon/reagent_containers/pill/kelotane( src )
new /obj/item/weapon/reagent_containers/pill/kelotane( src )
new /obj/item/weapon/reagent_containers/pill/kelotane( src )
new /obj/item/weapon/reagent_containers/pill/kelotane( src )
new /obj/item/weapon/reagent_containers/pill/kelotane( src )
new /obj/item/weapon/reagent_containers/pill/kelotane( src )
/obj/item/weapon/storage/pill_bottle/tramadol
name = "Pill bottle (tramadol)"
desc = "Contains painkiller pills."
/obj/item/weapon/storage/pill_bottle/tramadol/New()
..()
new /obj/item/weapon/reagent_containers/pill/tramadol( src )
new /obj/item/weapon/reagent_containers/pill/tramadol( src )
new /obj/item/weapon/reagent_containers/pill/tramadol( src )
new /obj/item/weapon/reagent_containers/pill/tramadol( src )
new /obj/item/weapon/reagent_containers/pill/tramadol( src )
new /obj/item/weapon/reagent_containers/pill/tramadol( src )
new /obj/item/weapon/reagent_containers/pill/tramadol( src )
New()
..()
new /obj/item/weapon/reagent_containers/pill/kelotane( src )
new /obj/item/weapon/reagent_containers/pill/kelotane( src )
new /obj/item/weapon/reagent_containers/pill/kelotane( src )
new /obj/item/weapon/reagent_containers/pill/kelotane( src )
new /obj/item/weapon/reagent_containers/pill/kelotane( src )
new /obj/item/weapon/reagent_containers/pill/kelotane( src )
new /obj/item/weapon/reagent_containers/pill/kelotane( src )
/obj/item/weapon/storage/pill_bottle/antitox
name = "Pill bottle (Anti-toxin)"
desc = "Contains pills used to counter toxins."
/obj/item/weapon/storage/pill_bottle/antitox/New()
..()
new /obj/item/weapon/reagent_containers/pill/antitox( src )
new /obj/item/weapon/reagent_containers/pill/antitox( src )
new /obj/item/weapon/reagent_containers/pill/antitox( src )
new /obj/item/weapon/reagent_containers/pill/antitox( src )
new /obj/item/weapon/reagent_containers/pill/antitox( src )
new /obj/item/weapon/reagent_containers/pill/antitox( src )
new /obj/item/weapon/reagent_containers/pill/antitox( src )
New()
..()
new /obj/item/weapon/reagent_containers/pill/antitox( src )
new /obj/item/weapon/reagent_containers/pill/antitox( src )
new /obj/item/weapon/reagent_containers/pill/antitox( src )
new /obj/item/weapon/reagent_containers/pill/antitox( src )
new /obj/item/weapon/reagent_containers/pill/antitox( src )
new /obj/item/weapon/reagent_containers/pill/antitox( src )
new /obj/item/weapon/reagent_containers/pill/antitox( src )
/obj/item/weapon/storage/pill_bottle/inaprovaline
name = "Pill bottle (inaprovaline)"
desc = "Contains pills used to stabilize patients."
/obj/item/weapon/storage/pill_bottle/inaprovaline/New()
..()
new /obj/item/weapon/reagent_containers/pill/inaprovaline( src )
new /obj/item/weapon/reagent_containers/pill/inaprovaline( src )
new /obj/item/weapon/reagent_containers/pill/inaprovaline( src )
new /obj/item/weapon/reagent_containers/pill/inaprovaline( src )
new /obj/item/weapon/reagent_containers/pill/inaprovaline( src )
new /obj/item/weapon/reagent_containers/pill/inaprovaline( src )
new /obj/item/weapon/reagent_containers/pill/inaprovaline( src )
New()
..()
new /obj/item/weapon/reagent_containers/pill/inaprovaline( src )
new /obj/item/weapon/reagent_containers/pill/inaprovaline( src )
new /obj/item/weapon/reagent_containers/pill/inaprovaline( src )
new /obj/item/weapon/reagent_containers/pill/inaprovaline( src )
new /obj/item/weapon/reagent_containers/pill/inaprovaline( src )
new /obj/item/weapon/reagent_containers/pill/inaprovaline( src )
new /obj/item/weapon/reagent_containers/pill/inaprovaline( src )
/obj/item/weapon/storage/pill_bottle/dice
name = "pack of dice"
desc = "It's a small container with dice inside."
New()
..()
new /obj/item/weapon/dice( src )
new /obj/item/weapon/dice/d20( src )
@@ -1,197 +0,0 @@
/obj/item/weapon/storage/lglo_kit/New()
new /obj/item/clothing/gloves/latex(src)
new /obj/item/clothing/gloves/latex(src)
new /obj/item/clothing/gloves/latex(src)
new /obj/item/clothing/gloves/latex(src)
new /obj/item/clothing/gloves/latex(src)
new /obj/item/clothing/gloves/latex(src)
new /obj/item/clothing/gloves/latex(src)
..()
return
/obj/item/weapon/storage/blankbox/New()
new /obj/item/ammo_casing/shotgun/blank(src)
new /obj/item/ammo_casing/shotgun/blank(src)
new /obj/item/ammo_casing/shotgun/blank(src)
new /obj/item/ammo_casing/shotgun/blank(src)
new /obj/item/ammo_casing/shotgun/blank(src)
new /obj/item/ammo_casing/shotgun/blank(src)
new /obj/item/ammo_casing/shotgun/blank(src)
..()
return
/obj/item/weapon/storage/flashbang_kit/New()
new /obj/item/weapon/grenade/flashbang(src)
new /obj/item/weapon/grenade/flashbang(src)
new /obj/item/weapon/grenade/flashbang(src)
new /obj/item/weapon/grenade/flashbang(src)
new /obj/item/weapon/grenade/flashbang(src)
new /obj/item/weapon/grenade/flashbang(src)
new /obj/item/weapon/grenade/flashbang(src)
..()
return
/obj/item/weapon/storage/emp_kit/New()
new /obj/item/weapon/grenade/empgrenade(src)
new /obj/item/weapon/grenade/empgrenade(src)
new /obj/item/weapon/grenade/empgrenade(src)
new /obj/item/weapon/grenade/empgrenade(src)
new /obj/item/weapon/grenade/empgrenade(src)
..()
return
/obj/item/weapon/storage/stma_kit/New()
new /obj/item/clothing/mask/surgical(src)
new /obj/item/clothing/mask/surgical(src)
new /obj/item/clothing/mask/surgical(src)
new /obj/item/clothing/mask/surgical(src)
new /obj/item/clothing/mask/surgical(src)
new /obj/item/clothing/mask/surgical(src)
new /obj/item/clothing/mask/surgical(src)
..()
return
/obj/item/weapon/storage/gl_kit/New()
new /obj/item/clothing/glasses/regular(src)
new /obj/item/clothing/glasses/regular(src)
new /obj/item/clothing/glasses/regular(src)
new /obj/item/clothing/glasses/regular(src)
new /obj/item/clothing/glasses/sunglasses/prescription(src)
new /obj/item/clothing/glasses/sunglasses/prescription(src)
new /obj/item/clothing/glasses/meson/prescription(src)
..()
return
/obj/item/weapon/storage/trackimp_kit/New()
new /obj/item/weapon/implantcase/tracking(src)
new /obj/item/weapon/implantcase/tracking(src)
new /obj/item/weapon/implantcase/tracking(src)
new /obj/item/weapon/implantcase/tracking(src)
new /obj/item/weapon/implanter(src)
new /obj/item/weapon/implantpad(src)
new /obj/item/weapon/locator(src)
..()
return
/obj/item/weapon/storage/chemimp_kit/New()
new /obj/item/weapon/implantcase/chem(src)
new /obj/item/weapon/implantcase/chem(src)
new /obj/item/weapon/implantcase/chem(src)
new /obj/item/weapon/implantcase/chem(src)
new /obj/item/weapon/implantcase/chem(src)
new /obj/item/weapon/implanter(src)
new /obj/item/weapon/implantpad(src)
..()
return
/obj/item/weapon/storage/injectbox/New()
new /obj/item/weapon/dnainjector/h2m(src)
new /obj/item/weapon/dnainjector/h2m(src)
new /obj/item/weapon/dnainjector/h2m(src)
new /obj/item/weapon/dnainjector/m2h(src)
new /obj/item/weapon/dnainjector/m2h(src)
new /obj/item/weapon/dnainjector/m2h(src)
..()
return
/obj/item/weapon/storage/id_kit/New()
new /obj/item/weapon/card/id(src)
new /obj/item/weapon/card/id(src)
new /obj/item/weapon/card/id(src)
new /obj/item/weapon/card/id(src)
new /obj/item/weapon/card/id(src)
new /obj/item/weapon/card/id(src)
new /obj/item/weapon/card/id(src)
..()
return
/obj/item/weapon/storage/handcuff_kit/New()
new /obj/item/weapon/handcuffs(src)
new /obj/item/weapon/handcuffs(src)
new /obj/item/weapon/handcuffs(src)
new /obj/item/weapon/handcuffs(src)
new /obj/item/weapon/handcuffs(src)
new /obj/item/weapon/handcuffs(src)
new /obj/item/weapon/handcuffs(src)
..()
return
/obj/item/weapon/storage/seccart_kit/New()
new /obj/item/weapon/cartridge/security(src)
new /obj/item/weapon/cartridge/security(src)
new /obj/item/weapon/cartridge/security(src)
new /obj/item/weapon/cartridge/security(src)
new /obj/item/weapon/cartridge/security(src)
new /obj/item/weapon/cartridge/security(src)
new /obj/item/weapon/cartridge/security(src)
..()
return
/obj/item/weapon/storage/donkpocket_kit/New()
new /obj/item/weapon/reagent_containers/food/snacks/donkpocket(src)
new /obj/item/weapon/reagent_containers/food/snacks/donkpocket(src)
new /obj/item/weapon/reagent_containers/food/snacks/donkpocket(src)
new /obj/item/weapon/reagent_containers/food/snacks/donkpocket(src)
new /obj/item/weapon/reagent_containers/food/snacks/donkpocket(src)
new /obj/item/weapon/reagent_containers/food/snacks/donkpocket(src)
..()
return
/obj/item/weapon/storage/condimentbottles/New()
new /obj/item/weapon/reagent_containers/food/condiment(src)
new /obj/item/weapon/reagent_containers/food/condiment(src)
new /obj/item/weapon/reagent_containers/food/condiment(src)
new /obj/item/weapon/reagent_containers/food/condiment(src)
new /obj/item/weapon/reagent_containers/food/condiment(src)
new /obj/item/weapon/reagent_containers/food/condiment(src)
..()
return
/obj/item/weapon/storage/drinkingglasses/New()
new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass(src)
new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass(src)
new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass(src)
new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass(src)
new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass(src)
new /obj/item/weapon/reagent_containers/food/drinks/drinkingglass(src)
..()
return
/*
/obj/item/weapon/storage/disk_kit/disks/New()
new /obj/item/weapon/card/data(src)
new /obj/item/weapon/card/data(src)
new /obj/item/weapon/card/data(src)
new /obj/item/weapon/card/data(src)
new /obj/item/weapon/card/data(src)
new /obj/item/weapon/card/data(src)
new /obj/item/weapon/card/data(src)
..()
return
/obj/item/weapon/storage/disk_kit/disks2/New()
spawn( 2 )
for(var/obj/item/weapon/card/data/D in src.loc)
D.loc = src
//Foreach goto(23)
return
..()
return
*/
@@ -1,124 +0,0 @@
/*
* Contains:
* Monkey Cube Box
* Candle Packs
* Snap Pop Box
* Crayon Box
* Beaker Box
*/
/*
* Monkey Cube Box
*/
/obj/item/weapon/storage/monkeycube_box
name = "monkey cube box"
desc = "Drymate brand monkey cubes. Just add water!"
icon = 'icons/obj/food.dmi'
icon_state = "monkeycubebox"
storage_slots = 7
can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/monkeycube")
/obj/item/weapon/storage/monkeycube_box/New()
..()
for(var/i = 1; i <= 5; i++)
new /obj/item/weapon/reagent_containers/food/snacks/monkeycube/wrapped(src)
return
/*
* Snap Pop Box
*/
/obj/item/weapon/storage/snappopbox
name = "snap pop box"
desc = "Eight wrappers of fun! Ages 8 and up. Not suitable for children."
icon = 'icons/obj/toy.dmi'
icon_state = "spbox"
storage_slots = 8
can_hold = list("/obj/item/toy/snappop")
/obj/item/weapon/storage/snappopbox/New()
..()
for(var/i=1; i <= storage_slots; i++)
new /obj/item/toy/snappop(src)
/*
* Match Box
*/
/obj/item/weapon/storage/matchbox
name = "Matchbox"
desc = "A small box of Almost But Not Quite Plasma Premium Matches."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "matchbox"
item_state = "zippo"
storage_slots = 10
w_class = 1
flags = TABLEPASS
slot_flags = SLOT_BELT
/obj/item/weapon/storage/matchbox/New()
..()
for(var/i=1; i <= storage_slots; i++)
new /obj/item/weapon/match(src)
return
/obj/item/weapon/storage/matchbox/attackby(obj/item/weapon/match/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/match) && W.lit == 0)
W.lit = 1
W.icon_state = "match_lit"
processing_objects.Add(W)
W.update_icon()
return
/*
* Crayon Box
*/
/obj/item/weapon/storage/crayonbox/New()
..()
new /obj/item/toy/crayon/red(src)
new /obj/item/toy/crayon/orange(src)
new /obj/item/toy/crayon/yellow(src)
new /obj/item/toy/crayon/green(src)
new /obj/item/toy/crayon/blue(src)
new /obj/item/toy/crayon/purple(src)
update_icon()
/obj/item/weapon/storage/crayonbox/update_icon()
overlays = list() //resets list
overlays += image('icons/obj/crayons.dmi',"crayonbox")
for(var/obj/item/toy/crayon/crayon in contents)
overlays += image('icons/obj/crayons.dmi',crayon.colourName)
/obj/item/weapon/storage/crayonbox/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/toy/crayon))
switch(W:colourName)
if("mime")
usr << "This crayon is too sad to be contained in this box."
return
if("rainbow")
usr << "This crayon is too powerful to be contained in this box."
return
..()
/*
* Beaker Box
*/
/obj/item/weapon/storage/beakerbox
name = "Beaker Box"
icon_state = "beaker"
item_state = "syringe_kit"
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
/obj/item/weapon/storage/beakerbox/New()
..()
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
new /obj/item/weapon/reagent_containers/glass/beaker( src )
@@ -0,0 +1,242 @@
/*
* Absorbs /obj/item/weapon/secstorage.
* Reimplements it only slightly to use existing storage functionality.
*
* Contains:
* Secure Briefcase
* Wall Safe
*/
// -----------------------------
// Generic Item
// -----------------------------
/obj/item/weapon/storage/secure
name = "secstorage"
var/icon_locking = "secureb"
var/icon_sparking = "securespark"
var/icon_opened = "secure0"
var/locked = 1
var/code = ""
var/l_code = null
var/l_set = 0
var/l_setshort = 0
var/l_hacking = 0
var/emagged = 0
var/open = 0
w_class = 3.0
max_w_class = 2
max_combined_w_class = 14
examine()
set src in oview(1)
..()
usr << text("The service panel is [src.open ? "open" : "closed"].")
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(locked)
if ( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && (!src.emagged))
emagged = 1
src.overlays += image('icons/obj/storage.dmi', icon_sparking)
sleep(6)
src.overlays = null
overlays += image('icons/obj/storage.dmi', icon_locking)
locked = 0
if(istype(W, /obj/item/weapon/melee/energy/blade))
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, src.loc)
spark_system.start()
playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
playsound(src.loc, "sparks", 50, 1)
user << "You slice through the lock on [src]."
else
user << "You short out the lock on [src]."
return
if (istype(W, /obj/item/weapon/screwdriver))
if (do_after(user, 20))
src.open =! src.open
user.show_message(text("\blue You [] the service panel.", (src.open ? "open" : "close")))
return
if ((istype(W, /obj/item/device/multitool)) && (src.open == 1)&& (!src.l_hacking))
user.show_message(text("\red Now attempting to reset internal memory, please hold."), 1)
src.l_hacking = 1
if (do_after(usr, 100))
if (prob(40))
src.l_setshort = 1
src.l_set = 0
user.show_message(text("\red Internal memory reset. Please give it a few seconds to reinitialize."), 1)
sleep(80)
src.l_setshort = 0
src.l_hacking = 0
else
user.show_message(text("\red Unable to reset internal memory."), 1)
src.l_hacking = 0
else src.l_hacking = 0
return
//At this point you have exhausted all the special things to do when locked
// ... but it's still locked.
return
// -> storage/attackby() what with handle insertion, etc
..()
MouseDrop(over_object, src_location, over_location)
if (locked)
src.add_fingerprint(usr)
return
..()
attack_self(mob/user as mob)
user.set_machine(src)
var/dat = text("<TT><B>[]</B><BR>\n\nLock Status: []",src, (src.locked ? "LOCKED" : "UNLOCKED"))
var/message = "Code"
if ((src.l_set == 0) && (!src.emagged) && (!src.l_setshort))
dat += text("<p>\n<b>5-DIGIT PASSCODE NOT SET.<br>ENTER NEW PASSCODE.</b>")
if (src.emagged)
dat += text("<p>\n<font color=red><b>LOCKING SYSTEM ERROR - 1701</b></font>")
if (src.l_setshort)
dat += text("<p>\n<font color=red><b>ALERT: MEMORY SYSTEM ERROR - 6040 201</b></font>")
message = text("[]", src.code)
if (!src.locked)
message = "*****"
dat += text("<HR>\n>[]<BR>\n<A href='?src=\ref[];type=1'>1</A>-<A href='?src=\ref[];type=2'>2</A>-<A href='?src=\ref[];type=3'>3</A><BR>\n<A href='?src=\ref[];type=4'>4</A>-<A href='?src=\ref[];type=5'>5</A>-<A href='?src=\ref[];type=6'>6</A><BR>\n<A href='?src=\ref[];type=7'>7</A>-<A href='?src=\ref[];type=8'>8</A>-<A href='?src=\ref[];type=9'>9</A><BR>\n<A href='?src=\ref[];type=R'>R</A>-<A href='?src=\ref[];type=0'>0</A>-<A href='?src=\ref[];type=E'>E</A><BR>\n</TT>", message, src, src, src, src, src, src, src, src, src, src, src, src)
user << browse(dat, "window=caselock;size=300x280")
Topic(href, href_list)
..()
if ((usr.stat || usr.restrained()) || (get_dist(src, usr) > 1))
return
if (href_list["type"])
if (href_list["type"] == "E")
if ((src.l_set == 0) && (length(src.code) == 5) && (!src.l_setshort) && (src.code != "ERROR"))
src.l_code = src.code
src.l_set = 1
else if ((src.code == src.l_code) && (src.emagged == 0) && (src.l_set == 1))
src.locked = 0
src.overlays = null
overlays += image('icons/obj/storage.dmi', icon_opened)
src.code = null
else
src.code = "ERROR"
else
if ((href_list["type"] == "R") && (src.emagged == 0) && (!src.l_setshort))
src.locked = 1
src.overlays = null
src.code = null
src.close(usr)
else
src.code += text("[]", href_list["type"])
if (length(src.code) > 5)
src.code = "ERROR"
src.add_fingerprint(usr)
for(var/mob/M in viewers(1, src.loc))
if ((M.client && M.machine == src))
src.attack_self(M)
return
return
// -----------------------------
// Secure Briefcase
// -----------------------------
/obj/item/weapon/storage/secure/briefcase
name = "secure briefcase"
icon = 'icons/obj/storage.dmi'
icon_state = "secure"
item_state = "sec-case"
desc = "A large briefcase with a digital locking system."
flags = FPRINT | TABLEPASS
force = 8.0
throw_speed = 1
throw_range = 4
w_class = 4.0
New()
..()
new /obj/item/weapon/paper(src)
new /obj/item/weapon/pen(src)
attack_hand(mob/user as mob)
if ((src.loc == user) && (src.locked == 1))
usr << "\red [src] is locked and cannot be opened!"
else if ((src.loc == user) && (!src.locked))
playsound(src.loc, "rustle", 50, 1, -5)
if (user.s_active)
user.s_active.close(user) //Close and re-open
src.show_to(user)
else
..()
for(var/mob/M in range(1))
if (M.s_active == src)
src.close(M)
src.orient2hud(user)
src.add_fingerprint(user)
return
//I consider this worthless but it isn't my code so whatever. Remove or uncomment.
/*attack(mob/M as mob, mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50))
user << "\red The [src] slips out of your hand and hits your head."
user.take_organ_damage(10)
user.Paralyse(2)
return
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
var/t = user:zone_sel.selecting
if (t == "head")
if(ishuman(M))
var/mob/living/carbon/human/H = M
if (H.stat < 2 && H.health < 50 && prob(90))
// ******* Check
if (istype(H, /obj/item/clothing/head) && H.flags & 8 && prob(80))
H << "\red The helmet protects you from being hit hard in the head!"
return
var/time = rand(2, 6)
if (prob(75))
H.Paralyse(time)
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)
else
H << text("\red [] tried to knock you unconcious!",user)
H.eye_blurry += 3
return*/
// -----------------------------
// Secure Safe
// -----------------------------
/obj/item/weapon/storage/secure/safe
name = "secure safe"
icon = 'icons/obj/storage.dmi'
icon_state = "safe"
icon_opened = "safe0"
icon_locking = "safeb"
icon_sparking = "safespark"
flags = FPRINT | TABLEPASS
force = 8.0
w_class = 8.0
max_w_class = 8
anchored = 1.0
density = 0
cant_hold = list("/obj/item/weapon/storage/secure/briefcase")
New()
..()
new /obj/item/weapon/paper(src)
new /obj/item/weapon/pen(src)
attack_hand(mob/user as mob)
return attack_self(user)
/obj/item/weapon/storage/secure/safe/HoS/New()
..()
//new /obj/item/weapon/storage/lockbox/clusterbang(src) This item is currently broken... and probably shouldnt exist to begin with (even though it's cool)
@@ -1,6 +1,14 @@
// To clarify:
// For use_to_pickup and allow_quick_gather functionality,
// see item/attackby() (/game/objects/items.dm)
// Do not remove this functionality without good reason, cough reagent_containers cough.
// -Sayu
/obj/item/weapon/storage
icon = 'icons/obj/storage.dmi'
name = "storage"
icon = 'icons/obj/storage.dmi'
w_class = 3.0
var/list/can_hold = new/list() //List of objects which this item can store (if set, it can't store anything else)
var/list/cant_hold = new/list() //List of objects which this item can't store (in effect only if can_hold isn't set)
var/max_w_class = 2 //Max size of objects that this object can store (in effect only if can_hold isn't set)
@@ -13,9 +21,34 @@
var/allow_quick_empty //Set this variable to allow the object to have the 'empty' verb, which dumps all the contents on the floor.
var/allow_quick_gather //Set this variable to allow the object to have the 'toggle mode' verb, which quickly collects all items from a tile.
var/collection_mode = 1; //0 = pick one at a time, 1 = pick all on tile
w_class = 3.0
var/foldable = null // BubbleWrap - if set, can be folded (when empty) into a sheet of cardboard
/obj/item/weapon/storage/MouseDrop(obj/over_object as obj)
if (ishuman(usr) || ismonkey(usr)) //so monkeys can take off their backpacks -- Urist
var/mob/M = usr
if (!( istype(over_object, /obj/screen) ))
return ..()
if (!(src.loc == usr) || (src.loc && src.loc.loc == usr))
return
playsound(src.loc, "rustle", 50, 1, -5)
if (!( M.restrained() ) && !( M.stat ))
switch(over_object.name)
if("r_hand")
M.u_equip(src)
M.put_in_r_hand(src)
if("l_hand")
M.u_equip(src)
M.put_in_l_hand(src)
src.add_fingerprint(usr)
return
if(over_object == usr && in_range(src, usr) || usr.contents.Find(src))
if (usr.s_active)
usr.s_active.close(usr)
src.show_to(usr)
return
return
/obj/item/weapon/storage/proc/return_inv()
var/list/L = list( )
@@ -146,7 +179,7 @@
return
//This proc return 1 if the item can be picked up and 0 if it can't.
//Set the stop_messages to stop it from printing emssages
//Set the stop_messages to stop it from printing messages
/obj/item/weapon/storage/proc/can_be_inserted(obj/item/W as obj, stop_messages = 0)
if(!istype(W)) return //Not an item
@@ -154,7 +187,7 @@
return 0 //Means the item is already in the storage item
if(contents.len >= storage_slots)
if(!stop_messages)
usr << "\red The [src] is full, make some space."
usr << "<span class='notice'>[src] is full, make some space.</span>"
return 0 //Storage item is full
if(can_hold.len)
@@ -165,18 +198,18 @@
break
if(!ok)
if(!stop_messages)
usr << "\red This [src] cannot hold [W]."
usr << "<span class='notice'>[src] cannot hold [W].</span>"
return 0
for(var/A in cant_hold) //Check for specific items which this container can't hold.
if(istype(W, text2path(A) ))
if(!stop_messages)
usr << "\red This [src] cannot hold [W]."
usr << "<span class='notice'>[src] cannot hold [W].</span>"
return 0
if (W.w_class > max_w_class)
if(!stop_messages)
usr << "\red This [W] is too big for this [src]"
usr << "<span class='notice'>[W] is too big for this [src].</span>"
return 0
var/sum_w_class = W.w_class
@@ -185,13 +218,13 @@
if(sum_w_class > max_combined_w_class)
if(!stop_messages)
usr << "\red The [src] is full, make some space."
usr << "<span class='notice'>[src] is full, make some space.</span>"
return 0
if(W.w_class >= src.w_class && (istype(W, /obj/item/weapon/storage)))
if(!istype(src, /obj/item/weapon/storage/backpack/holding)) //bohs should be able to hold backpacks again. The override for putting a boh in a boh is in backpack.dm.
if(!stop_messages)
usr << "\red The [src] cannot hold [W] as it's a storage item of the same size."
usr << "<span class='notice'>[src] cannot hold [W] as it's a storage item of the same size.</span>"
return 0 //To prevent the stacking of same sized storage items.
return 1
@@ -200,7 +233,7 @@
//The stop_warning parameter will stop the insertion message from being displayed. It is intended for cases where you are inserting multiple items at once,
//such as when picking up all the items on a tile with one click.
/obj/item/weapon/storage/proc/handle_item_insertion(obj/item/W as obj, prevent_warning = 0)
if(!istype(W)) return
if(!istype(W)) return 0
if(usr)
usr.u_equip(W)
usr.update_icons() //update our overlays
@@ -215,29 +248,30 @@
if(!prevent_warning && !istype(W, /obj/item/weapon/gun/energy/crossbow))
for(var/mob/M in viewers(usr, null))
if (M == usr)
usr << "\blue You put the [W] into [src]."
usr << "<span class='notice'>You put the [W] into [src].</span>"
else if (M in range(1)) //If someone is standing close enough, they can tell what it is...
M.show_message("\blue [usr] puts [W] into [src].")
M.show_message("<span class='notice'>[usr] puts [W] into [src].</span>")
else if (W && W.w_class >= 3.0) //Otherwise they can only see large or normal items from a distance...
M.show_message("\blue [usr] puts [W] into [src].")
M.show_message("<span class='notice'>[usr] puts [W] into [src].</span>")
src.orient2hud(usr)
if(usr.s_active)
usr.s_active.show_to(usr)
update_icon()
return 1
//Call this proc to handle the removal of an item from the storage item. The item will be moved to the atom sent as new_target
/obj/item/weapon/storage/proc/remove_from_storage(obj/item/W as obj, atom/new_location)
if(!istype(W)) return
if(!istype(W)) return 0
if(istype(src, /obj/item/weapon/storage/fancy))
var/obj/item/weapon/storage/fancy/F = src
F.update_icon(1)
for(var/mob/M in range(1, src.loc))
if (M.s_active == src.loc)
if (M.s_active == src)
if (M.client)
M.client.screen -= src
M.client.screen -= W
if(new_location)
if(ismob(loc))
@@ -258,6 +292,7 @@
W.maptext = ""
W.on_exit_storage(src)
update_icon()
return 1
//This proc is called when you want to place an item into the storage item.
/obj/item/weapon/storage/attackby(obj/item/W as obj, mob/user as mob)
@@ -283,9 +318,6 @@
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
@@ -335,9 +367,9 @@
collection_mode = !collection_mode
switch (collection_mode)
if(1)
usr << "The [src] now picks up all ore in a tile at once."
usr << "[src] now picks up all items in a tile at once."
if(0)
usr << "The [src] now picks up one ore at a time."
usr << "[src] now picks up one item at a time."
/obj/item/weapon/storage/verb/quick_empty()
@@ -408,152 +440,11 @@
if ( !found ) // User is too far away
return
// Now make the cardboard
user << "\blue You fold [src] flat."
user << "<span class='notice'>You fold [src] flat.</span>"
new src.foldable(get_turf(src))
del(src)
//BubbleWrap END
/obj/item/weapon/storage/box/
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
/obj/item/weapon/storage/box/survival/New()
..()
contents = list()
sleep(1)
new /obj/item/clothing/mask/breath( src )
new /obj/item/weapon/tank/emergency_oxygen( src )
return
/obj/item/weapon/storage/box/engineer/New()
..()
contents = list()
sleep(1)
new /obj/item/clothing/mask/breath( src )
new /obj/item/weapon/tank/emergency_oxygen/engi( src )
return
/obj/item/weapon/storage/box/syndicate/New()
..()
switch (pickweight(list("bloodyspai" = 1, "stealth" = 1, "screwed" = 1, "guns" = 1, "murder" = 1, "freedom" = 1, "hacker" = 1, "lordsingulo" = 1)))
if ("bloodyspai")
new /obj/item/clothing/under/chameleon(src)
new /obj/item/clothing/mask/gas/voice(src)
new /obj/item/weapon/card/id/syndicate(src)
new /obj/item/clothing/shoes/syndigaloshes(src)
return
if ("stealth")
new /obj/item/weapon/gun/energy/crossbow(src)
new /obj/item/weapon/pen/paralysis(src)
new /obj/item/device/chameleon(src)
return
if ("screwed")
new /obj/effect/spawner/newbomb/timer/syndicate(src)
new /obj/effect/spawner/newbomb/timer/syndicate(src)
new /obj/item/device/powersink(src)
new /obj/item/clothing/suit/space/syndicate(src)
new /obj/item/clothing/head/helmet/space/syndicate(src)
return
if ("guns")
new /obj/item/weapon/gun/projectile(src)
new /obj/item/ammo_magazine/a357(src)
new /obj/item/weapon/card/emag(src)
new /obj/item/weapon/plastique(src)
return
if ("murder")
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/clothing/glasses/thermal/syndi(src)
new /obj/item/weapon/card/emag(src)
new /obj/item/clothing/shoes/syndigaloshes(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)
var/obj/item/weapon/implanter/U = new /obj/item/weapon/implanter(src)
U.imp = new /obj/item/weapon/implant/uplink(U)
return
if ("hacker")
new /obj/item/weapon/aiModule/syndicate(src)
new /obj/item/weapon/card/emag(src)
new /obj/item/device/encryptionkey/binary(src)
return
if ("lordsingulo")
new /obj/item/device/radio/beacon/syndicate(src)
new /obj/item/clothing/suit/space/syndicate(src)
new /obj/item/clothing/head/helmet/space/syndicate(src)
new /obj/item/weapon/card/emag(src)
return
/obj/item/weapon/storage/dice/New()
new /obj/item/weapon/dice( src )
new /obj/item/weapon/dice/d20( src )
..()
return
/obj/item/weapon/storage/mousetraps/New()
new /obj/item/device/assembly/mousetrap( src )
new /obj/item/device/assembly/mousetrap( src )
new /obj/item/device/assembly/mousetrap( src )
new /obj/item/device/assembly/mousetrap( src )
new /obj/item/device/assembly/mousetrap( src )
new /obj/item/device/assembly/mousetrap( src )
..()
return
/obj/item/weapon/storage/pill_bottle/MouseDrop(obj/over_object as obj) //Quick pillbottle fix. -Agouri
if (ishuman(usr) || ismonkey(usr)) //Can monkeys even place items in the pocket slots? Leaving this in just in case~
var/mob/M = usr
if (!( istype(over_object, /obj/screen) ))
return ..()
if ((!( M.restrained() ) && !( M.stat ) /*&& M.pocket == src*/))
switch(over_object.name)
if("r_hand")
M.u_equip(src)
M.put_in_r_hand(src)
if("l_hand")
M.u_equip(src)
M.put_in_l_hand(src)
src.add_fingerprint(usr)
return
if(over_object == usr && in_range(src, usr) || usr.contents.Find(src))
if (usr.s_active)
usr.s_active.close(usr)
src.show_to(usr)
return
return ///////////////////////////////////////////////////////Alright, that should do it. *MARKER* for any possible runtimes
/obj/item/weapon/storage/pill_bottle/verb/toggle_mode()
set name = "Switch Pill Bottle Method"
set category = "Object"
mode = !mode
switch (mode)
if(1)
usr << "The pill bottle now picks up all pills in a tile at once."
if(0)
usr << "The pill bottle now picks up one pill at a time."
/obj/item/weapon/storage/pillbottlebox/New()
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
new /obj/item/weapon/storage/pill_bottle( src )
..()
return
/obj/item/weapon/storage/pill_bottle/New()
pixel_x = rand (-7,7)
pixel_y = rand (-7,7)
..()
////////////////////////////////////////////////////////////////////////////////
@@ -1,43 +1,86 @@
/obj/item/weapon/storage/toolbox/emergency/New()
..()
new /obj/item/weapon/crowbar/red(src)
new /obj/item/weapon/extinguisher/mini(src)
if(prob(50))
new /obj/item/device/flashlight(src)
else
new /obj/item/device/flashlight/flare(src)
new /obj/item/device/radio(src)
/obj/item/weapon/storage/toolbox
name = "toolbox"
desc = "Danger. Very robust."
icon = 'icons/obj/storage.dmi'
icon_state = "red"
item_state = "toolbox_red"
flags = FPRINT | TABLEPASS| CONDUCT
force = 5.0
throwforce = 10.0
throw_speed = 1
throw_range = 7
w_class = 4.0
origin_tech = "combat=1"
attack_verb = list("robusted")
/obj/item/weapon/storage/toolbox/mechanical/New()
..()
new /obj/item/weapon/screwdriver(src)
new /obj/item/weapon/wrench(src)
new /obj/item/weapon/weldingtool(src)
new /obj/item/weapon/crowbar(src)
new /obj/item/device/analyzer(src)
new /obj/item/weapon/wirecutters(src)
New()
..()
if (src.type == /obj/item/weapon/storage/toolbox)
world << "BAD: [src] ([src.type]) spawned at [src.x] [src.y] [src.z]"
del(src)
/obj/item/weapon/storage/toolbox/electrical/New()
..()
var/color = pick("red","yellow","green","blue","pink","orange","cyan","white")
new /obj/item/weapon/screwdriver(src)
new /obj/item/weapon/wirecutters(src)
new /obj/item/device/t_scanner(src)
new /obj/item/weapon/crowbar(src)
new /obj/item/weapon/cable_coil(src,30,color)
new /obj/item/weapon/cable_coil(src,30,color)
if(prob(5))
new /obj/item/clothing/gloves/yellow(src)
else
/obj/item/weapon/storage/toolbox/emergency
name = "emergency toolbox"
icon_state = "red"
item_state = "toolbox_red"
New()
..()
new /obj/item/weapon/crowbar/red(src)
new /obj/item/weapon/extinguisher/mini(src)
if(prob(50))
new /obj/item/device/flashlight(src)
else
new /obj/item/device/flashlight/flare(src)
new /obj/item/device/radio(src)
/obj/item/weapon/storage/toolbox/mechanical
name = "mechanical toolbox"
icon_state = "blue"
item_state = "toolbox_blue"
New()
..()
new /obj/item/weapon/screwdriver(src)
new /obj/item/weapon/wrench(src)
new /obj/item/weapon/weldingtool(src)
new /obj/item/weapon/crowbar(src)
new /obj/item/device/analyzer(src)
new /obj/item/weapon/wirecutters(src)
/obj/item/weapon/storage/toolbox/electrical
name = "electrical toolbox"
icon_state = "yellow"
item_state = "toolbox_yellow"
New()
..()
var/color = pick("red","yellow","green","blue","pink","orange","cyan","white")
new /obj/item/weapon/screwdriver(src)
new /obj/item/weapon/wirecutters(src)
new /obj/item/device/t_scanner(src)
new /obj/item/weapon/crowbar(src)
new /obj/item/weapon/cable_coil(src,30,color)
new /obj/item/weapon/cable_coil(src,30,color)
if(prob(5))
new /obj/item/clothing/gloves/yellow(src)
else
new /obj/item/weapon/cable_coil(src,30,color)
/obj/item/weapon/storage/toolbox/syndicate/New()
..()
var/color = pick("red","yellow","green","blue","pink","orange","cyan","white")
new /obj/item/weapon/screwdriver(src)
new /obj/item/weapon/wrench(src)
new /obj/item/weapon/weldingtool(src)
new /obj/item/weapon/crowbar(src)
new /obj/item/weapon/cable_coil(src,30,color)
new /obj/item/weapon/wirecutters(src)
new /obj/item/device/multitool(src)
/obj/item/weapon/storage/toolbox/syndicate
name = "suspicious looking toolbox"
icon_state = "syndicate"
item_state = "toolbox_syndi"
origin_tech = "combat=1;syndicate=1"
force = 7.0
New()
..()
var/color = pick("red","yellow","green","blue","pink","orange","cyan","white")
new /obj/item/weapon/screwdriver(src)
new /obj/item/weapon/wrench(src)
new /obj/item/weapon/weldingtool(src)
new /obj/item/weapon/crowbar(src)
new /obj/item/weapon/cable_coil(src,30,color)
new /obj/item/weapon/wirecutters(src)
new /obj/item/device/multitool(src)
@@ -1,20 +1,78 @@
/obj/item/weapon/storage/syndie_kit
/obj/item/weapon/storage/box/syndicate/
New()
..()
switch (pickweight(list("bloodyspai" = 1, "stealth" = 1, "screwed" = 1, "guns" = 1, "murder" = 1, "freedom" = 1, "hacker" = 1, "lordsingulo" = 1)))
if ("bloodyspai")
new /obj/item/clothing/under/chameleon(src)
new /obj/item/clothing/mask/gas/voice(src)
new /obj/item/weapon/card/id/syndicate(src)
new /obj/item/clothing/shoes/syndigaloshes(src)
return
if ("stealth")
new /obj/item/weapon/gun/energy/crossbow(src)
new /obj/item/weapon/pen/paralysis(src)
new /obj/item/device/chameleon(src)
return
if ("screwed")
new /obj/effect/spawner/newbomb/timer/syndicate(src)
new /obj/effect/spawner/newbomb/timer/syndicate(src)
new /obj/item/device/powersink(src)
new /obj/item/clothing/suit/space/syndicate(src)
new /obj/item/clothing/head/helmet/space/syndicate(src)
return
if ("guns")
new /obj/item/weapon/gun/projectile(src)
new /obj/item/ammo_magazine/a357(src)
new /obj/item/weapon/card/emag(src)
new /obj/item/weapon/plastique(src)
return
if ("murder")
new /obj/item/weapon/melee/energy/sword(src)
new /obj/item/clothing/glasses/thermal/syndi(src)
new /obj/item/weapon/card/emag(src)
new /obj/item/clothing/shoes/syndigaloshes(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)
var/obj/item/weapon/implanter/U = new /obj/item/weapon/implanter(src)
U.imp = new /obj/item/weapon/implant/uplink(U)
return
if ("hacker")
new /obj/item/weapon/aiModule/syndicate(src)
new /obj/item/weapon/card/emag(src)
new /obj/item/device/encryptionkey/binary(src)
return
if ("lordsingulo")
new /obj/item/device/radio/beacon/syndicate(src)
new /obj/item/clothing/suit/space/syndicate(src)
new /obj/item/clothing/head/helmet/space/syndicate(src)
new /obj/item/weapon/card/emag(src)
return
/obj/item/weapon/storage/box/syndie_kit
name = "Box"
desc = "A sleek, sturdy box"
icon_state = "box_of_doom"
item_state = "syringe_kit"
/obj/item/weapon/storage/syndie_kit/imp_freedom
/obj/item/weapon/storage/box/syndie_kit/imp_freedom
name = "Freedom Implant (with injector)"
/obj/item/weapon/storage/syndie_kit/imp_freedom/New()
var/obj/item/weapon/implanter/O = new /obj/item/weapon/implanter(src)
/obj/item/weapon/storage/box/syndie_kit/imp_freedom/New()
..()
var/obj/item/weapon/implanter/O = new(src)
O.imp = new /obj/item/weapon/implant/freedom(O)
O.update()
..()
return
/*/obj/item/weapon/storage/syndie_kit/imp_compress
/*/obj/item/weapon/storage/box/syndie_kit/imp_compress
name = "Compressed Matter Implant (with injector)"
/obj/item/weapon/storage/syndie_kit/imp_compress/New()
@@ -33,21 +91,21 @@
..()
return*/
/obj/item/weapon/storage/syndie_kit/imp_uplink
/obj/item/weapon/storage/box/syndie_kit/imp_uplink
name = "Uplink Implant (with injector)"
/obj/item/weapon/storage/syndie_kit/imp_uplink/New()
var/obj/item/weapon/implanter/O = new /obj/item/weapon/implanter(src)
/obj/item/weapon/storage/box/syndie_kit/imp_uplink/New()
..()
var/obj/item/weapon/implanter/O = new(src)
O.imp = new /obj/item/weapon/implant/uplink(O)
O.update()
..()
return
/obj/item/weapon/storage/syndie_kit/space
/obj/item/weapon/storage/box/syndie_kit/space
name = "Space Suit and Helmet"
/obj/item/weapon/storage/syndie_kit/space/New()
/obj/item/weapon/storage/box/syndie_kit/space/New()
..()
new /obj/item/clothing/suit/space/syndicate(src)
new /obj/item/clothing/head/helmet/space/syndicate(src)
..()
return
@@ -0,0 +1,89 @@
/obj/item/weapon/storage/wallet
name = "wallet"
desc = "It can hold a few small and personal things."
storage_slots = 4
icon_state = "wallet"
w_class = 2
can_hold = list(
"/obj/item/weapon/spacecash",
"/obj/item/weapon/card",
"/obj/item/clothing/mask/cigarette",
"/obj/item/device/flashlight/pen",
"/obj/item/seeds",
"/obj/item/stack/medical",
"/obj/item/toy/crayon",
"/obj/item/weapon/coin",
"/obj/item/weapon/dice",
"/obj/item/weapon/disk",
"/obj/item/weapon/implanter",
"/obj/item/weapon/lighter",
"/obj/item/weapon/match",
"/obj/item/weapon/paper",
"/obj/item/weapon/pen",
"/obj/item/weapon/photo",
"/obj/item/weapon/reagent_containers/dropper",
"/obj/item/weapon/screwdriver",
"/obj/item/weapon/stamp")
slot_flags = SLOT_ID
var/obj/item/weapon/card/id/front_id = null
/obj/item/weapon/storage/wallet/remove_from_storage(obj/item/W as obj, atom/new_location)
. = ..(W, new_location)
if(.)
if(W == front_id)
front_id = null
update_icon()
/obj/item/weapon/storage/wallet/handle_item_insertion(obj/item/W as obj, prevent_warning = 0)
. = ..(W, prevent_warning)
if(.)
if(!front_id && istype(W, /obj/item/weapon/card/id))
front_id = W
update_icon()
/obj/item/weapon/storage/wallet/update_icon()
if(front_id)
switch(front_id.icon_state)
if("id")
icon_state = "walletid"
return
if("silver")
icon_state = "walletid_silver"
return
if("gold")
icon_state = "walletid_gold"
return
if("centcom")
icon_state = "walletid_centcom"
return
icon_state = "wallet"
/obj/item/weapon/storage/wallet/GetID()
return front_id
/obj/item/weapon/storage/wallet/GetAccess()
var/obj/item/I = GetID()
if(I)
return I.GetAccess()
else
return ..()
/obj/item/weapon/storage/wallet/random/New()
..()
var/item1_type = pick( /obj/item/weapon/spacecash/c10,/obj/item/weapon/spacecash/c100,/obj/item/weapon/spacecash/c1000,/obj/item/weapon/spacecash/c20,/obj/item/weapon/spacecash/c200,/obj/item/weapon/spacecash/c50, /obj/item/weapon/spacecash/c500)
var/item2_type
if(prob(50))
item2_type = pick( /obj/item/weapon/spacecash/c10,/obj/item/weapon/spacecash/c100,/obj/item/weapon/spacecash/c1000,/obj/item/weapon/spacecash/c20,/obj/item/weapon/spacecash/c200,/obj/item/weapon/spacecash/c50, /obj/item/weapon/spacecash/c500)
var/item3_type = pick( /obj/item/weapon/coin/silver, /obj/item/weapon/coin/silver, /obj/item/weapon/coin/gold, /obj/item/weapon/coin/iron, /obj/item/weapon/coin/iron, /obj/item/weapon/coin/iron )
spawn(2)
if(item1_type)
new item1_type(src)
if(item2_type)
new item2_type(src)
if(item3_type)
new item3_type(src)
+4 -1
View File
@@ -14,6 +14,9 @@
origin_tech = "combat=2"
suicide_act(mob/user)
viewers(user) << "\red <b>[user] is putting the live [src] in \his mouth! It looks like \he's trying to commit suicide.</b>"
return (FIRELOSS)
/obj/item/weapon/melee/baton/update_icon()
if(status)
@@ -118,4 +121,4 @@
charges = max(0, charges - 5)
if(charges < 1)
status = 0
update_icon()
update_icon()
@@ -3,17 +3,817 @@
* Retractor
* Hemostat
* Cautery
* Surgical Drill - MIA!
* Surgical Drill
* Scalpel
* Circular Saw
*/
/*
* Retractor
*/
/obj/item/weapon/retractor
name = "retractor"
desc = "Retracts stuff."
icon = 'icons/obj/surgery.dmi'
icon_state = "retractor"
m_amt = 10000
g_amt = 5000
flags = FPRINT | TABLEPASS | CONDUCT
w_class = 1.0
origin_tech = "materials=1;biotech=1"
HAHA, SUCK IT, 2000 LINES OF SPAGHETTI CODE!
/*HAHA, SUCK IT, 2000 LINES OF SPAGHETTI CODE!
NOW YOUR JOB IOS DONE BY ONLY 500 LINES OF SPAGHETTI CODE!
LOOK FOR SURGERY.DM
LOOK FOR SURGERY.DM*/
/*
/obj/item/weapon/retractor/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return
var/mob/living/carbon/human/H = M
if(istype(H) && ( \
(H.head && H.head.flags & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
var/mob/living/carbon/monkey/Mo = M
if(istype(Mo) && ( \
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
))
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/slime))//Aliens don't have eyes./N
user << "\red You cannot locate any eyes on this creature!"
return
switch(M.eye_op_stage)
if(1.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is having his eyes retracted by [user].", 1)
M << "\red [user] begins to seperate your eyes with [src]!"
user << "\red You seperate [M]'s eyes with [src]!"
else
user.visible_message( \
"\red [user] begins to have his eyes retracted.", \
"\red You begin to pry open your eyes with [src]!" \
)
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(15))
M:UpdateDamageIcon()
M.updatehealth()
else
M.take_organ_damage(15)
M:eye_op_stage = 2.0
else if(user.zone_sel.selecting == "chest")
switch(M:alien_op_stage)
if(3.0)
var/mob/living/carbon/human/H = M
if(!istype(H))
return ..()
if(H.wear_suit || H.w_uniform)
user << "\red You're going to need to remove that suit/jumpsuit first."
return
var/obj/item/alien_embryo/A = locate() in M.contents
if(!A)
return ..()
user.visible_message("\red [user] begins to pull something out of [M]'s chest.", "\red You begin to pull the alien organism out of [M]'s chest.")
spawn(20 + rand(0,50))
if(!A || A.loc != M)
return
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("chest")
if(affecting.take_damage(30))
M:UpdateDamageIcon()
else
M.take_organ_damage(30)
if(A.stage > 3)
var/chance = 15 + max(0, A.stage - 3) * 10
if(prob(chance))
A.AttemptGrow(0)
M:alien_op_stage = 4.0
if(M)
user.visible_message("\red [user] pulls an alien organism out of [M]'s chest.", "\red You pull the alien organism out of [M]'s chest.")
A.loc = M.loc //alien embryo handles cleanup
else if((!(user.zone_sel.selecting == "head")) || (!(user.zone_sel.selecting == "groin")) || (!(istype(M, /mob/living/carbon/human))))
return ..()
return
*/
/*
* Hemostat
*/
/obj/item/weapon/hemostat
name = "hemostat"
desc = "You think you have seen this before."
icon = 'icons/obj/surgery.dmi'
icon_state = "hemostat"
m_amt = 5000
g_amt = 2500
flags = FPRINT | TABLEPASS | CONDUCT
w_class = 1.0
origin_tech = "materials=1;biotech=1"
attack_verb = list("attacked", "pinched")
/*
/obj/item/weapon/hemostat/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return
if(!((locate(/obj/machinery/optable, M.loc) && M.resting) || (locate(/obj/structure/table/, M.loc) && M.lying && prob(50))))
return ..()
if(user.zone_sel.selecting == "groin")
if(istype(M, /mob/living/carbon/human))
switch(M:appendix_op_stage)
if(1.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [user] is beginning to clamp bleeders in [M]'s abdomen cut open with [src].", 1)
M << "\red [user] begins to clamp bleeders in your abdomen with [src]!"
user << "\red You clamp bleeders in [M]'s abdomen with [src]!"
M:appendix_op_stage = 2.0
if(4.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [user] is removing [M]'s appendix with [src].", 1)
M << "\red [user] begins to remove your appendix with [src]!"
user << "\red You remove [M]'s appendix with [src]!"
for(var/datum/disease/D in M.viruses)
if(istype(D, /datum/disease/appendicitis))
new /obj/item/weapon/reagent_containers/food/snacks/appendix/inflamed(get_turf(M))
M:appendix_op_stage = 5.0
return
new /obj/item/weapon/reagent_containers/food/snacks/appendix(get_turf(M))
M:appendix_op_stage = 5.0
return
if (user.zone_sel.selecting == "eyes")
var/mob/living/carbon/human/H = M
if(istype(H) && ( \
(H.head && H.head.flags & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
var/mob/living/carbon/monkey/Mo = M
if(istype(Mo) && ( \
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
if(istype(M, /mob/living/carbon/alien))//Aliens don't have eyes./N
user << "\red You cannot locate any eyes on this creature!"
return
switch(M.eye_op_stage)
if(2.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is having his eyes mended by [user].", 1)
M << "\red [user] begins to mend your eyes with [src]!"
user << "\red You mend [M]'s eyes with [src]!"
else
user.visible_message( \
"\red [user] begins to have his eyes mended.", \
"\red You begin to mend your eyes with [src]!" \
)
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(15))
M:UpdateDamageIcon()
M.updatehealth()
else
M.take_organ_damage(15)
M:eye_op_stage = 3.0
else if(user.zone_sel.selecting == "chest")
if(M:alien_op_stage == 2.0 || M:alien_op_stage == 3.0)
var/mob/living/carbon/human/H = M
if(!istype(H))
return ..()
if(H.wear_suit || H.w_uniform)
user << "\red You're going to need to remove that suit/jumpsuit first."
return
user.visible_message("\red [user] begins to dig around in [M]'s chest.", "\red You begin to dig around in [M]'s chest.")
spawn(20 + (M:alien_op_stage == 3 ? 0 : rand(0,50)))
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("chest")
if(affecting.take_damage(30))
M:UpdateDamageIcon()
else
M.take_organ_damage(30)
var/obj/item/alien_embryo/A = locate() in M.contents
if(A)
var/dat = "\blue You found an unknown alien organism in [M]'s chest!"
if(A.stage < 4)
dat += " It's small and weak, barely the size of a foetus."
if(A.stage > 3)
dat += " It's grown quite large, and writhes slightly as you look at it."
if(prob(10))
A.AttemptGrow()
user << dat
M:alien_op_stage = 3.0
else
user << "\blue You find nothing of interest."
else if((!(user.zone_sel.selecting == "head")) || (!(user.zone_sel.selecting == "groin")) || (!(istype(M, /mob/living/carbon/human))))
return ..()
return
*/
/*
* Cautery
*/
/obj/item/weapon/cautery
name = "cautery"
desc = "This stops bleeding."
icon = 'icons/obj/surgery.dmi'
icon_state = "cautery"
m_amt = 5000
g_amt = 2500
flags = FPRINT | TABLEPASS | CONDUCT
w_class = 1.0
origin_tech = "materials=1;biotech=1"
attack_verb = list("burnt")
/*
/obj/item/weapon/cautery/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return
if(!((locate(/obj/machinery/optable, M.loc) && M.resting) || (locate(/obj/structure/table/, M.loc) && M.lying && prob(50))))
return ..()
if(user.zone_sel.selecting == "groin")
if(istype(M, /mob/living/carbon/human))
switch(M:appendix_op_stage)
if(5.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [user] is beginning to cauterize the incision in [M]'s abdomen with [src].", 1)
M << "\red [user] begins to cauterize the incision in your abdomen with [src]!"
user << "\red You cauterize the incision in [M]'s abdomen with [src]!"
M:appendix_op_stage = 6.0
for(var/datum/disease/appendicitis in M.viruses)
appendicitis.cure()
return
if (user.zone_sel.selecting == "eyes")
var/mob/living/carbon/human/H = M
if(istype(H) && ( \
(H.head && H.head.flags & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
var/mob/living/carbon/monkey/Mo = M
if(istype(Mo) && ( \
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
if(istype(M, /mob/living/carbon/alien))//Aliens don't have eyes./N
user << "\red You cannot locate any eyes on this creature!"
return
switch(M.eye_op_stage)
if(3.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is having his eyes cauterized by [user].", 1)
M << "\red [user] begins to cauterize your eyes!"
user << "\red You cauterize [M]'s eyes with [src]!"
else
user.visible_message( \
"\red [user] begins to have his eyes cauterized.", \
"\red You begin to cauterize your eyes!" \
)
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(15))
M:UpdateDamageIcon()
M.updatehealth()
else
M.take_organ_damage(15)
M.sdisabilities &= ~BLIND
M.eye_stat = 0
M:eye_op_stage = 0.0
else if((!(user.zone_sel.selecting == "head")) || (!(user.zone_sel.selecting == "groin")) || (!(istype(M, /mob/living/carbon/human))))
return ..()
return
*/
/*
* Surgical Drill
*/
/obj/item/weapon/surgicaldrill
name = "surgical drill"
desc = "You can drill using this item. You dig?"
icon = 'icons/obj/surgery.dmi'
icon_state = "drill"
hitsound = 'sound/weapons/circsawhit.ogg'
m_amt = 15000
g_amt = 10000
flags = FPRINT | TABLEPASS | CONDUCT
force = 15.0
w_class = 1.0
origin_tech = "materials=1;biotech=1"
attack_verb = list("drilled")
suicide_act(mob/user)
viewers(user) << pick("/red <b>[user] is pressing the [src] to \his temple and activating it! It looks like \he's trying to commit suicide.</b>", \
"/red <b>[user] is pressing [src] to \his chest and activating it! It looks like \he's trying to commit suicide.</b>")
return (BRUTELOSS)
/*
* Scalpel
*/
/obj/item/weapon/scalpel
name = "scalpel"
desc = "Cut, cut, and once more cut."
icon = 'icons/obj/surgery.dmi'
icon_state = "scalpel"
flags = FPRINT | TABLEPASS | CONDUCT
force = 10.0
w_class = 1.0
throwforce = 5.0
throw_speed = 3
throw_range = 5
m_amt = 10000
g_amt = 5000
origin_tech = "materials=1;biotech=1"
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
suicide_act(mob/user)
viewers(user) << pick("\red <b>[user] is slitting \his wrists with the [src]! It looks like \he's trying to commit suicide.</b>", \
"\red <b>[user] is slitting \his throat with the [src]! It looks like \he's trying to commit suicide.</b>", \
"\red <b>[user] is slitting \his stomach open with the [src]! It looks like \he's trying to commit seppuku.</b>")
return (BRUTELOSS)
/*
/obj/item/weapon/scalpel/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return ..()
//if(M.mutations & HUSK) return ..()
if((CLUMSY in user.mutations) && prob(50))
M = user
return eyestab(M,user)
if(!((locate(/obj/machinery/optable, M.loc) && M.resting) || (locate(/obj/structure/table/, M.loc) && M.lying && prob(50))))
return ..()
src.add_fingerprint(user)
if(user.zone_sel.selecting == "groin")
if(istype(M, /mob/living/carbon/human))
switch(M:appendix_op_stage)
if(0.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is beginning to have his abdomen cut open with [src] by [user].", 1)
M << "\red [user] begins to cut open your abdomen with [src]!"
user << "\red You cut [M]'s abdomen open with [src]!"
M:appendix_op_stage = 1.0
if(3.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is beginning to have his appendix seperated with [src] by [user].", 1)
M << "\red [user] begins to seperate your appendix with [src]!"
user << "\red You seperate [M]'s appendix with [src]!"
M:appendix_op_stage = 4.0
return
if(user.zone_sel.selecting == "head" || istype(M, /mob/living/carbon/slime))
var/mob/living/carbon/human/H = M
if(istype(H) && ( \
(H.head && H.head.flags & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
var/mob/living/carbon/monkey/Mo = M
if(istype(Mo) && ( \
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
switch(M:brain_op_stage)
if(0.0)
if(istype(M, /mob/living/carbon/slime))
if(M.stat == 2)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M.name] is beginning to have its flesh cut open with [src] by [user].", 1)
M << "\red [user] begins to cut open your flesh with [src]!"
user << "\red You cut [M]'s flesh open with [src]!"
M:brain_op_stage = 1.0
return
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is beginning to have his head cut open with [src] by [user].", 1)
M << "\red [user] begins to cut open your head with [src]!"
user << "\red You cut [M]'s head open with [src]!"
else
user.visible_message( \
"\red [user] begins to cut open his skull with [src]!", \
"\red You begin to cut open your head with [src]!" \
)
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(15))
M:UpdateDamageIcon()
else
M.take_organ_damage(15)
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
affecting.take_damage(7)
else
M.take_organ_damage(7)
M.updatehealth()
M:brain_op_stage = 1.0
if(1)
if(istype(M, /mob/living/carbon/slime))
if(M.stat == 2)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M.name] is having its silky inndards cut apart with [src] by [user].", 1)
M << "\red [user] begins to cut apart your innards with [src]!"
user << "\red You cut [M]'s silky innards apart with [src]!"
M:brain_op_stage = 2.0
return
if(2.0)
if(istype(M, /mob/living/carbon/slime))
if(M.stat == 2)
var/mob/living/carbon/slime/slime = M
if(slime.cores > 0)
if(istype(M, /mob/living/carbon/slime))
user << "\red You attempt to remove [M]'s core, but [src] is ineffective!"
return
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is having his connections to the brain delicately severed with [src] by [user].", 1)
M << "\red [user] begins to cut open your head with [src]!"
user << "\red You cut [M]'s head open with [src]!"
else
user.visible_message( \
"\red [user] begin to delicately remove the connections to his brain with [src]!", \
"\red You begin to cut open your head with [src]!" \
)
if(M == user && prob(25))
user << "\red You nick an artery!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(75))
M:UpdateDamageIcon()
else
M.take_organ_damage(75)
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
affecting.take_damage(7)
else
M.take_organ_damage(7)
M.updatehealth()
M:brain_op_stage = 3.0
else
..()
return
else if(user.zone_sel.selecting == "eyes")
user << "\blue So far so good."
var/mob/living/carbon/human/H = M
if(istype(H) && ( \
(H.head && H.head.flags & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
var/mob/living/carbon/monkey/Mo = M
if(istype(Mo) && ( \
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
))
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/slime))//Aliens don't have eyes./N
user << "\red You cannot locate any eyes on this creature!"
return
switch(M:eye_op_stage)
if(0.0)
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] is beginning to have his eyes incised with [src] by [user].", 1)
M << "\red [user] begins to cut open your eyes with [src]!"
user << "\red You make an incision around [M]'s eyes with [src]!"
else
user.visible_message( \
"\red [user] begins to cut around his eyes with [src]!", \
"\red You begin to cut open your eyes with [src]!" \
)
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(15))
M:UpdateDamageIcon()
else
M.take_organ_damage(15)
user << "\blue So far so good before."
M.updatehealth()
M:eye_op_stage = 1.0
user << "\blue So far so good after."
else if(user.zone_sel.selecting == "chest")
switch(M:alien_op_stage)
if(0.0)
var/mob/living/carbon/human/H = M
if(!istype(H))
return ..()
if(H.wear_suit || H.w_uniform)
user << "\red You're going to need to remove that suit/jumpsuit first."
return
user.visible_message("\red [user] begins to slice open [M]'s chest.", "\red You begin to slice open [M]'s chest.")
spawn(rand(20,50))
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("chest")
if(affecting.take_damage(15))
M:UpdateDamageIcon()
else
M.take_organ_damage(15)
M:alien_op_stage = 1.0
user << "\blue So far so good."
else
return ..()
/* wat
else if((!(user.zone_sel.selecting == "head")) || (!(user.zone_sel.selecting == "groin")) || (!(istype(M, /mob/living/carbon/human))))
return ..()*/
return
*/
/*
* Circular Saw
*/
/obj/item/weapon/circular_saw
name = "circular saw"
desc = "For heavy duty cutting."
icon = 'icons/obj/surgery.dmi'
icon_state = "saw3"
hitsound = 'sound/weapons/circsawhit.ogg'
flags = FPRINT | TABLEPASS | CONDUCT
force = 15.0
w_class = 1.0
throwforce = 9.0
throw_speed = 3
throw_range = 5
m_amt = 20000
g_amt = 10000
origin_tech = "materials=1;biotech=1"
attack_verb = list("attacked", "slashed", "sawed", "cut")
/*
/obj/item/weapon/circular_saw/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return ..()
if((CLUMSY in user.mutations) && prob(50))
M = user
return eyestab(M,user)
if(!((locate(/obj/machinery/optable, M.loc) && M.resting) || (locate(/obj/structure/table/, M.loc) && M.lying && prob(50))))
return ..()
src.add_fingerprint(user)
if(user.zone_sel.selecting == "head" || istype(M, /mob/living/carbon/slime))
var/mob/living/carbon/human/H = M
if(istype(H) && ( \
(H.head && H.head.flags & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
var/mob/living/carbon/monkey/Mo = M
if(istype(Mo) && ( \
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
))
user << "\red You're going to need to remove that mask/helmet/glasses first."
return
switch(M:brain_op_stage)
if(1.0)
if(istype(M, /mob/living/carbon/slime))
return
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] has his skull sawed open with [src] by [user].", 1)
M << "\red [user] begins to saw open your head with [src]!"
user << "\red You saw [M]'s head open with [src]!"
else
user.visible_message( \
"\red [user] saws open his skull with [src]!", \
"\red You begin to saw open your head with [src]!" \
)
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
if(affecting.take_damage(40))
M:UpdateDamageIcon()
M.updatehealth()
else
M.take_organ_damage(40)
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("head")
affecting.take_damage(7)
else
M.take_organ_damage(7)
M.updatehealth()
M:brain_op_stage = 2.0
if(2.0)
if(istype(M, /mob/living/carbon/slime))
if(M.stat == 2)
var/mob/living/carbon/slime/slime = M
if(slime.cores > 0)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M.name] is having one of its cores sawed out with [src] by [user].", 1)
slime.cores--
M << "\red [user] begins to remove one of your cores with [src]! ([slime.cores] cores remaining)"
user << "\red You cut one of [M]'s cores out with [src]! ([slime.cores] cores remaining)"
new slime.coretype(M.loc)
if(slime.cores <= 0)
M.icon_state = "[slime.colour] baby slime dead-nocore"
return
if(3.0)
/*if(M.mind && M.mind.changeling)
user << "\red The neural tissue regrows before your eyes as you cut it."
return*/
if(M != user)
for(var/mob/O in (viewers(M) - user - M))
O.show_message("\red [M] has his spine's connection to the brain severed with [src] by [user].", 1)
M << "\red [user] severs your brain's connection to the spine with [src]!"
user << "\red You sever [M]'s brain's connection to the spine with [src]!"
else
user.visible_message( \
"\red [user] severs his brain's connection to the spine with [src]!", \
"\red You sever your brain's connection to the spine with [src]!" \
)
user.attack_log += "\[[time_stamp()]\]<font color='red'> Debrained [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
M.attack_log += "\[[time_stamp()]\]<font color='orange'> Debrained by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
log_attack("<font color='red'>[user.name] ([user.ckey]) debrained [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
var/obj/item/brain/B = new(M.loc)
B.transfer_identity(M)
M:brain_op_stage = 4.0
M.death()//You want them to die after the brain was transferred, so not to trigger client death() twice.
else
..()
return
else if(user.zone_sel.selecting == "chest")
switch(M:alien_op_stage)
if(1.0)
var/mob/living/carbon/human/H = M
if(!istype(H))
return ..()
if(H.wear_suit || H.w_uniform)
user << "\red You're going to need to remove that suit/jumpsuit first."
return
user.visible_message("\red [user] begins to slice through the bone of [M]'s chest.", "\red You begin to slice through the bone of [M]'s chest.")
spawn(20 + rand(0,50))
if(M == user && prob(25))
user << "\red You mess up!"
if(istype(M, /mob/living/carbon/human))
var/datum/organ/external/affecting = M:get_organ("chest")
if(affecting.take_damage(15))
M:UpdateDamageIcon()
else
M.take_organ_damage(15)
M:alien_op_stage = 2.0
user << "\blue So far so good."
else
return ..()
/*
else if((!(user.zone_sel.selecting == "head")) || (!(user.zone_sel.selecting == "groin")) || (!(istype(M, /mob/living/carbon/human))))
return ..()
*/
return
*/
//misc, formerly from code/defines/weapons.dm
/obj/item/weapon/bonegel
name = "bone gel"
icon = 'surgery.dmi'
icon_state = "bone-gel"
force = 0
throwforce = 1.0
/obj/item/weapon/FixOVein
name = "FixOVein"
icon = 'surgery.dmi'
icon_state = "fixovein"
force = 0
throwforce = 1.0
origin_tech = "materials=1;biotech=3"
var/usage_amount = 10
/obj/item/weapon/bonesetter
name = "bone setter"
icon = 'surgery.dmi'
icon_state = "bone setter"
force = 8.0
throwforce = 9.0
throw_speed = 3
throw_range = 5
attack_verb = list("attacked", "hit", "bludgeoned")
@@ -23,9 +23,6 @@
return 1
return 0
/obj/item/weapon/melee/energy/sword/attack(target as mob, mob/user as mob)
..()
/obj/item/weapon/melee/energy/sword/New()
color = pick("red","blue","green","purple")
@@ -81,7 +81,7 @@
if (istype(src.loc, /obj/item/assembly))
icon = src.loc
if ((istype(W, /obj/item/device/analyzer) || (istype(W, /obj/item/device/pda))) && get_dist(user, src) <= 1)
if ((istype(W, /obj/item/device/analyzer)) && get_dist(user, src) <= 1)
for (var/mob/O in viewers(user, null))
O << "\red [user] has used [W] on \icon[icon] [src]"
@@ -7,6 +7,23 @@
/*
* Locator
*/
/obj/item/weapon/locator
name = "locator"
desc = "Used to track those with locater implants."
icon = 'icons/obj/device.dmi'
icon_state = "locator"
var/temp = null
var/frequency = 1451
var/broadcasting = null
var/listening = 1.0
flags = FPRINT | TABLEPASS| CONDUCT
w_class = 2.0
item_state = "electronic"
throw_speed = 4
throw_range = 20
m_amt = 400
origin_tech = "magnets=1"
/obj/item/weapon/locator/attack_self(mob/user as mob)
user.set_machine(src)
var/dat
@@ -105,6 +122,19 @@ Frequency:
/*
* Hand-tele
*/
/obj/item/weapon/hand_tele
name = "hand tele"
desc = "A portable item using blue-space technology."
icon = 'icons/obj/device.dmi'
icon_state = "hand_tele"
item_state = "electronic"
throwforce = 5
w_class = 2.0
throw_speed = 3
throw_range = 5
m_amt = 10000
origin_tech = "magnets=1;bluespace=3"
/obj/item/weapon/hand_tele/attack_self(mob/user as mob)
var/turf/current_location = get_turf(user)//What turf is the user on?
if(!current_location||current_location.z==2||current_location.z>=7)//If turf was not found or they're on z level 2 or >7 which does not currently exist.
+49 -24
View File
@@ -4,10 +4,11 @@
* Note: Multitools are /obj/item/device
*
* Contains:
* Wrench
* Screwdriver
* Wirecutters
* Welding Tool
* Wrench
* Screwdriver
* Wirecutters
* Welding Tool
* Crowbar
*/
/*
@@ -31,6 +32,27 @@
/*
* Screwdriver
*/
/obj/item/weapon/screwdriver
name = "screwdriver"
desc = "You can be totally screwwy with this."
icon = 'icons/obj/items.dmi'
icon_state = "screwdriver"
flags = FPRINT | TABLEPASS| CONDUCT
slot_flags = SLOT_BELT
force = 5.0
w_class = 1.0
throwforce = 5.0
throw_speed = 3
throw_range = 5
g_amt = 0
m_amt = 75
attack_verb = list("stabbed")
suicide_act(mob/user)
viewers(user) << pick("\red <b>[user] is stabbing the [src] into \his temple! It looks like \he's trying to commit suicide.</b>", \
"\red <b>[user] is stabbing the [src] into \his heart! It looks like \he's trying to commit suicide.</b>")
return(BRUTELOSS)
/obj/item/weapon/screwdriver/New()
switch(pick("red","blue","purple","brown","green","cyan","yellow"))
if ("red")
@@ -394,23 +416,26 @@
if(reagents > max_fuel)
reagents = max_fuel
/obj/item/weapon/weldingtool/attack(mob/M as mob, mob/user as mob)
if(hasorgans(M))
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)
S.heal_damage(15,0,0,1)
if(user != M)
user.visible_message("\red You patch some dents on \the [M]'s [S.display_name]",\
"\red \The [user] patches some dents on \the [M]'s [S.display_name] with \the [src]",\
"You hear a welder.")
else
user.visible_message("\red You patch some dents on your [S.display_name]",\
"\red \The [user] patches some dents on their [S.display_name] with \the [src]",\
"You hear a welder.")
else
user << "Nothing to fix!"
else
return ..()
/*
* Crowbar
*/
/obj/item/weapon/crowbar
name = "crowbar"
desc = "Used to hit floors"
icon = 'icons/obj/items.dmi'
icon_state = "crowbar"
flags = FPRINT | TABLEPASS| CONDUCT
slot_flags = SLOT_BELT
force = 5.0
throwforce = 7.0
item_state = "crowbar"
w_class = 2.0
m_amt = 50
origin_tech = "engineering=1"
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
/obj/item/weapon/crowbar/red
icon = 'icons/obj/items.dmi'
icon_state = "red_crowbar"
item_state = "crowbar_red"
@@ -1,73 +0,0 @@
/obj/item/weapon/trashbag
name = "trash bag"
desc = "It's the heavy-duty black polymer kind. Time to take out the trash!"
icon = 'icons/obj/trash.dmi'
icon_state = "trashbag0"
item_state = "trashbag"
flags = FPRINT | TABLEPASS
slot_flags = SLOT_BELT
w_class = 4
var/mode = 1 //0 = pick one at a time, 1 = pick all on tile
var/capacity = 25 //the amount of trash it can carry.
/obj/item/weapon/trashbag/update_icon()
if(contents.len == 0)
icon_state = "trashbag0"
else if(contents.len < 12)
icon_state = "trashbag1"
else if(contents.len < 25)
icon_state = "trashbag2"
else icon_state = "trashbag3"
/obj/item/weapon/trashbag/attackby(obj/item/I as obj, mob/user as mob)
..()
if(contents.len < capacity)
if(istype(I, /obj/item))
if(I.w_class <= 2)
user.drop_item()
I.loc = src
else
user << "<span class='notice'>[src] is full!</span>"
/obj/item/weapon/trashbag/attack_self(mob/living/user as mob)
if(contents.len > 0)
for(var/obj/item/I in contents)
I.loc = user.loc
update_icon()
user << "<span class='notice'>You empty [src] onto [user.loc].</span>"
/obj/item/weapon/trashbag/afterattack(atom/target as mob|obj|turf|area, mob/user as mob|obj, flag)
if(istype(target, /obj/item))
var/obj/item/W = target
if(W.w_class <= 2)
if(mode == 1)
if(contents.len < capacity) //slightly redundant, but it makes it prettier in the chatbox. -Pete
user << "<span class='notice'>You pick up all the trash.</span>"
for(var/obj/item/O in get_turf(W))
if(istype(O, /obj/item/weapon/disk/nuclear)) continue //No nuke disks - Nodrak
if(contents.len < capacity)
if(O.w_class <= 2)
O.loc = src
else
user << "<span class='notice'>[src] is full!</span>"
break
else
user << "<span class='notice'>[src] is full!</span>"
else
if(istype(W, /obj/item/weapon/disk/nuclear)) return //No nuke disks - Nodrak
if(contents.len < capacity)
contents += W;
else
user << "<span class='notice'>[src] is full!</span>"
update_icon()
return
/obj/item/weapon/trashbag/verb/toggle_mode()
set name = "Switch Bag Method"
set category = "Object"
mode = !mode
if(mode == 1)
usr << "<span class='notice'>[src] now picks up all trash in a tile at once.</span>"
else
usr << "<span class='notice'>[src] now picks up one piece of trash at a time.</span>"
@@ -0,0 +1,99 @@
/obj/item/weapon/banhammer
desc = "A banhammer"
name = "banhammer"
icon = 'icons/obj/items.dmi'
icon_state = "toyhammer"
flags = FPRINT | TABLEPASS
slot_flags = SLOT_BELT
throwforce = 0
w_class = 1.0
throw_speed = 7
throw_range = 15
attack_verb = list("banned")
suicide_act(mob/user)
viewers(user) << "\red <b>[user] is hitting \himself with the [src]! It looks like \he's trying to ban \himself from life.</b>"
return (BRUTELOSS|FIRELOSS|TOXLOSS|OXYLOSS)
/obj/item/weapon/nullrod
name = "null rod"
desc = "A rod of pure obsidian, its very presence disrupts and dampens the powers of Nar-Sie's followers."
icon_state = "nullrod"
item_state = "nullrod"
flags = FPRINT | TABLEPASS
slot_flags = SLOT_BELT
force = 15
throw_speed = 1
throw_range = 4
throwforce = 10
w_class = 1
suicide_act(mob/user)
viewers(user) << "\red <b>[user] is impaling \himself with the [src]! It looks like \he's trying to commit suicide.</b>"
return (BRUTELOSS|FIRELOSS)
/obj/item/weapon/sord
name = "\improper SORD"
desc = "This thing is so unspeakably shitty you are having a hard time even holding it."
icon_state = "sord"
item_state = "sord"
flags = FPRINT | TABLEPASS
slot_flags = SLOT_BELT
force = 2
throwforce = 1
w_class = 3
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
suicide_act(mob/user)
viewers(user) << "\red <b>[user] is impaling \himself with the [src]! It looks like \he's trying to commit suicide.</b>"
return(BRUTELOSS)
/obj/item/weapon/sord/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
return ..()
/obj/item/weapon/claymore
name = "claymore"
desc = "What are you standing around staring at this for? Get to killing!"
icon_state = "claymore"
item_state = "claymore"
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
force = 40
throwforce = 10
w_class = 3
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
IsShield()
return 1
suicide_act(mob/user)
viewers(user) << "\red <b>[user] is falling on the [src]! It looks like \he's trying to commit suicide.</b>"
return(BRUTELOSS)
/obj/item/weapon/claymore/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
return ..()
/obj/item/weapon/katana
name = "katana"
desc = "Woefully underpowered in D20"
icon_state = "katana"
item_state = "katana"
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT | SLOT_BACK
force = 40
throwforce = 10
w_class = 3
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
suicide_act(mob/user)
viewers(user) << "\red <b>[user] is slitting \his stomach open with the [src]! It looks like \he's trying to commit seppuku.</b>"
return(BRUTELOSS)
/obj/item/weapon/katana/IsShield()
return 1
/obj/item/weapon/katana/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
return ..()
+4 -1
View File
@@ -13,6 +13,9 @@
var/sharp = 0 // whether this object cuts
var/in_use = 0 // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
var/damtype = "brute"
var/force = 0
/obj/proc/process()
processing_objects.Remove(src)
return 0
@@ -45,7 +48,7 @@
else
return null
/obj/proc/initialize()
/atom/movable/proc/initialize()
return
/obj/proc/updateUsrDialog()
-49
View File
@@ -1,49 +0,0 @@
/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
+12
View File
@@ -0,0 +1,12 @@
/obj/structure/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
@@ -12,7 +12,7 @@
var/wall_mounted = 0 //never solid (You can always pass over it)
var/health = 100
var/lastbang
var/storage_capacity = 20 //This is so that someone can't pack hundreds of items in a locker/crate
var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate
//then open it in a populated area to crash clients.
/obj/structure/closet/New()
@@ -275,7 +275,7 @@
usr << "<span class='warning'>This mob type can't use this verb.</span>"
/obj/structure/closet/update_icon()//Putting the welded stuff in updateicon() so it's easy to overwrite for special cases (Fridges, cabinets, and whatnot)
overlays = null
overlays.Cut()
if(!opened)
icon_state = icon_closed
if(welded)
@@ -105,9 +105,9 @@
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/clothing/head/helmet/thunderdome(src)
new /obj/item/clothing/head/helmet/thunderdome(src)
new /obj/item/clothing/head/helmet/thunderdome(src)
@@ -133,9 +133,9 @@
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/melee/baton(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/clothing/head/helmet/thunderdome(src)
new /obj/item/clothing/head/helmet/thunderdome(src)
new /obj/item/clothing/head/helmet/thunderdome(src)
@@ -50,8 +50,9 @@
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/trashbag(src)
new /obj/item/weapon/storage/bag/trash(src)
new /obj/item/device/lightreplacer(src)
new /obj/item/clothing/gloves/black(src)
new /obj/item/clothing/head/soft/purple(src)
/*
@@ -34,7 +34,7 @@
sleep(2)
new /obj/item/clothing/under/rank/cargo(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/device/radio/headset/heads/qm(src)
new /obj/item/device/radio/headset/headset_cargo(src)
new /obj/item/clothing/gloves/black(src)
// new /obj/item/weapon/cartridge/quartermaster(src)
new /obj/item/clothing/suit/fire/firefighter(src)
@@ -35,7 +35,7 @@
/obj/structure/closet/secure_closet/engineering_electrical
name = "Electrical Supplies"
req_access = list(access_engine)
req_access = list(access_engine_equip)
icon_state = "secureengelec1"
icon_closed = "secureengelec"
icon_locked = "secureengelec1"
@@ -64,7 +64,7 @@
/obj/structure/closet/secure_closet/engineering_welding
name = "Welding Supplies"
req_access = list(access_engine)
req_access = list(access_engine_equip)
icon_state = "secureengweld1"
icon_closed = "secureengweld"
icon_locked = "secureengweld1"
@@ -88,7 +88,7 @@
/obj/structure/closet/secure_closet/engineering_personal
name = "Engineer's Locker"
req_access = list(access_engine)
req_access = list(access_engine_equip)
icon_state = "secureeng1"
icon_closed = "secureeng"
icon_locked = "secureeng1"
@@ -17,8 +17,7 @@
new /obj/item/clothing/suit/apron(src)
if(2)
new /obj/item/clothing/suit/apron/overalls(src)
new /obj/item/weapon/seedbag(src)
new /obj/item/weapon/plantbag(src)
new /obj/item/weapon/storage/bag/plants(src)
new /obj/item/clothing/under/rank/hydroponics(src)
new /obj/item/device/analyzer/plant_analyzer(src)
new /obj/item/clothing/head/greenbandana(src)
@@ -13,7 +13,7 @@
New()
..()
sleep(2)
new /obj/item/weapon/storage/syringes(src)
new /obj/item/weapon/storage/box/syringes(src)
new /obj/item/weapon/reagent_containers/dropper(src)
new /obj/item/weapon/reagent_containers/dropper(src)
new /obj/item/weapon/reagent_containers/glass/beaker(src)
@@ -127,6 +127,7 @@
new /obj/item/device/radio/headset/heads/cmo(src)
new /obj/item/weapon/storage/belt/medical(src)
new /obj/item/device/flash(src)
new /obj/item/weapon/reagent_containers/hypospray(src)
return
@@ -162,8 +163,8 @@
New()
..()
sleep(2)
new /obj/item/weapon/storage/pillbottlebox(src)
new /obj/item/weapon/storage/pillbottlebox(src)
new /obj/item/weapon/storage/box/pillbottles(src)
new /obj/item/weapon/storage/box/pillbottles(src)
return
/obj/structure/closet/secure_closet/medical_wall
@@ -12,6 +12,7 @@
..()
sleep(2)
new /obj/item/clothing/under/rank/scientist(src)
//new /obj/item/clothing/suit/labcoat/science(src)
new /obj/item/clothing/suit/storage/labcoat(src)
new /obj/item/clothing/shoes/white(src)
// new /obj/item/weapon/cartridge/signal/toxins(src)
@@ -153,7 +153,7 @@
usr << "<span class='warning'>This mob type can't use this verb.</span>"
/obj/structure/closet/secure_closet/update_icon()//Putting the welded stuff in updateicon() so it's easy to overwrite for special cases (Fridges, cabinets, and whatnot)
overlays = null
overlays.Cut()
if(!opened)
if(locked)
icon_state = icon_locked
@@ -23,7 +23,6 @@
new /obj/item/clothing/head/helmet/swat(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/device/radio/headset/heads/captain(src)
new /obj/item/weapon/reagent_containers/food/drinks/flask(src)
new /obj/item/clothing/gloves/captain(src)
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/clothing/suit/armor/captain(src)
@@ -50,8 +49,8 @@
new /obj/item/weapon/cartridge/hop(src)
new /obj/item/device/radio/headset/heads/hop(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/weapon/storage/id_kit(src)
new /obj/item/weapon/storage/id_kit( src )
new /obj/item/weapon/storage/box/ids(src)
new /obj/item/weapon/storage/box/ids( src )
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/device/flash(src)
new /obj/item/clothing/glasses/sunglasses(src)
@@ -77,7 +76,7 @@
else
new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/clothing/suit/armor/vest(src)
new /obj/item/clothing/under/jensen(src)
new /obj/item/clothing/under/rank/head_of_security/jensen(src)
new /obj/item/clothing/suit/armor/hos/jensen(src)
new /obj/item/clothing/head/helmet/HoS/dermal(src)
new /obj/item/weapon/cartridge/hos(src)
@@ -85,7 +84,7 @@
new /obj/item/clothing/glasses/sunglasses/sechud(src)
new /obj/item/weapon/shield/riot(src)
new /obj/item/weapon/storage/lockbox/loyalty(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/storage/belt/security(src)
new /obj/item/device/flash(src)
new /obj/item/weapon/melee/baton(src)
@@ -120,7 +119,7 @@
// new /obj/item/weapon/cartridge/security(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/clothing/glasses/sunglasses/sechud(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/storage/belt/security(src)
new /obj/item/weapon/reagent_containers/spray/pepper(src)
new /obj/item/weapon/melee/baton(src)
@@ -176,18 +175,19 @@
..()
sleep(2)
new /obj/item/clothing/under/det(src)
new /obj/item/clothing/suit/armor/det_suit(src)
new /obj/item/clothing/suit/storage/det_suit(src)
new /obj/item/clothing/suit/storage/forensics/blue(src)
new /obj/item/clothing/suit/storage/forensics/red(src)
new /obj/item/clothing/gloves/black(src)
new /obj/item/clothing/head/det_hat(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/weapon/cartridge/detective(src)
new /obj/item/weapon/clipboard(src)
new /obj/item/device/detective_scanner(src)
new /obj/item/weapon/storage/box/evidence(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/device/detective_scanner(src)
new /obj/item/clothing/suit/armor/det_suit(src)
new /obj/item/ammo_magazine/c38(src)
new /obj/item/ammo_magazine/c38(src)
new /obj/item/weapon/gun/projectile/detective(src)
new /obj/item/clothing/tie/holster/armpit(src)
return
@@ -35,8 +35,8 @@
new /obj/item/ammo_magazine/a12mm(src)
new /obj/item/ammo_magazine/a12mm(src)
new /obj/item/ammo_magazine/a12mm(src)
new /obj/item/weapon/storage/handcuff_kit(src)
new /obj/item/weapon/storage/flashbang_kit(src)
new /obj/item/weapon/storage/box/handcuffs(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/weapon/gun/energy/gun(src)
@@ -51,3 +51,88 @@
var/obj/item/device/radio/uplink/U = new(src)
U.hidden_uplink.uses = 40
return
/obj/structure/closet/syndicate/resources/
desc = "An old, dusty locker."
New()
..()
var/common_min = 30 //Minimum amount of minerals in the stack for common minerals
var/common_max = 50 //Maximum amount of HONK in the stack for HONK common minerals
var/rare_min = 5 //Minimum HONK of HONK in the stack HONK HONK rare minerals
var/rare_max = 20 //Maximum HONK HONK HONK in the HONK for HONK rare HONK
sleep(2)
var/pickednum = rand(1, 50)
//Sad trombone
if(pickednum == 1)
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper(src)
P.name = "IOU"
P.info = "Sorry man, we needed the money so we sold your stash. It's ok, we'll double our money for sure this time!"
//Metal (common ore)
if(pickednum >= 2)
new /obj/item/stack/sheet/metal(src, rand(common_min, common_max))
//Glass (common ore)
if(pickednum >= 5)
new /obj/item/stack/sheet/glass(src, rand(common_min, common_max))
//Plasteel (common ore) Because it has a million more uses then plasma
if(pickednum >= 10)
new /obj/item/stack/sheet/plasteel(src, rand(common_min, common_max))
//Plasma (rare ore)
if(pickednum >= 15)
new /obj/item/stack/sheet/mineral/plasma(src, rand(rare_min, rare_max))
//Silver (rare ore)
if(pickednum >= 20)
new /obj/item/stack/sheet/mineral/silver(src, rand(rare_min, rare_max))
//Gold (rare ore)
if(pickednum >= 30)
new /obj/item/stack/sheet/mineral/gold(src, rand(rare_min, rare_max))
//Uranium (rare ore)
if(pickednum >= 40)
new /obj/item/stack/sheet/mineral/uranium(src, rand(rare_min, rare_max))
//Diamond (rare HONK)
if(pickednum >= 45)
new /obj/item/stack/sheet/mineral/diamond(src, rand(rare_min, rare_max))
//Jetpack (You hit the jackpot!)
if(pickednum == 50)
new /obj/item/weapon/tank/jetpack/carbondioxide(src)
return
/obj/structure/closet/syndicate/resources/everything
desc = "It's an emergency storage closet for repairs."
New()
var/list/resources = list(
/obj/item/stack/sheet/metal,
/obj/item/stack/sheet/glass,
/obj/item/stack/sheet/mineral/gold,
/obj/item/stack/sheet/mineral/silver,
/obj/item/stack/sheet/mineral/plasma,
/obj/item/stack/sheet/mineral/uranium,
/obj/item/stack/sheet/mineral/diamond,
/obj/item/stack/sheet/mineral/clown,
/obj/item/stack/sheet/plasteel,
/obj/item/stack/rods
)
sleep(2)
for(var/i = 0, i<2, i++)
for(var/res in resources)
var/obj/item/stack/R = new res(src)
R.amount = R.max_amount
return
@@ -232,6 +232,8 @@
new /obj/item/clothing/suit/storage/labcoat(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/gloves/black(src)
new /obj/item/clothing/gloves/black(src)
return
@@ -145,6 +145,15 @@
icon_opened = "secgearcrateopen"
icon_closed = "secgearcrate"
/obj/structure/closet/crate/secure/hydrosec
desc = "A crate with a lock on it, painted in the scheme of the station's botanists."
name = "secure hydroponics crate"
icon = 'icons/obj/storage.dmi'
icon_state = "hydrosecurecrate"
density = 1
icon_opened = "hydrosecurecrateopen"
icon_closed = "hydrosecurecrate"
/obj/structure/closet/crate/secure/bin
desc = "A secure bin."
name = "Secure bin"
@@ -202,10 +211,10 @@
/obj/structure/closet/crate/secure/New()
..()
if(locked)
overlays = null
overlays.Cut()
overlays += redlight
else
overlays = null
overlays.Cut()
overlays += greenlight
/obj/structure/closet/crate/rcd/New()
@@ -243,7 +252,15 @@
for(var/obj/O in get_turf(src))
if(itemcount >= storage_capacity)
break
if(O.density || O.anchored || O == src) continue
if(O.density || O.anchored || istype(O,/obj/structure/closet))
continue
if(istype(O, /obj/structure/stool/bed)) //This is only necessary because of rollerbeds and swivel chairs.
var/obj/structure/stool/bed/B = O
if(B.buckled_mob)
continue
O.loc = src
itemcount++
@@ -270,7 +287,7 @@
if (allowed(user))
user << "<span class='notice'>You unlock [src].</span>"
src.locked = 0
overlays = null
overlays.Cut()
overlays += greenlight
return
else
@@ -283,11 +300,11 @@
if(istype(W, /obj/item/weapon/card) && src.allowed(user) && !locked && !opened && !broken)
user << "<span class='notice'>You lock \the [src].</span>"
src.locked = 1
overlays = null
overlays.Cut()
overlays += redlight
return
else if ( (istype(W, /obj/item/weapon/card/emag)||istype(W, /obj/item/weapon/melee/energy/blade)) && locked &&!broken)
overlays = null
overlays.Cut()
overlays += emag
overlays += sparks
spawn(6) overlays -= sparks //Tried lots of stuff but nothing works right. so i have to use this *sadface*
@@ -340,10 +357,10 @@
if(!broken && !opened && prob(50/severity))
if(!locked)
src.locked = 1
overlays = null
overlays.Cut()
overlays += redlight
else
overlays = null
overlays.Cut()
overlays += emag
overlays += sparks
spawn(6) overlays -= sparks //Tried lots of stuff but nothing works right. so i have to use this *sadface*
@@ -13,6 +13,7 @@ obj/structure/door_assembly
var/airlock_type = /obj/machinery/door/airlock //the type path of the airlock once completed
var/glass_type = /obj/machinery/door/airlock/glass
var/glass = null
var/created_name = null
New()
base_icon_state = copytext(icon_state,1,lentext(icon_state))
@@ -279,6 +280,13 @@ obj/structure/door_assembly
glass = 0
/obj/structure/door_assembly/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/pen))
var/t = copytext(stripped_input(user, "Enter the name for the door.", src.name, src.created_name),1,MAX_NAME_LEN)
if(!t) return
if(!in_range(src, usr) && src.loc != usr) return
created_name = t
return
if(istype(W, /obj/item/weapon/weldingtool) && !anchored )
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0,user))
@@ -414,6 +422,8 @@ obj/structure/door_assembly
//door.req_access = src.req_access
door.electronics = src.electronics
door.req_access = src.electronics.conf_access
if(created_name)
door.name = created_name
src.electronics.loc = door
del(src)
else
@@ -39,7 +39,7 @@
/obj/structure/stool/bed/chair/e_chair/rotate()
..()
overlays = null
overlays.Cut()
overlays += image('icons/obj/objects.dmi', src, "echair_over", MOB_LAYER + 1, dir) //there's probably a better way of handling this, but eh. -Pete
return
+10 -12
View File
@@ -9,16 +9,15 @@
var/opened = 0
/obj/structure/extinguisher_cabinet/attackby(var/obj/item/O as obj, var/mob/user as mob)
if (isrobot(usr))
/obj/structure/extinguisher_cabinet/attackby(obj/item/O, mob/user)
if(isrobot(user) || isalien(user))
return
if (istype(O, /obj/item/weapon/extinguisher))
if(istype(O, /obj/item/weapon/extinguisher))
if(!has_extinguisher && opened)
user.drop_item(O)
src.contents += O
contents += O
has_extinguisher = O
user << "\blue You place the extinguisher in the [src.name]."
user << "<span class='notice'>You place [O] in [src].</span>"
else
opened = !opened
else
@@ -26,25 +25,24 @@
update_icon()
/obj/structure/extinguisher_cabinet/attack_hand(mob/user as mob)
/obj/structure/extinguisher_cabinet/attack_hand(mob/user)
if(isrobot(user) || isalien(user))
return
if(has_extinguisher)
user.put_in_hands(has_extinguisher)
user << "<span class='notice'>You take [has_extinguisher] from [src].</span>"
has_extinguisher = null
user << "\blue You take the extinguisher from the [name]."
opened = 1
else
opened = !opened
update_icon()
/obj/structure/extinguisher_cabinet/attack_paw(mob/user as mob)
/obj/structure/extinguisher_cabinet/attack_paw(mob/user)
attack_hand(user)
return
/obj/structure/extinguisher_cabinet/update_icon()
if(!opened)
icon_state = "extinguisher_closed"

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