Merge pull request #2 from ZomgPonies/master

Upstream merge
This commit is contained in:
Mark van Alphen
2014-11-14 14:06:11 +01:00
65 changed files with 18148 additions and 32104 deletions
+1
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@@ -12,3 +12,4 @@
=======
data/
>>>>>>> 16f787a... Virology - NanoUI, gameplay tweaks, bugfixes
maps/cyberiad.dmm.backup
+9 -2
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@@ -198,13 +198,20 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
/obj/item/weapon/reagent_containers/glass/rag,
/obj/item/weapon/grenade/chem_grenade/cleaner,
/obj/item/weapon/grenade/chem_grenade/cleaner,
/obj/item/weapon/grenade/chem_grenade/cleaner,
/obj/structure/mopbucket)
/obj/item/weapon/grenade/chem_grenade/cleaner)
cost = 10
containertype = /obj/structure/closet/crate
containername = "Janitorial supplies"
group = "Operations"
/datum/supply_packs/janicart
name = "Janitorial Cart and Galoshes crate"
contains = list(/obj/structure/janitorialcart,
/obj/item/clothing/shoes/galoshes)
cost = 10
containertype = /obj/structure/largecrate
containername = "janitorial cart crate"
/datum/supply_packs/lightbulbs
name = "Replacement lights"
contains = list(/obj/item/weapon/storage/box/lights/mixed,
+2 -2
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@@ -357,11 +357,11 @@ var/list/uplink_items = list()
item = /obj/item/weapon/soap/syndie
cost = 1
/*/datum/uplink_item/stealthy_weapons/detomatix
/datum/uplink_item/stealthy_weapons/detomatix
name = "Detomatix PDA Cartridge"
desc = "When inserted into a personal digital assistant, this cartridge gives you five opportunities to detonate PDAs of crewmembers who have their message feature enabled. The concussive effect from the explosion will knock the recipient out for a short period, and deafen them for longer. It has a chance to detonate your PDA."
item = /obj/item/weapon/cartridge/syndicate
cost = 6 */
cost = 6
// Commented out until a fix can be found, currently doesn't work with the PDA NanoUI and people keep wasting Telecrystals on it. -- Dave
+53 -2
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@@ -57,6 +57,8 @@
throwforce = 0
throw_speed = 4
throw_range = 20
discrete = 1
var/cleanspeed = 50 //slower than mop
/obj/item/weapon/soap/nanotrasen
desc = "A Nanotrasen brand bar of soap. Smells of plasma."
@@ -66,11 +68,13 @@
icon_state = "soapdeluxe"
/obj/item/weapon/soap/deluxe/New()
desc = "A deluxe Waffle Co. brand bar of soap. Smells of [pick("lavender", "vanilla", "strawberry", "chocolate" ,"space")]."
desc = "A deluxe Waffle Co. brand bar of soap. Smells of comdoms."
cleanspeed = 40 //same speed as mop because deluxe -- captain gets one of these
/obj/item/weapon/soap/syndie
desc = "An untrustworthy bar of soap. Smells of fear."
desc = "An untrustworthy bar of soap made of strong chemical agents that dissolve blood faster."
icon_state = "soapsyndie"
cleanspeed = 10 //much faster than mop so it is useful for traitors who want to clean crime scenes
/obj/item/weapon/bikehorn
name = "bike horn"
@@ -204,6 +208,53 @@
..()
/obj/item/weapon/holosign_creator
name = "holographic sign projector"
desc = "A handy-dandy hologaphic projector that displays a janitorial sign."
icon = 'icons/obj/janitor.dmi'
icon_state = "signmaker"
item_state = "electronic"
force = 5
w_class = 2
throwforce = 0
throw_speed = 3
throw_range = 7
origin_tech = "programming=3"
var/list/signs = list()
var/max_signs = 10
/obj/item/weapon/holosign_creator/afterattack(atom/target, mob/user, flag)
if(flag)
var/turf/T = get_turf(target)
var/obj/effect/overlay/holograph/H = locate() in T
if(H)
user << "<span class='notice'>You use [src] to destroy [H].</span>"
del(H)
else
if(signs.len < max_signs)
H = new(get_turf(target))
signs += H
user << "<span class='notice'>You create \a [H] with [src].</span>"
else
user << "<span class='notice'>[src] is projecting at max capacity!</span>"
/obj/item/weapon/holosign_creator/attack(mob/living/carbon/human/M, mob/user)
return
/obj/item/weapon/holosign_creator/attack_self(mob/user)
if(signs.len)
var/list/L = signs.Copy()
for(var/sign in L)
del(sign)
signs -= sign
user << "<span class='notice'>You clear all active holograms.</span>"
/obj/effect/overlay/holograph
name = "wet floor sign"
desc = "The words flicker as if they mean nothing."
icon = 'icons/obj/janitor.dmi'
icon_state = "holosign"
anchored = 1
/obj/item/weapon/caution
desc = "Caution! Wet Floor!"
+1 -1
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@@ -12,7 +12,7 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
required_players = 2
required_players_secret = 10
required_enemies = 1
recommended_enemies = 2
recommended_enemies = 4
uplink_welcome = "Syndicate Uplink Console:"
uplink_uses = 20
+13 -3
View File
@@ -140,6 +140,13 @@ proc/issyndicate(mob/living/M as mob)
leader_selected = 1
else
synd_mind.current.real_name = "[syndicate_name()] Operative #[agent_number]"
var/list/foundIDs = synd_mind.current.search_contents_for(/obj/item/weapon/card/id)
if(foundIDs.len)
for(var/obj/item/weapon/card/id/ID in foundIDs)
ID.name = "[syndicate_name()] Operative ID card"
ID.registered_name = synd_mind.current.real_name
agent_number++
spawnpos++
update_synd_icons_added(synd_mind)
@@ -158,10 +165,12 @@ proc/issyndicate(mob/living/M as mob)
/datum/game_mode/proc/prepare_syndicate_leader(var/datum/mind/synd_mind, var/nuke_code)
//var/leader_title = pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")
var/leader_title = pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")
/*
spawn(1)
NukeNameAssign(nukelastname(synd_mind.current),syndicates) //allows time for the rest of the syndies to be chosen
synd_mind.current.real_name = "[pick(first_names_male)] [pick(last_names)]"
*/
synd_mind.current.real_name = "[syndicate_name()] Team [leader_title]"
synd_mind.current << "<B>You are the Syndicate leader for this mission. You are responsible for the distribution of telecrystals and your ID is the only one who can open the launch bay doors.</B>"
synd_mind.current << "<B>If you feel you are not up to this task, give your ID to another operative.</B>"
@@ -169,7 +178,8 @@ proc/issyndicate(mob/living/M as mob)
if(foundIDs.len)
for(var/obj/item/weapon/card/id/ID in foundIDs)
ID.name = "lead agent card"
ID.name = "[syndicate_name()] [leader_title] ID card"
ID.registered_name = synd_mind.current.real_name
ID.access += access_syndicate_leader
else
message_admins("Warning: Nuke Ops spawned without access to leave their spawn area!")
+81 -50
View File
@@ -21,17 +21,18 @@ var/bomb_set
var/light_wire
var/safety_wire
var/timing_wire
var/removal_stage = 0 // 0 is no removal, 1 is covers removed, 2 is covers open,
// 3 is sealant open, 4 is unwrenched, 5 is removed from bolts.
var/removal_stage = 0 // 0 is no removal, 1 is covers removed, 2 is covers open, 3 is sealant open, 4 is unwrenched, 5 is removed from bolts.
var/lastentered
var/data[0]
var/uiwidth
var/uiheight
var/uititle
flags = FPRINT
use_power = 0
/obj/machinery/nuclearbomb/New()
..()
r_code = "[rand(10000, 99999.0)]"//Creates a random code upon object spawn.
src.wires["Red"] = 0
src.wires["Blue"] = 0
src.wires["Green"] = 0
@@ -55,11 +56,10 @@ var/bomb_set
explode()
for(var/mob/M in viewers(1, src))
if ((M.client && M.machine == src))
src.attack_hand(M)
nanomanager.update_uis(src)
return
/obj/machinery/nuclearbomb/attackby(obj/item/weapon/O as obj, mob/user as mob)
if (istype(O, /obj/item/weapon/screwdriver))
src.add_fingerprint(user)
if (src.auth)
@@ -67,35 +67,37 @@ var/bomb_set
src.opened = 1
overlays += image(icon, "npanel_open")
user << "You unscrew the control panel of [src]."
else
src.opened = 0
overlays -= image(icon, "npanel_open")
user << "You screw the control panel of [src] back on."
else
if (src.opened == 0)
user << "The [src] emits a buzzing noise, the panel staying locked in."
user << "[src] emits a buzzing noise, the panel staying locked in."
if (src.opened == 1)
src.opened = 0
overlays -= image(icon, "npanel_open")
user << "You screw the control panel of [src] back on."
flick("nuclearbombc", src)
ui_interact(user)
return
if (istype(O, /obj/item/device/multitool) || istype(O, /obj/item/weapon/wirecutters))
ui_interact(user)
if (src.extended)
if (istype(O, /obj/item/weapon/disk/nuclear))
usr.drop_item()
O.loc = src
src.auth = O
src.add_fingerprint(user)
nanomanager.update_uis(src)
return
if (src.anchored)
switch(removal_stage)
if(0)
if(istype(O,/obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = O
if(!WT.isOn()) return
if (WT.get_fuel() < 5) // uses up 5 fuel.
@@ -169,25 +171,7 @@ var/bomb_set
if (src.opened)
nukehack_win(user,50)
user.set_machine(src)
var/dat = text("<TT><B>Nuclear Fission Explosive</B><BR>\nAuth. Disk: <A href='?src=\ref[];auth=1'>[]</A><HR>", src, (src.auth ? "++++++++++" : "----------"))
if (src.auth)
if (src.yes_code)
dat += text("\n<B>Status</B>: []-[]<BR>\n<B>Timer</B>: []<BR>\n<BR>\nTimer: [] <A href='?src=\ref[];timer=1'>Toggle</A><BR>\nTime: <A href='?src=\ref[];time=-10'>-</A> <A href='?src=\ref[];time=-1'>-</A> [] <A href='?src=\ref[];time=1'>+</A> <A href='?src=\ref[];time=10'>+</A><BR>\n<BR>\nSafety: [] <A href='?src=\ref[];safety=1'>Toggle</A><BR>\nAnchor: [] <A href='?src=\ref[];anchor=1'>Toggle</A><BR>\n", (src.timing ? "Func/Set" : "Functional"), (src.safety ? "Safe" : "Engaged"), src.timeleft, (src.timing ? "On" : "Off"), src, src, src, src.timeleft, src, src, (src.safety ? "On" : "Off"), src, (src.anchored ? "Engaged" : "Off"), src)
else
dat += text("\n<B>Status</B>: Auth. S2-[]<BR>\n<B>Timer</B>: []<BR>\n<BR>\nTimer: [] Toggle<BR>\nTime: - - [] + +<BR>\n<BR>\n[] Safety: Toggle<BR>\nAnchor: [] Toggle<BR>\n", (src.safety ? "Safe" : "Engaged"), src.timeleft, (src.timing ? "On" : "Off"), src.timeleft, (src.safety ? "On" : "Off"), (src.anchored ? "Engaged" : "Off"))
else
if (src.timing)
dat += text("\n<B>Status</B>: Set-[]<BR>\n<B>Timer</B>: []<BR>\n<BR>\nTimer: [] Toggle<BR>\nTime: - - [] + +<BR>\n<BR>\nSafety: [] Toggle<BR>\nAnchor: [] Toggle<BR>\n", (src.safety ? "Safe" : "Engaged"), src.timeleft, (src.timing ? "On" : "Off"), src.timeleft, (src.safety ? "On" : "Off"), (src.anchored ? "Engaged" : "Off"))
else
dat += text("\n<B>Status</B>: Auth. S1-[]<BR>\n<B>Timer</B>: []<BR>\n<BR>\nTimer: [] Toggle<BR>\nTime: - - [] + +<BR>\n<BR>\nSafety: [] Toggle<BR>\nAnchor: [] Toggle<BR>\n", (src.safety ? "Safe" : "Engaged"), src.timeleft, (src.timing ? "On" : "Off"), src.timeleft, (src.safety ? "On" : "Off"), (src.anchored ? "Engaged" : "Off"))
var/message = "AUTH"
if (src.auth)
message = text("[]", src.code)
if (src.yes_code)
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=nuclearbomb;size=300x400")
onclose(user, "nuclearbomb")
ui_interact(user)
else if (src.deployable)
if(removal_stage < 5)
src.anchored = 1
@@ -201,15 +185,53 @@ var/bomb_set
return
obj/machinery/nuclearbomb/proc/nukehack_win(mob/user as mob)
var/dat as text
dat += "<TT><B>Nuclear Fission Explosive</B><BR>\nNuclear Device Wires:</A><HR>"
for(var/wire in src.wires)
dat += text("[wire] Wire: <A href='?src=\ref[src];wire=[wire];act=wire'>[src.wires[wire] ? "Mend" : "Cut"]</A> <A href='?src=\ref[src];wire=[wire];act=pulse'>Pulse</A><BR>")
dat += text("<HR>The device is [src.timing ? "shaking!" : "still"]<BR>")
dat += text("The device is [src.safety ? "quiet" : "whirring"].<BR>")
dat += text("The lights are [src.lighthack ? "static" : "functional"].<BR>")
user << browse("<HTML><HEAD><TITLE>Bomb Defusion</TITLE></HEAD><BODY>[dat]</BODY></HTML>","window=nukebomb_hack")
onclose(user, "nukebomb_hack")
ui_interact(user)
/obj/machinery/nuclearbomb/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
if(!src.opened)
data["hacking"] = 0
data["auth"] = src.auth
if (src.auth)
if (src.yes_code)
data["authstatus"] = src.timing ? "Functional/Set" : "Functional"
else
data["authstatus"] = "Auth. S2"
else
if (src.timing)
data["authstatus"] = "Set"
else
data["authstatus"] = "Auth. S1"
data["safe"] = src.safety ? "Safe" : "Engaged"
data["time"] = src.timeleft
data["timer"] = src.timing
data["safety"] = src.safety
data["anchored"] = src.anchored
data["yescode"] = src.yes_code
data["message"] = "AUTH"
if (src.auth)
data["message"] = src.code
if (src.yes_code)
data["message"] = "*****"
uiwidth = 300
uiheight = 510
uititle = "Nuke Control Panel"
else
data["hacking"] = 1
var/list/tempwires[0]
for(var/wire in src.wires)
tempwires.Add(list(list("name" = wire, "cut" = src.wires[wire])))
data["wires"] = tempwires
data["timing"] = src.timing
data["safety"] = src.safety
data["lighthack"] = src.lighthack
uiwidth = 420
uiheight = 440
uititle = "Nuclear Bomb Defusion"
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, "nuclear_bomb.tmpl", uititle, uiwidth, uiheight)
ui.set_initial_data(data)
ui.open()
/obj/machinery/nuclearbomb/verb/make_deployable()
set category = "Object"
@@ -224,9 +246,9 @@ obj/machinery/nuclearbomb/proc/nukehack_win(mob/user as mob)
src.deployable = 1
return
/obj/machinery/nuclearbomb/Topic(href, href_list)
..()
if(..())
return
if (!usr.canmove || usr.stat || usr.restrained())
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))))
@@ -297,9 +319,15 @@ obj/machinery/nuclearbomb/proc/nukehack_win(mob/user as mob)
src.yes_code = 0
src.code = null
else
src.code += text("[]", href_list["type"])
if (length(src.code) > 5)
src.code = "ERROR"
lastentered = text("[]", href_list["type"])
if (text2num(lastentered) == null)
var/turf/LOC = get_turf(usr)
message_admins("[key_name_admin(usr)] tried to exploit a nuclear bomb by entering non-numerical codes: <a href='?_src_=vars;Vars=\ref[src]'>[lastentered]</a>! ([LOC ? "<a href='?_src_=holder;adminplayerobservecoodjump=1;X=[LOC.x];Y=[LOC.y];Z=[LOC.z]'>JMP</a>" : "null"])", 0)
log_admin("EXPLOIT : [key_name(usr)] tried to exploit a nuclear bomb by entering non-numerical codes: [lastentered]!")
else
src.code += lastentered
if (length(src.code) > 5)
src.code = "ERROR"
if (src.yes_code)
if (href_list["time"])
var/time = text2num(href_list["time"])
@@ -309,7 +337,8 @@ obj/machinery/nuclearbomb/proc/nukehack_win(mob/user as mob)
if (src.timing == -1.0)
return
if (src.safety)
usr << "\red The safety is still on."
usr << "\red The safety is still on."
nanomanager.update_uis(src)
return
src.timing = !( src.timing )
if (src.timing)
@@ -329,7 +358,6 @@ obj/machinery/nuclearbomb/proc/nukehack_win(mob/user as mob)
src.timing = 0
bomb_set = 0
if (href_list["anchor"])
if(removal_stage == 5)
src.anchored = 0
visible_message("\red \The [src] makes a highly unpleasant crunching noise. It looks like the anchoring bolts have been cut.")
@@ -344,9 +372,8 @@ obj/machinery/nuclearbomb/proc/nukehack_win(mob/user as mob)
src.add_fingerprint(usr)
for(var/mob/M in viewers(1, src))
if ((M.client && M.machine == src))
src.attack_hand(M)
nanomanager.update_uis(src)
else
usr << browse(null, "window=nuclearbomb")
return
return
@@ -398,8 +425,12 @@ obj/machinery/nuclearbomb/proc/nukehack_win(mob/user as mob)
ticker.mode.explosion_in_progress = 0
if(ticker.mode.name == "nuclear emergency")
ticker.mode:nukes_left --
else if(off_station == 1)
world << "<b>A nuclear device was set off, but the explosion was out of reach of the station!</b>"
else if(off_station == 2)
world << "<b>A nuclear device was set off, but the device was not on the station!</b>"
else
world << "<B>The station was destoyed by the nuclear blast!</B>"
world << "<b>The station was destoyed by the nuclear blast!</b>"
ticker.mode.station_was_nuked = (off_station<2) //offstation==1 is a draw. the station becomes irradiated and needs to be evacuated.
//kinda shit but I couldn't get permission to do what I wanted to do.
@@ -412,7 +443,7 @@ obj/machinery/nuclearbomb/proc/nukehack_win(mob/user as mob)
if(blackbox)
blackbox.save_all_data_to_sql()
sleep(300)
log_game("Rebooting due to nuclear detonation")
log_game("Rebooting due to nuclear detonation.")
world.Reboot()
return
return
+18 -4
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@@ -24,7 +24,6 @@
return 1
return 0
/datum/theft_objective/antique_laser_gun
name = "the captain's antique laser gun"
typepath = /obj/item/weapon/gun/energy/laser/captain
@@ -54,9 +53,9 @@
typepath = /obj/item/device/aicard
/datum/theft_objective/magboots
name = "a pair of magboots"
typepath = /obj/item/clothing/shoes/magboots
protected_jobs = list("Station Engineer", "Life Support Specialist", "Chief Engineer")
name = "the chief engineer's advanced magnetic boots"
typepath = /obj/item/clothing/shoes/magboots/advance
protected_jobs = list("Chief Engineer")
/datum/theft_objective/blueprints
name = "the station blueprints"
@@ -76,6 +75,21 @@
name = "a piece of corgi meat"
typepath = /obj/item/weapon/reagent_containers/food/snacks/meat/corgi
/datum/theft_objective/capmedal
name = "the medal of captaincy"
typepath = /obj/item/clothing/tie/medal/gold/captain
protected_jobs = list("Captain")
/datum/theft_objective/nukedisc
name = "the nuclear authentication disk"
typepath = /obj/item/weapon/disk/nuclear
protected_jobs = list("Captain")
/datum/theft_objective/reactive
name = "the reactive teleport armor"
typepath = /obj/item/clothing/suit/armor/reactive
protected_jobs = list("Research Director")
/datum/theft_objective/rd_jumpsuit
name = "the research director's jumpsuit"
typepath = /obj/item/clothing/under/rank/research_director
+1 -1
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@@ -12,7 +12,7 @@
required_players = 2
required_players_secret = 10
required_enemies = 1
recommended_enemies = 2
recommended_enemies = 4
uplink_welcome = "Syndicate Uplink Console:"
uplink_uses = 20
+1
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@@ -36,6 +36,7 @@
H.equip_or_collect(new /obj/item/weapon/storage/box/engineer(H), slot_r_hand)
else
H.equip_or_collect(new /obj/item/weapon/storage/box/engineer(H.back), slot_in_backpack)
H.equip_or_collect(new /obj/item/weapon/melee/telebaton(H.back), slot_in_backpack)
return 1
+1
View File
@@ -33,6 +33,7 @@
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_or_collect(new /obj/item/weapon/melee/telebaton(H.back), slot_in_backpack)
return 1
+1
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@@ -37,6 +37,7 @@
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_tox(H), slot_back)
if(4) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(H), slot_back)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_or_collect(new /obj/item/weapon/melee/telebaton(H.back), slot_in_backpack)
return 1
+1
View File
@@ -38,6 +38,7 @@
else
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_or_collect(new /obj/item/weapon/handcuffs(H), slot_in_backpack)
H.equip_or_collect(new /obj/item/weapon/melee/telebaton(H.back), slot_in_backpack)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
L.imp_in = H
L.implanted = 1
+2
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@@ -30,6 +30,7 @@
H.equip_or_collect(new /obj/item/weapon/storage/box/ids(H), slot_r_hand)
else
H.equip_or_collect(new /obj/item/weapon/storage/box/ids(H.back), slot_in_backpack)
H.equip_or_collect(new /obj/item/weapon/melee/telebaton(H.back), slot_in_backpack)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
L.imp_in = H
L.implanted = 1
@@ -84,6 +85,7 @@
H.equip_or_collect(new /obj/item/weapon/storage/box/ids(H), slot_r_hand)
else
H.equip_or_collect(new /obj/item/weapon/storage/box/ids(H.back), slot_in_backpack)
H.equip_or_collect(new /obj/item/weapon/melee/telebaton(H.back), slot_in_backpack)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
L.imp_in = H
L.implanted = 1
-1
View File
@@ -300,7 +300,6 @@
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
H.equip_or_collect(new /obj/item/key(H), slot_l_store)
return 1
+1 -1
View File
@@ -33,7 +33,7 @@
var/obj/effect/decal/cleanable/target
var/obj/effect/decal/cleanable/oldtarget
var/oldloc = null
req_access = list(access_janitor)
req_access = list(access_janitor, access_robotics)
var/path[] = new()
var/patrol_path[] = null
var/beacon_freq = 1445 // navigation beacon frequency
+2 -1
View File
@@ -52,7 +52,8 @@
var/safe_weapons = list(\
/obj/item/weapon/gun/energy/laser/bluetag,\
/obj/item/weapon/gun/energy/laser/redtag,\
/obj/item/weapon/gun/energy/laser/practice)
/obj/item/weapon/gun/energy/laser/practice,\
/obj/item/weapon/melee/telebaton)
var/turf/patrol_target // this is turf to navigate to (location of beacon)
var/new_destination // pending new destination (waiting for beacon response)
+1 -1
View File
@@ -13,7 +13,7 @@
anchored = 0
health = 20
maxhealth = 20
req_access =list(access_medical)
req_access =list(access_medical, access_robotics)
var/stunned = 0 //It can be stunned by tasers. Delicate circuits.
//var/emagged = 0
var/list/botcard_access = list(access_medical)
+2 -1
View File
@@ -57,7 +57,8 @@
var/safe_weapons = list(\
/obj/item/weapon/gun/energy/laser/bluetag,\
/obj/item/weapon/gun/energy/laser/redtag,\
/obj/item/weapon/gun/energy/laser/practice)
/obj/item/weapon/gun/energy/laser/practice,\
/obj/item/weapon/melee/telebaton)
/obj/machinery/bot/secbot/beepsky
+5 -2
View File
@@ -8,7 +8,7 @@
var/list/prizes = list( /obj/item/weapon/storage/box/snappops = 2,
/obj/item/clothing/under/syndicate/tacticool = 2,
/obj/item/toy/blink = 2,
/obj/item/clothing/suit/syndicatefake = 2,
/obj/item/weapon/storage/box/fakesyndiesuit = 2,
/obj/item/toy/sword = 2,
/obj/item/toy/gun = 2,
/obj/item/toy/crossbow = 2,
@@ -26,7 +26,10 @@
/obj/item/toy/prize/mauler = 1,
/obj/item/toy/prize/odysseus = 1,
/obj/item/toy/prize/phazon = 1,
/obj/item/toy/nuke = 2
/obj/item/toy/nuke = 2,
/obj/item/toy/cards/deck = 2,
/obj/item/toy/carpplushie = 2,
/obj/item/toy/minimeteor = 2,
)
/obj/machinery/computer/arcade/power_change()
+9 -8
View File
@@ -358,12 +358,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
if(cartridge)
var/cartdata[0]
if(mode in cartmodes)
data["records"] = cartridge.create_NanoUI_values()
if(mode == 0)
cartdata["name"] = cartridge.name
cartdata["access"] = list(\
cartdata["access"] = list(\
"access_security" = cartridge.access_security,\
"access_engine" = cartridge.access_engine,\
"access_atmos" = cartridge.access_atmos,\
@@ -375,8 +370,15 @@ var/global/list/obj/item/device/pda/PDAs = list()
"access_hydroponics" = cartridge.access_hydroponics,\
"access_reagent_scanner" = cartridge.access_reagent_scanner,\
"access_remote_door" = cartridge.access_remote_door,\
"access_status_display" = cartridge.access_status_display\
"access_status_display" = cartridge.access_status_display,\
"access_detonate_pda" = cartridge.access_detonate_pda\
)
if(mode in cartmodes)
data["records"] = cartridge.create_NanoUI_values()
if(mode == 0)
cartdata["name"] = cartridge.name
if(isnull(cartridge.radio))
cartdata["radio"] = 0
else
@@ -388,7 +390,6 @@ var/global/list/obj/item/device/pda/PDAs = list()
cartdata["radio"] = 3
if(mode == 2)
cartdata["type"] = cartridge.type
cartdata["charges"] = cartridge.charges ? cartridge.charges : 0
data["cartridge"] = cartdata
data["stationTime"] = worldtime2text()
+3 -1
View File
@@ -16,10 +16,11 @@
var/access_janitor = 0
// var/access_flora = 0
var/access_reagent_scanner = 0
var/access_remote_door = 0 //Control some blast doors remotely!!
var/access_remote_door = 0 // Control some blast doors remotely!!
var/remote_door_id = ""
var/access_status_display = 0
var/access_quartermaster = 0
var/access_detonate_pda = 0
var/access_hydroponics = 0
var/charges = 0
var/mode = null
@@ -200,6 +201,7 @@
name = "Detomatix Cartridge"
icon_state = "cart"
access_remote_door = 1
access_detonate_pda = 1
remote_door_id = "smindicate" //Make sure this matches the syndicate shuttle's shield/door id!! //don't ask about the name, testing.
charges = 4
+67
View File
@@ -378,6 +378,41 @@
src.add_fingerprint(user)
return
// Copied from /obj/item/weapon/melee/energy/sword/attackby
/obj/item/toy/sword/attackby(obj/item/weapon/W, mob/living/user)
..()
if(istype(W, /obj/item/toy/sword))
if(W == src)
user << "<span class='notice'>You try to attach the end of the plastic sword to... itself. You're not very smart, are you?</span>"
if(ishuman(user))
user.adjustBrainLoss(10)
else
user << "<span class='notice'>You attach the ends of the two plastic swords, making a single double-bladed toy! You're fake-cool.</span>"
new /obj/item/weapon/twohanded/dualsaber/toy(user.loc)
del(W)
del(src)
/*
* Subtype of Double-Bladed Energy Swords
*/
/obj/item/weapon/twohanded/dualsaber/toy
name = "double-bladed toy sword"
desc = "A cheap, plastic replica of TWO energy swords. Double the fun!"
force = 0
throwforce = 0
throw_speed = 3
throw_range = 5
force_unwielded = 0
force_wielded = 0
origin_tech = null
attack_verb = list("attacked", "struck", "hit")
/obj/item/weapon/twohanded/dualsaber/toy/IsShield()
return 0
/*
/obj/item/weapon/twohanded/dualsaber/toy/IsReflect()//Stops Toy Dualsabers from reflecting energy projectiles
return 0 */ //uncomment this once reflecting is ported
/obj/item/toy/katana
name = "replica katana"
desc = "Woefully underpowered in D20."
@@ -1033,3 +1068,35 @@ obj/item/toy/cards/deck/syndicate/black
flags = FPRINT | TABLEPASS
icon = 'icons/obj/clothing/belts.dmi'
slot_flags = SLOT_BELT
/*
* Fake meteor
*/
/obj/item/toy/minimeteor
name = "Mini-Meteor"
desc = "Relive the excitement of a meteor shower! SweetMeat-eor. Co is not responsible for any injuries, headaches or hearing loss caused by Mini-Meteor™"
icon = 'icons/obj/toy.dmi'
icon_state = "minimeteor"
flags = FPRINT | TABLEPASS
w_class = 2.0
/obj/item/toy/minimeteor/throw_impact(atom/hit_atom)
..()
playsound(src, 'sound/effects/meteorimpact.ogg', 40, 1)
for(var/mob/M in range(10, src))
if(!M.stat && !istype(M, /mob/living/silicon/ai))\
shake_camera(M, 3, 1)
del(src)
/*
* Carp plushie
*/
/obj/item/toy/carpplushie
name = "space carp plushie"
desc = "An adorable stuffed toy that resembles a space carp."
icon = 'icons/obj/toy.dmi'
icon_state = "carpplushie"
w_class = 2.0
flags = FPRINT | TABLEPASS
+11 -5
View File
@@ -44,16 +44,22 @@
if(user.client && (target in user.client.screen))
user << "<span class='notice'>You need to take that [target.name] off before cleaning it.</span>"
else if(istype(target,/obj/effect/decal/cleanable))
user << "<span class='notice'>You scrub \the [target.name] out.</span>"
del(target)
user.visible_message("<span class='warning'>[user] begins to scrub \the [target.name] out with [src].</span>")
if(do_after(user, src.cleanspeed))
user << "<span class='notice'>You scrub \the [target.name] out.</span>"
del(target)
else
user << "<span class='notice'>You clean \the [target.name].</span>"
target.clean_blood()
user.visible_message("<span class='warning'>[user] begins to clean \the [target.name] with [src].</span>")
if(do_after(user, src.cleanspeed))
user << "<span class='notice'>You clean \the [target.name].</span>"
var/obj/effect/decal/cleanable/C = locate() in target
del(C)
target.clean_blood()
return
/obj/item/weapon/soap/attack(mob/target as mob, mob/user as mob)
if(target && user && ishuman(target) && ishuman(user) && !target.stat && !user.stat && user.zone_sel &&user.zone_sel.selecting == "mouth" )
user.visible_message("\red \the [user] washes \the [target]'s mouth out with soap!")
user.visible_message("\red \the [user] washes \the [target]'s mouth out with [src.name]!")
return
..()
+43 -32
View File
@@ -4,58 +4,69 @@
icon = 'icons/obj/janitor.dmi'
icon_state = "mop"
force = 3.0
throwforce = 10.0
throw_speed = 5
throwforce = 5.0
throw_speed = 3
throw_range = 10
w_class = 3.0
flags = FPRINT | TABLEPASS
attack_verb = list("mopped", "bashed", "bludgeoned", "whacked")
var/mopping = 0
var/mopcount = 0
var/mopcap = 5
var/mopspeed = 40
/obj/item/weapon/mop/New()
var/datum/reagents/R = new/datum/reagents(5)
reagents = R
R.my_atom = src
create_reagents(mopcap)
obj/item/weapon/mop/proc/clean(turf/simulated/A as turf)
reagents.reaction(A,1,10)
A.clean_blood()
A.dirt = 0
for(var/obj/effect/O in A)
if( istype(O,/obj/effect/rune) || istype(O,/obj/effect/decal/cleanable) || istype(O,/obj/effect/overlay) )
del(O)
/obj/effect/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/mop))
return
..()
obj/item/weapon/mop/proc/clean(turf/simulated/A)
if(reagents.has_reagent("water", 1) || reagents.has_reagent("holywater", 1))
A.clean_blood()
for(var/obj/effect/O in A)
if(istype(O,/obj/effect/decal/cleanable) || istype(O,/obj/effect/overlay) || istype(O,/obj/effect/rune))
del(O)
reagents.reaction(A, TOUCH, 10) //10 is the multiplier for the reaction effect. probably needed to wet the floor properly.
reagents.remove_any(1) //reaction() doesn't use up the reagents
/obj/item/weapon/mop/afterattack(atom/A, mob/user, proximity)
if(!proximity) return
if(reagents.total_volume < 1 || mopcount >= 5)
if(reagents.total_volume < 1)
user << "<span class='notice'>Your mop is dry!</span>"
return
if(istype(A, /turf/simulated) || istype(A, /obj/effect/decal/cleanable) || istype(A, /obj/effect/overlay) || istype(A, /obj/effect/rune))
user.visible_message("<span class='warning'>[user] begins to clean \the [get_turf(A)].</span>")
if(do_after(user, 40))
if(A)
clean(get_turf(A))
user << "<span class='notice'>You have finished mopping!</span>"
mopcount++
var/turf/simulated/turf = A
if(istype(A, /obj/effect/rune) || istype(A, /obj/effect/decal/cleanable) || istype(A, /obj/effect/overlay))
turf = A.loc
A = null
if(mopcount >= 5) //Okay this stuff is an ugly hack and i feel bad about it.
spawn(5)
reagents.clear_reagents()
mopcount = 0
return
if(istype(turf))
user.visible_message("<span class='warning'>[user] begins to clean \the [turf] with [src].</span>")
if(do_after(user, mopspeed))
clean(turf)
user << "<span class='notice'>You have finished mopping!</span>"
/obj/effect/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/mop) || istype(I, /obj/item/weapon/soap))
return
..()
/obj/item/weapon/mop/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J)
J.put_in_cart(src, user)
J.mymop=src
J.update_icon()
J.update_icon()
/obj/item/weapon/mop/advanced
desc = "The most advanced tool in a custodian's arsenal. Just think of all the viscera you will clean up with this!"
name = "advanced mop"
mopcap = 10
icon_state = "advmop"
item_state = "mop" //meh will do for now until TG makes one
force = 6
throwforce = 8
throw_range = 4
mopspeed = 20
@@ -34,7 +34,7 @@
w_class = 4
max_w_class = 2
storage_slots = 21
storage_slots = 30
can_hold = list() // any
cant_hold = list("/obj/item/weapon/disk/nuclear","/obj/item/flag/nation")
@@ -163,4 +163,20 @@
name = "military belt"
desc = "A syndicate belt designed to be used by boarding parties. Its style is modeled after the hardsuits they wear."
icon_state = "militarybelt"
item_state = "military"
item_state = "military"
/obj/item/weapon/storage/belt/janitor
name = "janibelt"
desc = "A belt used to hold most janitorial supplies."
icon_state = "janibelt"
item_state = "janibelt"
storage_slots = 6
max_w_class = 4 // Set to this so the light replacer can fit.
can_hold = list(
"/obj/item/weapon/grenade/chem_grenade/cleaner",
"/obj/item/device/lightreplacer",
"/obj/item/device/flashlight",
"/obj/item/weapon/reagent_containers/spray",
"/obj/item/weapon/soap",
"/obj/item/weapon/holosign_creator"
)
@@ -468,6 +468,16 @@
new /obj/item/weapon/handcuffs(src)
new /obj/item/weapon/handcuffs(src)
/obj/item/weapon/storage/box/fakesyndiesuit
name = "boxed space suit and helmet"
desc = "A sleek, sturdy box used to hold replica spacesuits."
icon_state = "box_of_doom"
New()
..()
new /obj/item/clothing/head/syndicatefake(src)
new /obj/item/clothing/suit/syndicatefake(src)
/obj/item/weapon/storage/box/mousetraps
name = "box of Pest-B-Gon mousetraps"
desc = "<B><FONT color='red'>WARNING:</FONT></B> <I>Keep out of reach of children</I>."
@@ -139,34 +139,31 @@
slot_flags = SLOT_BELT
w_class = 2
force = 3
var/cooldown = 0
var/on = 0
/obj/item/weapon/melee/telebaton/attack_self(mob/user as mob)
on = !on
if(on)
user.visible_message("\red With a flick of their wrist, [user] extends their telescopic baton.",\
"\red You extend the baton.",\
"You hear an ominous click.")
user << "<span class ='warning'>You extend the baton.</span>"
icon_state = "telebaton_1"
item_state = "telebaton_1"
w_class = 3
force = 15//quite robust
attack_verb = list("smacked", "struck", "slapped")
item_state = "nullrod"
w_class = 4 //doesnt fit in backpack when its on for balance
force = 10 //seclite damage
attack_verb = list("smacked", "struck", "cracked", "beaten")
else
user.visible_message("\blue [user] collapses their telescopic baton.",\
"\blue You collapse the baton.",\
"You hear a click.")
user << "<span class ='notice'>You collapse the baton.</span>"
icon_state = "telebaton_0"
item_state = "telebaton_0"
item_state = "telebaton_0" //no sprite in other words
slot_flags = SLOT_BELT
w_class = 2
force = 3//not so robust now
attack_verb = list("hit", "punched")
force = 3 //not so robust now
attack_verb = list("hit", "poked")
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
add_fingerprint(user)
if (!blood_DNA) return
if(blood_overlay && (blood_DNA.len >= 1)) //updates blood overlay, if any
@@ -183,8 +180,9 @@
/obj/item/weapon/melee/telebaton/attack(mob/target as mob, mob/living/user as mob)
if(on)
if ((M_CLUMSY in user.mutations) && prob(50))
user << "\red You club yourself over the head."
add_fingerprint(user)
if((M_CLUMSY in user.mutations) && prob(50))
user << "<span class ='danger'>You club yourself over the head.</span>"
user.Weaken(3 * force)
if(ishuman(user))
var/mob/living/carbon/human/H = user
@@ -192,23 +190,28 @@
else
user.take_organ_damage(2*force)
return
if(isrobot(target))
..()
return
if(!isliving(target))
return
if (user.a_intent == "harm")
if(!..()) return
if(!isrobot(target))
playsound(src.loc, "swing_hit", 50, 1, -1)
target.Weaken(4)
if(!isrobot(target)) return
else
playsound(src.loc, 'sound/weapons/Genhit.ogg', 50, 1, -1)
target.Weaken(2)
target.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 [target.name] ([target.ckey])</font>")
log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [target.name] ([target.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
src.add_fingerprint(user)
target.visible_message("\red <B>[target] has been stunned with \the [src] by [user]!</B>")
if(!iscarbon(user))
target.LAssailant = null
else
target.LAssailant = user
if(cooldown <= 0)
playsound(get_turf(src), 'sound/effects/woodhit.ogg', 75, 1, -1)
target.Weaken(3)
add_logs(user, target, "stunned", object="telescopic baton")
src.add_fingerprint(user)
target.visible_message("<span class ='danger'>[target] has been knocked down with \the [src] by [user]!</span>")
if(!iscarbon(user))
target.LAssailant = null
else
target.LAssailant = user
cooldown = 1
spawn(40)
cooldown = 0
return
else
return ..()
@@ -73,6 +73,12 @@
var/obj/item/weapon/twohanded/offhand/O = user.get_inactive_hand()
if(O && istype(O))
O.unwield()
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
add_fingerprint(user)
return
else //Trying to wield it
@@ -88,6 +94,12 @@
O.name = "[initial(name)] - offhand"
O.desc = "Your second grip on the [initial(name)]"
user.put_in_inactive_hand(O)
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
add_fingerprint(user)
return
///////////OFFHAND///////////////
@@ -198,6 +210,17 @@ obj/item/weapon/twohanded/
edge = 1
no_embed = 1 // Like with the single-handed esword, this shouldn't be embedding in people.
/* Here for when we can add items to left and right hands again, but currently this cannot be done due to the lack of in-hand icons for dual eswords aside from the green one.
/obj/item/weapon/twohanded/dualsaber/New()
item_color = pick("red", "blue", "green", "purple")
/obj/item/weapon/twohanded/dualsaber/update_icon()
if(wielded)
icon_state = "dualsaber[item_color][wielded]"
else
icon_state = "dualsaber0"
*/
/obj/item/weapon/twohanded/dualsaber/update_icon()
icon_state = "dualsaber[wielded]"
return
@@ -75,12 +75,12 @@
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/storage/bag/trash(src)
new /obj/item/device/lightreplacer(src)
new /obj/item/weapon/holosign_creator(src)
new /obj/item/clothing/gloves/black(src)
new /obj/item/clothing/head/soft/purple(src)
new /obj/item/weapon/storage/belt/janitor(src)
/*
* Lawyer
@@ -27,7 +27,6 @@
new /obj/item/clothing/gloves/captain(src)
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/clothing/suit/armor/captain(src)
new /obj/item/weapon/melee/telebaton(src)
new /obj/item/clothing/under/dress/dress_cap(src)
return
@@ -121,7 +120,6 @@
new /obj/item/weapon/melee/baton/loaded(src)
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/clothing/tie/holster/armpit(src)
new /obj/item/weapon/melee/telebaton(src)
return
@@ -28,7 +28,7 @@
sleep(2)
new /obj/item/weapon/tank/jetpack/oxygen/harness(src)
new /obj/item/clothing/mask/gas/syndicate(src)
new /obj/item/clothing/shoes/magboots(src)
new /obj/item/clothing/shoes/magboots/syndie(src)
/obj/structure/closet/syndicate/nuclear
desc = "It's a storage unit for a Syndicate boarding party.."
+1 -1
View File
@@ -100,7 +100,7 @@
if(myyellowtoolbox)
dat += "<a href='?src=\ref[src];yellowtoolbox=1'>[myyellowtoolbox.name]</a><br>"
if(myengitape)
dat += "<a href='?src=\ref[src];myengitape=1'>[myengitape.name]</a><br>"
dat += "<a href='?src=\ref[src];engitape=1'>[myengitape.name]</a><br>"
var/datum/browser/popup = new(user, "engicart", name, 240, 160)
popup.set_content(dat)
popup.open()
@@ -213,6 +213,22 @@
icon_state = "reinf_tabledir2"
if(6)
icon_state = "reinf_tabledir3"
else if(istype(src,/obj/structure/table/woodentable/poker))
switch(table_type)
if(0)
icon_state = "pokertable_table"
if(1)
icon_state = "pokertable_1tileendtable"
if(2)
icon_state = "pokertable_1tilethick"
if(3)
icon_state = "pokertable_tabledir"
if(4)
icon_state = "pokertable_middle"
if(5)
icon_state = "pokertable_tabledir2"
if(6)
icon_state = "pokertable_tabledir3"
else if(istype(src,/obj/structure/table/woodentable))
switch(table_type)
if(0)
+5
View File
@@ -329,6 +329,11 @@ proc/trigger_armed_response_team(var/force = 0)
if (leader_selected)
W.access += access_cent_teleporter
equip_to_slot_or_del(W, slot_wear_id)
// Loyalty implant
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(src)
L.imp_in = src
L.implanted = 1
return 1
+35 -31
View File
@@ -2,39 +2,43 @@
desc = "Magnetic boots, often used during extravehicular activity to ensure the user remains safely attached to the vehicle."
name = "magboots"
icon_state = "magboots0"
var/magboot_state = "magboots"
var/magpulse = 0
species_restricted = null
action_button_name = "Toggle the magboots"
// flags = NOSLIP //disabled by default
var/slowdown_active = 2
action_button_name = "Toggle Magboots"
icon_action_button = "action_magboots"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/shoes.dmi'
)
species_restricted = list("Skrell","Human","Unathi","Tajaran","Machine","Slime People","Kidan","Grey","Diona") //Vox get their own booties doubt they'd fix on talons anyway.
attack_self(mob/user)
if(magpulse)
flags &= ~NOSLIP
slowdown = SHOES_SLOWDOWN
magpulse = 0
icon_state = "magboots0"
user << "You disable the mag-pulse traction system."
else
flags |= NOSLIP
slowdown = 2
magpulse = 1
icon_state = "magboots1"
user << "You enable the mag-pulse traction system."
user.update_inv_shoes() //so our mob-overlays update
user.update_gravity(user.mob_has_gravity())
examine()
set src in view()
..()
var/state = "disabled"
if(src.flags&NOSLIP)
state = "enabled"
usr << "Its mag-pulse traction system appears to be [state]."
/obj/item/clothing/shoes/magboots/attack_self(mob/user)
if(src.magpulse)
src.flags &= ~NOSLIP
src.slowdown = SHOES_SLOWDOWN
else
src.flags |= NOSLIP
src.slowdown = slowdown_active
magpulse = !magpulse
icon_state = "[magboot_state][magpulse]"
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())
/obj/item/clothing/shoes/magboots/negates_gravity()
return flags & NOSLIP
return flags & NOSLIP
/obj/item/clothing/shoes/magboots/examine(mob/user)
..()
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"
icon_state = "advmag0"
magboot_state = "advmag"
slowdown_active = SHOES_SLOWDOWN
/obj/item/clothing/shoes/magboots/syndie
desc = "Reverse-engineered magnetic boots that have a heavy magnetic pull. Property of Gorlex Marauders."
name = "blood-red magboots"
icon_state = "syndiemag0"
magboot_state = "syndiemag"
@@ -172,6 +172,7 @@
/obj/item/clothing/shoes/magboots/vox/attack_self(mob/user)
if(src.magpulse)
flags &= ~NOSLIP
slowdown = SHOES_SLOWDOWN
magpulse = 0
canremove = 1
user << "You relax your deathgrip on the flooring."
@@ -183,6 +184,7 @@
flags |= NOSLIP
slowdown = 2
magpulse = 1
canremove = 0 //kinda hard to take off magclaws when you are gripping them tightly.
user << "You dig your claws deeply into the flooring, bracing yourself."
+2 -2
View File
@@ -414,7 +414,7 @@
icon_state = "rig0-syndi"
item_state = "syndie_helm"
_color = "syndi"
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 60)
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 50)
siemens_coefficient = 0.6
var/obj/machinery/camera/camera
@@ -440,7 +440,7 @@
item_state = "syndie_hardsuit"
slowdown = 1
w_class = 3
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 60)
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/device/suit_cooling_unit)
siemens_coefficient = 0.6
flags = FPRINT | TABLEPASS | STOPSPRESSUREDMAGE | ONESIZEFITSALL
@@ -250,6 +250,7 @@
src.modules += new /obj/item/weapon/storage/bag/trash(src)
src.modules += new /obj/item/weapon/mop(src)
src.modules += new /obj/item/device/lightreplacer(src)
src.modules += new /obj/item/weapon/holosign_creator(src)
src.emag = new /obj/item/weapon/reagent_containers/spray(src)
src.emag.reagents.add_reagent("lube", 250)
+22
View File
@@ -2107,3 +2107,25 @@ datum/design/cart_captain
materials = list("$metal" = 50, "$glass" = 50)
build_path = "/obj/item/weapon/cartridge/captain"
locked = 1
/////////////////////////////////////////
////////////Janitor Designs//////////////
/////////////////////////////////////////
datum/design/advmop
name = "Advanced Mop"
desc = "An upgraded mop with a large internal capacity for holding water or other cleaning chemicals."
id = "advmop"
req_tech = list("materials" = 4, "engineering" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 2500, "$glass" = 200)
build_path = /obj/item/weapon/mop/advanced
datum/design/holosign
name = "Holographic Sign Projector"
desc = "A holograpic projector used to project various warning signs."
id = "holosign"
req_tech = list("magnets" = 3, "powerstorage" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 2000, "$glass" = 1000)
build_path = /obj/item/weapon/holosign_creator
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+33 -8
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@@ -416,8 +416,7 @@ div.notice {
float: right;
}
/* Used in PDA */
/* PDA styling */
.wholeScreen {
position: absolute;
color: #517087;
@@ -431,8 +430,7 @@ div.notice {
white-space: nowrap;
}
/* DNA Modifier UI (dna_modifier.tmpl) */
/* DNA Modifier styling */
.dnaBlock {
float: left;
width: 90px;
@@ -475,7 +473,7 @@ div.notice {
text-align: center;
}
/* Table stuffs for power monitor */
/* Table styling for the power monitor */
table.pmon {
border: 2px solid RoyalBlue;
}
@@ -485,8 +483,7 @@ table.pmon td, table.pmon th {
padding: 0px 5px 0px 5px;
}
/* Table Stuffs for manifest*/
/* Table styling for the crew manifest */
th.command {
background: #3333FF;
font-weight: bold;
@@ -530,7 +527,6 @@ th.misc {
}
/* Damage colors for crew monitoring computer */
.burn {
color: orange;
}
@@ -553,4 +549,33 @@ th.misc {
.oxyloss_light {
color: #6698FF;
}
/* Wire colors for nuclear bomb defusion */
.Red {
color: #FF0000;
}
.Blue {
color: #0000FF;
}
.Green {
color: #00FF00;
}
.Marigold {
color: #FDA505;
}
.Fuschia {
color: #FF0080;
}
.Black {
color: #000000;
}
.Pearl {
color: #C6CACB;
}
+1 -1
View File
@@ -1,7 +1,7 @@
<!--
Title: Keycard Authentication Device UI
Used In File(s): \code\modules\security_levels\keycard_authentication.dm
-->
-->
<div class="item">
<h1>Keycard Authentication Device</h1>
This device is used to trigger certain high security events. It requires the simultaneous swipe of two high-level ID cards.
+85
View File
@@ -0,0 +1,85 @@
<!--
Title: Nuke Control Panel/Nuclear Bomb Defusion
Used In File(s): \code\game\gamemodes\nuclear\nuclearbomb.dm
-->
{{if !data.hacking}}
<div class="item">
<b>Authorization Disk:</b> {{if data.auth}}{{:helper.link('++++++++++', 'eject', {'auth' : 1})}} {{else}} {{:helper.link('----------', 'disk', {'auth' : 1})}}{{/if}}
</div>
<hr>
<div class="item">
<div><b>Status:</b> {{:data.authstatus}} - {{:data.safe}}</div>
<div><b>Timer:</b> {{:data.time}}</div>
</div>
<div class="item">
<div class="item">
{{if data.auth && data.yescode}}
<div class="item">
<b>Timer:</b> {{:helper.link('On', 'play', {'timer' : 1}, data.timer ? 'selected' : '')}}{{:helper.link('Off', 'stop', {'timer' : 0}, !data.timer ? 'selected' : '')}}
</div>
<div class="item">
<b>Time:</b> {{:helper.link('--', '', {'time' : -10}, data.time <= 60 ? 'disabled' : '')}}{{:helper.link('-', '', {'time' : -1}, data.time <= 60 ? 'disabled' : '')}} {{:data.time}} {{:helper.link('+', '', {'time' : 1})}}{{:helper.link('++', '', {'time' : 10})}}
</div>
{{else}}
<div class="item">
<b>Timer:</b> {{:helper.link('On', 'play', null, 'disabled')}}{{:helper.link('Off', 'pause', null, 'disabled')}}
</div>
<div class="item">
<b>Time:</b> {{:helper.link('-', '', null, 'disabled')}}{{:helper.link('-', '', null, 'disabled')}} {{:data.time}} {{:helper.link('+', '', null, 'disabled')}}{{:helper.link('++', '', null, 'disabled')}}
</div>
{{/if}}
</div>
<div class="item">
{{if data.auth && data.yescode}}
<div class="item">
<b>Safety:</b> {{:helper.link('Engaged', 'info', {'safety' : 1}, data.safety ? 'selected' : '')}}{{:helper.link('Disengaged', 'alert', {'safety' : 0}, data.safety ? '' : 'selected')}}
</div>
<div class="item">
<b>Anchor:</b> {{:helper.link('Engaged', 'locked', {'anchor' : 1}, data.anchored ? 'selected' : '')}}{{:helper.link('Disengaged', 'unlocked', {'anchor' : 0}, data.anchored ? '' : 'selected')}}
</div>
{{else}}
<div class="item">
<b>Safety:</b> {{:helper.link('Engaged', 'info', null, 'disabled')}}{{:helper.link('Disengaged', 'alert', null, 'disabled')}}
</div>
<div class="item">
<b>Anchor:</b> {{:helper.link('Engaged', 'locked', null, 'disabled')}}{{:helper.link('Disengaged', 'unlocked', null, 'disabled')}}
</div>
{{/if}}
</div>
<hr>
</div>
<div class="item">
<div class="item">
>{{if data.message}} {{:data.message}}{{/if}}
</div>
<div class="item">
<div class="item">
{{:helper.link('1', '', {'type' : 1})}}{{:helper.link('2', '', {'type' : 2})}}{{:helper.link('3', '', {'type' : 3})}}
</div>
<div class="item">
{{:helper.link('4', '', {'type' : 4})}}{{:helper.link('5', '', {'type' : 5})}}{{:helper.link('6', '', {'type' : 6})}}
</div>
<div class="item">
{{:helper.link('7', '', {'type' : 7})}}{{:helper.link('8', '', {'type' : 8})}}{{:helper.link('9', '', {'type' : 9})}}
</div>
<div class="item">
{{:helper.link('R', '', {'type' : 'R'})}}{{:helper.link('0', '', {'type' : 0})}}{{:helper.link('E', '', {'type' : 'E'})}}
</div>
</div>
</div>
{{else}}
<div class="block">
<h3>Exposed Wires</h3>
{{for data.wires}}
<div class="item">
<div class="{{:value.name}} itemLabel">{{:value.name}}</div>
<div class="itemContent">{{:helper.link(value.cut ? 'Mend' : 'Cut', '', {'wire' : value.name, 'act' : 'wire'})}} {{:helper.link('Pulse', '', {'wire' : value.name, 'act' : 'pulse'})}}</div>
</div>
{{/for}}
</div>
<div class="item">
The device is {{if data.timing}}shaking!{{else}}still.{{/if}}<br />
The device is {{if data.safety}}quiet.{{else}}whirring.{{/if}}<br />
The lights are {{if data.lighthack}}static.{{else}}functional.{{/if}}<br />
</div>
{{/if}}
+10 -10
View File
@@ -219,8 +219,8 @@ Used In File(s): \code\game\objects\items\devices\PDA\PDA.dm
{{if data.cartridge.charges}}
<div class="item">
<b>{{:data.cartridge.charges}}
{{if data.cartridge.type == "/obj/item/weapon/cartridge/syndicate"}} detonation charges left. {{/if}}
{{if data.cartridge.type == "/obj/item/weapon/cartridge/clown" || data.cartridge.type == "/obj/item/weapon/cartridge/mime"}} viral files left. {{/if}}
{{if data.cartridge.access.access_detonate_pda}} detonation charges left. {{/if}}
{{if data.cartridge.access.access_clown || data.cartridge.access.access_mime}} viral files left. {{/if}}
</b>
<br><br>
</div>
@@ -234,14 +234,14 @@ Used In File(s): \code\game\objects\items\devices\PDA\PDA.dm
{{for data.convopdas}}
<div class="item">
{{:helper.link(value.Name, 'circle-arrow-s', {'choice' : "Select Conversation", 'convo' : value.Reference } , null, value.fixedLeftWider)}}
{{if value.cartridge}}
{{if value.cartridge.type == "/obj/item/weapon/cartridge/syndicate" && value.Detonate == 1}}
{{if data.cartridge}}
{{if data.cartridge.access.access_detonate_pda && value.Detonate}}
{{:helper.link('*Detonate*', 'radiation', {'choice' : "Detonate", 'target' : value.Reference}, null, 'fixedLeft')}}
{{/if}}
{{if value.cartridge.type == "/obj/item/weapon/cartridge/clown"}}
{{if data.cartridge.access.access_clown}}
{{:helper.link('*Send Virus*', 'star', {'choice' : "Send Honk", 'target' : value.Reference}, null, 'fixedLeft')}}
{{/if}}
{{if value.cartridge.type == "/obj/item/weapon/cartridge/mime"}}
{{if data.cartridge.access.access_mime}}
{{:helper.link('*Send Virus*', 'circle-arrow-s', {'choice' : "Send Silence", 'target' : value.Reference}, null, 'fixedLeft')}}
{{/if}}
{{/if}}
@@ -251,10 +251,10 @@ Used In File(s): \code\game\objects\items\devices\PDA\PDA.dm
{{for data.pdas}}
<div class="item">
{{:helper.link(value.Name, 'circle-arrow-s', {'choice' : "Message", 'target' : value.Reference}, null, value.fixedLeftWider)}}
{{if value.cartridge}}
{{if value.cartridge.type == "/obj/item/weapon/cartridge/syndicate" && value.Detonate == 1}} {{:helper.link('*Detonate*', 'radiation', {'choice' : "Detonate", 'target' : value.Reference}, null, 'fixedLeft')}} {{/if}}
{{if value.cartridge.type == "/obj/item/weapon/cartridge/clown"}} {{:helper.link('*Send Virus*', 'star', {'choice' : "Send Honk", 'target' : value.Reference}, null, 'fixedLeft')}} {{/if}}
{{if value.cartridge.type == "/obj/item/weapon/cartridge/mime"}} {{:helper.link('*Send Virus*', 'circle-arrow-s', {'choice' : "Send Silence", 'target' : value.Reference}, null, 'fixedLeft')}} {{/if}}
{{if data.cartridge}}
{{if data.cartridge.access.access_detonate_pda && value.Detonate}} {{:helper.link('*Detonate*', 'radiation', {'choice' : "Detonate", 'target' : value.Reference}, null, 'fixedLeft')}} {{/if}}
{{if data.cartridge.access.access_clown}} {{:helper.link('*Send Virus*', 'star', {'choice' : "Send Honk", 'target' : value.Reference}, null, 'fixedLeft')}} {{/if}}
{{if data.cartridge.access.access_mime}} {{:helper.link('*Send Virus*', 'circle-arrow-s', {'choice' : "Send Silence", 'target' : value.Reference}, null, 'fixedLeft')}} {{/if}}
{{/if}}
</div>
{{/for}}
+1 -1
View File
@@ -1,7 +1,7 @@
<!--
Title: Telescience Control UI
Used In File(s): \code\game\machinery\computer\telescience.dm
-->
-->
<div class="item">
<div class="itemLabel">Coordinates:</div>
<div class="itemContent">
Binary file not shown.