Reduce lines by removing blank lines added by PJ's script

This commit is contained in:
Tigercat2000
2016-04-05 08:25:57 -07:00
parent 9d430844c3
commit 78f53553f8
1049 changed files with 3 additions and 8630 deletions
-25
View File
@@ -52,7 +52,6 @@
if(!wearable)
to_chat(M, "\red Your species cannot wear [src].")
return 0
return 1
@@ -202,7 +201,6 @@ BLIND // can't see anything
update_icon()
else
to_chat(user, "<span class='notice'>[src] have already been clipped!</span>")
return
else
..()
@@ -216,18 +214,15 @@ BLIND // can't see anything
if (user.stat || user.restrained()) return
if(has_sensor >= 2)
to_chat(user, "The controls are locked.")
return 0
if(has_sensor <= 0)
to_chat(user, "This suit does not have any sensors.")
return 0
var/list/modes = list("Off", "Binary sensors", "Vitals tracker", "Tracking beacon")
var/switchMode = input("Select a sensor mode:", "Suit Sensor Mode", modes[sensor_mode + 1]) in modes
if(get_dist(user, src) > 1)
to_chat(user, "You have moved too far away.")
return
sensor_mode = modes.Find(switchMode) - 1
@@ -235,16 +230,12 @@ BLIND // can't see anything
switch(sensor_mode)
if(0)
to_chat(user, "You disable your suit's remote sensing equipment.")
if(1)
to_chat(user, "Your suit will now report whether you are live or dead.")
if(2)
to_chat(user, "Your suit will now report your vital lifesigns.")
if(3)
to_chat(user, "Your suit will now report your vital lifesigns as well as your coordinate position.")
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(H.w_uniform == src)
@@ -313,7 +304,6 @@ BLIND // can't see anything
gas_transfer_coefficient = initial(gas_transfer_coefficient)
permeability_coefficient = initial(permeability_coefficient)
to_chat(user, "You push \the [src] back into place.")
mask_adjusted = 0
slot_flags = initial(slot_flags)
if(flags_inv != initial(flags_inv))
@@ -335,7 +325,6 @@ BLIND // can't see anything
else
icon_state += "_up"
to_chat(user, "You push \the [src] out of the way.")
gas_transfer_coefficient = null
permeability_coefficient = null
mask_adjusted = 1
@@ -405,7 +394,6 @@ BLIND // can't see anything
user.visible_message("<span class='warning'>[user] crushes the [M] into the bottom of [src], extinguishing it.</span>","<span class='warning'>You crush the [M] into the bottom of [src], extinguishing it.</span>")
else // Match has been previously lit and extinguished.
to_chat(user, "<span class='notice'>The [M] has already been extinguished.</span>")
return
if(istype(I, /obj/item/weapon/wirecutters))
@@ -424,7 +412,6 @@ BLIND // can't see anything
update_icon()
else
to_chat(user, "<span class='notice'>[src] have already had their toes cut open!</span>")
return
else
..()
@@ -477,7 +464,6 @@ BLIND // can't see anything
if(adjust_flavour)
flavour = "[copytext(adjust_flavour, 3, lentext(adjust_flavour) + 1)] up" //Trims off the 'un' at the beginning of the word. unzip -> zip, unbutton->button.
to_chat(user, "You [flavour] \the [src].")
suit_adjusted = 0 //Suit is no longer adjusted.
else
var/flavour = "open"
@@ -486,7 +472,6 @@ BLIND // can't see anything
if(adjust_flavour)
flavour = "[adjust_flavour]"
to_chat(user, "You [flavour] \the [src].")
suit_adjusted = 1 //Suit's adjusted.
else
if(user.canUnEquip(src)) //Checks to see if the item can be unequipped. If so, lets shred. Otherwise, struggle and fail.
@@ -504,13 +489,11 @@ BLIND // can't see anything
else
to_chat(user, "<span class='warning'>You yank and pull at \the [src] with your [pick("excessive", "extreme", "insane", "monstrous", "ridiculous", "unreal", "stupendous")] [pick("power", "strength")], however you are unable to change its state!</span>")//Yep, that's all they get. Avoids having to snowflake in a cooldown.
return
user.update_inv_wear_suit()
else
to_chat(user, "<span class='notice'>You attempt to button up the velcro on \the [src], before promptly realising how retarded you are.</span>")
/obj/item/clothing/suit/verb/openjacket(var/mob/user) //The verb you can use to adjust jackets.
set name = "Open/Close Jacket"
set category = "Object"
@@ -619,7 +602,6 @@ BLIND // can't see anything
else
to_chat(user, "<span class='notice'>You cannot attach more accessories of this type to [src].</span>")
if(accessories.len)
for(var/obj/item/clothing/accessory/A in accessories)
A.attackby(I, user, params)
@@ -662,22 +644,17 @@ BLIND // can't see anything
switch(src.sensor_mode)
if(0)
to_chat(user, "Its sensors appear to be disabled.")
if(1)
to_chat(user, "Its binary life sensors appear to be enabled.")
if(2)
to_chat(user, "Its vital tracker appears to be enabled.")
if(3)
to_chat(user, "Its vital tracker and tracking beacon appear to be enabled.")
if(accessories.len)
for(var/obj/item/clothing/accessory/A in accessories)
to_chat(user, "\A [A] is attached to it.")
/obj/item/clothing/under/verb/rollsuit()
set name = "Roll Down Jumpsuit"
set category = "Object"
@@ -688,14 +665,12 @@ BLIND // can't see anything
if(copytext(item_color,-2) != "_d")
basecolor = item_color
to_chat(usr, "DEBUG:[basecolor]")
if(basecolor + "_d_s" in icon_states('icons/mob/uniform.dmi'))
item_color = item_color == "[basecolor]" ? "[basecolor]_d" : "[basecolor]"
usr.update_inv_w_uniform()
else
to_chat(usr, "<span class='notice'>You cannot roll down the uniform!</span>")
/obj/item/clothing/under/proc/remove_accessory(mob/user, obj/item/clothing/accessory/A)
if(!(A in accessories))
return
-7
View File
@@ -25,12 +25,10 @@
if(istype(O, /obj/item/clothing/glasses/regular))
if(prescription)
to_chat(H, "You can't possibly imagine how adding more lenses would improve \the [name].")
return
H.unEquip(O)
O.loc = src // Store the glasses for later removal
to_chat(H, "You fit \the [name] with lenses from \the [O].")
prescription = 1
name = "prescription [name]"
return
@@ -39,7 +37,6 @@
if(!G)
G = new(get_turf(H))
to_chat(H, "You salvage the prescription lenses from \the [name].")
prescription = 0
name = initial(name)
H.put_in_hands(G)
@@ -270,7 +267,6 @@
to_chat(usr, "The moment is gone.")
/obj/item/clothing/glasses/sunglasses/reagent
name = "sunscanners"
desc = "Strangely ancient technology used to help provide rudimentary eye color. Outfitted with apparatus to scan individual reagents."
@@ -329,7 +325,6 @@
flags_inv |= HIDEEYES
icon_state = initial(icon_state)
to_chat(usr, "You flip the [src] down to protect your eyes.")
flash_protect = 2
tint = initial(tint) //better than istype
else
@@ -338,7 +333,6 @@
flags_inv &= ~HIDEEYES
icon_state = "[initial(icon_state)]up"
to_chat(usr, "You push the [src] up out of your face.")
flash_protect = 0
tint = 0
@@ -399,7 +393,6 @@
if(istype(src.loc, /mob/living/carbon/human))
var/mob/living/carbon/human/M = src.loc
to_chat(M, "\red The Optical Thermal Scanner overloads and blinds you!")
if(M.glasses == src)
M.eye_blind = 3
M.eye_blurry = 5
-4
View File
@@ -22,17 +22,14 @@
examine(mob/user)
..(user)
to_chat(user, "This one is made of [material].")
if(stud)
to_chat(user, "It is adorned with a single gem.")
/obj/item/clothing/gloves/ring/attackby(obj/item/I as obj, mob/user as mob, params)
if(istype(I, /obj/item/stack/sheet/mineral/diamond))
var/obj/item/stack/sheet/mineral/diamond/D = I
if(stud)
to_chat(usr, "<span class='notice'>The [src] already has a gem.</span>")
else
if(D.amount >= 1)
D.use(1)
@@ -40,7 +37,6 @@
update_icon()
to_chat(usr, "<span class='notice'>You socket the diamond into the [src].</span>")
// s'pensive
/obj/item/clothing/gloves/ring/silver
name = "silver ring"
-1
View File
@@ -15,7 +15,6 @@
if(!isturf(user.loc))
to_chat(user, "You cannot turn the light on while in this [user.loc]")//To prevent some lighting anomalities.
return
on = !on
icon_state = "hardhat[on]_[item_color]"
-1
View File
@@ -26,7 +26,6 @@
icon_state = "[initial(icon_state)][up ? "up" : ""]"
to_chat(user, "[up ? alt_toggle_message : toggle_message] \the [src]")
user.update_inv_head()
if(active_sound)
@@ -59,7 +59,6 @@
flags_inv |= (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_state = initial(icon_state)
to_chat(usr, "You flip the [src] down to protect your eyes.")
flash_protect = 2
tint = 2
else
@@ -68,7 +67,6 @@
flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_state = "[initial(icon_state)]up"
to_chat(usr, "You push the [src] up out of your face.")
flash_protect = 0
tint = 0
usr.update_inv_head() //so our mob-overlays update
@@ -133,13 +131,11 @@
src.icon_state = "ushankaup"
src.item_state = "ushankaup"
to_chat(user, "You raise the ear flaps on the ushanka.")
else
src.icon_state = "ushankadown"
src.item_state = "ushankadown"
to_chat(user, "You lower the ear flaps on the ushanka.")
/*
* Pumpkin head
*/
-2
View File
@@ -20,11 +20,9 @@
if(src.flipped)
icon_state = "[item_color]soft_flipped"
to_chat(usr, "You flip the hat backwards.")
else
icon_state = "[item_color]soft"
to_chat(usr, "You flip the hat back in normal position.")
usr.update_inv_head() //so our mob-overlays update
/obj/item/clothing/head/soft/red
-9
View File
@@ -46,7 +46,6 @@
flags_inv |= (HIDEEYES)
icon_state = initial(icon_state)
to_chat(usr, "You flip the [src] down to protect your eyes.")
flash_protect = 2
tint = 2
else
@@ -55,7 +54,6 @@
flags_inv &= ~(HIDEEYES)
icon_state = "[initial(icon_state)]up"
to_chat(usr, "You push the [src] up out of your face.")
flash_protect = 0
tint = 0
usr.update_inv_wear_mask() //so our mob-overlays update
@@ -113,7 +111,6 @@
if(src && choice && !M.stat && in_range(M,src))
icon_state = options[choice]
to_chat(M, "Your Clown Mask has now morphed into [choice], all praise the Honk Mother!")
return 1
/obj/item/clothing/mask/gas/clownwiz
@@ -251,23 +248,18 @@
switch(aggressiveness)
if(1)
to_chat(user, "\blue You set the restrictor to the middle position.")
aggressiveness = 2
if(2)
to_chat(user, "\blue You set the restrictor to the last position.")
aggressiveness = 3
if(3)
to_chat(user, "\blue You set the restrictor to the first position.")
aggressiveness = 1
if(4)
to_chat(user, "\red You adjust the restrictor but nothing happens, probably because its broken.")
else if(istype(W, /obj/item/weapon/wirecutters))
if(aggressiveness != 4)
to_chat(user, "\red You broke it!")
aggressiveness = 4
else
..()
@@ -279,7 +271,6 @@
if(safety)
safety = 0
to_chat(user, "<span class='warning'>You silently fry [src]'s vocal circuit with the cryptographic sequencer.")
else
return
-2
View File
@@ -17,7 +17,6 @@
changer.active = !changer.active
to_chat(usr, "<span class='notice'>You [changer.active ? "enable" : "disable"] the voice-changing module in \the [src].</span>")
/obj/item/clothing/mask/gas/voice/verb/Set_Voice(name as text)
set category = "Object"
set src in usr
@@ -27,7 +26,6 @@
changer.voice = voice
to_chat(usr, "<span class='notice'>You are now mimicking <B>[changer.voice]</B>.</span>")
/obj/item/clothing/mask/gas/voice/New()
..()
changer = new(src)
-2
View File
@@ -20,7 +20,6 @@
magpulse = !magpulse
icon_state = "[magboot_state][magpulse]"
to_chat(user, "You [magpulse ? "enable" : "disable"] the mag-pulse traction system.")
user.update_inv_shoes() //so our mob-overlays update
user.update_gravity(user.mob_has_gravity())
@@ -32,7 +31,6 @@
to_chat(user, "Its mag-pulse traction system appears to be [magpulse ? "enabled" : "disabled"].")
/obj/item/clothing/shoes/magboots/advance
desc = "Advanced magnetic boots that have a lighter magnetic pull, placing less burden on the wearer."
name = "advanced magboots"
@@ -206,7 +206,6 @@
magpulse = 0
flags |= NODROP
to_chat(user, "You relax your deathgrip on the flooring.")
else
//make sure these can only be used when equipped.
if(!ishuman(user))
@@ -214,7 +213,6 @@
var/mob/living/carbon/human/H = user
if (H.shoes != src)
to_chat(user, "You will have to put on the [src] before you can do that.")
return
@@ -222,10 +220,8 @@
magpulse = 1
flags &= ~NODROP //kinda hard to take off magclaws when you are gripping them tightly.
to_chat(user, "You dig your claws deeply into the flooring, bracing yourself.")
to_chat(user, "It would be hard to take off the [src] without relaxing your grip first.")
//In case they somehow come off while enabled.
/obj/item/clothing/shoes/magboots/vox/dropped(mob/user as mob)
..()
@@ -241,7 +237,6 @@
to_chat(user, "It would be hard to take these off without relaxing your grip first.")//theoretically this message should only be seen by the wearer when the claws are equipped.
/obj/item/clothing/suit/space/eva/vox
name = "Vox EVA Suit"
icon_state = "voxspace"
@@ -56,7 +56,6 @@ var/global/list/breach_burn_descriptors = list(
if(!can_breach || !breaches || !breaches.len || !damage)
to_chat(user, "There are no breaches to repair on \the [src].")
return
var/list/valid_breaches = list()
@@ -67,7 +66,6 @@ var/global/list/breach_burn_descriptors = list(
if(!valid_breaches.len)
to_chat(user, "There are no breaches to repair on \the [src].")
return
var/amount_left = amount
@@ -181,12 +179,10 @@ var/global/list/breach_burn_descriptors = list(
if(istype(src.loc,/mob/living))
to_chat(user, "\red How do you intend to patch a hardsuit while someone is wearing it?")
return
if(!damage || !burn_damage)
to_chat(user, "There is no surface damage on \the [src] to repair.")
return
var/obj/item/stack/sheet/P = W
@@ -202,18 +198,15 @@ var/global/list/breach_burn_descriptors = list(
if(istype(src.loc,/mob/living))
to_chat(user, "\red How do you intend to patch a hardsuit while someone is wearing it?")
return
if (!damage || ! brute_damage)
to_chat(user, "There is no structural damage on \the [src] to repair.")
return
var/obj/item/weapon/weldingtool/WT = W
if(!WT.remove_fuel(5))
to_chat(user, "\red You need more welding fuel to repair this suit.")
return
repair_breaches(BRUTE, 3, user)
@@ -226,4 +219,3 @@ var/global/list/breach_burn_descriptors = list(
if(can_breach && breaches && breaches.len)
for(var/datum/breach/B in breaches)
to_chat(user, "\red <B>It has \a [B.descriptor].</B>")
@@ -62,7 +62,6 @@
if(1)
if(user && ishuman(user) && (user.wear_suit == src))
to_chat(user, "<span class='userdanger'>Elecrtromagnetic pulse detected, shutting down systems to preserve integrity...</span>")
deactivate()
/obj/item/clothing/suit/space/chronos/proc/chronowalk(var/mob/living/carbon/human/user)
@@ -133,32 +132,23 @@
if(user && ishuman(user))
if(user.wear_suit == src)
to_chat(user, "\nChronosuitMK4 login: root")
to_chat(user, "Password:\n")
to_chat(user, "root@ChronosuitMK4# chronowalk4 --start\n")
if(user.head && istype(user.head, /obj/item/clothing/head/helmet/space/chronos))
to_chat(user, "\[ <span style='color: #00ff00;'>ok</span> \] Mounting /dev/helmet")
helmet = user.head
helmet.flags |= NODROP
helmet.suit = src
src.flags |= NODROP
to_chat(user, "\[ <span style='color: #00ff00;'>ok</span> \] Starting brainwave scanner")
to_chat(user, "\[ <span style='color: #00ff00;'>ok</span> \] Starting ui display driver")
to_chat(user, "\[ <span style='color: #00ff00;'>ok</span> \] Initializing chronowalk4-view")
new_camera(user)
processing_objects.Add(src)
activated = 1
else
to_chat(user, "\[ <span style='color: #ff0000;'>fail</span> \] Mounting /dev/helmet")
to_chat(user, "<span style='color: #ff0000;'><b>FATAL: </b>Unable to locate /dev/helmet. <b>Aborting...</b>")
cooldown = world.time + cooldowntime
activating = 0
return 0
@@ -170,24 +160,18 @@
if(user && ishuman(user))
if(user.wear_suit == src)
to_chat(user, "\nroot@ChronosuitMK4# chronowalk4 --stop\n")
if(camera)
to_chat(user, "\[ <span style='color: #ff5500;'>ok</span> \] Sending TERM signal to chronowalk4-view")//yes I know they aren't a different color when shutting down, but they were too similar at a glance
qdel(camera)
if(helmet)
to_chat(user, "\[ <span style='color: #ff5500;'>ok</span> \] Stopping ui display driver")
to_chat(user, "\[ <span style='color: #ff5500;'>ok</span> \] Stopping brainwave scanner")
to_chat(user, "\[ <span style='color: #ff5500;'>ok</span> \] Unmounting /dev/helmet")
helmet.flags &= ~NODROP
helmet.suit = null
helmet = null
to_chat(user, "logout")
src.flags &= ~NODROP
cooldown = world.time + cooldowntime * 1.5
activated = 0
-2
View File
@@ -19,12 +19,10 @@
camera.c_tag = user.name
to_chat(user, "\blue User scanned as [camera.c_tag]. Camera activated.")
/obj/item/clothing/head/helmet/space/rig/ert/examine(mob/user)
if(..(user, 1))
to_chat(user, "This helmet has a built-in camera. It's [camera ? "" : "in"]active.")
/obj/item/clothing/suit/space/rig/ert
name = "emergency response team suit"
desc = "A suit worn by members of the Nanotrasen Emergency Response Team. Armoured, space ready, and fire resistant."
@@ -24,7 +24,6 @@
..(user)
to_chat(user, "<span class='info'>There are [extinguishes_left] extinguisher canisters left in this suit.</span>")
/obj/item/clothing/suit/space/eva/plasmaman/proc/Extinguish(var/mob/user)
var/mob/living/carbon/human/H=user
if(extinguishes_left)
@@ -34,7 +33,6 @@
next_extinguish = world.time + extinguish_cooldown
extinguishes_left--
to_chat(H, "<span class='warning'>Your suit automatically extinguishes the fire.</span>")
H.ExtinguishMob()
/obj/item/clothing/head/helmet/space/eva/plasmaman
@@ -54,7 +52,6 @@
if(!isturf(user.loc))
to_chat(user, "<span class='warning'>You cannot turn the light on while in this [user.loc].</span>")//To prevent some lighting anomalities.
return
toggle_light(user)
-25
View File
@@ -33,7 +33,6 @@
if(!isturf(user.loc))
to_chat(user, "<span class='warning'>You cannot turn the light on while in this [user.loc].</span>")//To prevent some lighting anomalities.
return
toggle_light(user)
@@ -107,10 +106,8 @@
if(attached_helmet && helmet)
if(H.head)
to_chat(M, "You are unable to deploy your suit's helmet as \the [H.head] is in the way.")
else
to_chat(M, "Your suit's helmet deploys with a hiss.")
//TODO: Species check, skull damage for forcing an unfitting helmet on?
helmet.forceMove(H)
H.equip_to_slot(helmet, slot_head)
@@ -119,10 +116,8 @@
if(attached_boots && boots)
if(H.shoes)
to_chat(M, "You are unable to deploy your suit's magboots as \the [H.shoes] are in the way.")
else
to_chat(M, "Your suit's boots deploy with a hiss.")
boots.forceMove(H)
H.equip_to_slot(boots, slot_shoes)
boots.flags |= NODROP
@@ -158,7 +153,6 @@
if(!helmet)
to_chat(usr, "There is no helmet installed.")
return
var/mob/living/carbon/human/H = usr
@@ -172,11 +166,9 @@
H.unEquip(helmet)
helmet.loc = src
to_chat(H, "<span class='notice'>You retract your hardsuit helmet.</span>")
else
if(H.head)
to_chat(H, "<span class='warning'>You cannot deploy your helmet while wearing another helmet.</span>")
return
//TODO: Species check, skull damage for forcing an unfitting helmet on?
helmet.loc = H
@@ -184,7 +176,6 @@
H.equip_to_slot(helmet, slot_head)
helmet.flags |= NODROP
to_chat(H, "<span class='notice'>You deploy your hardsuit helmet, sealing you off from the world.</span>")
H.update_inv_head()
/obj/item/clothing/suit/space/rig/attackby(obj/item/W as obj, mob/user as mob, params)
@@ -193,25 +184,20 @@
if(istype(src.loc,/mob/living))
to_chat(user, "How do you propose to modify a hardsuit while it is being worn?")
return
if(istype(W,/obj/item/weapon/screwdriver))
if(!helmet)
to_chat(user, "\The [src] does not have a helmet installed.")
else
to_chat(user, "You detach \the [helmet] from \the [src]'s helmet mount.")
helmet.loc = get_turf(src)
src.helmet = null
return
if(!boots)
to_chat(user, "\The [src] does not have any boots installed.")
else
to_chat(user, "You detach \the [boots] from \the [src]'s boot mounts.")
boots.loc = get_turf(src)
boots = null
return
@@ -219,14 +205,11 @@
else if(istype(W,/obj/item/clothing/head/helmet/space))
if(!attached_helmet)
to_chat(user, "\The [src] does not have a helmet mount.")
return
if(helmet)
to_chat(user, "\The [src] already has a helmet installed.")
else
to_chat(user, "You attach \the [W] to \the [src]'s helmet mount.")
user.drop_item()
W.loc = src
src.helmet = W
@@ -235,15 +218,12 @@
else if(istype(W,/obj/item/clothing/shoes/magboots))
if(!attached_boots)
to_chat(user, "\The [src] does not have boot mounts.")
return
if(boots)
to_chat(user, "\The [src] already has magboots installed.")
else
to_chat(user, "You attach \the [W] to \the [src]'s boot mounts.")
user.drop_item()
W.loc = src
boots = W
@@ -327,13 +307,11 @@
if(!isturf(user.loc))
to_chat(user, "You cannot toggle your helmet while in this [user.loc].")//To prevent some lighting anomalities.
return
on = !on
if(on)
to_chat(user, "<span class='notice'>You switch your helmet to travel mode. It will allow you to stand in zero pressure environments, at the cost of speed and armor.</span>")
name = "blood-red hardsuit helmet"
desc = "A dual-mode advanced helmet designed for work in special operations. It is in travel mode. Property of Gorlex Marauders."
flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP
@@ -342,7 +320,6 @@
set_light(brightness_on)
else
to_chat(user, "<span class='notice'>You switch your helmet to combat mode. You will take damage in zero pressure environments, but you are more suited for a fight.</span>")
name = "blood-red hardsuit helmet (combat)"
desc = "A dual-mode advanced helmet designed for work in special operations. It is in combat mode. Property of Gorlex Marauders."
flags = BLOCKHAIR | THICKMATERIAL | NODROP
@@ -374,7 +351,6 @@
on = !on
if(on)
to_chat(user, "<span class='notice'>You switch your hardsuit to travel mode. It will allow you to stand in zero pressure environments, at the cost of speed and armor.</span>")
name = "blood-red hardsuit"
desc = "A dual-mode advanced hardsuit designed for work in special operations. It is in travel mode. Property of Gorlex Marauders."
slowdown = 1
@@ -383,7 +359,6 @@
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
else
to_chat(user, "<span class='notice'>You switch your hardsuit to combat mode. You will take damage in zero pressure environments, but you are more suited for a fight.</span>")
name = "blood-red hardsuit (combat)"
desc = "A dual-mode advanced hardsuit designed for work in special operations. It is in combat mode. Property of Gorlex Marauders."
slowdown = 0
@@ -52,11 +52,9 @@
if(accepted_item.charges >= 5)
to_chat(user, "<span class='danger'>Another grenade of that type will not fit into the module.</span>")
return 0
to_chat(user, "<font color='blue'><b>You slot \the [input_device] into the suit module.</b></font>")
user.unEquip(input_device)
qdel(input_device)
accepted_item.charges++
@@ -74,7 +72,6 @@
if(!charge_selected)
to_chat(H, "<span class='danger'>You have not selected a grenade type.</span>")
return 0
var/datum/rig_charge/charge = charges[charge_selected]
@@ -84,7 +81,6 @@
if(charge.charges <= 0)
to_chat(H, "<span class='danger'>Insufficient grenades!</span>")
return 0
charge.charges--
@@ -191,7 +187,6 @@
if(M.l_hand && M.r_hand)
to_chat(M, "<span class='danger'>Your hands are full.</span>")
deactivate()
return
@@ -244,12 +239,10 @@
else
if(H.l_hand && H.r_hand)
to_chat(H, "<span class='danger'>Your hands are full.</span>")
else
var/obj/item/new_weapon = new fabrication_type()
new_weapon.forceMove(H)
to_chat(H, "<font color='blue'><b>You quickly fabricate \a [new_weapon].</b></font>")
H.put_in_hands(new_weapon)
return 1
@@ -16,13 +16,11 @@
if(!usr.loc || !usr.loc.loc || !istype(usr.loc.loc, /obj/item/rig_module))
to_chat(usr, "You are not loaded into a hardsuit.")
return
var/obj/item/rig_module/module = usr.loc.loc
if(!module.holder)
to_chat(usr, "Your module is not installed in a hardsuit.")
return
module.holder.ui_interact(usr, nano_state = contained_state)
@@ -163,10 +161,8 @@
if(integrated_ai && !integrated_ai.stat)
if(user)
to_chat(user, "<span class='danger'>You cannot eject your currently stored AI. Purge it manually.</span>")
return 0
to_chat(user, "<span class='danger'>You purge the remaining scraps of data from your previous AI, freeing it for use.</span>")
if(integrated_ai)
integrated_ai.ghostize()
qdel(integrated_ai)
@@ -214,10 +210,8 @@
ai.forceMove(src)
ai_card = ai
to_chat(ai_mob, "<font color='blue'>You have been transferred to \the [holder]'s [src].</font>")
to_chat(user, "<font color='blue'>You load [ai_mob] into \the [holder]'s [src].</font>")
integrated_ai = ai_mob
if(!(locate(integrated_ai) in ai_card))
@@ -225,10 +219,8 @@
eject_ai()
else
to_chat(user, "<span class='warning'>There is no active AI within \the [ai].</span>")
else
to_chat(user, "<span class='warning'>There is no active AI within \the [ai].</span>")
update_verb_holder()
/obj/item/rig_module/datajack
@@ -266,19 +258,15 @@
if(istype(input_device,/obj/item/weapon/disk/tech_disk))
to_chat(user, "You slot the disk into [src].")
var/obj/item/weapon/disk/tech_disk/disk = input_device
if(disk.stored)
if(load_data(disk.stored))
to_chat(user, "<font color='blue'>Download successful; disk erased.</font>")
disk.stored = null
else
to_chat(user, "<span class='warning'>The disk is corrupt. It is useless to you.</span>")
else
to_chat(user, "<span class='warning'>The disk is blank. It is useless to you.</span>")
return 1
// I fucking hate R&D code. This typecheck spam would be totally unnecessary in a sane setup.
@@ -296,15 +284,12 @@
if(!incoming_files || !incoming_files.known_tech || !incoming_files.known_tech.len)
to_chat(user, "<span class='warning'>Memory failure. There is nothing accessible stored on this terminal.</span>")
else
// Maybe consider a way to drop all your data into a target repo in the future.
if(load_data(incoming_files.known_tech))
to_chat(user, "<font color='blue'>Download successful; local and remote repositories synchronized.</font>")
else
to_chat(user, "<span class='warning'>Scan complete. There is nothing useful stored on this terminal.</span>")
return 1
return 0
@@ -385,7 +370,6 @@
if(interfaced_with)
if(holder && holder.wearer)
to_chat(holder.wearer, "<span class = 'warning'>Your power sink retracts as the module deactivates.</span>")
drain_complete()
interfaced_with = null
total_power_drained = 0
@@ -418,7 +402,6 @@
return 0
to_chat(H, "<span class = 'danger'>You begin draining power from [target]!</span>")
interfaced_with = target
drain_loc = interfaced_with.loc
@@ -451,19 +434,16 @@
if(!holder.cell)
to_chat(H, "<span class = 'danger'>Your power sink flashes an error; there is no cell in your rig.</span>")
drain_complete(H)
return
if(!interfaced_with || !interfaced_with.Adjacent(H) || !(interfaced_with.loc == drain_loc))
to_chat(H, "<span class = 'warning'>Your power sink retracts into its casing.</span>")
drain_complete(H)
return
if(holder.cell.fully_charged())
to_chat(H, "<span class = 'warning'>Your power sink flashes an amber light; your rig cell is full.</span>")
drain_complete(H)
return
@@ -472,7 +452,6 @@
var/target_drained = interfaced_with.drain_power(0,0,to_drain)
if(target_drained <= 0)
to_chat(H, "<span class = 'danger'>Your power sink flashes a red light; there is no power left in [interfaced_with].</span>")
drain_complete(H)
return
@@ -485,10 +464,8 @@
if(!interfaced_with)
to_chat(if(M) M, "<font color='blue'><b>Total power drained:</b> [round(total_power_drained/1000)]kJ.</font>")
else
to_chat(if(M) M, "<font color='blue'><b>Total power drained from [interfaced_with]:</b> [round(total_power_drained/1000)]kJ.</font>")
interfaced_with.drain_power(0,1,0) // Damage the victim.
drain_loc = null
@@ -58,33 +58,27 @@
switch(damage)
if(0)
to_chat(usr, "It is undamaged.")
if(1)
to_chat(usr, "It is badly damaged.")
if(2)
to_chat(usr, "It is almost completely destroyed.")
/obj/item/rig_module/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/stack/nanopaste))
if(damage == 0)
to_chat(user, "There is no damage to mend.")
return
to_chat(user, "You start mending the damaged portions of \the [src]...")
if(!do_after(user,30, target = src) || !W || !src)
return
var/obj/item/stack/nanopaste/paste = W
damage = 0
to_chat(user, "You mend the damage to [src] with [W].")
paste.use(1)
return
@@ -93,27 +87,22 @@
switch(damage)
if(0)
to_chat(user, "There is no damage to mend.")
return
if(2)
to_chat(user, "There is no damage that you are capable of mending with such crude tools.")
return
var/obj/item/stack/cable_coil/cable = W
if(!cable.amount >= 5)
to_chat(user, "You need five units of cable to repair \the [src].")
return
to_chat(user, "You start mending the damaged portions of \the [src]...")
if(!do_after(user, 30, target = src) || !W || !src)
return
damage = 1
to_chat(user, "You mend some of damage to [src] with [W], but you will need more advanced tools to fix it completely.")
cable.use(5)
return
..()
@@ -154,32 +143,26 @@
if(damage >= 2)
to_chat(usr, "<span class='warning'>The [interface_name] is damaged beyond use!</span>")
return 0
if(world.time < next_use)
to_chat(usr, "<span class='warning'>You cannot use the [interface_name] again so soon.</span>")
return 0
if(!holder || (!(holder.flags & NODROP)))
to_chat(usr, "<span class='warning'>The suit is not initialized.</span>")
return 0
if(usr.lying || usr.stat || usr.stunned || usr.paralysis || usr.weakened)
to_chat(usr, "<span class='warning'>You cannot use the suit in this state.</span>")
return 0
if(holder.wearer && holder.wearer.lying)
to_chat(usr, "<span class='warning'>The suit cannot function while the wearer is prone.</span>")
return 0
if(holder.security_check_enabled && !holder.check_suit_access(usr))
to_chat(usr, "<span class='danger'>Access denied.</span>")
return 0
if(!holder.check_power_cost(usr, use_power_cost, 0, src, (istype(usr,/mob/living/silicon ? 1 : 0) ) ) )
@@ -38,7 +38,6 @@
var/mob/living/carbon/human/H = holder.wearer
to_chat(H, "<font color='blue'><b>You are now invisible to normal detection.</b></font>")
H.invisibility = INVISIBILITY_LEVEL_TWO
anim(get_turf(H), H, 'icons/effects/effects.dmi', "electricity",null,20,null)
@@ -53,7 +52,6 @@
var/mob/living/carbon/human/H = holder.wearer
to_chat(H, "<span class='danger'>You are now visible.</span>")
H.invisibility = 0
anim(get_turf(H), H,'icons/mob/mob.dmi',,"uncloak",,H.dir)
@@ -105,7 +103,6 @@
if(!istype(H.loc, /turf))
to_chat(H, "<span class='warning'>You cannot teleport out of your current location.</span>")
return 0
var/turf/T
@@ -116,12 +113,10 @@
/*if(!T || T.density)
to_chat(H, "<span class='warning'>You cannot teleport into solid walls.</span>")
return 0*///Who the fuck cares? Ninjas in walls are cool.
if(T.z in config.admin_levels)
to_chat(H, "<span class='warning'>You cannot use your teleporter on this Z-level.</span>")
return 0
phase_out(H,get_turf(H))
@@ -165,7 +165,6 @@
if(!input_item.reagents || !input_item.reagents.total_volume)
to_chat(user, "\The [input_item] is empty.")
return 0
// Magical chemical filtration system, do not question it.
@@ -188,10 +187,8 @@
if(total_transferred)
to_chat(user, "<font color='blue'>You transfer [total_transferred] units into the suit reservoir.</font>")
else
to_chat(user, "<span class='danger'>None of the reagents seem suitable.</span>")
return 1
/obj/item/rig_module/chem_dispenser/engage(atom/target)
@@ -203,7 +200,6 @@
if(!charge_selected)
to_chat(H, "<span class='danger'>You have not selected a chemical type.</span>")
return 0
var/datum/rig_charge/charge = charges[charge_selected]
@@ -214,7 +210,6 @@
var/chems_to_use = 10
if(charge.charges <= 0)
to_chat(H, "<span class='danger'>Insufficient chems!</span>")
return 0
else if(charge.charges < chems_to_use)
chems_to_use = charge.charges
@@ -230,9 +225,7 @@
if(target_mob != H)
to_chat(H, "<span class='danger'>You inject [target_mob] with [chems_to_use] unit\s of [charge.display_name].</span>")
to_chat(target_mob, "<span class='danger'>You feel a rushing in your veins as [chems_to_use] unit\s of [charge.display_name] [chems_to_use == 1 ? "is" : "are"] injected.</span>")
target_mob.reagents.add_reagent(charge.display_name, chems_to_use)
charge.charges -= chems_to_use
@@ -307,19 +300,16 @@
active = 1
voice_holder.active = 1
to_chat(usr, "<font color='blue'>You enable the speech synthesiser.</font>")
if("Disable")
active = 0
voice_holder.active = 0
to_chat(usr, "<font color='blue'>You disable the speech synthesiser.</font>")
if("Set Name")
var/raw_choice = sanitize(input(usr, "Please enter a new name.") as text|null, MAX_NAME_LEN)
if(!raw_choice)
return 0
voice_holder.voice = raw_choice
to_chat(usr, "<font color='blue'>You are now mimicking <B>[voice_holder.voice]</B>.</font>")
return 1
/obj/item/rig_module/maneuvering_jets
@@ -446,11 +436,9 @@
if(device == iastamp)
device = deniedstamp
to_chat(holder.wearer, "<span class='notice'>Switched to denied stamp.</span>")
else if(device == deniedstamp)
device = iastamp
to_chat(holder.wearer, "<span class='notice'>Switched to internal affairs stamp.</span>")
return 1
/obj/item/rig_module/welding_tank
@@ -485,11 +473,9 @@
fill_welder(W)
else
to_chat(holder.wearer, "<span class='danger'>Your welding tank is out of fuel!</span>")
else
to_chat(holder.wearer, "<span class='notice'>You need to have a welding tool in one of your hands to dispense fuel.</span>")
/obj/item/rig_module/welding_tank/proc/fill_welder(var/obj/item/weapon/weldingtool/W)
if(!istype(W))
return 0
@@ -498,11 +484,9 @@
if(get_fuel() >= W.max_fuel)
reagents.trans_to(W, W.max_fuel)
to_chat(holder.wearer, "<span class='notice'>Your [holder] dispenses some of the contents of the welding fuel tank into \the [W].</span>")
else
reagents.trans_to(W, W.max_fuel)
to_chat(holder.wearer, "<span class='notice'>You hear a faint dripping as your hardsuit welding tank completely empties.</span>")
W.update_icon()
/obj/item/rig_module/welding_tank/proc/get_fuel()
@@ -161,7 +161,6 @@
// Don't cycle if this engage() is being called by activate().
if(starting_up)
to_chat(holder.wearer, "<font color='blue'>You activate your visual sensors.</font>")
return 1
if(vision_modes.len > 1)
@@ -171,10 +170,8 @@
vision = vision_modes[vision_index]
to_chat(holder.wearer, "<font color='blue'>You cycle your sensors to <b>[vision.mode]</b> mode.</font>")
else
to_chat(holder.wearer, "<font color='blue'>Your sensors only have one mode.</font>")
return 1
/obj/item/rig_module/vision/New()
@@ -83,22 +83,17 @@
/obj/item/weapon/rig/examine()
to_chat(usr, "This is \icon[src][src.name].")
to_chat(usr, "[src.desc]")
if(wearer)
for(var/obj/item/piece in list(helmet,gloves,chest,boots))
if(!piece || piece.loc != wearer)
continue
to_chat(usr, "\icon[piece] \The [piece] [piece.gender == PLURAL ? "are" : "is"] deployed.")
if(src.loc == usr)
to_chat(usr, "The maintenance panel is [open ? "open" : "closed"].")
to_chat(usr, "Hardsuit systems are [offline ? "<font color='red'>offline</font>" : "<font color='green'>online</font>"].")
/obj/item/weapon/rig/New()
..()
@@ -221,7 +216,6 @@
if(seal_delay && !do_after(user, seal_delay, target = M))
if(user)
to_chat(user, "<span class='warning'>You must remain still while the suit is adjusting the components.</span>")
failed_to_seal = 1
if(!M)
@@ -240,7 +234,6 @@
if(!istype(M) || !istype(piece) || !istype(compare_piece) || !msg_type)
if(M)
to_chat(M, "<span class='warning'>You must remain still while the suit is adjusting the components.</span>")
failed_to_seal = 1
break
@@ -253,19 +246,15 @@
switch(msg_type)
if("boots")
to_chat(M, "<font color='blue'>\The [piece] [!seal_target ? "seal around your feet" : "relax their grip on your legs"].</font>")
M.update_inv_shoes()
if("gloves")
to_chat(M, "<font color='blue'>\The [piece] [!seal_target ? "tighten around your fingers and wrists" : "become loose around your fingers"].</font>")
M.update_inv_gloves()
if("chest")
to_chat(M, "<font color='blue'>\The [piece] [!seal_target ? "cinches tight again your chest" : "releases your chest"].</font>")
M.update_inv_wear_suit()
if("helmet")
to_chat(M, "<font color='blue'>\The [piece] hisses [!seal_target ? "closed" : "open"].</font>")
M.update_inv_head()
if(helmet)
helmet.update_light(wearer)
@@ -304,7 +293,6 @@
flags |= NODROP
to_chat(M, "<font color='blue'><b>Your entire suit [!(flags & NODROP) ? "loosens as the components relax" : "tightens around you as the components lock into place"].</b></font>")
if(!(flags & NODROP))
for(var/obj/item/rig_module/module in installed_modules)
module.deactivate()
@@ -341,16 +329,12 @@
if(flags & NODROP)
if (offline_slowdown < 3)
to_chat(wearer, "<span class='danger'>Your suit beeps stridently, and suddenly goes dead.</span>")
else
to_chat(wearer, "<span class='danger'>Your suit beeps stridently, and suddenly you're wearing a leaden mass of metal and plastic composites instead of a powered suit.</span>")
if(offline_vision_restriction == 1)
to_chat(wearer, "<span class='danger'>The suit optics flicker and die, leaving you with restricted vision.</span>")
else if(offline_vision_restriction == 2)
to_chat(wearer, "<span class='danger'>The suit optics drop out completely, drowning you in darkness.</span>")
if(!offline)
offline = 1
if(istype(wearer) && wearer.wearing_rig)
@@ -406,7 +390,6 @@
if(fail_msg)
to_chat(user, "[fail_msg]")
return 0
// This is largely for cancelling stealth and whatever.
@@ -533,12 +516,10 @@
return 0
else if(!src.allowed(user))
to_chat(user, "<span class='danger'>Unauthorized user. Access denied.</span>")
return 0
else if(!ai_override_enabled)
to_chat(user, "<span class='danger'>Synthetic access disabled. Please consult hardware provider.</span>")
return 0
return 1
@@ -589,7 +570,6 @@
if(ai && ai.client && !ai.stat)
to_chat(ai, "[message]")
/obj/item/weapon/rig/equipped(mob/living/carbon/human/M)
..()
spawn(1) //equipped() is called BEFORE the item is actually set as the slot
@@ -655,7 +635,6 @@
if(istype(holder))
if(use_obj && check_slot == use_obj)
to_chat(H, "<font color='blue'><b>Your [use_obj.name] [use_obj.gender == PLURAL ? "retract" : "retracts"] swiftly.</b></font>")
use_obj.flags &= ~NODROP
holder.unEquip(use_obj, 1)
use_obj.forceMove(src)
@@ -664,7 +643,6 @@
if(check_slot)
if(check_slot != use_obj)
to_chat(H, "<span class='danger'>You are unable to deploy \the [piece] as \the [check_slot] [check_slot.gender == PLURAL ? "are" : "is"] in the way.</span>")
return
else
use_obj.forceMove(H)
@@ -673,7 +651,6 @@
use_obj.forceMove(src)
else
to_chat(H, "<span class='notice'>Your [use_obj.name] [use_obj.gender == PLURAL ? "deploy" : "deploys"] swiftly.</span>")
use_obj.flags |= NODROP
if(piece == "helmet" && helmet)
@@ -790,20 +767,16 @@
if(wearer)
if(dam_module.damage >= 2)
to_chat(wearer, "<span class='danger'>The [source] has disabled your [dam_module.interface_name]!</span>")
else
to_chat(wearer, "<span class='warning'>The [source] has damaged your [dam_module.interface_name]!</span>")
dam_module.deactivate()
/obj/item/weapon/rig/proc/malfunction_check(var/mob/living/carbon/human/user)
if(malfunction_delay)
if(offline)
to_chat(user, "<span class='danger'>The suit is completely unresponsive.</span>")
else
to_chat(user, "<span class='danger'>ERROR: Hardware fault. Rebooting interface...</span>")
return 1
return 0
@@ -828,23 +801,19 @@
var/obj/item/rig_module/ai_container/module = user.loc.loc
if(!istype(module) || module.damage >= 2)
to_chat(user, "<span class='warning'>Your host module is unable to interface with the suit.</span>")
return 0
if(offline || !cell || !cell.charge || locked_down)
if(user)
to_chat(user, "<span class='warning'>Your host rig is unpowered and unresponsive.</span>")
return 0
if(!wearer || wearer.back != src)
if(user)
to_chat(user, "<span class='warning'>Your host rig is not being worn.</span>")
return 0
if(!wearer.stat && !control_overridden && !ai_override_enabled)
if(user)
to_chat(user, "<span class='warning'>You are locked out of the suit servo controller.</span>")
return 0
return 1
@@ -854,7 +823,6 @@
wearer.lay_down()
to_chat(user, "<span class='notice'>\The [wearer] is now [wearer.resting ? "resting" : "getting up"].</span>")
/obj/item/weapon/rig/proc/forced_move(var/direction, var/mob/user)
// Why is all this shit in client/Move()? Who knows?
@@ -894,14 +862,12 @@
if(M.pulling == wearer)
if(!M.restrained() && M.stat == 0 && M.canmove && wearer.Adjacent(M))
to_chat(user, "<span class='notice'>Your host is restrained! They can't move!</span>")
return 0
else
M.stop_pulling()
if(wearer.pinned.len)
to_chat(src, "<span class='notice'>Your host is pinned to a wall by [wearer.pinned[1]]</span>!")
return 0
// AIs are a bit slower than regular and ignore move intent.
@@ -15,35 +15,29 @@
if(subverted)
locked = 0
to_chat(user, "<span class='danger'>It looks like the locking system has been shorted out.</span>")
return
if((!req_access || !req_access.len) && (!req_one_access || !req_one_access.len))
locked = 0
to_chat(user, "<span class='danger'>\The [src] doesn't seem to have a locking mechanism.</span>")
return
if(security_check_enabled && !src.allowed(user))
to_chat(user, "<span class='danger'>Access denied.</span>")
return
locked = !locked
to_chat(user, "You [locked ? "lock" : "unlock"] \the [src] access panel.")
return
else if(istype(W,/obj/item/weapon/crowbar))
if(!open && locked)
to_chat(user, "The access panel is locked shut.")
return
open = !open
to_chat(user, "You [open ? "open" : "close"] the access panel.")
return
if(open)
@@ -54,21 +48,18 @@
wires.Interact(user)
else
to_chat(user, "You can't reach the wiring.")
return
// Air tank.
if(istype(W,/obj/item/weapon/tank)) //Todo, some kind of check for suits without integrated air supplies.
if(air_supply)
to_chat(user, "\The [src] already has a tank installed.")
return
user.unEquip(W)
air_supply = W
W.forceMove(src)
to_chat(user, "You slot [W] into [src] and tighten the connecting valve.")
return
// Check if this is a hardsuit upgrade or a modification.
@@ -78,7 +69,6 @@
var/mob/living/carbon/human/H = src.loc
if(H.back == src)
to_chat(user, "<span class='danger'>You can't install a hardsuit module while the suit is being worn.</span>")
return 1
if(!installed_modules) installed_modules = list()
@@ -86,18 +76,15 @@
for(var/obj/item/rig_module/installed_mod in installed_modules)
if(!installed_mod.redundant && istype(installed_mod,W))
to_chat(user, "The hardsuit already has a module of that class installed.")
return 1
var/obj/item/rig_module/mod = W
to_chat(user, "You begin installing \the [mod] into \the [src].")
if(!do_after(user,40, target = src))
return
if(!user || !W)
return
to_chat(user, "You install \the [mod] into \the [src].")
user.unEquip(mod)
installed_modules |= mod
mod.forceMove(src)
@@ -108,7 +95,6 @@
else if(!cell && istype(W,/obj/item/weapon/stock_parts/cell))
to_chat(user, "You jack \the [W] into \the [src]'s battery mount.")
user.unEquip(W)
W.forceMove(src)
src.cell = W
@@ -118,7 +104,6 @@
if(!air_supply)
to_chat(user, "There is not tank to remove.")
return
if(user.r_hand && user.l_hand)
@@ -126,7 +111,6 @@
else
user.put_in_hands(air_supply)
to_chat(user, "You detach and remove \the [air_supply].")
air_supply = null
return
@@ -144,7 +128,6 @@
var/mob/living/carbon/human/H = src.loc
if(H.back == src)
to_chat(user, "You can't remove an installed device while the hardsuit is being worn.")
return
switch(to_remove)
@@ -153,7 +136,6 @@
if(cell)
to_chat(user, "You detatch \the [cell] from \the [src]'s battery mount.")
for(var/obj/item/rig_module/module in installed_modules)
module.deactivate()
if(user.r_hand && user.l_hand)
@@ -164,7 +146,6 @@
else
to_chat(user, "There is nothing loaded in that mount.")
if("system module")
var/list/possible_removals = list()
@@ -175,7 +156,6 @@
if(!possible_removals.len)
to_chat(user, "There are no installed modules to remove.")
return
var/removal_choice = input("Which module would you like to remove?") as null|anything in possible_removals
@@ -184,7 +164,6 @@
var/obj/item/rig_module/removed = possible_removals[removal_choice]
to_chat(user, "You detatch \the [removed] from \the [src].")
removed.forceMove(get_turf(src))
removed.removed()
installed_modules -= removed
@@ -214,5 +193,4 @@
locked = 0
subverted = 1
to_chat(user, "<span class='danger'>You short out the access protocol for the suit.</span>")
return 1
@@ -24,7 +24,6 @@
if(!isturf(user.loc))
to_chat(user, "<span class='warning'>You cannot turn the light on while in this [user.loc].</span>")//To prevent some lighting anomalities.
return
toggle_light(user)
@@ -18,7 +18,6 @@
if(!istype(wearer) || !wearer.back == src)
to_chat(usr, "<span class='warning'>The hardsuit is not being worn.</span>")
return
if(!check_power_cost(usr))
@@ -26,7 +25,6 @@
if(!(flags & NODROP))
to_chat(usr, "<span class='warning'>The suit is not active.</span>")
return
if(!check_suit_access(usr))
@@ -34,7 +32,6 @@
if(!visor)
to_chat(usr, "<span class='warning'>The hardsuit does not have a configurable visor.</span>")
return
var/mob/M = usr
@@ -55,7 +52,6 @@
if(!istype(wearer) || !wearer.back == src)
to_chat(usr, "<span class='warning'>The hardsuit is not being worn.</span>")
return
if(!check_suit_access(usr))
@@ -92,7 +88,6 @@
if(!istype(wearer) || !wearer.back == src)
to_chat(usr, "<span class='warning'>The hardsuit is not being worn.</span>")
return
if(!check_suit_access(usr))
@@ -113,7 +108,6 @@
if(!istype(wearer) || !wearer.back == src)
to_chat(usr, "<span class='warning'>The hardsuit is not being worn.</span>")
return
if(!check_suit_access(usr))
@@ -134,7 +128,6 @@
if(!istype(wearer) || !wearer.back == src)
to_chat(usr, "<span class='warning'>The hardsuit is not being worn.</span>")
return
if(!check_suit_access(usr))
@@ -158,7 +151,6 @@
if(!istype(wearer) || !wearer.back == src)
to_chat(usr, "<span class='warning'>The hardsuit is not being worn.</span>")
return
if(!check_suit_access(usr))
@@ -185,12 +177,10 @@
if(!(flags & NODROP))
to_chat(usr, "<span class='warning'>The suit is not active.</span>")
return
if(!visor)
to_chat(usr, "<span class='warning'>The hardsuit does not have a configurable visor.</span>")
return
var/mob/M = usr
@@ -202,7 +192,6 @@
if(!visor.active)
to_chat(usr, "<span class='warning'>The visor is suffering a hardware fault and cannot be configured.</span>")
return
visor.engage()
@@ -219,17 +208,14 @@
if(!(flags & NODROP))
to_chat(usr, "<span class='warning'>The suit is not active.</span>")
return
if(!istype(wearer) || !wearer.back == src)
to_chat(usr, "<span class='warning'>The hardsuit is not being worn.</span>")
return
if(!speech)
to_chat(usr, "<span class='warning'>The hardsuit does not have a speech synthesiser.</span>")
return
var/mob/M = usr
@@ -253,12 +239,10 @@
if(!(flags & NODROP))
to_chat(usr, "<span class='warning'>The suit is not active.</span>")
return
if(!istype(wearer) || !wearer.back == src)
to_chat(usr, "<span class='warning'>The hardsuit is not being worn.</span>")
return
var/mob/M = usr
@@ -275,13 +259,11 @@
if(!istype(module))
selected_module = null
to_chat(usr, "<font color='blue'><b>Primary system is now: deselected.</b></font>")
return
selected_module = module
to_chat(usr, "<font color='blue'><b>Primary system is now: [selected_module.interface_name].</b></font>")
/obj/item/weapon/rig/verb/toggle_module()
set name = "Toggle Module"
@@ -297,12 +279,10 @@
if(!(flags & NODROP))
to_chat(usr, "<span class='warning'>The suit is not active.</span>")
return
if(!istype(wearer) || !wearer.back == src)
to_chat(usr, "<span class='warning'>The hardsuit is not being worn.</span>")
return
var/mob/M = usr
@@ -321,11 +301,9 @@
if(module.active)
to_chat(usr, "<font color='blue'><b>You attempt to deactivate \the [module.interface_name].</b></font>")
module.deactivate()
else
to_chat(usr, "<font color='blue'><b>You attempt to activate \the [module.interface_name].</b></font>")
module.activate()
/obj/item/weapon/rig/verb/engage_module()
@@ -340,12 +318,10 @@
if(!(flags & NODROP))
to_chat(usr, "<span class='warning'>The suit is not active.</span>")
return
if(!istype(wearer) || !wearer.back == src)
to_chat(usr, "<span class='warning'>The hardsuit is not being worn.</span>")
return
if(!check_power_cost(usr, 0, 0, 0, 0))
@@ -366,5 +342,4 @@
return
to_chat(usr, "<font color='blue'><b>You attempt to engage the [module.interface_name].</b></font>")
module.engage()
-2
View File
@@ -175,12 +175,10 @@
src.active = !( src.active )
if (src.active)
to_chat(user, "\blue The reactive armor is now active.")
src.icon_state = "reactive"
src.item_state = "reactive"
else
to_chat(user, "\blue The reactive armor is now inactive.")
src.icon_state = "reactiveoff"
src.item_state = "reactiveoff"
src.add_fingerprint(user)
@@ -554,11 +554,9 @@
if(on)
on = 0
to_chat(usr, "You turn the suit's special processes off.")
else
on = 1
to_chat(usr, "You turn the suit's special processes on.")
processing_objects.Add(src)
@@ -24,7 +24,6 @@
has_suit.overlays += inv_overlay
to_chat(user, "<span class='notice'>You attach [src] to [has_suit].</span>")
src.add_fingerprint(user)
/obj/item/clothing/accessory/proc/on_removed(mob/user as mob)
@@ -40,7 +39,6 @@
if(istype(H))
if(H.wear_suit && H.wear_suit.flags_inv & HIDEJUMPSUIT)
to_chat(user, "[H]'s body is covered, and you cannot attach \the [src].")
return 1
var/obj/item/clothing/under/U = H.w_uniform
if(istype(U))
@@ -50,7 +48,6 @@
U.attackby(src, user)
else
to_chat(user, "[H] is not wearing anything to attach \the [src] to.")
return 1
return ..()
@@ -207,7 +204,6 @@
/obj/item/clothing/accessory/holobadge/attack_self(mob/user as mob)
if(!stored_name)
to_chat(user, "Waving around a badge before swiping an ID would be pretty pointless.")
return
if(isliving(user))
user.visible_message("\red [user] displays their NanoTrasen Internal Security Legal Authorization Badge.\nIt reads: [stored_name], NT Security.","\red You display your NanoTrasen Internal Security Legal Authorization Badge.\nIt reads: [stored_name], NT Security.")
@@ -225,25 +221,21 @@
if(access_security in id_card.access || emagged)
to_chat(user, "You imprint your ID details onto the badge.")
stored_name = id_card.registered_name
name = "holobadge ([stored_name])"
desc = "This glowing blue badge marks [stored_name] as THE LAW."
else
to_chat(user, "[src] rejects your insufficient access rights.")
return
..()
/obj/item/clothing/accessory/holobadge/emag_act(user as mob)
if (emagged)
to_chat(user, "\red [src] is already cracked.")
return
else
emagged = 1
to_chat(user, "\red You swipe the card and crack the holobadge security checks.")
return
/obj/item/clothing/accessory/holobadge/attack(mob/living/carbon/human/M, mob/living/user)
@@ -385,13 +377,11 @@
return ..()
if(access_id)
to_chat(user, "<span class='warning'>There is already \a [access_id] clipped onto \the [src]</span>")
user.drop_item()
W.forceMove(src)
access_id = W
to_chat(user, "<span class='notice'>\The [W] clips onto \the [src] snugly.</span>")
/obj/item/clothing/accessory/petcollar/GetAccess()
return access_id ? access_id.GetAccess() : ..()
@@ -400,7 +390,6 @@
if(access_id)
to_chat(user, "There is \icon[access_id] \a [access_id] clipped onto it.")
/obj/item/clothing/accessory/petcollar/equipped(mob/living/simple_animal/user)
if(istype(user))
processing_objects |= src
@@ -28,18 +28,15 @@
/obj/item/clothing/accessory/holster/proc/holster(obj/item/I, mob/user as mob)
if(holstered)
to_chat(user, "<span class='warning'>There is already a [holstered] holstered here!</span>")
return
if (!istype(I, /obj/item/weapon/gun))
to_chat(user, "<span class='warning'>Only guns can be holstered!</span>")
return
var/obj/item/weapon/gun/W = I
if (!can_holster(W))
to_chat(user, "<span class='warning'>This [W] won't fit in the [src]!</span>")
return
holstered = W
@@ -54,7 +51,6 @@
if(istype(user.get_active_hand(),/obj) && istype(user.get_inactive_hand(),/obj))
to_chat(user, "<span class='warning'>You need an empty hand to draw the [holstered]!</span>")
else
if(user.a_intent == I_HARM)
usr.visible_message("\red [user] draws the [holstered], ready to shoot!</span>", \
@@ -86,11 +82,9 @@
..(user)
if (holstered)
to_chat(user, "A [holstered] is holstered here.")
else
to_chat(user, "It is empty.")
/obj/item/clothing/accessory/holster/on_attached(obj/item/clothing/under/S, mob/user as mob)
..()
has_suit.verbs += /obj/item/clothing/accessory/holster/verb/holster_verb
@@ -118,11 +112,9 @@
if (!H)
to_chat(usr, "<span class='warning'>Something is very wrong.</span>")
if(!H.holstered)
if(!istype(usr.get_active_hand(), /obj/item/weapon/gun))
to_chat(usr, "<span class='warning'>You need your gun equiped to holster it.</span>")
return
var/obj/item/weapon/gun/W = usr.get_active_hand()
H.holster(W, usr)
@@ -63,7 +63,6 @@
hold.open(user)
else
to_chat(user, "<span class='notice'>You empty [src].</span>")
var/turf/T = get_turf(src)
hold.hide_from(usr)
for(var/obj/item/I in hold.contents)
-4
View File
@@ -24,18 +24,15 @@
..()
if(istype(U, /obj/item/clothing/under/chameleon))
to_chat(user, "\red Nothing happens.")
return
if(istype(U, /obj/item/clothing/under))
if(src.clothing_choices.Find(U))
to_chat(user, "\red Pattern is already recognised by the suit.")
return
src.clothing_choices += U
to_chat(user, "\red Pattern absorbed by the suit.")
emp_act(severity)
name = "psychedelic"
desc = "Groovy!"
@@ -56,7 +53,6 @@
if(icon_state == "psyche")
to_chat(usr, "\red Your suit is malfunctioning")
return
var/obj/item/clothing/under/A