mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-31 07:57:47 +01:00
killconflicts
This commit is contained in:
@@ -1124,6 +1124,8 @@
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if(!istype(H))
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to_chat(usr, "This can only be used on instances of type /mob/living/carbon/human")
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return
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if(alert(usr, "Confirm make monkey?",, "Yes", "No") != "Yes")
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return
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log_admin("[key_name(usr)] attempting to monkeyize [key_name(H)]")
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message_admins("\blue [key_name_admin(usr)] attempting to monkeyize [key_name_admin(H)]", 1)
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@@ -1138,6 +1140,9 @@
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to_chat(usr, "This can only be used on instances of type /mob/living/carbon/human")
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return
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if(alert(usr, "Confirm make corgi?",, "Yes", "No") != "Yes")
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return
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log_admin("[key_name(usr)] attempting to corgize [key_name(H)]")
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message_admins("\blue [key_name_admin(usr)] attempting to corgize [key_name_admin(H)]", 1)
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H.corgize()
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@@ -1149,6 +1154,8 @@
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if(!istype(H))
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to_chat(usr, "This can only be used on instances of type /mob/living/carbon/human")
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return
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if(alert(usr, "Confirm make pai?",, "Yes", "No") != "Yes")
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return
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var/painame = "Default"
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var/name = ""
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@@ -1407,6 +1414,9 @@
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to_chat(usr, "This can only be used on instances of type /mob/living/carbon/human")
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return
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if(alert(usr, "Confirm make ai?",, "Yes", "No") != "Yes")
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return
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message_admins("\red Admin [key_name_admin(usr)] AIized [key_name_admin(H)]!", 1)
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log_admin("[key_name(usr)] AIized [key_name(H)]")
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H.AIize()
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@@ -1414,6 +1424,10 @@
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else if(href_list["makemask"])
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if(!check_rights(R_SPAWN)) return
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if(alert(usr, "Confirm make mask?",, "Yes", "No") != "Yes")
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return
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var/mob/currentMob = locate(href_list["makemask"])
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message_admins("\red Admin [key_name_admin(usr)] made [key_name_admin(currentMob)] into a Mask of Nar'Sie!", 1)
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log_admin("[key_name(usr)] made [key_name(currentMob)] into a Mask of Nar'Sie!")
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@@ -1427,6 +1441,8 @@
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if(!istype(H))
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to_chat(usr, "This can only be used on instances of type /mob/living/carbon/human")
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return
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if(alert(usr, "Confirm make alien?",, "Yes", "No") != "Yes")
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return
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usr.client.cmd_admin_alienize(H)
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@@ -1437,6 +1453,8 @@
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if(!istype(H))
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to_chat(usr, "This can only be used on instances of type /mob/living/carbon/human")
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return
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if(alert(usr, "Confirm make slime?",, "Yes", "No") != "Yes")
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return
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usr.client.cmd_admin_slimeize(H)
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@@ -1448,6 +1466,9 @@
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to_chat(usr, "This can only be used on instances of type /mob/living/carbon/human")
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return
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if(alert(usr, "Confirm make superhero?",, "Yes", "No") != "Yes")
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return
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usr.client.cmd_admin_super(H)
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else if(href_list["makerobot"])
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@@ -1457,6 +1478,8 @@
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if(!istype(H))
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to_chat(usr, "This can only be used on instances of type /mob/living/carbon/human")
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return
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if(alert(usr, "Confirm make robot?",, "Yes", "No") != "Yes")
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return
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usr.client.cmd_admin_robotize(H)
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@@ -1467,6 +1490,8 @@
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if(istype(M, /mob/new_player))
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to_chat(usr, "This cannot be used on instances of type /mob/new_player")
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return
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if(alert(usr, "Confirm make animal?",, "Yes", "No") != "Yes")
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return
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usr.client.cmd_admin_animalize(M)
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@@ -0,0 +1,312 @@
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#define PAY_INTERVAL 6000 // amount of ticks between payment
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/area/awaymission/spacehotel
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name = "Deep Space Hotel 419"
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requires_power = 0
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/area/awaymission/spacehotel/kitchen
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name = "Hotel Kitchen"
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icon_state = "kitchen"
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/area/awaymission/spacehotel/reception
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name = "Hotel Reception"
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icon_state = "entry"
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// "Directional" map template loader for N or S hotel room
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/obj/effect/landmark/map_loader/hotel_room
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icon = 'icons/testing/turf_analysis.dmi'
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icon_state = "arrow"
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/obj/item/weapon/paper/crumpled/hotel_scrap_1
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name = "paper scrap"
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info = "I can't believe this shitty hotel assigned me a purple-themed room. <i>Why does the shower dump grape drink everywhere??</i>"
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/obj/item/weapon/paper/hotel_scrap_2
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name = "Journal Entry #2"
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info = "<h3>Day 7:</h3>Today, I stepped into my bathroom, only to discover that it had become a mountainside wilderness. I tried to wash my hands with snow, but it didn't particularly pan out.<br>I contacting the front desk regarding the issue, but the receptionist just stared at me with dead eyes and spouted unrepeatable curses at me. However, I convinced them to reassign me to an upgraded suite."
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/obj/item/weapon/paper/hotel_scrap_3
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name = "Journal Entry #3"
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info = "<h3>Day 26:</h3>Well, that sucked royally. The queen-sized bed was nice, but the hottub in my room was, well, my wife described it as \"a portal to hell\". I don't know, I guess the lava and weird blood gave it that impression, but it was pretty nicely warm.<br>However, <i>\"we\"</i> decided to get assigned to a new room. Whatever."
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/obj/item/weapon/paper/hotel_scrap_4
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name = "Diary Page"
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info = "<b>Day 7 of Bad Vacation</b><br>Thanks Qzxor this shit vacation is ending today. The novelty of the trashy pool wore off 2 days in and I'm not allowed in the bar. The tiny box they called a room that, we had to cram into, just had a poster and a couple of beds. Only one bedsheet to spare. Shower had brown water and sink just dumped its water back out the ceiling, somehow.<br><br>PS: The receptionist isn't paying attention to us when we try to check out. Apparently, we're staying another day."
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/obj/item/weapon/paper/hotel_scrap_5
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name = "Journal Entry #5"
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info = "<h3>Day 185:</h3>I feel like the restaurant's chef is just making random dishes to mess with me. I request something from the menu, and he throws out something nobody asked for on the counter. The bartender isn't much better. At least both of them can make some nice food and drinks. I would complain to the management... but they never seem to care."
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/obj/item/weapon/paper/crumpled/hotel_scrap_6
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name = "Journal Entry #6"
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info = "<h3>Day 386:</h3><span style='font-family: wingdings; color: red'>AMBGAT MEZLBNU</span>. Something wrong. Can't stop hugging plushies."
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/obj/item/weapon/paper/crumpled/hotel_scrap_7
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name = "Journal Entry #8"
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info = "<span style='font-family: wingdings; color: red'>ASGATDHU NAMSPA KER OKS O OKDOFLI OSDSFKO OASKDAFO AOSDKF OINAIS ISJDDEF OSKFEREAODIK OSI ODIFOSA OEKRRO ASODFKAO PSSDOF SDFK OSDKF OSDKFSASPODFIOSASD UHGU DFYG FPO ASDFOS DFOASSD FAPSO FSPDFOIER OPWASDSA PS DODIOF OSDI</span> pizza <span style='font-family: wingdings; color: red'>OKSDFO AL OKEWORK CVBUASO SDFO AOE RAOWEIK SODDFI</span>"
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/obj/item/weapon/paper/hotel_scrap_8
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name = "Mysterious Note"
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icon_state = "paper_talisman"
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info = "<div style='text-align: center; color: red; font: 24pt comic sans ms'>There is only one way to leave.</div>"
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/obj/item/weapon/paper/pamphlet/hotel
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name = "space hotel pamphlet"
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info = "<h3>Welcome to Deep Space Hotel 419!</h3>Thank you for choosing our hotel. Simply hand your credit or debit card to the concierge and get your room key! To check out, hand your credit card back.<small><h4>Conditions:</h4><ul><li>The hotel is not responsible for any losses due to time or space anomalies.<li>The hotel is not responsible for events that occur outside of the hotel station, including, but not limited to, events that occur inside of dimensional pockets.<li>The hotel is not responsible for overcharging your account.<li>The hotel is not responsible for missing persons.<li>The hotel is not responsible for mind-altering effects due to drugs, magic, demons, or space worms.</ul></small>"
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/obj/effect/landmark/map_loader/hotel_room/New()
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..()
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// load and randomly assign rooms
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var/global/list/south_room_templates = list()
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var/global/list/north_room_templates = list()
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var/static/path = "_maps/map_files/templates/spacehotel/"
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var/global/loaded = 0
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if(!loaded)
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loaded = 1
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for(var/map in flist(path))
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var/datum/map_template/T = new(path = "[path][map]", rename = "[map]")
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if(copytext(map, 1, 3) == "n_")
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north_room_templates += T
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else if(copytext(map, 1, 3) == "s_")
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south_room_templates += T
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else
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// omnidirectional rooms are randomly assigned
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if(prob(50))
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north_room_templates += T
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else
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south_room_templates += T
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var/datum/map_template/M = safepick(dir == NORTH ? north_room_templates : south_room_templates)
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if(M)
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template = M
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load(M)
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if(dir == NORTH)
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north_room_templates -= M
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else
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south_room_templates -= M
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// The door to a hotel room, but also metadata for the room itself
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/obj/machinery/door/unpowered/hotel_door
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name = "Room Door"
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icon = 'icons/obj/doors/Doorsand.dmi'
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icon_state = "door_closed"
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autoclose = 1
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atom_say_verb = "beeps"
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var/doorOpen = 'sound/machines/airlock.ogg'
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var/doorClose = 'sound/machines/airlock.ogg'
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var/doorDeni = 'sound/machines/DeniedBeep.ogg'
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var/id // the room number, eg 101
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var/obj/item/weapon/card/hotel_card/card// room's key card
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var/mob/living/occupant = null // the current room occupant
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var/datum/money_account/account // Account we're pulling from
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var/roomtimer // timer PS handle for updating room
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/obj/machinery/door/unpowered/hotel_door/New()
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..()
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if(id)
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name = "Room [id]"
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// in case we spawned after hotel
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var/obj/effect/hotel_controller/H
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H = H.controller
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if(H)
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H.add_room(src)
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/obj/machinery/door/unpowered/hotel_door/Destroy()
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if(roomtimer)
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deltimer(roomtimer)
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roomtimer = null
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qdel(card)
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card = null
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return ..()
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/obj/machinery/door/unpowered/hotel_door/examine(mob/user)
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..()
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to_chat(user, "This room is currently [occupant ? "" : "un"]occupied.")
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/obj/machinery/door/unpowered/hotel_door/allowed(mob/living/carbon/user)
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for(var/obj/item/weapon/card/hotel_card/C in user.get_all_slots())
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if(C == card && occupant)
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atom_say("Welcome, [occupant.real_name]!")
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return 1
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return 0
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/obj/machinery/door/unpowered/hotel_door/update_icon()
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overlays.Cut()
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if(density)
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icon_state = "door_closed"
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else
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icon_state = "door_open"
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/obj/machinery/door/unpowered/hotel_door/do_animate(animation)
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switch(animation)
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if("opening")
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playsound(loc, doorOpen, 30, 1)
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flick("door_opening", src)
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if("closing")
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playsound(loc, doorClose, 30, 1)
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flick("door_closing", src)
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if("deny")
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playsound(src.loc, doorDeni, 50, 0, 3)
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flick("door_deny", src)
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/obj/machinery/door/unpowered/hotel_door/autoclose()
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if(!density && !operating && autoclose)
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close()
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/obj/machinery/door/unpowered/hotel_door/emag_act(mob/user)
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if(isliving(user) && density)
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var/obj/effect/hotel_controller/H
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if(H.controller)
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H.controller.deploy_sec(user)
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..()
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/obj/item/weapon/card/hotel_card
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name = "Key Card"
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icon_state = "guest"
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color = "#0CF"
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var/id
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/obj/item/weapon/card/hotel_card/New(loc, ID)
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..()
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if(ID)
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id = ID
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if(id)
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name = "Key Card - [id]"
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desc = "A key card to room [id]. Use it to open the door."
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/obj/item/weapon/card/hotel_card/Destroy()
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var/mob/user = get(loc, /mob)
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if(user)
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to_chat(user, "\The [src] suddenly disappears in a flash!")
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return ..()
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/obj/effect/hotel_controller
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var/global/obj/effect/hotel_controller/controller
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name = "Deep Space Hotel 419"
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icon = 'icons/mob/screen_gen.dmi'
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icon_state = "x"
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invisibility = 101
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anchored = 1
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density = 0
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opacity = 0
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var/list/room_doors[0] // assoc list of [room id]=hotel_door
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var/list/vacant_rooms[0] // list of vacant room doors
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var/list/guests[0] // assoc list of [guest mob]=room id
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var/obj/item/device/radio/radio // for shouting at deadbeats
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/obj/effect/hotel_controller/New()
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..()
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if(controller)
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qdel(src)
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controller = src
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radio = new()
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radio.broadcasting = 0
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radio.listening = 0
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// get room doors
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for(var/obj/machinery/door/unpowered/hotel_door/D in get_area(src))
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add_room(D)
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/obj/effect/hotel_controller/proc/add_room(obj/machinery/door/unpowered/hotel_door/D)
|
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room_doors["[D.id]"] = D
|
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vacant_rooms += D
|
||||
|
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/obj/effect/hotel_controller/Destroy()
|
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room_doors.Cut()
|
||||
vacant_rooms.Cut()
|
||||
guests.Cut()
|
||||
|
||||
if(radio)
|
||||
qdel(radio)
|
||||
radio = null
|
||||
|
||||
return ..()
|
||||
|
||||
// to check a person into a room; no financial stuff; returns the keycard
|
||||
/obj/effect/hotel_controller/proc/checkin(roomid, mob/living/carbon/occupant, obj/item/weapon/card/id/id)
|
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if(!istype(occupant))
|
||||
world << "no occupant"
|
||||
return null
|
||||
var/obj/machinery/door/unpowered/hotel_door/D = room_doors["[roomid]"]
|
||||
if(!D || D.occupant || (occupant in guests))
|
||||
world << "room occupied"
|
||||
return null
|
||||
|
||||
D.account = get_card_account(id, occupant)
|
||||
if(!D.account)
|
||||
world << "no account"
|
||||
return null
|
||||
if(!D.account.charge(100, transaction_purpose = "10 minutes", dest_name = name))
|
||||
world << "xaction failed"
|
||||
return null
|
||||
|
||||
D.occupant = occupant
|
||||
D.roomtimer = addtimer(src, "process_room", PAY_INTERVAL, 0, roomid)
|
||||
vacant_rooms -= D
|
||||
guests[occupant] = roomid
|
||||
|
||||
var/obj/item/weapon/card/hotel_card/C = new(ID = roomid)
|
||||
D.card = C
|
||||
return C
|
||||
|
||||
/obj/effect/hotel_controller/proc/process_room(roomid)
|
||||
var/obj/machinery/door/unpowered/hotel_door/D = room_doors["[roomid]"]
|
||||
if(!D || !D.occupant)
|
||||
return
|
||||
|
||||
if(D.account.charge(100, transaction_purpose = "10 minutes", dest_name = name))
|
||||
D.roomtimer = addtimer(src, "process_room", PAY_INTERVAL, 0, roomid)
|
||||
else
|
||||
force_checkout(roomid)
|
||||
|
||||
// Checks a person out of a room; no financial stuff
|
||||
/obj/effect/hotel_controller/proc/checkout(roomid)
|
||||
var/obj/machinery/door/unpowered/hotel_door/D = room_doors["[roomid]"]
|
||||
if(!D || !D.occupant)
|
||||
return 0
|
||||
|
||||
guests -= D.occupant
|
||||
D.occupant = null
|
||||
D.account = null
|
||||
deltimer(D.roomtimer)
|
||||
D.roomtimer = null
|
||||
qdel(D.card)
|
||||
vacant_rooms += D
|
||||
return 1
|
||||
|
||||
// The person's card bounced mid-stay
|
||||
/obj/effect/hotel_controller/proc/force_checkout(roomid)
|
||||
var/obj/machinery/door/unpowered/hotel_door/D = room_doors["[roomid]"]
|
||||
if(!D || !D.occupant)
|
||||
return 0
|
||||
|
||||
var/mob/deadbeat = D.occupant
|
||||
|
||||
radio.autosay("[deadbeat], your card has been rejected. You have 30 seconds to check out.", name, zlevel = list(z))
|
||||
spawn(300)
|
||||
if(D.occupant == deadbeat)
|
||||
// they still haven't checked out...
|
||||
deploy_sec(deadbeat)
|
||||
checkout(roomid)
|
||||
|
||||
/obj/effect/hotel_controller/proc/deploy_sec(mob/living/target)
|
||||
if(!istype(target) || !istype(get_area(target), /area/awaymission/spacehotel))
|
||||
return
|
||||
|
||||
var/list/secs[0]
|
||||
for(var/mob/living/carbon/human/interactive/away/hotel/guard/M in get_area(src))
|
||||
if(!M.retal)
|
||||
secs += M
|
||||
var/mob/living/carbon/human/interactive/away/hotel/guard/S = safepick(secs)
|
||||
if(!S)
|
||||
return
|
||||
|
||||
S.retal_target = target
|
||||
S.retal = 1
|
||||
|
||||
#undef CHECKOUT_TIME
|
||||
@@ -0,0 +1,118 @@
|
||||
/mob/living/carbon/human/interactive/away/hotel
|
||||
away_area = /area/awaymission/spacehotel
|
||||
override_under = /obj/item/clothing/under/mafia
|
||||
chattyness = SNPC_CHANCE_TALK / 4
|
||||
|
||||
/mob/living/carbon/human/interactive/away/hotel/New(loc)
|
||||
..(loc, "Skrell")
|
||||
|
||||
/mob/living/carbon/human/interactive/away/hotel/doSetup()
|
||||
..()
|
||||
MYID.access += access_syndicate
|
||||
RPID.access += access_syndicate
|
||||
|
||||
/mob/living/carbon/human/interactive/away/hotel/guard
|
||||
default_job = /datum/job/officer
|
||||
|
||||
/mob/living/carbon/human/interactive/away/hotel/guard/doSetup()
|
||||
..("Guard")
|
||||
|
||||
/mob/living/carbon/human/interactive/away/hotel/chef
|
||||
default_job = /datum/job/chef
|
||||
away_area = /area/awaymission/spacehotel/kitchen
|
||||
override_under = /obj/item/clothing/under/mafia/vest
|
||||
|
||||
/mob/living/carbon/human/interactive/away/hotel/bartender
|
||||
default_job = /datum/job/bartender
|
||||
override_under = /obj/item/clothing/under/mafia/vest
|
||||
|
||||
/mob/living/carbon/human/interactive/away/hotel/concierge
|
||||
override_under = /obj/item/clothing/under/mafia/white
|
||||
away_area = /area/awaymission/spacehotel/reception
|
||||
var/list/known_guests[0]
|
||||
var/obj/effect/hotel_controller/hotel
|
||||
var/obj/item/weapon/card/id/last_seen_id = null
|
||||
|
||||
/mob/living/carbon/human/interactive/away/hotel/concierge/random()
|
||||
..()
|
||||
equip_or_collect(new /obj/item/weapon/clipboard(src), slot_l_hand)
|
||||
|
||||
/mob/living/carbon/human/interactive/away/hotel/concierge/doSetup()
|
||||
..("Concierge")
|
||||
|
||||
/mob/living/carbon/human/interactive/away/hotel/concierge/setup_job()
|
||||
favoured_types = list(/obj/item/weapon/paper, /obj/item/weapon/clipboard)
|
||||
functions += list("stamping", "concierge")
|
||||
restrictedJob = 1
|
||||
|
||||
/mob/living/carbon/human/interactive/away/hotel/concierge/proc/concierge()
|
||||
if(!hotel)
|
||||
hotel = hotel.controller
|
||||
if(!hotel)
|
||||
return
|
||||
|
||||
var/verbs_use = pick_list(speak_file, "verbs_use")
|
||||
var/verbs_touch = pick_list(speak_file, "verbs_touch")
|
||||
var/verbs_move = pick_list(speak_file, "verbs_move")
|
||||
var/nouns_generic = pick_list(speak_file, "nouns_generic")
|
||||
var/adjective_insult = pick_list(speak_file, "adjective_insult")
|
||||
var/adjective_objects = pick_list(speak_file, "adjective_objects")
|
||||
var/adjective_generic = pick_list(speak_file, "adjective_generic")
|
||||
var/curse_words = pick_list(speak_file, "curse_words")
|
||||
|
||||
var/found = 0
|
||||
for(var/mob/living/carbon/human/H in nearby - known_guests)
|
||||
pointed(H)
|
||||
known_guests += H
|
||||
found = 1
|
||||
if(found)
|
||||
say("Welcome to [hotel], [nouns_generic]! Please check in by [ing_verb(verbs_move)] and [ing_verb(verbs_use)] your [adjective_objects] ID onto the table.")
|
||||
return
|
||||
|
||||
var/obj/item/weapon/card/id
|
||||
var/id_seen = 0
|
||||
for(var/obj/item/weapon/card/id/I in get_area(src))
|
||||
id_seen = 1
|
||||
if(I != last_seen_id)
|
||||
id = I
|
||||
if(!id_seen)
|
||||
last_seen_id = null
|
||||
return
|
||||
if(!id)
|
||||
return
|
||||
var/turf/idloc = get_turf(id)
|
||||
if(!Adjacent(idloc))
|
||||
tryWalk(idloc)
|
||||
else
|
||||
// is the last jerk that touched it over here?
|
||||
var/mob/id_owner
|
||||
for(var/mob/living/carbon/human/H in nearby)
|
||||
if(H.ckey == id.fingerprintslast)
|
||||
id_owner = H
|
||||
break
|
||||
|
||||
if(!id_owner)
|
||||
say("Whose card is this?")
|
||||
pointed(id)
|
||||
return
|
||||
|
||||
last_seen_id = id
|
||||
// Checking in or out?
|
||||
if(id_owner in hotel.guests)
|
||||
// Check out
|
||||
say ("Hope you enjoyed your [adjective_objects] stay at our [adjective_generic] hotel!")
|
||||
hotel.checkout(hotel.guests[id_owner])
|
||||
else
|
||||
// pick a room
|
||||
var/obj/machinery/door/unpowered/hotel_door/D = safepick(hotel.vacant_rooms)
|
||||
if(!D)
|
||||
say("Sorry, all the [adjective_objects] are occupied currently.")
|
||||
else
|
||||
// Check in
|
||||
say("$100 per 10 minutes. The cost will be automatically [past_verb(verbs_touch)] while you're checked in.")
|
||||
|
||||
var/obj/item/weapon/card/hotel_card/K = hotel.checkin(D.id, id_owner, id)
|
||||
if(K)
|
||||
K.forceMove(idloc)
|
||||
else
|
||||
say("Your [adjective_insult] [curse_words] card was rejected.")
|
||||
@@ -0,0 +1,83 @@
|
||||
/mob/living/carbon/human/interactive/away
|
||||
var/away_area = /area/awaymission // their overriden job area
|
||||
var/override_under = null // optional type for uniform, else default for job
|
||||
var/squad_member = 0 // was spawned by squad
|
||||
var/home_z
|
||||
|
||||
/mob/living/carbon/human/interactive/away/New()
|
||||
..()
|
||||
TRAITS |= TRAIT_ROBUST
|
||||
faction += "away"
|
||||
|
||||
/mob/living/carbon/human/interactive/away/random()
|
||||
if(ispath(override_under, /obj/item/clothing/under))
|
||||
equip_to_slot(new override_under(src), slot_w_uniform)
|
||||
..()
|
||||
|
||||
/mob/living/carbon/human/interactive/away/doSetup()
|
||||
..()
|
||||
var/datum/data/pda/app/messenger/M = MYPDA.find_program(/datum/data/pda/app/messenger)
|
||||
M.toff = 1
|
||||
var/datum/data/pda/app/chatroom/C = MYPDA.find_program(/datum/data/pda/app/chatroom)
|
||||
C.toff = 1
|
||||
|
||||
/mob/living/carbon/human/interactive/away/job2area()
|
||||
return away_area
|
||||
|
||||
/mob/living/carbon/human/interactive/away/doProcess()
|
||||
if(!home_z)
|
||||
home_z = get_turf(z)
|
||||
if(home_z != get_turf(z))
|
||||
gib()
|
||||
..()
|
||||
|
||||
/obj/effect/spawner/snpc_squad
|
||||
name = "squad spawner"
|
||||
icon = 'icons/mob/screen_gen.dmi'
|
||||
icon_state = "x"
|
||||
density = 0
|
||||
opacity = 0
|
||||
invisibility = 101
|
||||
var/squad_type = /mob/living/carbon/human/interactive/away
|
||||
var/squad_size = 3
|
||||
|
||||
var/global/list/squads[0]
|
||||
var/list/squad
|
||||
|
||||
/obj/effect/spawner/snpc_squad/New()
|
||||
processing_objects += src
|
||||
|
||||
squad = squads[squad_type]
|
||||
if(!squad)
|
||||
squad = list()
|
||||
squads[squad_type] = squad
|
||||
squad += src
|
||||
|
||||
/obj/effect/spawner/snpc_squad/Destroy()
|
||||
squad = null
|
||||
processing_objects -= src
|
||||
return ..()
|
||||
|
||||
/obj/effect/spawner/snpc_squad/process()
|
||||
// check squad memebers
|
||||
var/living = 0
|
||||
for(var/mob/living/carbon/human/interactive/away/A in squad)
|
||||
if(!A.stat)
|
||||
living++
|
||||
else
|
||||
// see if anyone's looking, if not, despawn
|
||||
var/can_despawn = 1
|
||||
for(var/mob/living/M in viewers(A, world.view + 1))
|
||||
if(M.client)
|
||||
living++ // dead guy that can be seen still takes up a slot
|
||||
can_despawn = 0
|
||||
break
|
||||
if(can_despawn)
|
||||
squad -= A
|
||||
qdel(A)
|
||||
|
||||
// spawn new ones
|
||||
if(living < squad_size && !length(viewers(src, world.view)))
|
||||
var/mob/living/carbon/human/interactive/away/A = new squad_type(loc)
|
||||
squad += A
|
||||
A.squad_member = 1
|
||||
@@ -0,0 +1,364 @@
|
||||
/area/awaymission/upperlevel
|
||||
name = "Open Space"
|
||||
color = "#888"
|
||||
lighting_use_dynamic = 0
|
||||
requires_power = 0
|
||||
|
||||
// Used by /turf/unsimulated/floor/upperlevel as a reference for where the other floor is
|
||||
/obj/effect/levelref
|
||||
name = "level reference"
|
||||
icon = 'icons/mob/screen_gen.dmi'
|
||||
icon_state = "x2"
|
||||
invisibility = 101
|
||||
|
||||
var/id = null
|
||||
var/obj/effect/levelref/other = null
|
||||
var/offset_x
|
||||
var/offset_y
|
||||
var/offset_z
|
||||
var/global/list/levels[0]
|
||||
|
||||
/obj/effect/levelref/New()
|
||||
..()
|
||||
levels += src
|
||||
for(var/obj/effect/levelref/O in levels)
|
||||
if(id == O.id && O != src)
|
||||
other = O
|
||||
update_offset()
|
||||
O.other = src
|
||||
O.update_offset()
|
||||
for(var/turf/unsimulated/floor/upperlevel/U in get_area(loc))
|
||||
U.init(src)
|
||||
return
|
||||
|
||||
/obj/effect/levelref/Destroy()
|
||||
levels -= src
|
||||
return ..()
|
||||
|
||||
/obj/effect/levelref/proc/update_offset()
|
||||
offset_x = other.x - x
|
||||
offset_y = other.y - y
|
||||
offset_z = other.z - z
|
||||
|
||||
// Used by /turf/unsimulated/floor/upperlevel and /obj/effect/view_portal/visual
|
||||
// to know if the world changed on the remote side
|
||||
/obj/effect/portal_sensor
|
||||
invisibility = 101
|
||||
var/light_hash = -1
|
||||
var/triggered_this_tick = 0
|
||||
var/datum/owner // owner that receive signals
|
||||
var/list/params[0] // what to send to the main object to indicate which sensor
|
||||
var/trigger_limit = 5 // number of time we're allowed to trigger per ptick
|
||||
|
||||
/obj/effect/portal_sensor/New(loc, o, ...)
|
||||
..()
|
||||
owner = o
|
||||
if(args.len >= 3)
|
||||
params = args.Copy(3)
|
||||
processing_objects += src
|
||||
trigger()
|
||||
|
||||
/obj/effect/portal_sensor/Destroy()
|
||||
processing_objects -= src
|
||||
return ..()
|
||||
|
||||
/obj/effect/portal_sensor/Crossed(A)
|
||||
trigger()
|
||||
|
||||
/obj/effect/portal_sensor/Uncrossed(A)
|
||||
trigger()
|
||||
|
||||
/obj/effect/portal_sensor/process()
|
||||
check_light()
|
||||
if(triggered_this_tick >= trigger_limit)
|
||||
call(owner, "trigger")(arglist(params))
|
||||
triggered_this_tick = 0
|
||||
|
||||
/obj/effect/portal_sensor/proc/trigger()
|
||||
triggered_this_tick++
|
||||
if(triggered_this_tick < trigger_limit)
|
||||
call(owner, "trigger")(arglist(params))
|
||||
|
||||
/obj/effect/portal_sensor/proc/check_light()
|
||||
var/turf/T = loc
|
||||
if(istype(T) && T.lighting_overlay && !T.lighting_overlay.needs_update)
|
||||
var/atom/movable/lighting_overlay/O = T.lighting_overlay
|
||||
var/hash = O.lum_r + O.lum_g + O.lum_b
|
||||
if(hash != light_hash)
|
||||
light_hash = hash
|
||||
trigger()
|
||||
else
|
||||
if(light_hash != -1)
|
||||
light_hash = -1
|
||||
trigger()
|
||||
|
||||
// for second floor showing floor below
|
||||
/turf/unsimulated/floor/upperlevel
|
||||
icon = 'icons/turf/areas.dmi'
|
||||
icon_state = "dark128"
|
||||
layer = AREA_LAYER + 0.5
|
||||
appearance_flags = TILE_BOUND | KEEP_TOGETHER
|
||||
var/turf/lower_turf
|
||||
var/obj/effect/portal_sensor/sensor
|
||||
|
||||
/turf/unsimulated/floor/upperlevel/New()
|
||||
..()
|
||||
var/obj/effect/levelref/R = locate() in get_area(src)
|
||||
if(R)
|
||||
init(R)
|
||||
|
||||
/turf/unsimulated/floor/upperlevel/Destroy()
|
||||
qdel(sensor)
|
||||
sensor = null
|
||||
return ..()
|
||||
|
||||
/turf/unsimulated/floor/upperlevel/proc/init(var/obj/effect/levelref/R)
|
||||
lower_turf = locate(x + R.offset_x, y + R.offset_y, z + R.offset_z)
|
||||
if(lower_turf)
|
||||
sensor = new(lower_turf, src)
|
||||
|
||||
/turf/unsimulated/floor/upperlevel/Entered(atom/movable/AM, atom/OL, ignoreRest = 0)
|
||||
if(isliving(AM) || istype(AM, /obj))
|
||||
if(isliving(AM))
|
||||
var/mob/living/M = AM
|
||||
M.emote("scream")
|
||||
M.SpinAnimation(5, 1)
|
||||
AM.forceMove(lower_turf)
|
||||
|
||||
/turf/unsimulated/floor/upperlevel/attack_ghost(mob/user)
|
||||
user.forceMove(lower_turf)
|
||||
|
||||
/turf/unsimulated/floor/upperlevel/proc/trigger()
|
||||
name = lower_turf.name
|
||||
desc = lower_turf.desc
|
||||
|
||||
// render each atom
|
||||
underlays.Cut()
|
||||
for(var/X in list(lower_turf) + lower_turf.contents)
|
||||
var/atom/A = X
|
||||
if(A && A.invisibility <= SEE_INVISIBLE_LIVING)
|
||||
var/image/I = image(A, layer = AREA_LAYER + A.layer * 0.01, dir = A.dir)
|
||||
I.pixel_x = A.pixel_x
|
||||
I.pixel_y = A.pixel_y
|
||||
underlays += I
|
||||
|
||||
// remote end of narnia portal
|
||||
/obj/effect/view_portal
|
||||
name = "portal target"
|
||||
icon = 'icons/mob/screen_gen.dmi'
|
||||
icon_state = "x2"
|
||||
invisibility = 101
|
||||
anchored = 1
|
||||
|
||||
var/id = null // id of other portal turf we connect to
|
||||
|
||||
var/obj/effect/view_portal/other = null
|
||||
var/global/list/portals[0]
|
||||
|
||||
/obj/effect/view_portal/New()
|
||||
..()
|
||||
portals += src
|
||||
|
||||
if(id)
|
||||
for(var/obj/effect/view_portal/O in portals)
|
||||
if(id == O.id && O != src && can_link(O))
|
||||
other = O
|
||||
O.other = src
|
||||
linkup()
|
||||
O.linkup()
|
||||
if(other)
|
||||
return
|
||||
|
||||
/obj/effect/view_portal/Destroy()
|
||||
portals -= src
|
||||
return ..()
|
||||
|
||||
/obj/effect/view_portal/proc/can_link(obj/effect/view_portal/P)
|
||||
return P.type == /obj/effect/view_portal/visual && !P.other
|
||||
|
||||
/obj/effect/view_portal/proc/linkup()
|
||||
// allow it to link to multiple visual nodes
|
||||
other = null
|
||||
|
||||
// near end of nania portal
|
||||
/obj/effect/view_portal/visual
|
||||
name = "???"
|
||||
desc = "You'll have to get closer to clearly see what this is."
|
||||
|
||||
icon = 'icons/turf/floors.dmi'
|
||||
icon_state = "loadingarea"
|
||||
opacity = 1
|
||||
density = 1
|
||||
invisibility = 0
|
||||
appearance_flags = TILE_BOUND | KEEP_TOGETHER
|
||||
var/dist = 6 // dist that we render out
|
||||
var/radius = 3 // dist we render on other axis, in each direction
|
||||
var/frustrum = 0 // if 1, get wider and wider at each step outward
|
||||
var/teleport = 1 // should teleport?
|
||||
|
||||
var/list/render_block
|
||||
var/list/sensors[0]
|
||||
var/list/tiles[0]
|
||||
|
||||
var/list/near_render_block
|
||||
var/turf/near_viewpoint
|
||||
|
||||
/obj/effect/view_portal/visual/Destroy()
|
||||
for(var/T in sensors)
|
||||
qdel(sensors[T])
|
||||
sensors.Cut()
|
||||
sensors = null
|
||||
for(var/T in tiles)
|
||||
qdel(tiles[T])
|
||||
tiles.Cut()
|
||||
tiles = null
|
||||
render_block = null
|
||||
near_render_block = null
|
||||
near_viewpoint = null
|
||||
return ..()
|
||||
|
||||
/obj/effect/view_portal/visual/can_link(obj/effect/view_portal/P)
|
||||
return P.type == /obj/effect/view_portal
|
||||
|
||||
/obj/effect/view_portal/visual/linkup()
|
||||
icon = null
|
||||
icon_state = null
|
||||
var/turf/Tloc = get_turf(loc)
|
||||
if(Tloc)
|
||||
Tloc.icon = null
|
||||
Tloc.icon_state = null
|
||||
Tloc.dynamic_lighting = 0
|
||||
layer = AREA_LAYER + 0.5
|
||||
|
||||
// setup references
|
||||
var/crossdir = angle2dir((dir2angle(dir) + 90) % 360)
|
||||
near_viewpoint = get_step(get_turf(src), GetOppositeDir(dir))
|
||||
|
||||
// setup far turfs
|
||||
var/turf/T1 = get_turf(other)
|
||||
var/turf/T2 = T1
|
||||
|
||||
for(var/i in 1 to radius)
|
||||
T1 = get_step(T1, crossdir)
|
||||
T2 = get_step(T2, GetOppositeDir(crossdir))
|
||||
if(frustrum)
|
||||
// make a trapazoid, with length dist, short end radius*2 long,
|
||||
// and 45 degree angles
|
||||
render_block = block(T1, T2)
|
||||
for(var/i in 1 to dist)
|
||||
T1 = get_step(get_step(T1, dir), crossdir)
|
||||
T2 = get_step(get_step(T2, dir), GetOppositeDir(crossdir))
|
||||
render_block += block(T1, T2)
|
||||
else
|
||||
// else make a box dist x radius*2
|
||||
for(var/i in 1 to dist)
|
||||
T2 = get_step(T2, dir)
|
||||
render_block = block(T1, T2)
|
||||
for(var/turf/T in render_block)
|
||||
sensors[T] = new /obj/effect/portal_sensor(T, src, 0, T)
|
||||
|
||||
// setup turfs on this side of the portal to cover the map streaming
|
||||
// has to be done later for view() to be correct (so it happens when the walls exist)
|
||||
/obj/effect/view_portal/visual/proc/setup_near()
|
||||
var/nvs = dir & (EAST|WEST) ? near_viewpoint.x - x : near_viewpoint.y - y
|
||||
if(nvs)
|
||||
nvs = SIGN(nvs)
|
||||
// need a mob for view() to work correctly
|
||||
var/mob/M = new(near_viewpoint)
|
||||
M.see_invisible = SEE_INVISIBLE_LIVING
|
||||
near_render_block = view(M, world.view)
|
||||
qdel(M)
|
||||
for(var/A in near_render_block)
|
||||
var/turf/T = A
|
||||
if(istype(T))
|
||||
var/ts = dir & (EAST|WEST) ? T.x - x : T.y - y
|
||||
if(ts)
|
||||
ts = SIGN(ts)
|
||||
if(nvs == ts)
|
||||
sensors[T] = new /obj/effect/portal_sensor(T, src, 1, T)
|
||||
else
|
||||
near_render_block -= T
|
||||
else
|
||||
near_render_block -= T
|
||||
|
||||
/obj/effect/view_portal/visual/Bumped(atom/movable/thing)
|
||||
if((istype(thing, /obj) || isliving(thing)) && other && teleport)
|
||||
if(!near_render_block)
|
||||
setup_near()
|
||||
|
||||
var/mob/living/M = thing
|
||||
// make the person glide onto the dest, giving a smooth transition
|
||||
var/ox = thing.x - x
|
||||
var/oy = thing.y - y
|
||||
if(istype(M) && M.client)
|
||||
M.notransform = 1
|
||||
// cover up client-side map loading
|
||||
M.screen_loc = "CENTER"
|
||||
M.client.screen += M
|
||||
for(var/T in tiles)
|
||||
M.client.screen += tiles[T]
|
||||
|
||||
// wait a tick for the screen to replicate across network
|
||||
// or this whole exercise of covering the transition is pointless
|
||||
spawn(1)
|
||||
thing.forceMove(locate(other.x + ox, other.y + oy, other.z))
|
||||
sleep(1)
|
||||
if(istype(M) && M.client)
|
||||
for(var/T in tiles)
|
||||
M.client.screen -= tiles[T]
|
||||
M.client.screen -= M
|
||||
M.screen_loc = initial(M.screen_loc)
|
||||
thing.forceMove(get_turf(other.loc))
|
||||
if(istype(M) && M.client)
|
||||
M.notransform = 0
|
||||
|
||||
/obj/effect/view_portal/visual/attack_ghost(mob/user)
|
||||
user.forceMove(get_turf(other.loc))
|
||||
|
||||
/obj/effect/view_portal/visual/proc/trigger(near, turf/T)
|
||||
var/obj/effect/view_portal_dummy/D = tiles[T]
|
||||
if(D)
|
||||
D.overlays.Cut()
|
||||
else
|
||||
D = new(src, near, T)
|
||||
tiles[T] = D
|
||||
|
||||
// render atoms to overlays of a dummy object
|
||||
if(D.name != T.name)
|
||||
D.name = T.name
|
||||
D.desc = T.desc
|
||||
for(var/AX in list(T) + T.contents)
|
||||
var/atom/A = AX
|
||||
if(A && A.invisibility <= SEE_INVISIBLE_LIVING)
|
||||
var/image/I = image(A, layer = D.layer + A.layer * 0.01, dir = A.dir)
|
||||
I.pixel_x = A.pixel_x
|
||||
I.pixel_y = A.pixel_y
|
||||
D.overlays += I
|
||||
|
||||
// tile of rendered other side for narnia portal
|
||||
/obj/effect/view_portal_dummy
|
||||
var/obj/effect/view_portal/visual/owner
|
||||
|
||||
/obj/effect/view_portal_dummy/New(obj/effect/view_portal/visual/V, near, turf/T)
|
||||
..()
|
||||
if(!near)
|
||||
loc = V.loc
|
||||
owner = V
|
||||
|
||||
var/ox
|
||||
var/oy
|
||||
if(near)
|
||||
ox = (T.x - V.near_viewpoint.x)
|
||||
oy = (T.y - V.near_viewpoint.y)
|
||||
layer = AREA_LAYER + 0.4
|
||||
else
|
||||
ox = T.x - V.other.x + V.x - V.near_viewpoint.x
|
||||
oy = T.y - V.other.y + V.y - V.near_viewpoint.y
|
||||
pixel_x = 32 * (T.x - V.other.x)
|
||||
pixel_y = 32 * (T.y - V.other.y)
|
||||
layer = AREA_LAYER + 0.5
|
||||
if(abs(ox) <= world.view && abs(oy) <= world.view)
|
||||
screen_loc = "CENTER[ox >= 0 ? "+" : ""][ox],CENTER[oy >= 0 ? "+" : ""][oy]"
|
||||
|
||||
/obj/effect/view_portal_dummy/attack_ghost(mob/user)
|
||||
owner.attack_ghost(user)
|
||||
@@ -8,6 +8,8 @@
|
||||
#define UPLOAD_LIMIT 10485760 //Restricts client uploads to the server to 10MB //Boosted this thing. What's the worst that can happen?
|
||||
#define MIN_CLIENT_VERSION 0 //Just an ambiguously low version for now, I don't want to suddenly stop people playing.
|
||||
//I would just like the code ready should it ever need to be used.
|
||||
#define SUGGESTED_CLIENT_VERSION 510 // only integers (e.g: 510, 511) useful here. Does not properly handle minor versions (e.g: 510.58, 511.848)
|
||||
|
||||
/*
|
||||
When somebody clicks a link in game, this Topic is called first.
|
||||
It does the stuff in this proc and then is redirected to the Topic() proc for the src=[0xWhatever]
|
||||
@@ -258,8 +260,10 @@
|
||||
|
||||
if(connection != "seeker") //Invalid connection type.
|
||||
return null
|
||||
if(byond_version < MIN_CLIENT_VERSION) //Out of date client.
|
||||
if(byond_version < MIN_CLIENT_VERSION) // Too out of date to play at all. Unfortunately, we can't send them a message here.
|
||||
return null
|
||||
if(byond_version < SUGGESTED_CLIENT_VERSION) // Update is suggested, but not required.
|
||||
to_chat(src,"<span class='userdanger'>Your BYOND client (v: [byond_version]) is out of date. This can cause glitches. We highly suggest you download the latest client from http://www.byond.com/ before playing. </span>")
|
||||
|
||||
if(IsGuestKey(key))
|
||||
alert(src,"This server doesn't allow guest accounts to play. Please go to http://www.byond.com/ and register for a key.","Guest","OK")
|
||||
|
||||
@@ -0,0 +1,113 @@
|
||||
/datum/gear_tweak/proc/get_contents(var/metadata)
|
||||
return
|
||||
|
||||
/datum/gear_tweak/proc/get_metadata(var/user, var/metadata)
|
||||
return
|
||||
|
||||
/datum/gear_tweak/proc/get_default()
|
||||
return
|
||||
|
||||
/datum/gear_tweak/proc/tweak_gear_data(var/metadata, var/datum/gear_data)
|
||||
return
|
||||
|
||||
/datum/gear_tweak/proc/tweak_item(var/obj/item/I, var/metadata)
|
||||
return
|
||||
|
||||
/*
|
||||
* Color adjustment
|
||||
*/
|
||||
|
||||
var/datum/gear_tweak/color/gear_tweak_free_color_choice = new()
|
||||
|
||||
/datum/gear_tweak/color
|
||||
var/list/valid_colors
|
||||
|
||||
/datum/gear_tweak/color/New(var/list/colors)
|
||||
valid_colors = colors
|
||||
..()
|
||||
|
||||
/datum/gear_tweak/color/get_contents(var/metadata)
|
||||
return "Color: <font color='[metadata]'>⚫</font>"
|
||||
|
||||
/datum/gear_tweak/color/get_default()
|
||||
return valid_colors ? valid_colors[1] : COLOR_GRAY
|
||||
|
||||
/datum/gear_tweak/color/get_metadata(var/user, var/metadata)
|
||||
if(valid_colors)
|
||||
return input(user, "Choose an item color.", "Character Preference", metadata) as null|anything in valid_colors
|
||||
return input(user, "Choose an item color.", "Global Preference", metadata) as color|null
|
||||
|
||||
/datum/gear_tweak/color/tweak_item(var/obj/item/I, var/metadata)
|
||||
if(valid_colors && !(metadata in valid_colors))
|
||||
return
|
||||
I.color = metadata
|
||||
|
||||
/*
|
||||
* Path adjustment
|
||||
*/
|
||||
|
||||
/datum/gear_tweak/path
|
||||
var/list/valid_paths
|
||||
|
||||
/datum/gear_tweak/path/New(var/list/paths)
|
||||
valid_paths = paths
|
||||
..()
|
||||
|
||||
/datum/gear_tweak/path/get_contents(var/metadata)
|
||||
return "Type: [metadata]"
|
||||
|
||||
/datum/gear_tweak/path/get_default()
|
||||
return valid_paths[1]
|
||||
|
||||
/datum/gear_tweak/path/get_metadata(var/user, var/metadata)
|
||||
return input(user, "Choose a type.", "Character Preference", metadata) as null|anything in valid_paths
|
||||
|
||||
/datum/gear_tweak/path/tweak_gear_data(var/metadata, var/datum/gear_data/gear_data)
|
||||
if(!(metadata in valid_paths))
|
||||
return
|
||||
gear_data.path = valid_paths[metadata]
|
||||
|
||||
/*
|
||||
* Content adjustment
|
||||
*/
|
||||
|
||||
/datum/gear_tweak/contents
|
||||
var/list/valid_contents
|
||||
|
||||
/datum/gear_tweak/contents/New()
|
||||
valid_contents = args.Copy()
|
||||
..()
|
||||
|
||||
/datum/gear_tweak/contents/get_contents(var/metadata)
|
||||
return "Contents: [english_list(metadata, and_text = ", ")]"
|
||||
|
||||
/datum/gear_tweak/contents/get_default()
|
||||
. = list()
|
||||
for(var/i = 1 to valid_contents.len)
|
||||
. += "Random"
|
||||
|
||||
/datum/gear_tweak/contents/get_metadata(var/user, var/list/metadata)
|
||||
. = list()
|
||||
for(var/i = metadata.len to valid_contents.len)
|
||||
metadata += "Random"
|
||||
for(var/i = 1 to valid_contents.len)
|
||||
var/entry = input(user, "Choose an entry.", "Character Preference", metadata[i]) as null|anything in (valid_contents[i] + list("Random", "None"))
|
||||
if(entry)
|
||||
. += entry
|
||||
else
|
||||
return metadata
|
||||
|
||||
/datum/gear_tweak/contents/tweak_item(var/obj/item/I, var/list/metadata)
|
||||
if(metadata.len != valid_contents.len)
|
||||
return
|
||||
for(var/i = 1 to valid_contents.len)
|
||||
var/path
|
||||
var/list/contents = valid_contents[i]
|
||||
if(metadata[i] == "Random")
|
||||
path = pick(contents)
|
||||
path = contents[path]
|
||||
else if(metadata[i] == "None")
|
||||
continue
|
||||
else
|
||||
path = contents[metadata[i]]
|
||||
new path(I)
|
||||
@@ -0,0 +1,79 @@
|
||||
var/list/loadout_categories = list()
|
||||
var/list/gear_datums = list()
|
||||
|
||||
/datum/loadout_category
|
||||
var/category = ""
|
||||
var/list/gear = list()
|
||||
|
||||
/datum/loadout_category/New(cat)
|
||||
category = cat
|
||||
..()
|
||||
|
||||
/hook/startup/proc/populate_gear_list()
|
||||
//create a list of gear datums to sort
|
||||
for(var/geartype in subtypesof(/datum/gear))
|
||||
var/datum/gear/G = geartype
|
||||
|
||||
var/use_name = initial(G.display_name)
|
||||
var/use_category = initial(G.sort_category)
|
||||
|
||||
if(G == initial(G.subtype_path))
|
||||
continue
|
||||
|
||||
if(!use_name)
|
||||
error("Loadout - Missing display name: [G]")
|
||||
continue
|
||||
if(!initial(G.cost))
|
||||
error("Loadout - Missing cost: [G]")
|
||||
continue
|
||||
if(!initial(G.path))
|
||||
error("Loadout - Missing path definition: [G]")
|
||||
continue
|
||||
|
||||
if(!loadout_categories[use_category])
|
||||
loadout_categories[use_category] = new /datum/loadout_category(use_category)
|
||||
var/datum/loadout_category/LC = loadout_categories[use_category]
|
||||
gear_datums[use_name] = new geartype
|
||||
LC.gear[use_name] = gear_datums[use_name]
|
||||
|
||||
loadout_categories = sortAssoc(loadout_categories)
|
||||
for(var/loadout_category in loadout_categories)
|
||||
var/datum/loadout_category/LC = loadout_categories[loadout_category]
|
||||
LC.gear = sortAssoc(LC.gear)
|
||||
return 1
|
||||
|
||||
/datum/gear
|
||||
var/display_name //Name/index. Must be unique.
|
||||
var/description //Description of this gear. If left blank will default to the description of the pathed item.
|
||||
var/path //Path to item.
|
||||
var/cost = 1 //Number of points used. Items in general cost 1 point, storage/armor/gloves/special use costs 2 points.
|
||||
var/slot //Slot to equip to.
|
||||
var/list/allowed_roles //Roles that can spawn with this item.
|
||||
var/whitelisted //Term to check the whitelist for..
|
||||
var/sort_category = "General"
|
||||
var/list/gear_tweaks = list() //List of datums which will alter the item after it has been spawned.
|
||||
var/subtype_path = /datum/gear //for skipping organizational subtypes (optional)
|
||||
var/subtype_cost_overlap = TRUE //if subtypes can take points at the same time
|
||||
|
||||
/datum/gear/New()
|
||||
..()
|
||||
if(!description)
|
||||
var/obj/O = path
|
||||
description = initial(O.desc)
|
||||
|
||||
/datum/gear_data
|
||||
var/path
|
||||
var/location
|
||||
|
||||
/datum/gear_data/New(npath, nlocation)
|
||||
path = npath
|
||||
location = nlocation
|
||||
|
||||
/datum/gear/proc/spawn_item(location, metadata)
|
||||
var/datum/gear_data/gd = new(path, location)
|
||||
for(var/datum/gear_tweak/gt in gear_tweaks)
|
||||
gt.tweak_gear_data(metadata["[gt]"], gd)
|
||||
var/item = new gd.path(gd.location)
|
||||
for(var/datum/gear_tweak/gt in gear_tweaks)
|
||||
gt.tweak_item(item, metadata["[gt]"])
|
||||
return item
|
||||
@@ -0,0 +1,64 @@
|
||||
/datum/gear/accessory
|
||||
subtype_path = /datum/gear/accessory
|
||||
slot = slot_tie
|
||||
sort_category = "Accessories"
|
||||
|
||||
/datum/gear/accessory/scarf
|
||||
display_name = "scarf"
|
||||
path = /obj/item/clothing/accessory/scarf
|
||||
|
||||
/datum/gear/accessory/scarf/red
|
||||
display_name = "scarf, red"
|
||||
path = /obj/item/clothing/accessory/scarf/red
|
||||
|
||||
/datum/gear/accessory/scarf/green
|
||||
display_name = "scarf, green"
|
||||
path = /obj/item/clothing/accessory/scarf/green
|
||||
|
||||
/datum/gear/accessory/scarf/darkblue
|
||||
display_name = "scarf, dark blue"
|
||||
path = /obj/item/clothing/accessory/scarf/darkblue
|
||||
|
||||
/datum/gear/accessory/scarf/purple
|
||||
display_name = "scarf, purple"
|
||||
path = /obj/item/clothing/accessory/scarf/purple
|
||||
|
||||
/datum/gear/accessory/scarf/yellow
|
||||
display_name = "scarf, yellow"
|
||||
path = /obj/item/clothing/accessory/scarf/yellow
|
||||
|
||||
/datum/gear/accessory/scarf/orange
|
||||
display_name = "scarf, orange"
|
||||
path = /obj/item/clothing/accessory/scarf/orange
|
||||
|
||||
/datum/gear/accessory/scarf/lightblue
|
||||
display_name = "scarf, light blue"
|
||||
path = /obj/item/clothing/accessory/scarf/lightblue
|
||||
|
||||
/datum/gear/accessory/scarf/white
|
||||
display_name = "scarf, white"
|
||||
path = /obj/item/clothing/accessory/scarf/white
|
||||
|
||||
/datum/gear/accessory/scarf/black
|
||||
display_name = "scarf, black"
|
||||
path = /obj/item/clothing/accessory/scarf/black
|
||||
|
||||
/datum/gear/accessory/scarf/zebra
|
||||
display_name = "scarf, zebra"
|
||||
path = /obj/item/clothing/accessory/scarf/zebra
|
||||
|
||||
/datum/gear/accessory/scarf/christmas
|
||||
display_name = "scarf, christmas"
|
||||
path = /obj/item/clothing/accessory/scarf/christmas
|
||||
|
||||
/datum/gear/accessory/scarf/stripedred
|
||||
display_name = "scarf, striped red"
|
||||
path = /obj/item/clothing/accessory/stripedredscarf
|
||||
|
||||
/datum/gear/accessory/scarf/stripedgreen
|
||||
display_name = "scarf, striped green"
|
||||
path = /obj/item/clothing/accessory/stripedgreenscarf
|
||||
|
||||
/datum/gear/accessory/scarf/stripedblue
|
||||
display_name = "scarf, striped blue"
|
||||
path = /obj/item/clothing/accessory/stripedbluescarf
|
||||
@@ -0,0 +1,16 @@
|
||||
/datum/gear/lipstick
|
||||
display_name = "lipstick, black"
|
||||
path = /obj/item/weapon/lipstick/black
|
||||
sort_category = "Cosmetics"
|
||||
|
||||
/datum/gear/lipstick/jade
|
||||
display_name = "lipstick, jade"
|
||||
path = /obj/item/weapon/lipstick/jade
|
||||
|
||||
/datum/gear/lipstick/purple
|
||||
display_name = "lipstick, purple"
|
||||
path = /obj/item/weapon/lipstick/purple
|
||||
|
||||
/datum/gear/lipstick/red
|
||||
display_name = "lipstick, red"
|
||||
path = /obj/item/weapon/lipstick
|
||||
@@ -0,0 +1,3 @@
|
||||
/datum/gear/dice
|
||||
display_name = "d20"
|
||||
path = /obj/item/weapon/dice/d20
|
||||
@@ -0,0 +1,99 @@
|
||||
// Uniform slot
|
||||
/datum/gear/uniform
|
||||
subtype_path = /datum/gear/uniform
|
||||
slot = slot_w_uniform
|
||||
sort_category = "Uniforms and Casual Dress"
|
||||
|
||||
/datum/gear/uniform/skirt
|
||||
display_name = "skirt"
|
||||
|
||||
/datum/gear/uniform/skirt
|
||||
display_name = "plaid skirt, blue"
|
||||
path = /obj/item/clothing/under/dress/plaid_blue
|
||||
|
||||
/datum/gear/uniform/skirt/purple
|
||||
display_name = "plaid skirt, purple"
|
||||
path = /obj/item/clothing/under/dress/plaid_purple
|
||||
|
||||
/datum/gear/uniform/skirt/red
|
||||
display_name = "plaid skirt, red"
|
||||
path = /obj/item/clothing/under/dress/plaid_red
|
||||
|
||||
/datum/gear/uniform/skirt/black
|
||||
display_name = "skirt, black"
|
||||
path = /obj/item/clothing/under/blackskirt
|
||||
|
||||
/datum/gear/uniform/skirt/job
|
||||
cost = 3
|
||||
subtype_path = /datum/gear/uniform/skirt/job
|
||||
subtype_cost_overlap = FALSE
|
||||
|
||||
/datum/gear/uniform/skirt/job/ce
|
||||
display_name = "skirt, ce"
|
||||
path = /obj/item/clothing/under/rank/chief_engineer/skirt
|
||||
allowed_roles = list("Chief Engineer")
|
||||
|
||||
/datum/gear/uniform/skirt/job/atmos
|
||||
display_name = "skirt, atmos"
|
||||
path = /obj/item/clothing/under/rank/atmospheric_technician/skirt
|
||||
allowed_roles = list("Chief Engineer","Atmospheric Technician")
|
||||
|
||||
/datum/gear/uniform/skirt/job/eng
|
||||
display_name = "skirt, engineer"
|
||||
path = /obj/item/clothing/under/rank/engineer/skirt
|
||||
allowed_roles = list("Chief Engineer","Station Engineer")
|
||||
|
||||
/datum/gear/uniform/skirt/job/roboticist
|
||||
display_name = "skirt, roboticist"
|
||||
path = /obj/item/clothing/under/rank/roboticist/skirt
|
||||
allowed_roles = list("Research Director","Roboticist")
|
||||
|
||||
/datum/gear/uniform/skirt/job/cmo
|
||||
display_name = "skirt, cmo"
|
||||
path = /obj/item/clothing/under/rank/chief_medical_officer
|
||||
allowed_roles = list("Chief Medical Officer")
|
||||
|
||||
/datum/gear/uniform/skirt/job/chem
|
||||
display_name = "skirt, chemist"
|
||||
path = /obj/item/clothing/under/rank/chemist/skirt
|
||||
allowed_roles = list("Chief Medical Officer","Chemist")
|
||||
|
||||
/datum/gear/uniform/skirt/job/viro
|
||||
display_name = "skirt, virologist"
|
||||
path = /obj/item/clothing/under/rank/virologist/skirt
|
||||
allowed_roles = list("Chief Medical Officer","Medical Doctor")
|
||||
|
||||
/datum/gear/uniform/skirt/job/med
|
||||
display_name = "skirt, medical"
|
||||
path = /obj/item/clothing/under/rank/medical/skirt
|
||||
allowed_roles = list("Chief Medical Officer","Medical Doctor","Chemist","Psychiatrist","Paramedic")
|
||||
|
||||
/datum/gear/uniform/skirt/job/sci
|
||||
display_name = "skirt, scientist"
|
||||
path = /obj/item/clothing/under/rank/scientist/skirt
|
||||
allowed_roles = list("Research Director","Scientist")
|
||||
|
||||
/datum/gear/uniform/skirt/job/cargo
|
||||
display_name = "skirt, cargo"
|
||||
path = /obj/item/clothing/under/rank/cargotech/skirt
|
||||
allowed_roles = list("Quartermaster","Cargo Technician")
|
||||
|
||||
/datum/gear/uniform/skirt/job/qm
|
||||
display_name = "skirt, QM"
|
||||
path = /obj/item/clothing/under/rank/cargo/skirt
|
||||
allowed_roles = list("Quartermaster")
|
||||
|
||||
/datum/gear/uniform/skirt/job/warden
|
||||
display_name = "skirt, warden"
|
||||
path = /obj/item/clothing/under/rank/warden/skirt
|
||||
allowed_roles = list("Head of Security", "Warden")
|
||||
|
||||
/datum/gear/uniform/skirt/job/security
|
||||
display_name = "skirt, security"
|
||||
path = /obj/item/clothing/under/rank/security/skirt
|
||||
allowed_roles = list("Head of Security", "Warden", "Detective", "Security Officer")
|
||||
|
||||
/datum/gear/uniform/skirt/job/head_of_security
|
||||
display_name = "skirt, hos"
|
||||
path = /obj/item/clothing/under/rank/head_of_security/skirt
|
||||
allowed_roles = list("Head of Security")
|
||||
+2021
-1902
File diff suppressed because it is too large
Load Diff
+11
-4
@@ -158,7 +158,8 @@
|
||||
nanotrasen_relation,
|
||||
speciesprefs,
|
||||
socks,
|
||||
body_accessory
|
||||
body_accessory,
|
||||
gear
|
||||
FROM [format_table_name("characters")] WHERE ckey='[C.ckey]' AND slot='[slot]'"})
|
||||
if(!query.Execute())
|
||||
var/err = query.ErrorMsg()
|
||||
@@ -236,6 +237,7 @@
|
||||
//socks
|
||||
socks = query.item[58]
|
||||
body_accessory = query.item[59]
|
||||
gear = params2list(query.item[60])
|
||||
|
||||
//Sanitize
|
||||
metadata = sanitize_text(metadata, initial(metadata))
|
||||
@@ -298,6 +300,7 @@
|
||||
if(!player_alt_titles) player_alt_titles = new()
|
||||
if(!organ_data) src.organ_data = list()
|
||||
if(!rlimb_data) src.rlimb_data = list()
|
||||
if(!gear) gear = list()
|
||||
|
||||
return 1
|
||||
|
||||
@@ -305,12 +308,15 @@
|
||||
var/organlist
|
||||
var/rlimblist
|
||||
var/playertitlelist
|
||||
var/gearlist
|
||||
if(!isemptylist(organ_data))
|
||||
organlist = list2params(organ_data)
|
||||
if(!isemptylist(rlimb_data))
|
||||
rlimblist = list2params(rlimb_data)
|
||||
if(!isemptylist(player_alt_titles))
|
||||
playertitlelist = list2params(player_alt_titles)
|
||||
if(!isemptylist(gear))
|
||||
gearlist = list2params(gear)
|
||||
|
||||
var/DBQuery/firstquery = dbcon.NewQuery("SELECT slot FROM [format_table_name("characters")] WHERE ckey='[C.ckey]' ORDER BY slot")
|
||||
firstquery.Execute()
|
||||
@@ -374,7 +380,8 @@
|
||||
nanotrasen_relation='[nanotrasen_relation]',
|
||||
speciesprefs='[speciesprefs]',
|
||||
socks='[socks]',
|
||||
body_accessory='[body_accessory]'
|
||||
body_accessory='[body_accessory]',
|
||||
gear='[gearlist]'
|
||||
WHERE ckey='[C.ckey]'
|
||||
AND slot='[default_slot]'"}
|
||||
)
|
||||
@@ -405,7 +412,7 @@
|
||||
flavor_text, med_record, sec_record, gen_record,
|
||||
player_alt_titles,
|
||||
disabilities, organ_data, rlimb_data, nanotrasen_relation, speciesprefs,
|
||||
socks, body_accessory)
|
||||
socks, body_accessory, gear)
|
||||
|
||||
VALUES
|
||||
('[C.ckey]', '[default_slot]', '[sql_sanitize_text(metadata)]', '[sql_sanitize_text(real_name)]', '[be_random_name]','[gender]',
|
||||
@@ -426,7 +433,7 @@
|
||||
'[sql_sanitize_text(html_encode(flavor_text))]', '[sql_sanitize_text(html_encode(med_record))]', '[sql_sanitize_text(html_encode(sec_record))]', '[sql_sanitize_text(html_encode(gen_record))]',
|
||||
'[playertitlelist]',
|
||||
'[disabilities]', '[organlist]', '[rlimblist]', '[nanotrasen_relation]', '[speciesprefs]',
|
||||
'[socks]', '[body_accessory]')
|
||||
'[socks]', '[body_accessory]', '[gearlist]')
|
||||
|
||||
"}
|
||||
)
|
||||
+215
-215
@@ -1,216 +1,216 @@
|
||||
//toggles
|
||||
/client/verb/toggle_ghost_ears()
|
||||
set name = "Show/Hide GhostEars"
|
||||
set category = "Preferences"
|
||||
set desc = ".Toggle Between seeing all mob speech, and only speech of nearby mobs"
|
||||
prefs.toggles ^= CHAT_GHOSTEARS
|
||||
to_chat(src, "As a ghost, you will now [(prefs.toggles & CHAT_GHOSTEARS) ? "see all speech in the world" : "only see speech from nearby mobs"].")
|
||||
prefs.save_preferences(src)
|
||||
feedback_add_details("admin_verb","TGE") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/toggle_ghost_sight()
|
||||
set name = "Show/Hide GhostSight"
|
||||
set category = "Preferences"
|
||||
set desc = ".Toggle Between seeing all mob emotes, and only emotes of nearby mobs"
|
||||
prefs.toggles ^= CHAT_GHOSTSIGHT
|
||||
to_chat(src, "As a ghost, you will now [(prefs.toggles & CHAT_GHOSTSIGHT) ? "see all emotes in the world" : "only see emotes from nearby mobs"].")
|
||||
prefs.save_preferences(src)
|
||||
feedback_add_details("admin_verb","TGS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/toggle_ghost_radio()
|
||||
set name = "Enable/Disable GhostRadio"
|
||||
set category = "Preferences"
|
||||
set desc = ".Toggle between hearing all radio chatter, or only from nearby speakers"
|
||||
prefs.toggles ^= CHAT_GHOSTRADIO
|
||||
to_chat(src, "As a ghost, you will now [(prefs.toggles & CHAT_GHOSTRADIO) ? "hear all radio chat in the world" : "only hear from nearby speakers"].")
|
||||
prefs.save_preferences(src)
|
||||
feedback_add_details("admin_verb","TGR")
|
||||
|
||||
/client/proc/toggle_hear_radio()
|
||||
set name = "Show/Hide RadioChatter"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggle seeing radiochatter from radios and speakers"
|
||||
if(!holder) return
|
||||
prefs.toggles ^= CHAT_RADIO
|
||||
prefs.save_preferences(src)
|
||||
to_chat(usr, "You will [(prefs.toggles & CHAT_RADIO) ? "now" : "no longer"] see radio chatter from radios or speakers")
|
||||
feedback_add_details("admin_verb","THR") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/toggleadminhelpsound()
|
||||
set name = "Hear/Silence Adminhelps"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggle hearing a notification when admin PMs are recieved"
|
||||
if(!holder) return
|
||||
prefs.sound ^= SOUND_ADMINHELP
|
||||
prefs.save_preferences(src)
|
||||
to_chat(usr, "You will [(prefs.sound & SOUND_ADMINHELP) ? "now" : "no longer"] hear a sound when adminhelps arrive.")
|
||||
feedback_add_details("admin_verb","AHS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/deadchat() // Deadchat toggle is usable by anyone.
|
||||
set name = "Show/Hide Deadchat"
|
||||
set category = "Preferences"
|
||||
set desc ="Toggles seeing deadchat"
|
||||
prefs.toggles ^= CHAT_DEAD
|
||||
prefs.save_preferences(src)
|
||||
|
||||
if(src.holder)
|
||||
to_chat(src, "You will [(prefs.toggles & CHAT_DEAD) ? "now" : "no longer"] see deadchat.")
|
||||
else
|
||||
to_chat(src, "As a ghost, you will [(prefs.toggles & CHAT_DEAD) ? "now" : "no longer"] see deadchat.")
|
||||
|
||||
feedback_add_details("admin_verb","TDV") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/proc/toggleprayers()
|
||||
set name = "Show/Hide Prayers"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles seeing prayers"
|
||||
prefs.toggles ^= CHAT_PRAYER
|
||||
prefs.save_preferences(src)
|
||||
to_chat(src, "You will [(prefs.toggles & CHAT_PRAYER) ? "now" : "no longer"] see prayerchat.")
|
||||
feedback_add_details("admin_verb","TP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/togglescoreboard()
|
||||
set name = "Hide/Display End Round Scoreboard"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles displaying end of round scoreboard"
|
||||
prefs.toggles ^= DISABLE_SCOREBOARD
|
||||
prefs.save_preferences(src)
|
||||
to_chat(src, "You will [(prefs.toggles & DISABLE_SCOREBOARD) ? "no longer" : "now"] see the end of round scoreboard.")
|
||||
feedback_add_details("admin_verb","TScoreboard") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/togglekarmareminder()
|
||||
set name = "Hide/Display End Round Karma Reminder"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles displaying end of round karma reminder"
|
||||
prefs.toggles ^= DISABLE_KARMA_REMINDER
|
||||
prefs.save_preferences(src)
|
||||
to_chat(src, "You will [(prefs.toggles & DISABLE_KARMA_REMINDER) ? "no longer" : "now"] see the end of round karma reminder.")
|
||||
feedback_add_details("admin_verb","TKarmabugger") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/toggletitlemusic()
|
||||
set name = "Hear/Silence LobbyMusic"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles hearing the GameLobby music"
|
||||
prefs.sound ^= SOUND_LOBBY
|
||||
prefs.save_preferences(src)
|
||||
if(prefs.sound & SOUND_LOBBY)
|
||||
to_chat(src, "You will now hear music in the game lobby.")
|
||||
if(istype(mob, /mob/new_player))
|
||||
playtitlemusic()
|
||||
else
|
||||
to_chat(src, "You will no longer hear music in the game lobby.")
|
||||
if(istype(mob, /mob/new_player))
|
||||
src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1)// stop the jamsz
|
||||
|
||||
feedback_add_details("admin_verb","TLobby") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/togglemidis()
|
||||
set name = "Hear/Silence Midis"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles hearing sounds uploaded by admins"
|
||||
prefs.sound ^= SOUND_MIDI
|
||||
prefs.save_preferences(src)
|
||||
if(prefs.sound & SOUND_MIDI)
|
||||
to_chat(src, "You will now hear any sounds uploaded by admins.")
|
||||
else
|
||||
var/sound/break_sound = sound(null, repeat = 0, wait = 0, channel = 777)
|
||||
break_sound.priority = 250
|
||||
src << break_sound//breaks the client's sound output on channel 777
|
||||
|
||||
to_chat(src, "You will no longer hear sounds uploaded by admins; any currently playing midis have been disabled.")
|
||||
feedback_add_details("admin_verb","TMidi") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/listen_ooc()
|
||||
set name = "Show/Hide OOC"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles seeing OutOfCharacter chat"
|
||||
prefs.toggles ^= CHAT_OOC
|
||||
prefs.save_preferences(src)
|
||||
to_chat(src, "You will [(prefs.toggles & CHAT_OOC) ? "now" : "no longer"] see messages on the OOC channel.")
|
||||
feedback_add_details("admin_verb","TOOC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
|
||||
/client/verb/listen_looc()
|
||||
set name = "Show/Hide LOOC"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles seeing Local OutOfCharacter chat"
|
||||
prefs.toggles ^= CHAT_LOOC
|
||||
prefs.save_preferences(src)
|
||||
to_chat(src, "You will [(prefs.toggles & CHAT_LOOC) ? "now" : "no longer"] see messages on the LOOC channel.")
|
||||
feedback_add_details("admin_verb","TLOOC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
|
||||
/client/verb/Toggle_Soundscape() //All new ambience should be added here so it works with this verb until someone better at things comes up with a fix that isn't awful
|
||||
set name = "Hear/Silence Ambience"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles hearing ambient sound effects"
|
||||
prefs.sound ^= SOUND_AMBIENCE
|
||||
prefs.save_preferences(src)
|
||||
if(prefs.sound & SOUND_AMBIENCE)
|
||||
to_chat(src, "You will now hear ambient sounds.")
|
||||
else
|
||||
to_chat(src, "You will no longer hear ambient sounds.")
|
||||
src << sound(null, repeat = 0, wait = 0, volume = 0, channel = 1)
|
||||
feedback_add_details("admin_verb","TAmbi") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/Toggle_Buzz() //No more headaches because headphones bump up shipambience.ogg to insanity levels.
|
||||
set name = "Hear/Silence White Noise"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles hearing ambient white noise"
|
||||
prefs.sound ^= SOUND_BUZZ
|
||||
prefs.save_preferences(src)
|
||||
if(prefs.sound & SOUND_BUZZ)
|
||||
to_chat(src, "You will now hear ambient white noise.")
|
||||
else
|
||||
to_chat(src, "You will no longer hear ambient white noise.")
|
||||
src << sound(null, repeat = 0, wait = 0, volume = 0, channel = 2)
|
||||
feedback_add_details("admin_verb","TBuzz") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
|
||||
/client/verb/Toggle_Heartbeat() //to toggle off heartbeat sounds, in case they get too annoying
|
||||
set name = "Hear/Silence Heartbeat"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles hearing heart beating sound effects"
|
||||
prefs.sound ^= SOUND_HEARTBEAT
|
||||
prefs.save_preferences(src)
|
||||
if(prefs.sound & SOUND_HEARTBEAT)
|
||||
to_chat(src, "You will now hear heartbeat sounds.")
|
||||
else
|
||||
to_chat(src, "You will no longer hear heartbeat sounds.")
|
||||
src << sound(null, repeat = 0, wait = 0, volume = 0, channel = 1)
|
||||
src << sound(null, repeat = 0, wait = 0, volume = 0, channel = 2)
|
||||
feedback_add_details("admin_verb","Thb") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
// This needs a toggle because you people are awful and spammed terrible music
|
||||
/client/verb/toggle_instruments()
|
||||
set name = "Hear/Silence Instruments"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles hearing musical instruments like the violin and piano"
|
||||
prefs.toggles ^= SOUND_INSTRUMENTS
|
||||
prefs.save_preferences(src)
|
||||
if(prefs.toggles & SOUND_INSTRUMENTS)
|
||||
to_chat(src, "You will now hear people playing musical instruments.")
|
||||
else
|
||||
to_chat(src, "You will no longer hear musical instruments.")
|
||||
feedback_add_details("admin_verb","TInstru") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/toggle_media()
|
||||
set name = "Hear/Silence Streaming"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggle hearing streaming media (radios, jukeboxes, etc)"
|
||||
|
||||
prefs.sound ^= SOUND_STREAMING
|
||||
prefs.save_preferences(src)
|
||||
to_chat(usr, "You will [(prefs.sound & SOUND_STREAMING) ? "now" : "no longer"] hear streamed media.")
|
||||
if(!media) return
|
||||
if(prefs.sound & SOUND_STREAMING)
|
||||
media.update_music()
|
||||
else
|
||||
media.stop_music()
|
||||
|
||||
/client/verb/setup_character()
|
||||
set name = "Game Preferences"
|
||||
set category = "Preferences"
|
||||
set desc = "Allows you to access the Setup Character screen. Changes to your character won't take effect until next round, but other changes will."
|
||||
prefs.current_tab = 1
|
||||
//toggles
|
||||
/client/verb/toggle_ghost_ears()
|
||||
set name = "Show/Hide GhostEars"
|
||||
set category = "Preferences"
|
||||
set desc = ".Toggle Between seeing all mob speech, and only speech of nearby mobs"
|
||||
prefs.toggles ^= CHAT_GHOSTEARS
|
||||
to_chat(src, "As a ghost, you will now [(prefs.toggles & CHAT_GHOSTEARS) ? "see all speech in the world" : "only see speech from nearby mobs"].")
|
||||
prefs.save_preferences(src)
|
||||
feedback_add_details("admin_verb","TGE") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/toggle_ghost_sight()
|
||||
set name = "Show/Hide GhostSight"
|
||||
set category = "Preferences"
|
||||
set desc = ".Toggle Between seeing all mob emotes, and only emotes of nearby mobs"
|
||||
prefs.toggles ^= CHAT_GHOSTSIGHT
|
||||
to_chat(src, "As a ghost, you will now [(prefs.toggles & CHAT_GHOSTSIGHT) ? "see all emotes in the world" : "only see emotes from nearby mobs"].")
|
||||
prefs.save_preferences(src)
|
||||
feedback_add_details("admin_verb","TGS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/toggle_ghost_radio()
|
||||
set name = "Enable/Disable GhostRadio"
|
||||
set category = "Preferences"
|
||||
set desc = ".Toggle between hearing all radio chatter, or only from nearby speakers"
|
||||
prefs.toggles ^= CHAT_GHOSTRADIO
|
||||
to_chat(src, "As a ghost, you will now [(prefs.toggles & CHAT_GHOSTRADIO) ? "hear all radio chat in the world" : "only hear from nearby speakers"].")
|
||||
prefs.save_preferences(src)
|
||||
feedback_add_details("admin_verb","TGR")
|
||||
|
||||
/client/proc/toggle_hear_radio()
|
||||
set name = "Show/Hide RadioChatter"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggle seeing radiochatter from radios and speakers"
|
||||
if(!holder) return
|
||||
prefs.toggles ^= CHAT_RADIO
|
||||
prefs.save_preferences(src)
|
||||
to_chat(usr, "You will [(prefs.toggles & CHAT_RADIO) ? "now" : "no longer"] see radio chatter from radios or speakers")
|
||||
feedback_add_details("admin_verb","THR") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/toggleadminhelpsound()
|
||||
set name = "Hear/Silence Adminhelps"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggle hearing a notification when admin PMs are recieved"
|
||||
if(!holder) return
|
||||
prefs.sound ^= SOUND_ADMINHELP
|
||||
prefs.save_preferences(src)
|
||||
to_chat(usr, "You will [(prefs.sound & SOUND_ADMINHELP) ? "now" : "no longer"] hear a sound when adminhelps arrive.")
|
||||
feedback_add_details("admin_verb","AHS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/deadchat() // Deadchat toggle is usable by anyone.
|
||||
set name = "Show/Hide Deadchat"
|
||||
set category = "Preferences"
|
||||
set desc ="Toggles seeing deadchat"
|
||||
prefs.toggles ^= CHAT_DEAD
|
||||
prefs.save_preferences(src)
|
||||
|
||||
if(src.holder)
|
||||
to_chat(src, "You will [(prefs.toggles & CHAT_DEAD) ? "now" : "no longer"] see deadchat.")
|
||||
else
|
||||
to_chat(src, "As a ghost, you will [(prefs.toggles & CHAT_DEAD) ? "now" : "no longer"] see deadchat.")
|
||||
|
||||
feedback_add_details("admin_verb","TDV") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/proc/toggleprayers()
|
||||
set name = "Show/Hide Prayers"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles seeing prayers"
|
||||
prefs.toggles ^= CHAT_PRAYER
|
||||
prefs.save_preferences(src)
|
||||
to_chat(src, "You will [(prefs.toggles & CHAT_PRAYER) ? "now" : "no longer"] see prayerchat.")
|
||||
feedback_add_details("admin_verb","TP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/togglescoreboard()
|
||||
set name = "Hide/Display End Round Scoreboard"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles displaying end of round scoreboard"
|
||||
prefs.toggles ^= DISABLE_SCOREBOARD
|
||||
prefs.save_preferences(src)
|
||||
to_chat(src, "You will [(prefs.toggles & DISABLE_SCOREBOARD) ? "no longer" : "now"] see the end of round scoreboard.")
|
||||
feedback_add_details("admin_verb","TScoreboard") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/togglekarmareminder()
|
||||
set name = "Hide/Display End Round Karma Reminder"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles displaying end of round karma reminder"
|
||||
prefs.toggles ^= DISABLE_KARMA_REMINDER
|
||||
prefs.save_preferences(src)
|
||||
to_chat(src, "You will [(prefs.toggles & DISABLE_KARMA_REMINDER) ? "no longer" : "now"] see the end of round karma reminder.")
|
||||
feedback_add_details("admin_verb","TKarmabugger") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/toggletitlemusic()
|
||||
set name = "Hear/Silence LobbyMusic"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles hearing the GameLobby music"
|
||||
prefs.sound ^= SOUND_LOBBY
|
||||
prefs.save_preferences(src)
|
||||
if(prefs.sound & SOUND_LOBBY)
|
||||
to_chat(src, "You will now hear music in the game lobby.")
|
||||
if(istype(mob, /mob/new_player))
|
||||
playtitlemusic()
|
||||
else
|
||||
to_chat(src, "You will no longer hear music in the game lobby.")
|
||||
if(istype(mob, /mob/new_player))
|
||||
src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1)// stop the jamsz
|
||||
|
||||
feedback_add_details("admin_verb","TLobby") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/togglemidis()
|
||||
set name = "Hear/Silence Midis"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles hearing sounds uploaded by admins"
|
||||
prefs.sound ^= SOUND_MIDI
|
||||
prefs.save_preferences(src)
|
||||
if(prefs.sound & SOUND_MIDI)
|
||||
to_chat(src, "You will now hear any sounds uploaded by admins.")
|
||||
else
|
||||
var/sound/break_sound = sound(null, repeat = 0, wait = 0, channel = 777)
|
||||
break_sound.priority = 250
|
||||
src << break_sound //breaks the client's sound output on channel 777
|
||||
|
||||
to_chat(src, "You will no longer hear sounds uploaded by admins; any currently playing midis have been disabled.")
|
||||
feedback_add_details("admin_verb","TMidi") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/listen_ooc()
|
||||
set name = "Show/Hide OOC"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles seeing OutOfCharacter chat"
|
||||
prefs.toggles ^= CHAT_OOC
|
||||
prefs.save_preferences(src)
|
||||
to_chat(src, "You will [(prefs.toggles & CHAT_OOC) ? "now" : "no longer"] see messages on the OOC channel.")
|
||||
feedback_add_details("admin_verb","TOOC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
|
||||
/client/verb/listen_looc()
|
||||
set name = "Show/Hide LOOC"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles seeing Local OutOfCharacter chat"
|
||||
prefs.toggles ^= CHAT_LOOC
|
||||
prefs.save_preferences(src)
|
||||
to_chat(src, "You will [(prefs.toggles & CHAT_LOOC) ? "now" : "no longer"] see messages on the LOOC channel.")
|
||||
feedback_add_details("admin_verb","TLOOC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
|
||||
/client/verb/Toggle_Soundscape() //All new ambience should be added here so it works with this verb until someone better at things comes up with a fix that isn't awful
|
||||
set name = "Hear/Silence Ambience"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles hearing ambient sound effects"
|
||||
prefs.sound ^= SOUND_AMBIENCE
|
||||
prefs.save_preferences(src)
|
||||
if(prefs.sound & SOUND_AMBIENCE)
|
||||
to_chat(src, "You will now hear ambient sounds.")
|
||||
else
|
||||
to_chat(src, "You will no longer hear ambient sounds.")
|
||||
src << sound(null, repeat = 0, wait = 0, volume = 0, channel = 1)
|
||||
feedback_add_details("admin_verb","TAmbi") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/Toggle_Buzz() //No more headaches because headphones bump up shipambience.ogg to insanity levels.
|
||||
set name = "Hear/Silence White Noise"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles hearing ambient white noise"
|
||||
prefs.sound ^= SOUND_BUZZ
|
||||
prefs.save_preferences(src)
|
||||
if(prefs.sound & SOUND_BUZZ)
|
||||
to_chat(src, "You will now hear ambient white noise.")
|
||||
else
|
||||
to_chat(src, "You will no longer hear ambient white noise.")
|
||||
src << sound(null, repeat = 0, wait = 0, volume = 0, channel = 2)
|
||||
feedback_add_details("admin_verb","TBuzz") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
|
||||
/client/verb/Toggle_Heartbeat() //to toggle off heartbeat sounds, in case they get too annoying
|
||||
set name = "Hear/Silence Heartbeat"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles hearing heart beating sound effects"
|
||||
prefs.sound ^= SOUND_HEARTBEAT
|
||||
prefs.save_preferences(src)
|
||||
if(prefs.sound & SOUND_HEARTBEAT)
|
||||
to_chat(src, "You will now hear heartbeat sounds.")
|
||||
else
|
||||
to_chat(src, "You will no longer hear heartbeat sounds.")
|
||||
src << sound(null, repeat = 0, wait = 0, volume = 0, channel = 1)
|
||||
src << sound(null, repeat = 0, wait = 0, volume = 0, channel = 2)
|
||||
feedback_add_details("admin_verb","Thb") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
// This needs a toggle because you people are awful and spammed terrible music
|
||||
/client/verb/toggle_instruments()
|
||||
set name = "Hear/Silence Instruments"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggles hearing musical instruments like the violin and piano"
|
||||
prefs.sound ^= SOUND_INSTRUMENTS
|
||||
prefs.save_preferences(src)
|
||||
if(prefs.sound & SOUND_INSTRUMENTS)
|
||||
to_chat(src, "You will now hear people playing musical instruments.")
|
||||
else
|
||||
to_chat(src, "You will no longer hear musical instruments.")
|
||||
feedback_add_details("admin_verb","TInstru") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
||||
|
||||
/client/verb/toggle_media()
|
||||
set name = "Hear/Silence Streaming"
|
||||
set category = "Preferences"
|
||||
set desc = "Toggle hearing streaming media (radios, jukeboxes, etc)"
|
||||
|
||||
prefs.sound ^= SOUND_STREAMING
|
||||
prefs.save_preferences(src)
|
||||
to_chat(usr, "You will [(prefs.sound & SOUND_STREAMING) ? "now" : "no longer"] hear streamed media.")
|
||||
if(!media) return
|
||||
if(prefs.sound & SOUND_STREAMING)
|
||||
media.update_music()
|
||||
else
|
||||
media.stop_music()
|
||||
|
||||
/client/verb/setup_character()
|
||||
set name = "Game Preferences"
|
||||
set category = "Preferences"
|
||||
set desc = "Allows you to access the Setup Character screen. Changes to your character won't take effect until next round, but other changes will."
|
||||
prefs.current_tab = 1
|
||||
prefs.ShowChoices(usr)
|
||||
@@ -530,7 +530,7 @@ BLIND // can't see anything
|
||||
flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPSPRESSUREDMAGE | THICKMATERIAL
|
||||
item_state = "s_helmet"
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 50)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
|
||||
cold_protection = HEAD
|
||||
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
|
||||
@@ -552,8 +552,8 @@ BLIND // can't see anything
|
||||
flags = STOPSPRESSUREDMAGE | THICKMATERIAL
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank)
|
||||
slowdown = 2
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50)
|
||||
slowdown = 1
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 50)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
|
||||
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
|
||||
@@ -570,7 +570,7 @@ BLIND // can't see anything
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
permeability_coefficient = 0.90
|
||||
slot_flags = SLOT_ICLOTHING
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
species_fit = list("Vox")
|
||||
sprite_sheets = list(
|
||||
"Vox" = 'icons/mob/species/vox/uniform.dmi',
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
var/brightness_on = 4 //luminosity when on
|
||||
var/on = 0
|
||||
item_color = "yellow" //Determines used sprites: hardhat[on]_[color] and hardhat[on]_[color]2 (lying down sprite)
|
||||
armor = list(melee = 30, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20)
|
||||
armor = list(melee = 15, bullet = 5, laser = 20, energy = 10, bomb = 20, bio = 10, rad = 20)
|
||||
flags_inv = 0
|
||||
action_button_name = "Toggle Helmet Light"
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon_state = "helmetmaterials"
|
||||
flags = HEADCOVERSEYES | HEADBANGPROTECT
|
||||
item_state = "helmetmaterials"
|
||||
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
flags_inv = HIDEEARS|HIDEEYES
|
||||
cold_protection = HEAD
|
||||
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
|
||||
@@ -69,7 +69,7 @@
|
||||
desc = "A bulletproof helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
|
||||
icon_state = "swat"
|
||||
item_state = "swat-alt"
|
||||
armor = list(melee = 25, bullet = 80, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0)
|
||||
armor = list(melee = 15, bullet = 40, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0)
|
||||
species_fit = list("Vox")
|
||||
sprite_sheets = list(
|
||||
"Vox" = 'icons/mob/species/vox/helmet.dmi',
|
||||
@@ -82,7 +82,7 @@
|
||||
icon_state = "riot"
|
||||
item_state = "helmet"
|
||||
flags = HEADCOVERSEYES | HEADCOVERSMOUTH | HEADBANGPROTECT
|
||||
armor = list(melee = 80, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 41, bullet = 15, laser = 5, energy = 5, bomb = 5, bio = 2, rad = 0)
|
||||
flags_inv = HIDEEARS
|
||||
strip_delay = 80
|
||||
|
||||
@@ -91,9 +91,8 @@
|
||||
desc = "A classic metal helmet."
|
||||
icon_state = "knight_green"
|
||||
item_state = "knight_green"
|
||||
flags = BLOCKHAIR | HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
flags_inv = HIDEMASK | HIDEEARS | HIDEEYES | HIDEFACE
|
||||
flags = BLOCKHAIR|HEADCOVERSEYES|HEADCOVERSMOUTH
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
|
||||
|
||||
/obj/item/clothing/head/helmet/justice
|
||||
name = "helmet of justice"
|
||||
@@ -120,7 +119,7 @@
|
||||
icon_state = "swat"
|
||||
flags = HEADCOVERSEYES
|
||||
item_state = "swat"
|
||||
armor = list(melee = 80, bullet = 60, laser = 50, energy = 25, bomb = 50, bio = 10, rad = 0)
|
||||
armor = list(melee = 40, bullet = 30, laser = 30, energy = 30, bomb = 50, bio = 90, rad = 20)
|
||||
flags_inv = HIDEEARS|HIDEEYES
|
||||
cold_protection = HEAD
|
||||
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
|
||||
@@ -145,7 +144,7 @@
|
||||
icon_state = "thunderdome"
|
||||
flags = HEADCOVERSEYES
|
||||
item_state = "thunderdome"
|
||||
armor = list(melee = 80, bullet = 60, laser = 50, energy = 10, bomb = 25, bio = 10, rad = 0)
|
||||
armor = list(melee = 40, bullet = 30, laser = 25, energy = 10, bomb = 25, bio = 10, rad = 0)
|
||||
cold_protection = HEAD
|
||||
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
|
||||
heat_protection = HEAD
|
||||
@@ -181,7 +180,7 @@ obj/item/clothing/head/helmet/redtaghelm
|
||||
icon_state = "redtaghelm"
|
||||
flags = HEADCOVERSEYES
|
||||
item_state = "redtaghelm"
|
||||
armor = list(melee = 30, bullet = 10, laser = 20, energy = 10, bomb = 20, bio = 0, rad = 0)
|
||||
armor = list(melee = 15, bullet = 10, laser = 20, energy = 10, bomb = 20, bio = 0, rad = 0)
|
||||
// Offer about the same protection as a hardhat.
|
||||
flags_inv = HIDEEARS|HIDEEYES
|
||||
|
||||
@@ -191,7 +190,7 @@ obj/item/clothing/head/helmet/bluetaghelm
|
||||
icon_state = "bluetaghelm"
|
||||
flags = HEADCOVERSEYES
|
||||
item_state = "bluetaghelm"
|
||||
armor = list(melee = 30, bullet = 10, laser = 20, energy = 10, bomb = 20, bio = 0, rad = 0)
|
||||
armor = list(melee = 15, bullet = 10, laser = 20, energy = 10, bomb = 20, bio = 0, rad = 0)
|
||||
// Offer about the same protection as a hardhat.
|
||||
flags_inv = HIDEEARS|HIDEEYES
|
||||
|
||||
@@ -203,19 +202,19 @@ obj/item/clothing/head/blob
|
||||
flags = HEADCOVERSEYES|HEADCOVERSMOUTH
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
|
||||
/obj/item/clothing/head/helmet/knight/blue
|
||||
/obj/item/clothing/head/helmet/riot/knight/blue
|
||||
icon_state = "knight_blue"
|
||||
item_state = "knight_blue"
|
||||
|
||||
/obj/item/clothing/head/helmet/knight/yellow
|
||||
/obj/item/clothing/head/helmet/riot/knight/yellow
|
||||
icon_state = "knight_yellow"
|
||||
item_state = "knight_yellow"
|
||||
|
||||
/obj/item/clothing/head/helmet/knight/red
|
||||
/obj/item/clothing/head/helmet/riot/knight/red
|
||||
icon_state = "knight_red"
|
||||
item_state = "knight_red"
|
||||
|
||||
/obj/item/clothing/head/helmet/knight/templar
|
||||
/obj/item/clothing/head/helmet/riot/knight/templar
|
||||
name = "crusader helmet"
|
||||
desc = "Deus Vult."
|
||||
icon_state = "knight_templar"
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
icon_state = "captain"
|
||||
desc = "It's good being the king."
|
||||
item_state = "caphat"
|
||||
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
strip_delay = 60
|
||||
|
||||
//Captain: no longer space-worthy
|
||||
@@ -29,7 +29,7 @@
|
||||
name = "head of personnel's cap"
|
||||
icon_state = "hopcap"
|
||||
desc = "The symbol of true bureaucratic micromanagement."
|
||||
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
|
||||
//Nanotrasen Representative
|
||||
/obj/item/clothing/head/ntrep
|
||||
@@ -57,7 +57,7 @@
|
||||
desc = "Someone who wears this will look very smart."
|
||||
icon_state = "detective"
|
||||
allowed = list(/obj/item/weapon/reagent_containers/food/snacks/candy/candy_corn, /obj/item/weapon/pen)
|
||||
armor = list(melee = 50, bullet = 5, laser = 25,energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 25, bullet = 5, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
//Mime
|
||||
/obj/item/clothing/head/beret
|
||||
@@ -70,7 +70,7 @@
|
||||
name = "head of security cap"
|
||||
desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge."
|
||||
icon_state = "hoscap"
|
||||
armor = list(melee = 80, bullet = 60, laser = 50, energy = 10, bomb = 25, bio = 10, rad = 0)
|
||||
armor = list(melee = 40, bullet = 30, laser = 25, energy = 10, bomb = 25, bio = 10, rad = 0)
|
||||
strip_delay = 80
|
||||
|
||||
/obj/item/clothing/head/HoS/beret
|
||||
@@ -82,7 +82,7 @@
|
||||
name = "warden's police hat"
|
||||
desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
|
||||
icon_state = "policehelm"
|
||||
armor = list(melee = 60, bullet = 5, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
armor = list(melee = 30, bullet = 5, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
strip_delay = 60
|
||||
|
||||
/obj/item/clothing/head/officer
|
||||
@@ -90,20 +90,21 @@
|
||||
desc = "A red cap with an old-fashioned badge on the front for establishing that you are, in fact, the law."
|
||||
icon_state = "customshelm"
|
||||
item_state = "customshelm"
|
||||
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
strip_delay = 60
|
||||
|
||||
/obj/item/clothing/head/beret/sec
|
||||
name = "security beret"
|
||||
desc = "A beret with the security insignia emblazoned on it. For officers that are more inclined towards style than safety."
|
||||
icon_state = "beret_officer"
|
||||
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
strip_delay = 60
|
||||
|
||||
/obj/item/clothing/head/beret/sec/warden
|
||||
name = "warden's beret"
|
||||
desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class."
|
||||
icon_state = "beret_warden"
|
||||
armor = list(melee = 60, bullet = 5, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
armor = list(melee = 30, bullet = 5, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/head/beret/eng
|
||||
name = "engineering beret"
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
icon_state = "centcom"
|
||||
desc = "It's good to be emperor."
|
||||
item_state = "centhat"
|
||||
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
armor = list(melee = 30, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
strip_delay = 80
|
||||
|
||||
/obj/item/clothing/head/hairflower
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
materials = list(MAT_METAL=1750, MAT_GLASS=400)
|
||||
flash_protect = 2
|
||||
tint = 2
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
|
||||
action_button_name = "flip welding helmet"
|
||||
species_fit = list("Vox", "Unathi", "Tajaran", "Vulpkanin")
|
||||
@@ -149,7 +149,7 @@
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
|
||||
|
||||
action_button_name = "Toggle Pumpkin Light"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
brightness_on = 2 //luminosity when on
|
||||
|
||||
|
||||
@@ -161,7 +161,7 @@
|
||||
item_color = "reindeer"
|
||||
flags_inv = 0
|
||||
action_button_name = "Toggle Nose Light"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
brightness_on = 1 //luminosity when on
|
||||
|
||||
|
||||
|
||||
@@ -90,7 +90,7 @@
|
||||
desc = "It's baseball hat in tasteful red colour."
|
||||
icon_state = "secsoft"
|
||||
item_color = "sec"
|
||||
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
strip_delay = 60
|
||||
|
||||
/obj/item/clothing/head/soft/sec/corp
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
materials = list(MAT_METAL=4000, MAT_GLASS=2000)
|
||||
flash_protect = 2
|
||||
tint = 2
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
origin_tech = "materials=2;engineering=2"
|
||||
action_button_name = "Toggle Welding Helmet"
|
||||
|
||||
@@ -78,7 +78,7 @@
|
||||
desc = "A modernised version of the classic design, this mask will not only filter out toxins but it can also be connected to an air supply."
|
||||
icon_state = "plaguedoctor"
|
||||
item_state = "gas_mask"
|
||||
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 75, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 2, energy = 2, bomb = 0, bio = 75, rad = 0)
|
||||
|
||||
/obj/item/clothing/mask/gas/swat
|
||||
name = "\improper SWAT mask"
|
||||
|
||||
@@ -63,7 +63,7 @@
|
||||
flags = MASKCOVERSMOUTH
|
||||
gas_transfer_coefficient = 0.90
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 25, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 25, rad = 0)
|
||||
action_button_name = "Adjust Sterile Mask"
|
||||
ignore_maskadjust = 0
|
||||
species_fit = list("Vox", "Unathi", "Tajaran", "Vulpkanin")
|
||||
|
||||
@@ -21,7 +21,7 @@
|
||||
can_cut_open = 1
|
||||
icon_state = "jackboots"
|
||||
item_state = "jackboots"
|
||||
armor = list(melee = 50, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 10, rad = 0)
|
||||
armor = list(melee = 25, bullet = 25, laser = 25, energy = 25, bomb = 50, bio = 10, rad = 0)
|
||||
species_restricted = null //Syndicate tech means even Tajarans can kick ass with these
|
||||
strip_delay = 70
|
||||
|
||||
@@ -29,7 +29,7 @@
|
||||
name = "\improper SWAT shoes"
|
||||
desc = "High speed, no drag combat boots."
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(melee = 80, bullet = 60, laser = 50, energy = 50, bomb = 50, bio = 30, rad = 30)
|
||||
armor = list(melee = 40, bullet = 30, laser = 25, energy = 25, bomb = 50, bio = 30, rad = 30)
|
||||
flags = NOSLIP
|
||||
|
||||
/obj/item/clothing/shoes/sandal
|
||||
|
||||
@@ -2,8 +2,6 @@
|
||||
/obj/item/clothing/head/helmet/space/skrell
|
||||
name = "Skrellian helmet"
|
||||
desc = "Smoothly contoured and polished to a shine. Still looks like a fishbowl."
|
||||
armor = list(melee = 20, bullet = 20, laser = 50,energy = 50, bomb = 50, bio = 100, rad = 100)
|
||||
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
|
||||
species_restricted = list("Skrell","Human")
|
||||
|
||||
/obj/item/clothing/head/helmet/space/skrell/white
|
||||
@@ -19,10 +17,6 @@
|
||||
/obj/item/clothing/suit/space/skrell
|
||||
name = "Skrellian hardsuit"
|
||||
desc = "Seems like a wetsuit with reinforced plating seamlessly attached to it. Very chic."
|
||||
armor = list(melee = 20, bullet = 20, laser = 50,energy = 50, bomb = 50, bio = 100, rad = 100)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
|
||||
species_restricted = list("Skrell","Human")
|
||||
|
||||
/obj/item/clothing/suit/space/skrell/white
|
||||
@@ -37,9 +31,6 @@
|
||||
|
||||
//Unathi space gear. Huge and restrictive.
|
||||
/obj/item/clothing/head/helmet/space/unathi
|
||||
armor = list(melee = 40, bullet = 30, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 50)
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
|
||||
species_restricted = list("Unathi")
|
||||
|
||||
/obj/item/clothing/head/helmet/space/unathi/helmet_cheap
|
||||
@@ -50,10 +41,6 @@
|
||||
item_color = "unathi_helm_cheap"
|
||||
|
||||
/obj/item/clothing/suit/space/unathi
|
||||
armor = list(melee = 40, bullet = 30, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 50)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
|
||||
species_restricted = list("Unathi")
|
||||
|
||||
/obj/item/clothing/suit/space/unathi/rig_cheap
|
||||
@@ -61,7 +48,6 @@
|
||||
desc = "A cheap NT knock-off of a Unathi battle-rig. Looks like a fish, moves like a fish, steers like a cow."
|
||||
icon_state = "rig-unathi-cheap"
|
||||
item_state = "rig-unathi-cheap"
|
||||
slowdown = 3
|
||||
|
||||
/obj/item/clothing/head/helmet/space/unathi/breacher
|
||||
name = "breacher helm"
|
||||
@@ -76,15 +62,13 @@
|
||||
icon_state = "unathi_breacher"
|
||||
item_state = "unathi_breacher"
|
||||
item_color = "unathi_breacher"
|
||||
slowdown = 1
|
||||
|
||||
// Vox space gear (vaccuum suit, low pressure armour)
|
||||
// Can't be equipped by any other species due to bone structure and vox cybernetics.
|
||||
/obj/item/clothing/suit/space/vox
|
||||
w_class = 3
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
|
||||
slowdown = 2
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
armor = list(melee = 40, bullet = 40, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
|
||||
species_restricted = list("Vox", "Vox Armalis")
|
||||
@@ -94,7 +78,7 @@
|
||||
)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/vox
|
||||
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
armor = list(melee = 40, bullet = 40, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
flags = HEADCOVERSEYES|STOPSPRESSUREDMAGE
|
||||
species_restricted = list("Vox","Vox Armalis")
|
||||
sprite_sheets = list(
|
||||
|
||||
@@ -23,7 +23,6 @@
|
||||
icon_state = "chronosuit"
|
||||
item_state = "chronosuit"
|
||||
action_button_name = "Toggle Chronosuit"
|
||||
slowdown = 2
|
||||
armor = list(melee = 60, bullet = 60, laser = 60, energy = 60, bomb = 30, bio = 90, rad = 90)
|
||||
var/obj/item/clothing/head/helmet/space/chronos/helmet = null
|
||||
var/obj/effect/chronos_cam/camera = null
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
desc = "A helmet worn by members of the Nanotrasen Emergency Response Team. Armoured and space ready."
|
||||
icon_state = "rig0-ert_commander"
|
||||
item_state = "helm-command"
|
||||
armor = list(melee = 50, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 60)
|
||||
armor = list(melee = 45, bullet = 25, laser = 30, energy = 10, bomb = 25, bio = 100, rad = 50)
|
||||
rig_restrict_helmet = 0 // ERT helmets can be taken on and off at will.
|
||||
var/obj/machinery/camera/camera
|
||||
strip_delay = 130
|
||||
@@ -30,8 +30,7 @@
|
||||
item_state = "suit-command"
|
||||
w_class = 3
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
|
||||
slowdown = 1
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 60)
|
||||
armor = list(melee = 45, bullet = 25, laser = 30, energy = 10, bomb = 25, bio = 100, rad = 50)
|
||||
allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank, /obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/crowbar, \
|
||||
/obj/item/weapon/screwdriver, /obj/item/weapon/weldingtool, /obj/item/weapon/wirecutters, /obj/item/weapon/wrench, /obj/item/device/multitool, \
|
||||
/obj/item/device/radio, /obj/item/device/analyzer, /obj/item/weapon/gun/energy/laser, /obj/item/weapon/gun/energy/pulse, \
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
desc = "A special helmet designed for only the most fashionable of military figureheads."
|
||||
flags_inv = HIDEFACE
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(melee = 65, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50)
|
||||
armor = list(melee = 40, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50)
|
||||
species_restricted = list("exclude", "Diona", "Wryn")
|
||||
species_fit = list("Vox")
|
||||
sprite_sheets = list(
|
||||
@@ -28,8 +28,7 @@
|
||||
item_state = "capspacesuit"
|
||||
w_class = 4
|
||||
allowed = list(/obj/item/weapon/tank, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs)
|
||||
slowdown = 1
|
||||
armor = list(melee = 65, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50)
|
||||
armor = list(melee = 40, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50)
|
||||
species_restricted = list("exclude", "Diona", "Wryn")
|
||||
species_fit = list("Vox")
|
||||
sprite_sheets = list(
|
||||
@@ -58,8 +57,7 @@
|
||||
icon_state = "deathsquad"
|
||||
item_state = "swat_suit"
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank,/obj/item/weapon/kitchen/knife/combat)
|
||||
armor = list(melee = 80, bullet = 80, laser = 50,energy = 50, bomb = 100, bio = 100, rad = 100)
|
||||
slowdown = 1
|
||||
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
|
||||
unacidable = 1
|
||||
strip_delay = 130
|
||||
@@ -71,14 +69,14 @@
|
||||
icon_state = "heavy"
|
||||
item_state = "swat_suit"
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank,/obj/item/weapon/kitchen/knife/combat)
|
||||
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
|
||||
armor = list(melee = 40, bullet = 30, laser = 30, energy = 30, bomb = 50, bio = 90, rad = 20)
|
||||
strip_delay = 120
|
||||
|
||||
/obj/item/clothing/head/helmet/space/deathsquad/beret
|
||||
name = "officer's beret"
|
||||
desc = "An armored beret commonly used by special operations officers."
|
||||
icon_state = "beret_officer"
|
||||
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
|
||||
armor = list(melee = 65, bullet = 55, laser = 35, energy = 20, bomb = 30, bio = 30, rad = 30)
|
||||
|
||||
/obj/item/clothing/suit/space/deathsquad/officer
|
||||
name = "officer jacket"
|
||||
@@ -113,7 +111,7 @@
|
||||
desc = "Yarr."
|
||||
icon_state = "pirate"
|
||||
item_state = "pirate"
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
armor = list(melee = 30, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
flags = HEADCOVERSEYES | BLOCKHAIR | STOPSPRESSUREDMAGE
|
||||
strip_delay = 40
|
||||
put_on_delay = 20
|
||||
@@ -126,7 +124,7 @@
|
||||
w_class = 3
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
|
||||
slowdown = 0
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
armor = list(melee = 30, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
strip_delay = 40
|
||||
put_on_delay = 20
|
||||
|
||||
@@ -148,8 +146,7 @@
|
||||
icon_state = "spacenew"
|
||||
item_state = "s_suit"
|
||||
desc = "A lightweight space suit with the basic ability to protect the wearer from the vacuum of space during emergencies."
|
||||
slowdown = 1
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 20)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/eva
|
||||
name = "EVA helmet"
|
||||
@@ -157,7 +154,7 @@
|
||||
item_state = "s_helmet"
|
||||
desc = "A lightweight space helmet with the basic ability to protect the wearer from the vacuum of space during emergencies."
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 20)
|
||||
flash_protect = 0
|
||||
|
||||
//Mime's Hardsuit
|
||||
@@ -194,7 +191,7 @@
|
||||
desc = "An advanced, space-proof helmet. It appears to be modeled after an old-world eagle."
|
||||
icon_state = "griffinhat"
|
||||
item_state = "griffinhat"
|
||||
armor = list(melee = 40, bullet = 40, laser = 30, energy = 25, bomb = 100, bio = 100, rad = 100)
|
||||
armor = list(melee = 20, bullet = 40, laser = 30, energy = 25, bomb = 100, bio = 100, rad = 100)
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
|
||||
unacidable = 1
|
||||
strip_delay = 130
|
||||
@@ -205,8 +202,7 @@
|
||||
icon_state = "freedom"
|
||||
item_state = "freedom"
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
|
||||
armor = list(melee = 40, bullet = 40, laser = 30,energy = 25, bomb = 100, bio = 100, rad = 100)
|
||||
slowdown = 1
|
||||
armor = list(melee = 20, bullet = 40, laser = 30, energy = 25, bomb = 100, bio = 100, rad = 100)
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
|
||||
unacidable = 1
|
||||
strip_delay = 130
|
||||
@@ -5,7 +5,7 @@
|
||||
desc = "A special containment suit designed to protect a plasmaman's volatile body from outside exposure and quickly extinguish it in emergencies."
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_casing,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
|
||||
slowdown = 0
|
||||
armor = list(melee = 0, bullet = 0, laser = 0 ,energy = 0, bomb = 0, bio = 100, rad = 20)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 20)
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES
|
||||
@@ -185,14 +185,14 @@
|
||||
/obj/item/clothing/suit/space/eva/plasmaman/miner
|
||||
name = "plasmaman miner suit"
|
||||
icon_state = "plasmamanMiner_suit"
|
||||
armor = list(melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50)
|
||||
slowdown = 2
|
||||
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50)
|
||||
slowdown = 1
|
||||
|
||||
/obj/item/clothing/head/helmet/space/eva/plasmaman/miner
|
||||
name = "plasmaman miner helmet"
|
||||
icon_state = "plasmamanMiner_helmet0"
|
||||
base_state = "plasmamanMiner_helmet"
|
||||
armor = list(melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50)
|
||||
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50)
|
||||
|
||||
|
||||
// MEDSCI
|
||||
@@ -266,13 +266,13 @@
|
||||
/obj/item/clothing/suit/space/eva/plasmaman/security
|
||||
name = "plasmaman security suit"
|
||||
icon_state = "plasmamanSecurity_suit"
|
||||
armor = list(melee = 30, bullet = 15, laser = 30,energy = 10, bomb = 10, bio = 100, rad = 50)
|
||||
armor = list(melee = 15, bullet = 15, laser = 15, energy = 10, bomb = 10, bio = 100, rad = 50)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/eva/plasmaman/security
|
||||
name = "plasmaman security helmet"
|
||||
icon_state = "plasmamanSecurity_helmet0"
|
||||
base_state = "plasmamanSecurity_helmet"
|
||||
armor = list(melee = 30, bullet = 15, laser = 30,energy = 10, bomb = 10, bio = 100, rad = 50)
|
||||
armor = list(melee = 15, bullet = 15, laser = 15, energy = 10, bomb = 10, bio = 100, rad = 50)
|
||||
|
||||
/obj/item/clothing/suit/space/eva/plasmaman/security/hos
|
||||
name = "plasmaman head of security suit"
|
||||
|
||||
@@ -55,7 +55,6 @@
|
||||
desc = "A special space suit for environments that might pose hazards beyond just the vacuum of space. Provides more protection than a standard space suit."
|
||||
icon_state = "rig-engineering"
|
||||
item_state = "eng_hardsuit"
|
||||
slowdown = 2
|
||||
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/t_scanner, /obj/item/weapon/rcd)
|
||||
siemens_coefficient = 0
|
||||
@@ -247,7 +246,6 @@
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
|
||||
icon_state = "rig-engineering"
|
||||
item_state = "eng_hardsuit"
|
||||
slowdown = 2
|
||||
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/t_scanner, /obj/item/weapon/rcd)
|
||||
|
||||
@@ -279,14 +277,14 @@
|
||||
item_state = "mining_helm"
|
||||
item_color = "mining"
|
||||
flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPSPRESSUREDMAGE
|
||||
armor = list(melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50)
|
||||
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50)
|
||||
|
||||
/obj/item/clothing/suit/space/rig/mining
|
||||
icon_state = "rig-mining"
|
||||
name = "mining hardsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has reinforced plating."
|
||||
item_state = "mining_hardsuit"
|
||||
armor = list(melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50)
|
||||
armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/storage/bag/ore,/obj/item/weapon/pickaxe)
|
||||
|
||||
|
||||
@@ -297,7 +295,7 @@
|
||||
icon_state = "hardsuit1-syndi"
|
||||
item_state = "syndie_helm"
|
||||
item_color = "syndi"
|
||||
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50)
|
||||
armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50)
|
||||
on = 1
|
||||
flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPSPRESSUREDMAGE | THICKMATERIAL
|
||||
action_button_name = "Toggle Helmet Mode"
|
||||
@@ -339,11 +337,10 @@
|
||||
icon_state = "hardsuit1-syndi"
|
||||
item_state = "syndie_hardsuit"
|
||||
item_color = "syndi"
|
||||
slowdown = 1
|
||||
w_class = 3
|
||||
var/on = 1
|
||||
action_button_name = "Toggle Hardsuit Mode"
|
||||
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50)
|
||||
armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50)
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
|
||||
|
||||
/obj/item/clothing/suit/space/rig/syndi/update_icon()
|
||||
@@ -379,7 +376,7 @@
|
||||
desc = "An elite version of the syndicate helmet, with improved armour and fire shielding. It is in travel mode. Property of Gorlex Marauders."
|
||||
icon_state = "hardsuit0-syndielite"
|
||||
item_color = "syndielite"
|
||||
armor = list(melee = 80, bullet = 70, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70)
|
||||
armor = list(melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70)
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
|
||||
sprite_sheets = null
|
||||
@@ -398,7 +395,7 @@
|
||||
desc = "An elite version of the syndicate hardsuit, with improved armour and fire shielding. It is in travel mode."
|
||||
icon_state = "hardsuit0-syndielite"
|
||||
item_color = "syndielite"
|
||||
armor = list(melee = 80, bullet = 70, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70)
|
||||
armor = list(melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70)
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
|
||||
sprite_sheets = null
|
||||
@@ -420,7 +417,7 @@
|
||||
item_state = "wiz_helm"
|
||||
item_color = "wiz"
|
||||
unacidable = 1 //No longer shall our kind be foiled by lone chemists with spray bottles!
|
||||
armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)
|
||||
armor = list(melee = 40, bullet = 40, laser = 40, energy = 20, bomb = 35, bio = 100, rad = 50)
|
||||
heat_protection = HEAD //Uncomment to enable firesuit protection
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
|
||||
unacidable = 1
|
||||
@@ -431,10 +428,9 @@
|
||||
name = "gem-encrusted hardsuit"
|
||||
desc = "A bizarre gem-encrusted suit that radiates magical energies."
|
||||
item_state = "wiz_hardsuit"
|
||||
slowdown = 1
|
||||
w_class = 3
|
||||
unacidable = 1
|
||||
armor = list(melee = 40, bullet = 20, laser = 20, energy = 20, bomb = 35, bio = 100, rad = 50)
|
||||
armor = list(melee = 40, bullet = 40, laser = 40, energy = 20, bomb = 35, bio = 100, rad = 50)
|
||||
allowed = list(/obj/item/weapon/teleportation_scroll,/obj/item/weapon/tank)
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
|
||||
@@ -458,7 +454,6 @@
|
||||
name = "medical hardsuit"
|
||||
desc = "A special helmet designed for work in a hazardous, low pressure environment. Built with lightweight materials for extra comfort."
|
||||
item_state = "medical_hardsuit"
|
||||
slowdown = 1
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/storage/firstaid,/obj/item/device/healthanalyzer,/obj/item/stack/medical,/obj/item/device/rad_laser)
|
||||
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 50)
|
||||
|
||||
@@ -469,7 +464,7 @@
|
||||
icon_state = "rig0-sec"
|
||||
item_state = "sec_helm"
|
||||
item_color = "sec"
|
||||
armor = list(melee = 30, bullet = 15, laser = 30,energy = 10, bomb = 10, bio = 100, rad = 50)
|
||||
armor = list(melee = 30, bullet = 15, laser = 30, energy = 10, bomb = 10, bio = 100, rad = 50)
|
||||
|
||||
/obj/item/clothing/suit/space/rig/security
|
||||
icon_state = "rig-sec"
|
||||
@@ -507,7 +502,7 @@
|
||||
icon_state = "rig0-singuloth"
|
||||
item_state = "singuloth_helm"
|
||||
item_color = "singuloth"
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 25, bio = 100, rad = 100)
|
||||
armor = list(melee = 40, bullet = 5, laser = 20, energy = 5, bomb = 25, bio = 100, rad = 100)
|
||||
|
||||
/obj/item/clothing/suit/space/rig/singuloth
|
||||
icon_state = "rig-singuloth"
|
||||
@@ -515,4 +510,4 @@
|
||||
desc = "This is a ceremonial armor from the chapter of the Singuloth Knights. It's made of pure forged adamantium."
|
||||
item_state = "singuloth_hardsuit"
|
||||
flags = STOPSPRESSUREDMAGE
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 25, bio = 100, rad = 100)
|
||||
armor = list(melee = 40, bullet = 5, laser = 20, energy = 5, bomb = 25, bio = 100, rad = 100)
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
w_class = 4
|
||||
|
||||
// These values are passed on to all component pieces.
|
||||
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 20)
|
||||
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75)
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
|
||||
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
|
||||
siemens_coefficient = 0.2
|
||||
|
||||
@@ -3,13 +3,13 @@
|
||||
desc = "A cheap NT knock-off of an Unathi battle-rig. Looks like a fish, moves like a fish, steers like a cow."
|
||||
suit_type = "NT breacher"
|
||||
icon_state = "breacher_rig_cheap"
|
||||
armor = list(melee = 60, bullet = 60, laser = 60, energy = 60, bomb = 70, bio = 100, rad = 50)
|
||||
armor = list(melee = 30, bullet = 30, laser = 30, energy = 30, bomb = 45, bio = 100, rad = 50)
|
||||
emp_protection = -20
|
||||
slowdown = 6
|
||||
offline_slowdown = 10
|
||||
vision_restriction = 1
|
||||
offline_vision_restriction = 2
|
||||
|
||||
|
||||
chest_type = /obj/item/clothing/suit/space/new_rig
|
||||
helm_type = /obj/item/clothing/head/helmet/space/new_rig/unathi
|
||||
boot_type = /obj/item/clothing/shoes/magboots/rig/unathi
|
||||
@@ -19,7 +19,7 @@
|
||||
desc = "An authentic Unathi breacher chassis. Huge, bulky and absurdly heavy. It must be like wearing a tank."
|
||||
suit_type = "breacher chassis"
|
||||
icon_state = "breacher_rig"
|
||||
armor = list(melee = 90, bullet = 90, laser = 90, energy = 90, bomb = 90, bio = 100, rad = 80) //Takes TEN TIMES as much damage to stop someone in a breacher. In exchange, it's slow.
|
||||
armor = list(melee = 45, bullet = 45, laser = 45, energy = 45, bomb = 45, bio = 100, rad = 75) //Takes TEN TIMES as much damage to stop someone in a breacher. In exchange, it's slow. //Whoever made this was on meth
|
||||
vision_restriction = 0
|
||||
|
||||
/obj/item/clothing/head/helmet/space/new_rig/unathi
|
||||
@@ -27,6 +27,6 @@
|
||||
|
||||
/obj/item/clothing/suit/space/new_rig/unathi
|
||||
species_restricted = list("Unathi")
|
||||
|
||||
|
||||
/obj/item/clothing/shoes/magboots/rig/unathi
|
||||
species_restricted = list("Unathi")
|
||||
@@ -5,7 +5,7 @@
|
||||
desc = "A sleek and dangerous hardsuit for active combat."
|
||||
icon_state = "security_rig"
|
||||
suit_type = "combat hardsuit"
|
||||
armor = list(melee = 80, bullet = 65, laser = 50, energy = 15, bomb = 80, bio = 100, rad = 60)
|
||||
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
|
||||
slowdown = 1
|
||||
offline_slowdown = 3
|
||||
offline_vision_restriction = 1
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
|
||||
req_access = list(access_cent_specops)
|
||||
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 100)
|
||||
armor = list(melee = 45, bullet = 25, laser = 30, energy = 10, bomb = 25, bio = 100, rad = 50)
|
||||
allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank, /obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/crowbar, \
|
||||
/obj/item/weapon/screwdriver, /obj/item/weapon/weldingtool, /obj/item/weapon/wirecutters, /obj/item/weapon/wrench, /obj/item/device/multitool, \
|
||||
/obj/item/device/radio, /obj/item/device/analyzer,/obj/item/weapon/storage/briefcase/inflatable, /obj/item/weapon/melee/baton, /obj/item/weapon/gun, \
|
||||
@@ -27,7 +27,6 @@
|
||||
desc = "A suit worn by the engineering division of an Emergency Response Team. Has orange highlights. Armoured and space ready."
|
||||
suit_type = "ERT engineer"
|
||||
icon_state = "ert_engineer_rig"
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 100)
|
||||
siemens_coefficient = 0
|
||||
|
||||
initial_modules = list(
|
||||
@@ -68,7 +67,6 @@
|
||||
desc = "A heavy suit worn by the highest level of Asset Protection, don't mess with the person wearing this. Armoured and space ready."
|
||||
suit_type = "heavy asset protection"
|
||||
icon_state = "asset_protection_rig"
|
||||
armor = list(melee = 60, bullet = 50, laser = 50,energy = 40, bomb = 40, bio = 100, rad = 100)
|
||||
|
||||
initial_modules = list(
|
||||
/obj/item/rig_module/ai_container,
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
icon_state = "ninja_rig"
|
||||
suit_type = "light suit"
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank,/obj/item/weapon/stock_parts/cell)
|
||||
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
emp_protection = 10
|
||||
slowdown = 0
|
||||
flags = STOPSPRESSUREDMAGE | THICKMATERIAL
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
desc = "A blood-red hardsuit featuring some fairly illegal technology."
|
||||
icon_state = "merc_rig"
|
||||
suit_type = "crimson hardsuit"
|
||||
armor = list(melee = 80, bullet = 65, laser = 50, energy = 15, bomb = 80, bio = 100, rad = 60)
|
||||
armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50)
|
||||
slowdown = 1
|
||||
offline_slowdown = 3
|
||||
offline_vision_restriction = 1
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
suit_type = "augmented suit"
|
||||
desc = "Prepare for paperwork."
|
||||
icon_state = "internalaffairs_rig"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.9
|
||||
slowdown = 0
|
||||
offline_slowdown = 0
|
||||
@@ -51,7 +51,7 @@
|
||||
suit_type = "industrial hardsuit"
|
||||
desc = "A heavy, powerful rig used by construction crews and mining corporations."
|
||||
icon_state = "engineering_rig"
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 50)
|
||||
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75)
|
||||
slowdown = 3
|
||||
offline_slowdown = 10
|
||||
offline_vision_restriction = 2
|
||||
@@ -80,7 +80,6 @@
|
||||
suit_type = "EVA hardsuit"
|
||||
desc = "A light rig for repairs and maintenance to the outside of habitats and vessels."
|
||||
icon_state = "eva_rig"
|
||||
armor = list(melee = 30, bullet = 10, laser = 20,energy = 25, bomb = 20, bio = 100, rad = 100)
|
||||
slowdown = 0
|
||||
offline_slowdown = 1
|
||||
offline_vision_restriction = 1
|
||||
@@ -108,7 +107,7 @@
|
||||
suit_type = "advanced voidsuit"
|
||||
desc = "An advanced voidsuit that protects against hazardous, low pressure environments. Shines with a high polish."
|
||||
icon_state = "ce_rig"
|
||||
armor = list(melee = 40, bullet = 10, laser = 30,energy = 25, bomb = 40, bio = 100, rad = 100)
|
||||
armor = list(melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 90)
|
||||
slowdown = 0
|
||||
offline_slowdown = 0
|
||||
offline_vision_restriction = 0
|
||||
@@ -150,7 +149,6 @@
|
||||
suit_type = "hazmat hardsuit"
|
||||
desc = "An Anomalous Material Interaction hardsuit that protects against the strangest energies the universe can throw at it."
|
||||
icon_state = "science_rig"
|
||||
armor = list(melee = 45, bullet = 5, laser = 45, energy = 80, bomb = 60, bio = 100, rad = 100)
|
||||
slowdown = 1
|
||||
offline_vision_restriction = 1
|
||||
|
||||
@@ -179,7 +177,7 @@
|
||||
suit_type = "rescue hardsuit"
|
||||
desc = "A durable suit designed for medical rescue in high risk areas."
|
||||
icon_state = "medical_rig"
|
||||
armor = list(melee = 30, bullet = 15, laser = 20, energy = 60, bomb = 30, bio = 100, rad = 100)
|
||||
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 50)
|
||||
slowdown = 1
|
||||
offline_vision_restriction = 1
|
||||
|
||||
@@ -204,7 +202,7 @@
|
||||
suit_type = "hazard hardsuit"
|
||||
desc = "A Security hardsuit designed for prolonged EVA in dangerous environments."
|
||||
icon_state = "hazard_rig"
|
||||
armor = list(melee = 60, bullet = 40, laser = 30, energy = 15, bomb = 60, bio = 100, rad = 30)
|
||||
armor = list(melee = 30, bullet = 15, laser = 30, energy = 10, bomb = 10, bio = 100, rad = 50)
|
||||
slowdown = 1
|
||||
offline_slowdown = 3
|
||||
offline_vision_restriction = 1
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
icon_state = "syndicate"
|
||||
item_state = "syndicate"
|
||||
desc = "Has a tag: Totally not property of an enemy corporation, honest."
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate
|
||||
name = "red space suit"
|
||||
@@ -14,8 +14,7 @@
|
||||
desc = "Has a tag on it: Totally not property of of a hostile corporation, honest!"
|
||||
w_class = 3
|
||||
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
|
||||
slowdown = 1
|
||||
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
|
||||
|
||||
//Green syndicate space suit
|
||||
|
||||
@@ -11,5 +11,4 @@
|
||||
icon_state = "void"
|
||||
item_state = "void"
|
||||
desc = "A high tech, NASA Centcom branch designed, dark red Space suit. Used for AI satellite maintenance."
|
||||
slowdown = 1
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/multitool)
|
||||
@@ -20,7 +20,7 @@
|
||||
item_state = "armor"
|
||||
blood_overlay_type = "armor"
|
||||
flags = ONESIZEFITSALL
|
||||
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/jacket
|
||||
name = "military jacket"
|
||||
@@ -36,7 +36,6 @@
|
||||
item_state = "bulletproof"
|
||||
blood_overlay_type = "armor"
|
||||
flags = ONESIZEFITSALL
|
||||
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/security
|
||||
name = "security armor"
|
||||
@@ -98,7 +97,7 @@
|
||||
icon_state = "hos"
|
||||
item_state = "hos"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
|
||||
armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
armor = list(melee = 30, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
@@ -145,7 +144,7 @@
|
||||
icon_state = "capcarapace"
|
||||
item_state = "armor"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
armor = list(melee = 50, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
armor = list(melee = 50, bullet = 40, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/armor/riot
|
||||
name = "Riot Suit"
|
||||
@@ -155,8 +154,7 @@
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 1
|
||||
armor = list(melee = 80, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
strip_delay = 80
|
||||
put_on_delay = 60
|
||||
@@ -167,7 +165,7 @@
|
||||
desc = "A classic suit of plate armour, highly effective at stopping melee attacks."
|
||||
icon_state = "knight_green"
|
||||
item_state = "knight_green"
|
||||
armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
slowdown = 1
|
||||
|
||||
/obj/item/clothing/suit/armor/riot/knight/yellow
|
||||
icon_state = "knight_yellow"
|
||||
@@ -194,7 +192,7 @@
|
||||
icon_state = "bulletproof"
|
||||
item_state = "armor"
|
||||
blood_overlay_type = "armor"
|
||||
armor = list(melee = 25, bullet = 80, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0)
|
||||
armor = list(melee = 15, bullet = 80, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0)
|
||||
strip_delay = 70
|
||||
put_on_delay = 50
|
||||
|
||||
@@ -204,7 +202,7 @@
|
||||
icon_state = "armor_reflec"
|
||||
item_state = "armor_reflec"
|
||||
blood_overlay_type = "armor"
|
||||
armor = list(melee = 10, bullet = 10, laser = 80, energy = 50, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 10, bullet = 10, laser = 60, energy = 50, bomb = 0, bio = 0, rad = 0)
|
||||
var/hit_reflect_chance = 40
|
||||
|
||||
/obj/item/clothing/suit/armor/laserproof/IsReflect(var/def_zone)
|
||||
@@ -279,13 +277,14 @@
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
|
||||
species_fit = null
|
||||
sprite_sheets = null
|
||||
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
|
||||
|
||||
/obj/item/clothing/suit/armor/heavy
|
||||
name = "heavy armor"
|
||||
desc = "A heavily armored suit that protects against moderate damage."
|
||||
icon_state = "heavy"
|
||||
item_state = "swat_suit"
|
||||
armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.90
|
||||
flags = THICKMATERIAL
|
||||
@@ -295,7 +294,7 @@
|
||||
hide_tail_by_species = list("Vox")
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome
|
||||
armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
flags = THICKMATERIAL
|
||||
@@ -321,7 +320,7 @@
|
||||
desc = "A set of armor worn by members of the Nanotrasen Emergency Response Team."
|
||||
icon_state = "ertarmor_cmd"
|
||||
item_state = "armor"
|
||||
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 20, bio = 0, rad = 0)
|
||||
armor = list(melee = 30, bullet = 30, laser = 30, energy = 30, bomb = 20, bio = 0, rad = 0)
|
||||
|
||||
//Commander
|
||||
/obj/item/clothing/suit/armor/vest/ert/command
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
desc = "A hood that protects the head and face from biological comtaminants."
|
||||
permeability_coefficient = 0.01
|
||||
flags = HEADCOVERSEYES | HEADCOVERSMOUTH | BLOCKHAIR | THICKMATERIAL
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 20)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
|
||||
/obj/item/clothing/suit/bio_suit
|
||||
@@ -18,9 +18,9 @@
|
||||
permeability_coefficient = 0.01
|
||||
flags = ONESIZEFITSALL | THICKMATERIAL
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 1.0
|
||||
slowdown = 1
|
||||
allowed = list(/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/pen,/obj/item/device/flashlight/pen)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 20)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
|
||||
strip_delay = 70
|
||||
put_on_delay = 70
|
||||
@@ -48,9 +48,11 @@
|
||||
|
||||
//Security biosuit, grey with red stripe across the chest
|
||||
/obj/item/clothing/head/bio_hood/security
|
||||
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 100, rad = 20)
|
||||
icon_state = "bio_security"
|
||||
|
||||
/obj/item/clothing/suit/bio_suit/security
|
||||
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 100, rad = 20)
|
||||
icon_state = "bio_security"
|
||||
|
||||
|
||||
|
||||
@@ -133,7 +133,7 @@
|
||||
blood_overlay_type = "coat"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
allowed = list(/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/device/flashlight,/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
|
||||
armor = list(melee = 50, bullet = 10, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 25, bullet = 10, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags = ONESIZEFITSALL
|
||||
@@ -143,24 +143,20 @@
|
||||
)
|
||||
|
||||
//Forensics
|
||||
/obj/item/clothing/suit/storage/forensics
|
||||
/obj/item/clothing/suit/storage/det_suit/forensics
|
||||
name = "jacket"
|
||||
desc = "A forensics technician jacket."
|
||||
item_state = "det_suit"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/detective_scanner,/obj/item/device/taperecorder)
|
||||
armor = list(melee = 10, bullet = 10, laser = 15, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
species_fit = list("Vox")
|
||||
sprite_sheets = list(
|
||||
"Vox" = 'icons/mob/species/vox/suit.dmi'
|
||||
)
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
/obj/item/clothing/suit/storage/forensics/red
|
||||
/obj/item/clothing/suit/storage/det_suit/forensics/red
|
||||
name = "red jacket"
|
||||
desc = "A red forensics technician jacket."
|
||||
icon_state = "forensics_red"
|
||||
|
||||
/obj/item/clothing/suit/storage/forensics/blue
|
||||
/obj/item/clothing/suit/storage/det_suit/forensics/blue
|
||||
name = "blue jacket"
|
||||
desc = "A blue forensics technician jacket."
|
||||
icon_state = "forensics_blue"
|
||||
@@ -174,7 +170,7 @@
|
||||
blood_overlay_type = "coat"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic)
|
||||
armor = list(melee = 50, bullet = 10, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 25, bullet = 10, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
@@ -483,7 +483,7 @@
|
||||
flags = ONESIZEFITSALL
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/pen,/obj/item/device/flashlight/pen)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 20)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
|
||||
|
||||
/obj/item/clothing/head/mercy_hood
|
||||
@@ -493,7 +493,7 @@
|
||||
item_state = "mercy_hood"
|
||||
permeability_coefficient = 0.01
|
||||
flags = HEADCOVERSEYES | HEADCOVERSMOUTH | BLOCKHAIR
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 20)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
|
||||
/obj/item/clothing/suit/jacket
|
||||
@@ -526,7 +526,7 @@
|
||||
strip_delay = 60
|
||||
put_on_delay = 40
|
||||
flags = ONESIZEFITSALL
|
||||
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
//End of inheritance from Security armour.
|
||||
|
||||
/obj/item/clothing/suit/jacket/leather
|
||||
@@ -569,7 +569,7 @@
|
||||
icon_state = "owl_wings"
|
||||
item_state = "owl_wings"
|
||||
body_parts_covered = ARMS
|
||||
armor = list(melee = 5, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 5, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite)
|
||||
action_button_name = "Toggle Owl Wings"
|
||||
flags = NODROP
|
||||
@@ -616,7 +616,7 @@
|
||||
permeability_coefficient = 0.01
|
||||
flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS|HEAD
|
||||
armor = list(melee = 100, bullet = 100, laser = 100,energy = 100, bomb = 100, bio = 100, rad = 100)
|
||||
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 100, bio = 100, rad = 100)
|
||||
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS | HEAD
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
|
||||
heat_protection = UPPER_TORSO | LOWER_TORSO|LEGS|FEET|ARMS|HANDS | HEAD
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
permeability_coefficient = 0.50
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/extinguisher)
|
||||
slowdown = 1.0
|
||||
slowdown = 1
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
|
||||
flags = STOPSPRESSUREDMAGE | THICKMATERIAL
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
@@ -64,7 +64,7 @@
|
||||
desc = "Use in case of bomb."
|
||||
icon_state = "bombsuit"
|
||||
flags = HEADCOVERSEYES | HEADCOVERSMOUTH | BLOCKHAIR | THICKMATERIAL
|
||||
armor = list(melee = 40, bullet = 0, laser = 20,energy = 10, bomb = 100, bio = 0, rad = 0)
|
||||
armor = list(melee = 20, bullet = 0, laser = 20, energy = 10, bomb = 100, bio = 0, rad = 0)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
cold_protection = HEAD
|
||||
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
|
||||
@@ -84,7 +84,7 @@
|
||||
flags = THICKMATERIAL
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 2
|
||||
armor = list(melee = 40, bullet = 0, laser = 20,energy = 10, bomb = 100, bio = 0, rad = 0)
|
||||
armor = list(melee = 20, bullet = 0, laser = 20, energy = 10, bomb = 100, bio = 0, rad = 0)
|
||||
flags_inv = HIDEJUMPSUIT|HIDETAIL
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
|
||||
@@ -116,7 +116,7 @@
|
||||
icon_state = "rad"
|
||||
desc = "A hood with radiation protective properties. Label: Made with lead, do not eat insulation"
|
||||
flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR|THICKMATERIAL
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 60, rad = 100)
|
||||
strip_delay = 60
|
||||
put_on_delay = 60
|
||||
|
||||
@@ -132,7 +132,7 @@
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen)
|
||||
slowdown = 1.5
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 60, rad = 100)
|
||||
flags_inv = HIDEJUMPSUIT|HIDETAIL
|
||||
strip_delay = 60
|
||||
put_on_delay = 60
|
||||
@@ -7,6 +7,7 @@
|
||||
desc = "It's a plain jumpsuit. It seems to have a small dial on the wrist."
|
||||
origin_tech = "syndicate=3"
|
||||
var/list/clothing_choices = list()
|
||||
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
New()
|
||||
..()
|
||||
|
||||
@@ -24,6 +24,13 @@
|
||||
item_color = "qm"
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/rank/cargo/skirt
|
||||
name = "quartermaster's jumpskirt"
|
||||
desc = "It's a jumpskirt worn by the quartermaster. It's specially designed to prevent back injuries caused by pushing paper."
|
||||
icon_state = "qmf"
|
||||
item_color = "qmf"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
flags = null
|
||||
|
||||
/obj/item/clothing/under/rank/cargotech
|
||||
name = "cargo technician's jumpsuit"
|
||||
@@ -33,6 +40,12 @@
|
||||
item_color = "cargo"
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/rank/cargotech/skirt
|
||||
name = "cargo technician's jumpskirt"
|
||||
desc = "Skirrrrrts! They're comfy and easy to wear!"
|
||||
icon_state = "cargof"
|
||||
item_color = "cargof"
|
||||
flags = null
|
||||
|
||||
/obj/item/clothing/under/rank/chaplain
|
||||
desc = "It's a black jumpsuit, often worn by religious folk."
|
||||
@@ -104,7 +117,7 @@
|
||||
name = "janitor's jumpsuit"
|
||||
icon_state = "janitor"
|
||||
item_color = "janitor"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
|
||||
|
||||
@@ -5,9 +5,17 @@
|
||||
icon_state = "chiefengineer"
|
||||
item_state = "g_suit"
|
||||
item_color = "chief"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 10)
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/rank/chief_engineer/skirt
|
||||
desc = "It's a high visibility jumpskirt given to those engineers insane enough to achieve the rank of \"Chief engineer\". It has minor radiation shielding."
|
||||
name = "chief engineer's jumpskirt"
|
||||
icon_state = "chieff"
|
||||
item_color = "chieff"
|
||||
flags = null
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
/obj/item/clothing/under/rank/atmospheric_technician
|
||||
desc = "It's a jumpsuit worn by atmospheric technicians."
|
||||
name = "atmospheric technician's jumpsuit"
|
||||
@@ -16,15 +24,32 @@
|
||||
item_color = "atmos"
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/rank/atmospheric_technician/skirt
|
||||
desc = "It's a jumpskirt worn by atmospheric technicians."
|
||||
name = "atmospheric technician's jumpskirt"
|
||||
icon_state = "atmosf"
|
||||
item_color = "atmosf"
|
||||
flags = null
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
/obj/item/clothing/under/rank/engineer
|
||||
desc = "It's an orange high visibility jumpsuit worn by engineers. It has minor radiation shielding."
|
||||
name = "engineer's jumpsuit"
|
||||
icon_state = "engine"
|
||||
item_state = "engi_suit"
|
||||
item_color = "engine"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 10)
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
|
||||
/obj/item/clothing/under/rank/engineer/skirt
|
||||
desc = "It's an orange high visibility jumpskirt worn by engineers. It has minor radiation shielding."
|
||||
name = "engineer's jumpskirt"
|
||||
icon_state = "enginef"
|
||||
item_color = "enginef"
|
||||
flags = null
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
/obj/item/clothing/under/rank/roboticist
|
||||
desc = "It's a slimming black with reinforced seams; great for industrial work."
|
||||
name = "roboticist's jumpsuit"
|
||||
@@ -33,6 +58,13 @@
|
||||
item_color = "robotics"
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/rank/roboticist/skirt
|
||||
desc = "It's a slimming black jumpskirt with reinforced seams; great for industrial work."
|
||||
name = "roboticist's jumpskirt"
|
||||
icon_state = "roboticsf"
|
||||
item_color = "roboticsf"
|
||||
flags = null
|
||||
|
||||
/obj/item/clothing/under/rank/mechanic
|
||||
desc = "It's a pair of overalls worn by mechanics."
|
||||
name = "mechanic's overalls"
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
icon_state = "director"
|
||||
item_state = "g_suit"
|
||||
item_color = "director"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 10, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 10, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/rank/scientist
|
||||
@@ -17,9 +17,16 @@
|
||||
item_state = "w_suit"
|
||||
item_color = "toxinswhite"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 0, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/rank/scientist/skirt
|
||||
name = "scientist's jumpskirt"
|
||||
icon_state = "sciencewhitef"
|
||||
item_color = "sciencewhitef"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
flags = null
|
||||
|
||||
/obj/item/clothing/under/rank/chemist
|
||||
desc = "It's made of a special fiber that gives special protection against biohazards. It has a chemist rank stripe on it."
|
||||
name = "chemist's jumpsuit"
|
||||
@@ -27,9 +34,16 @@
|
||||
item_state = "w_suit"
|
||||
item_color = "chemistrywhite"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/rank/chemist/skirt
|
||||
name = "chemist's jumpskirt"
|
||||
icon_state = "chemistrywhitef"
|
||||
item_color = "chemistrywhitef"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
flags = null
|
||||
|
||||
/*
|
||||
* Medical
|
||||
*/
|
||||
@@ -40,9 +54,17 @@
|
||||
item_state = "w_suit"
|
||||
item_color = "cmo"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/rank/chief_medical_officer/skirt
|
||||
desc = "It's a jumpskirt worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection."
|
||||
name = "chief medical officer's jumpskirt"
|
||||
icon_state = "cmof"
|
||||
item_color = "cmof"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
flags = null
|
||||
|
||||
/obj/item/clothing/under/rank/geneticist
|
||||
desc = "It's made of a special fiber that gives special protection against biohazards. It has a genetics rank stripe on it."
|
||||
name = "geneticist's jumpsuit"
|
||||
@@ -50,9 +72,16 @@
|
||||
item_state = "w_suit"
|
||||
item_color = "geneticswhite"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/rank/geneticist/skirt
|
||||
name = "geneticist's jumpskirt"
|
||||
icon_state = "geneticswhitef"
|
||||
item_color = "geneticswhitef"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
flags = null
|
||||
|
||||
/obj/item/clothing/under/rank/virologist
|
||||
desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it."
|
||||
name = "virologist's jumpsuit"
|
||||
@@ -60,9 +89,16 @@
|
||||
item_state = "w_suit"
|
||||
item_color = "virologywhite"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/rank/virologist/skirt
|
||||
name = "virologist's jumpskirt"
|
||||
icon_state = "virologywhitef"
|
||||
item_color = "virologywhitef"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
flags = null
|
||||
|
||||
/obj/item/clothing/under/rank/nursesuit
|
||||
desc = "It's a jumpsuit commonly worn by nursing staff in the medical department."
|
||||
name = "nurse's suit"
|
||||
@@ -70,7 +106,7 @@
|
||||
item_state = "nursesuit"
|
||||
item_color = "nursesuit"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/rank/nurse
|
||||
@@ -80,7 +116,7 @@
|
||||
item_state = "nurse"
|
||||
item_color = "nurse"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/rank/orderly
|
||||
@@ -90,7 +126,7 @@
|
||||
item_state = "orderly"
|
||||
item_color = "orderly"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/rank/medical
|
||||
@@ -100,9 +136,16 @@
|
||||
item_state = "w_suit"
|
||||
item_color = "medical"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/rank/medical/skirt
|
||||
name = "medical doctor's jumpskirt"
|
||||
icon_state = "medicalf"
|
||||
item_color = "medicalf"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
flags = null
|
||||
|
||||
/obj/item/clothing/under/rank/medical/blue
|
||||
name = "medical scrubs"
|
||||
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in baby blue."
|
||||
@@ -139,7 +182,7 @@
|
||||
item_state = "paramedic"
|
||||
item_color = "paramedic"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 10)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 10)
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/rank/psych
|
||||
@@ -169,7 +212,7 @@
|
||||
item_state = "w_suit"
|
||||
item_color = "genetics_new"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/rank/chemist_new
|
||||
@@ -179,7 +222,7 @@
|
||||
item_state = "w_suit"
|
||||
item_color = "chemist_new"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/rank/scientist_new
|
||||
@@ -189,7 +232,7 @@
|
||||
item_state = "w_suit"
|
||||
item_color = "scientist_new"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 0, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/rank/virologist_new
|
||||
@@ -199,5 +242,5 @@
|
||||
item_state = "w_suit"
|
||||
item_color = "virologist_new"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
@@ -15,27 +15,43 @@
|
||||
icon_state = "warden"
|
||||
item_state = "r_suit"
|
||||
item_color = "warden"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
strip_delay = 50
|
||||
|
||||
/obj/item/clothing/under/rank/warden/skirt
|
||||
desc = "Standard feminine fashion for a Warden. It is made of sturdier material than standard jumpskirts. It has the word \"Warden\" written on the shoulders."
|
||||
name = "warden's jumpskirt"
|
||||
icon_state = "wardenf"
|
||||
item_state = "r_suit"
|
||||
item_color = "wardenf"
|
||||
flags = null
|
||||
|
||||
/obj/item/clothing/under/rank/security
|
||||
name = "security officer's jumpsuit"
|
||||
desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for robust protection."
|
||||
icon_state = "security"
|
||||
item_state = "r_suit"
|
||||
item_color = "secred"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
strip_delay = 50
|
||||
|
||||
/obj/item/clothing/under/rank/security/skirt
|
||||
name = "security officer's jumpskirt"
|
||||
desc = "Standard feminine fashion for Security Officers. It's made of sturdier material than the standard jumpskirts."
|
||||
icon_state = "secredf"
|
||||
item_state = "r_suit"
|
||||
item_color = "secredf"
|
||||
flags = null
|
||||
|
||||
/obj/item/clothing/under/rank/dispatch
|
||||
name = "dispatcher's uniform"
|
||||
desc = "A dress shirt and khakis with a security patch sewn on."
|
||||
icon_state = "dispatch"
|
||||
item_state = "dispatch"
|
||||
item_color = "dispatch"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/rank/security2
|
||||
@@ -44,7 +60,7 @@
|
||||
icon_state = "redshirt2"
|
||||
item_state = "r_suit"
|
||||
item_color = "redshirt2"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
/obj/item/clothing/under/rank/security/corp
|
||||
icon_state = "sec_corporate"
|
||||
@@ -65,7 +81,7 @@
|
||||
icon_state = "detective"
|
||||
item_state = "det"
|
||||
item_color = "detective"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
strip_delay = 50
|
||||
species_fit = list("Vox")
|
||||
@@ -82,10 +98,18 @@
|
||||
icon_state = "hos"
|
||||
item_state = "r_suit"
|
||||
item_color = "hosred"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
strip_delay = 60
|
||||
|
||||
/obj/item/clothing/under/rank/head_of_security/skirt
|
||||
desc = "It's a fashionable jumpskirt worn by those few with the dedication to achieve the position of \"Head of Security\". It has additional armor to protect the wearer."
|
||||
name = "head of security's jumpskirt"
|
||||
icon_state = "hosredf"
|
||||
item_state = "r_suit"
|
||||
item_color = "hosredf"
|
||||
flags = null
|
||||
|
||||
/obj/item/clothing/under/rank/head_of_security/corp
|
||||
icon_state = "hos_corporate"
|
||||
item_state = "hos_corporate"
|
||||
@@ -154,5 +178,5 @@
|
||||
item_state = "brig_phys"
|
||||
item_color = "brig_phys"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
flags = ONESIZEFITSALL
|
||||
@@ -130,7 +130,7 @@
|
||||
icon_state = "ert_uniform"
|
||||
item_state = "bl_suit"
|
||||
item_color = "ert_uniform"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/space
|
||||
name = "\improper NASA jumpsuit"
|
||||
@@ -156,7 +156,7 @@
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS|HEAD
|
||||
armor = list(melee = 100, bullet = 100, laser = 100,energy = 100, bomb = 100, bio = 100, rad = 100)
|
||||
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 100, bio = 100, rad = 100)
|
||||
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS | HEAD
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
|
||||
heat_protection = UPPER_TORSO | LOWER_TORSO|LEGS|FEET|ARMS|HANDS | HEAD
|
||||
@@ -568,7 +568,7 @@
|
||||
icon_state = "vengine"
|
||||
item_state = "vengine"
|
||||
item_color = "vengine"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 10)
|
||||
|
||||
/obj/item/clothing/under/vox_sec
|
||||
name = "Vox Security Jumpsuit"
|
||||
@@ -576,7 +576,7 @@
|
||||
icon_state = "vred"
|
||||
item_state = "vred"
|
||||
item_color = "vred"
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/vox_chem
|
||||
name = "Vox Chemist Jumpsuit"
|
||||
@@ -584,7 +584,7 @@
|
||||
icon_state = "vchem"
|
||||
item_state = "vchem"
|
||||
item_color = "vchem"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/psyjump
|
||||
name = "Psychic Amp Jumpsuit"
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
item_state = "bl_suit"
|
||||
item_color = "syndicate"
|
||||
has_sensor = 0
|
||||
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/under/syndicate/combat
|
||||
name = "combat turtleneck"
|
||||
|
||||
@@ -112,7 +112,8 @@ var/global/datum/ErrorViewer/ErrorCache/error_cache = null
|
||||
|
||||
// Show the error to admins with debug messages turned on, but only if one
|
||||
// from the same source hasn't been shown too recently
|
||||
if(error_source.next_message_at <= world.time)
|
||||
// (Also, make sure config is initialized, or log_debug will runtime)
|
||||
if(config && error_source.next_message_at <= world.time)
|
||||
var/const/viewtext = "\[view]" // Nesting these in other brackets went poorly
|
||||
log_debug("Runtime in [e.file],[e.line]: [html_encode(e.name)] [error_entry.makeLink(viewtext)]")
|
||||
error_source.next_message_at = world.time + ERROR_MSG_DELAY
|
||||
|
||||
@@ -61,5 +61,5 @@
|
||||
icon_state = "xmashat"
|
||||
desc = "A crappy paper hat that you are REQUIRED to wear."
|
||||
flags_inv = 0
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
|
||||
@@ -314,6 +314,7 @@
|
||||
w_class = 4
|
||||
var/extend = 1
|
||||
flags = NOSHIELD | CONDUCT
|
||||
armour_penetration = 20
|
||||
slot_flags = SLOT_BACK
|
||||
origin_tech = "materials=2;combat=2"
|
||||
attack_verb = list("chopped", "sliced", "cut", "reaped")
|
||||
@@ -339,6 +340,7 @@
|
||||
w_class = 2.0
|
||||
extend = 0
|
||||
flags = NOSHIELD
|
||||
armour_penetration = 20
|
||||
slot_flags = SLOT_BELT
|
||||
origin_tech = "materials=3;combat=3"
|
||||
attack_verb = list("chopped", "sliced", "cut", "reaped")
|
||||
|
||||
@@ -38,6 +38,8 @@
|
||||
D.visible_message("<span class='warning'>[A] grabs [D]'s wrist and wrenches it sideways!</span>", \
|
||||
"<span class='userdanger'>[A] grabs your wrist and violently wrenches it to the side!</span>")
|
||||
playsound(get_turf(A), 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
|
||||
if(prob(60))
|
||||
A.say(pick("WRISTY TWIRLY!", "WE FIGHT LIKE MEN!", "YOU DISHONOR YOURSELF!", "POHYAH!", "WHERE IS YOUR BATON NOW?", "SAY UNCLE!"))
|
||||
D.emote("scream")
|
||||
D.drop_item()
|
||||
D.apply_damage(5, BRUTE, pick("l_arm", "r_arm"))
|
||||
@@ -53,6 +55,8 @@
|
||||
step_to(D,get_step(D,D.dir),1)
|
||||
D.Weaken(4)
|
||||
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 50, 1, -1)
|
||||
if(prob(80))
|
||||
A.say(pick("SURRPRIZU!","BACK STRIKE!","WOPAH!", "WATAAH", "ZOTA!", "Never turn your back to the enemy!"))
|
||||
return 1
|
||||
return basic_hit(A,D)
|
||||
|
||||
@@ -65,6 +69,8 @@
|
||||
D.losebreath += 3
|
||||
D.Stun(2)
|
||||
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 50, 1, -1)
|
||||
if(prob(80))
|
||||
A.say(pick("HWOP!", "KUH!", "YAKUUH!", "KYUH!", "KNEESTRIKE!"))
|
||||
return 1
|
||||
return basic_hit(A,D)
|
||||
|
||||
@@ -76,6 +82,8 @@
|
||||
D.apply_damage(20, BRUTE, "head")
|
||||
D.drop_item()
|
||||
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 50, 1, -1)
|
||||
if(prob(60))
|
||||
A.say(pick("OOHYOO!", "OOPYAH!", "HYOOAA!", "WOOAAA!", "SHURYUKICK!", "HIYAH!"))
|
||||
D.Stun(4)
|
||||
return 1
|
||||
return basic_hit(A,D)
|
||||
@@ -89,6 +97,8 @@
|
||||
D.death() //FINISH HIM!
|
||||
D.apply_damage(50, BRUTE, "chest")
|
||||
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 75, 1, -1)
|
||||
if(prob(80))
|
||||
A.say(pick("BANZAIII!", "KIYAAAA!", "OMAE WA MOU SHINDEIRU!", "YOU CAN'T SEE ME!", "MY TIME IS NOW!", "COWABUNGA"))
|
||||
return 1
|
||||
return basic_hit(A,D)
|
||||
|
||||
@@ -111,6 +121,8 @@
|
||||
"<span class='userdanger'>[A] [atk_verb] you!</span>")
|
||||
D.apply_damage(rand(10,15), BRUTE)
|
||||
playsound(get_turf(D), 'sound/weapons/punch1.ogg', 25, 1, -1)
|
||||
if(prob(50))
|
||||
A.say(pick("HUAH!", "HYA!", "CHOO!", "WUO!", "KYA!", "HUH!", "HIYOH!", "CARP STRIKE!", "CARP BITE!"))
|
||||
if(prob(D.getBruteLoss()) && !D.lying)
|
||||
D.visible_message("<span class='warning'>[D] stumbles and falls!</span>", "<span class='userdanger'>The blow sends you to the ground!</span>")
|
||||
D.Weaken(4)
|
||||
|
||||
@@ -44,10 +44,6 @@ var/list/image/ghost_darkness_images = list() //this is a list of images for thi
|
||||
|
||||
stat = DEAD
|
||||
|
||||
ghostimage = image(src.icon,src,src.icon_state)
|
||||
ghost_darkness_images |= ghostimage
|
||||
updateallghostimages()
|
||||
|
||||
var/turf/T
|
||||
if(ismob(body))
|
||||
T = get_turf(body) //Where is the body located?
|
||||
@@ -76,7 +72,15 @@ var/list/image/ghost_darkness_images = list() //this is a list of images for thi
|
||||
name = capitalize(pick(first_names_female)) + " " + capitalize(pick(last_names))
|
||||
|
||||
mind = body.mind //we don't transfer the mind but we keep a reference to it.
|
||||
|
||||
|
||||
ghostimage = image(icon = icon, loc = src, icon_state = icon_state)
|
||||
ghostimage.overlays = overlays
|
||||
ghostimage.dir = dir
|
||||
ghostimage.appearance_flags |= KEEP_TOGETHER
|
||||
ghostimage.alpha = alpha
|
||||
appearance_flags |= KEEP_TOGETHER
|
||||
ghost_darkness_images |= ghostimage
|
||||
updateallghostimages()
|
||||
if(!T) T = pick(latejoin) //Safety in case we cannot find the body's position
|
||||
forceMove(T)
|
||||
|
||||
@@ -166,6 +170,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
|
||||
/mob/dead/observer/Move(NewLoc, direct)
|
||||
following = null
|
||||
dir = direct
|
||||
ghostimage.dir = dir
|
||||
if(NewLoc)
|
||||
forceMove(NewLoc)
|
||||
return
|
||||
|
||||
@@ -14,8 +14,26 @@
|
||||
if (src.client.handle_spam_prevention(message,MUTE_DEADCHAT))
|
||||
return
|
||||
|
||||
if(copytext(message,1,2) == "*")
|
||||
return emote(copytext(message,2))
|
||||
|
||||
. = src.say_dead(message)
|
||||
|
||||
|
||||
/mob/dead/observer/emote(var/act, var/type, var/message)
|
||||
message = sanitize(copytext(message, 1, MAX_MESSAGE_LEN))
|
||||
|
||||
if(!message)
|
||||
return
|
||||
|
||||
if(act != "me")
|
||||
return
|
||||
|
||||
log_emote("Ghost/[src.key] : [message]")
|
||||
|
||||
if(src.client)
|
||||
if(src.client.prefs.muted & MUTE_DEADCHAT)
|
||||
to_chat(src, "\red You cannot emote in deadchat (muted).")
|
||||
return
|
||||
|
||||
if(src.client.handle_spam_prevention(message, MUTE_DEADCHAT))
|
||||
return
|
||||
|
||||
. = src.emote_dead(message)
|
||||
|
||||
@@ -0,0 +1,124 @@
|
||||
#define EMOTE_COOLDOWN 20 //Time in deciseconds that the cooldown lasts
|
||||
|
||||
//Emote Cooldown System (it's so simple!)
|
||||
/mob/proc/handle_emote_CD(cooldown = EMOTE_COOLDOWN)
|
||||
if(emote_cd == 2) return 1 // Cooldown emotes were disabled by an admin, prevent use
|
||||
if(src.emote_cd == 1) return 1 // Already on CD, prevent use
|
||||
|
||||
src.emote_cd = 1 // Starting cooldown
|
||||
spawn(cooldown)
|
||||
if(emote_cd == 2) return 1 // Don't reset if cooldown emotes were disabled by an admin during the cooldown
|
||||
src.emote_cd = 0 // Cooldown complete, ready for more!
|
||||
|
||||
return 0 // Proceed with emote
|
||||
//--FalseIncarnate
|
||||
|
||||
// All mobs should have custom emote, really..
|
||||
/mob/proc/custom_emote(var/m_type=1,var/message = null)
|
||||
|
||||
if(stat || !use_me && usr == src)
|
||||
to_chat(usr, "You are unable to emote.")
|
||||
return
|
||||
|
||||
var/muzzled = istype(src.wear_mask, /obj/item/clothing/mask/muzzle)
|
||||
if(m_type == 2 && muzzled) return
|
||||
|
||||
var/input
|
||||
if(!message)
|
||||
input = sanitize(copytext(input(src,"Choose an emote to display.") as text|null,1,MAX_MESSAGE_LEN))
|
||||
else
|
||||
input = message
|
||||
if(input)
|
||||
message = "<B>[src]</B> [input]"
|
||||
else
|
||||
return
|
||||
|
||||
|
||||
if (message)
|
||||
log_emote("[name]/[key] : [message]")
|
||||
|
||||
//Hearing gasp and such every five seconds is not good emotes were not global for a reason.
|
||||
// Maybe some people are okay with that.
|
||||
|
||||
for(var/mob/M in player_list)
|
||||
if (!M.client)
|
||||
continue //skip monkeys and leavers
|
||||
if (istype(M, /mob/new_player))
|
||||
continue
|
||||
if(findtext(message," snores.")) //Because we have so many sleeping people.
|
||||
break
|
||||
if(M.stat == 2 && (M.client.prefs.toggles & CHAT_GHOSTSIGHT) && !(M in viewers(src,null)))
|
||||
M.show_message(message)
|
||||
|
||||
|
||||
// Type 1 (Visual) emotes are sent to anyone in view of the item
|
||||
if (m_type & 1)
|
||||
var/list/can_see = get_mobs_in_view(1,src) //Allows silicon & mmi mobs carried around to see the emotes of the person carrying them around.
|
||||
can_see |= viewers(src,null)
|
||||
for (var/mob/O in can_see)
|
||||
|
||||
if(O.status_flags & PASSEMOTES)
|
||||
|
||||
for(var/obj/item/weapon/holder/H in O.contents)
|
||||
H.show_message(message, m_type)
|
||||
|
||||
for(var/mob/living/M in O.contents)
|
||||
M.show_message(message, m_type)
|
||||
|
||||
O.show_message(message, m_type)
|
||||
|
||||
// Type 2 (Audible) emotes are sent to anyone in hear range
|
||||
// of the *LOCATION* -- this is important for pAIs to be heard
|
||||
else if (m_type & 2)
|
||||
for (var/mob/O in get_mobs_in_view(7,src))
|
||||
|
||||
if(O.status_flags & PASSEMOTES)
|
||||
|
||||
for(var/obj/item/weapon/holder/H in O.contents)
|
||||
H.show_message(message, m_type)
|
||||
|
||||
for(var/mob/living/M in O.contents)
|
||||
M.show_message(message, m_type)
|
||||
|
||||
O.show_message(message, m_type)
|
||||
|
||||
/mob/proc/emote_dead(var/message)
|
||||
|
||||
if(client.prefs.muted & MUTE_DEADCHAT)
|
||||
to_chat(src, "\red You cannot send deadchat emotes (muted).")
|
||||
return
|
||||
|
||||
if(!(client.prefs.toggles & CHAT_DEAD))
|
||||
to_chat(src, "\red You have deadchat muted.")
|
||||
return
|
||||
|
||||
if(!src.client.holder)
|
||||
if(!config.dsay_allowed)
|
||||
to_chat(src, "\red Deadchat is globally muted")
|
||||
return
|
||||
|
||||
|
||||
var/input
|
||||
if(!message)
|
||||
input = sanitize(copytext(input(src, "Choose an emote to display.") as text|null, 1, MAX_MESSAGE_LEN))
|
||||
else
|
||||
input = message
|
||||
|
||||
if(input)
|
||||
message = "<span class='game deadsay'><span class='prefix'>DEAD:</span> <b>[src]</b> [message]</span>"
|
||||
else
|
||||
return
|
||||
|
||||
|
||||
if(message)
|
||||
log_emote("Ghost/[src.key] : [message]")
|
||||
|
||||
for(var/mob/M in player_list)
|
||||
if(istype(M, /mob/new_player))
|
||||
continue
|
||||
|
||||
if(check_rights(R_ADMIN|R_MOD, 0, M) && (M.client.prefs.toggles & CHAT_DEAD)) // Show the emote to admins/mods
|
||||
to_chat(M, message)
|
||||
|
||||
else if(M.stat == DEAD && (M.client.prefs.toggles & CHAT_DEAD)) // Show the emote to regular ghosts with deadchat toggled on
|
||||
M.show_message(message, 2)
|
||||
@@ -217,7 +217,7 @@
|
||||
if(judgebot.check_for_weapons(r_hand))
|
||||
threatcount += 4
|
||||
|
||||
//Loyalty implants imply trustworthyness
|
||||
//Mindshield implants imply trustworthyness
|
||||
if(isloyal(src))
|
||||
threatcount -= 1
|
||||
|
||||
|
||||
@@ -0,0 +1,115 @@
|
||||
/mob/living/carbon/alien/humanoid/emote(var/act,var/m_type=1,var/message = null)
|
||||
var/param = null
|
||||
if (findtext(act, "-", 1, null))
|
||||
var/t1 = findtext(act, "-", 1, null)
|
||||
param = copytext(act, t1 + 1, length(act) + 1)
|
||||
act = copytext(act, 1, t1)
|
||||
|
||||
// if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
|
||||
// act = copytext(act,1,length(act)) //seriously who the fuck wrote this
|
||||
var/muzzled = is_muzzled()
|
||||
act = lowertext(act)
|
||||
switch(act)
|
||||
if("sign")
|
||||
if(!restrained())
|
||||
var/num = null
|
||||
if(text2num(param))
|
||||
num = "the number [text2num(param)]"
|
||||
if(num)
|
||||
message = "<B>\The [src]</B> signs [num]."
|
||||
m_type = 1
|
||||
if ("burp")
|
||||
if (!muzzled)
|
||||
message = "<B>\The [src]</B> burps."
|
||||
m_type = 2
|
||||
if ("deathgasp")
|
||||
message = "<B>\The [src]</B> lets out a waning guttural screech, green blood bubbling from its maw..."
|
||||
m_type = 2
|
||||
if("scratch")
|
||||
if (!src.restrained())
|
||||
message = "<B>\The [src]</B> scratches."
|
||||
m_type = 1
|
||||
if("whimper")
|
||||
if (!muzzled)
|
||||
message = "<B>\The [src]</B> whimpers."
|
||||
m_type = 2
|
||||
if("roar")
|
||||
if (!muzzled)
|
||||
message = "<B>\The [src]</B> roars."
|
||||
m_type = 2
|
||||
if("hiss")
|
||||
if(!muzzled)
|
||||
message = "<B>\The [src]</B> hisses."
|
||||
m_type = 2
|
||||
if("tail")
|
||||
message = "<B>\The [src]</B> waves its tail."
|
||||
m_type = 1
|
||||
if("gasp")
|
||||
message = "<B>\The [src]</B> gasps."
|
||||
m_type = 2
|
||||
if("shiver")
|
||||
message = "<B>\The [src]</B> shivers."
|
||||
m_type = 2
|
||||
if("drool")
|
||||
message = "<B>\The [src]</B> drools."
|
||||
m_type = 1
|
||||
if("scretch")
|
||||
if (!muzzled)
|
||||
message = "<B>\The [src]</B> scretches."
|
||||
m_type = 2
|
||||
if("choke")
|
||||
message = "<B>\The [src]</B> chokes."
|
||||
m_type = 2
|
||||
if("moan")
|
||||
message = "<B>\The [src]</B> moans!"
|
||||
m_type = 2
|
||||
if("nod")
|
||||
message = "<B>\The [src]</B> nods its head."
|
||||
m_type = 1
|
||||
if("sit")
|
||||
message = "<B>\The [src]</B> sits down."
|
||||
m_type = 1
|
||||
if("sway")
|
||||
message = "<B>\The [src]</B> sways around dizzily."
|
||||
m_type = 1
|
||||
if("sulk")
|
||||
message = "<B>\The [src]</B> sulks down sadly."
|
||||
m_type = 1
|
||||
if("twitch")
|
||||
message = "<B>\The [src]</B> twitches violently."
|
||||
m_type = 1
|
||||
if("dance")
|
||||
if (!src.restrained())
|
||||
message = "<B>\The [src]</B> dances around happily."
|
||||
m_type = 1
|
||||
if("roll")
|
||||
if (!src.restrained())
|
||||
message = "<B>\The [src]</B> rolls."
|
||||
m_type = 1
|
||||
if("shake")
|
||||
message = "<B>\The [src]</B> shakes its head."
|
||||
m_type = 1
|
||||
if("gnarl")
|
||||
if (!muzzled)
|
||||
message = "<B>\The [src]</B> gnarls and shows its teeth.."
|
||||
m_type = 2
|
||||
if("jump")
|
||||
message = "<B>\The [src]</B> jumps!"
|
||||
m_type = 1
|
||||
if("collapse")
|
||||
Paralyse(2)
|
||||
message = "<B>\The [src]</B> collapses!"
|
||||
m_type = 2
|
||||
if ("flip")
|
||||
m_type = 1
|
||||
message = "<B>\The [src]</B> does a flip!"
|
||||
src.SpinAnimation(5,1)
|
||||
if("help")
|
||||
to_chat(src, "burp, flip, deathgasp, choke, collapse, dance, drool, gasp, shiver, gnarl, jump, moan, nod, roar, roll, scratch,\nscretch, shake, sign-#, sit, sulk, sway, tail, twitch, whimper")
|
||||
|
||||
if(!stat)
|
||||
if (act == "roar")
|
||||
playsound(src.loc, 'sound/voice/hiss5.ogg', 40, 1, 1)
|
||||
if (act == "deathgasp")
|
||||
playsound(src.loc, 'sound/voice/hiss6.ogg', 80, 1, 1)
|
||||
..(act, m_type, message)
|
||||
@@ -0,0 +1,126 @@
|
||||
/mob/living/carbon/alien/larva/emote(var/act,var/m_type=1,var/message = null)
|
||||
var/param = null
|
||||
if (findtext(act, "-", 1, null))
|
||||
var/t1 = findtext(act, "-", 1, null)
|
||||
param = copytext(act, t1 + 1, length(act) + 1)
|
||||
act = copytext(act, 1, t1)
|
||||
|
||||
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
|
||||
act = copytext(act,1,length(act))
|
||||
var/muzzled = is_muzzled()
|
||||
act = lowertext(act)
|
||||
switch(act)
|
||||
if ("me")
|
||||
if(silent)
|
||||
return
|
||||
if (src.client)
|
||||
if (client.prefs.muted & MUTE_IC)
|
||||
to_chat(src, "\red You cannot send IC messages (muted).")
|
||||
return
|
||||
if (src.client.handle_spam_prevention(message,MUTE_IC))
|
||||
return
|
||||
if (stat)
|
||||
return
|
||||
if(!(message))
|
||||
return
|
||||
return custom_emote(m_type, message)
|
||||
|
||||
if ("custom")
|
||||
return custom_emote(m_type, message)
|
||||
if("sign")
|
||||
if (!src.restrained())
|
||||
message = text("<B>The alien</B> signs[].", (text2num(param) ? text(" the number []", text2num(param)) : null))
|
||||
m_type = 1
|
||||
if ("burp")
|
||||
if (!muzzled)
|
||||
message = "<B>[src]</B> burps."
|
||||
m_type = 2
|
||||
if("scratch")
|
||||
if (!src.restrained())
|
||||
message = "<B>The [src.name]</B> scratches."
|
||||
m_type = 1
|
||||
if("whimper")
|
||||
if (!muzzled)
|
||||
message = "<B>The [src.name]</B> whimpers."
|
||||
m_type = 2
|
||||
// if("roar")
|
||||
// if (!muzzled)
|
||||
// message = "<B>The [src.name]</B> roars." Commenting out since larva shouldn't roar /N
|
||||
// m_type = 2
|
||||
if("tail")
|
||||
message = "<B>The [src.name]</B> waves its tail."
|
||||
m_type = 1
|
||||
if("gasp")
|
||||
message = "<B>The [src.name]</B> gasps."
|
||||
m_type = 2
|
||||
if("shiver")
|
||||
message = "<B>The [src.name]</B> shivers."
|
||||
m_type = 2
|
||||
if("drool")
|
||||
message = "<B>The [src.name]</B> drools."
|
||||
m_type = 1
|
||||
if("scretch")
|
||||
if (!muzzled)
|
||||
message = "<B>The [src.name]</B> scretches."
|
||||
m_type = 2
|
||||
if("choke")
|
||||
message = "<B>The [src.name]</B> chokes."
|
||||
m_type = 2
|
||||
if("moan")
|
||||
message = "<B>The [src.name]</B> moans!"
|
||||
m_type = 2
|
||||
if("nod")
|
||||
message = "<B>The [src.name]</B> nods its head."
|
||||
m_type = 1
|
||||
// if("sit")
|
||||
// message = "<B>The [src.name]</B> sits down." //Larvan can't sit down, /N
|
||||
// m_type = 1
|
||||
if("sway")
|
||||
message = "<B>The [src.name]</B> sways around dizzily."
|
||||
m_type = 1
|
||||
if("sulk")
|
||||
message = "<B>The [src.name]</B> sulks down sadly."
|
||||
m_type = 1
|
||||
if("twitch")
|
||||
message = "<B>The [src.name]</B> twitches violently."
|
||||
m_type = 1
|
||||
if("dance")
|
||||
if (!src.restrained())
|
||||
message = "<B>The [src.name]</B> dances around happily."
|
||||
m_type = 1
|
||||
if("roll")
|
||||
if (!src.restrained())
|
||||
message = "<B>The [src.name]</B> rolls."
|
||||
m_type = 1
|
||||
if("shake")
|
||||
message = "<B>The [src.name]</B> shakes its head."
|
||||
m_type = 1
|
||||
if("gnarl")
|
||||
if (!muzzled)
|
||||
message = "<B>The [src.name]</B> gnarls and shows its teeth.."
|
||||
m_type = 2
|
||||
if("jump")
|
||||
message = "<B>The [src.name]</B> jumps!"
|
||||
m_type = 1
|
||||
if("hiss_")
|
||||
message = "<B>The [src.name]</B> hisses softly."
|
||||
m_type = 1
|
||||
if("collapse")
|
||||
Paralyse(2)
|
||||
message = text("<B>[]</B> collapses!", src)
|
||||
m_type = 2
|
||||
if("help")
|
||||
to_chat(src, "burp, choke, collapse, dance, drool, gasp, shiver, gnarl, jump, moan, nod, roll, scratch,\nscretch, shake, sign-#, sulk, sway, tail, twitch, whimper")
|
||||
else
|
||||
to_chat(src, text("Invalid Emote: []", act))
|
||||
if ((message && src.stat == 0))
|
||||
log_emote("[name]/[key] : [message]")
|
||||
if (m_type & 1)
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message(message, m_type)
|
||||
//Foreach goto(703)
|
||||
else
|
||||
for(var/mob/O in hearers(src, null))
|
||||
O.show_message(message, m_type)
|
||||
//Foreach goto(746)
|
||||
return
|
||||
@@ -0,0 +1,51 @@
|
||||
/mob/living/carbon/brain/emote(var/act,var/m_type=1,var/message = null)
|
||||
if(!(container && istype(container, /obj/item/device/mmi)))//No MMI, no emotes
|
||||
return
|
||||
|
||||
if (findtext(act, "-", 1, null))
|
||||
var/t1 = findtext(act, "-", 1, null)
|
||||
act = copytext(act, 1, t1)
|
||||
|
||||
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
|
||||
act = copytext(act,1,length(act))
|
||||
|
||||
if(src.stat == DEAD)
|
||||
return
|
||||
act = lowertext(act)
|
||||
switch(act)
|
||||
|
||||
if ("alarm")
|
||||
to_chat(src, "You sound an alarm.")
|
||||
message = "<B>\The [src]</B> sounds an alarm."
|
||||
m_type = 2
|
||||
if ("alert")
|
||||
to_chat(src, "You let out a distressed noise.")
|
||||
message = "<B>\The [src]</B> lets out a distressed noise."
|
||||
m_type = 2
|
||||
if ("notice")
|
||||
to_chat(src, "You play a loud tone.")
|
||||
message = "<B>\The [src]</B> plays a loud tone."
|
||||
m_type = 2
|
||||
if ("flash")
|
||||
message = "The lights on <B>\the [src]</B> flash quickly."
|
||||
m_type = 1
|
||||
if ("blink")
|
||||
message = "<B>\The [src]</B> blinks."
|
||||
m_type = 1
|
||||
if ("whistle")
|
||||
to_chat(src, "You whistle.")
|
||||
message = "<B>\The [src]</B> whistles."
|
||||
m_type = 2
|
||||
if ("beep")
|
||||
to_chat(src, "You beep.")
|
||||
message = "<B>\The [src]</B> beeps."
|
||||
m_type = 2
|
||||
if ("boop")
|
||||
to_chat(src, "You boop.")
|
||||
message = "<B>\The [src]</B> boops."
|
||||
m_type = 2
|
||||
if ("help")
|
||||
to_chat(src, "alarm, alert, notice, flash,blink, whistle, beep, boop")
|
||||
|
||||
if(message && !stat)
|
||||
..(act, m_type, message)
|
||||
@@ -0,0 +1,889 @@
|
||||
/mob/living/carbon/human/emote(var/act,var/m_type=1,var/message = null,var/force)
|
||||
|
||||
if (stat == DEAD)
|
||||
return // No screaming bodies
|
||||
|
||||
var/param = null
|
||||
if (findtext(act, "-", 1, null))
|
||||
var/t1 = findtext(act, "-", 1, null)
|
||||
param = copytext(act, t1 + 1, length(act) + 1)
|
||||
act = copytext(act, 1, t1)
|
||||
|
||||
var/muzzled = is_muzzled()
|
||||
if(sdisabilities & MUTE || silent)
|
||||
muzzled = 1
|
||||
//var/m_type = 1
|
||||
|
||||
for (var/obj/item/weapon/implant/I in src)
|
||||
if (I.implanted)
|
||||
I.trigger(act, src)
|
||||
|
||||
var/miming = 0
|
||||
if(mind)
|
||||
miming = mind.miming
|
||||
|
||||
//Emote Cooldown System (it's so simple!)
|
||||
// proc/handle_emote_CD() located in [code\modules\mob\emote.dm]
|
||||
var/on_CD = 0
|
||||
act = lowertext(act)
|
||||
switch(act)
|
||||
//Cooldown-inducing emotes
|
||||
if("ping", "pings", "buzz", "buzzes", "beep", "beeps", "yes", "no", "buzz2")
|
||||
if (species.name == "Machine") //Only Machines can beep, ping, and buzz, yes, no, and make a silly sad trombone noise.
|
||||
on_CD = handle_emote_CD() //proc located in code\modules\mob\emote.dm
|
||||
else //Everyone else fails, skip the emote attempt
|
||||
return
|
||||
if("drone","drones","hum","hums","rumble","rumbles")
|
||||
if (species.name == "Drask") //Only Drask can make whale noises
|
||||
on_CD = handle_emote_CD() //proc located in code\modules\mob\emote.dm
|
||||
else
|
||||
return
|
||||
if("squish", "squishes")
|
||||
var/found_slime_bodypart = 0
|
||||
|
||||
if(species.name == "Slime People") //Only Slime People can squish
|
||||
on_CD = handle_emote_CD() //proc located in code\modules\mob\emote.dm'
|
||||
found_slime_bodypart = 1
|
||||
else
|
||||
for(var/obj/item/organ/external/L in organs) // if your limbs are squishy you can squish too!
|
||||
if(L.dna.species in list("Slime People"))
|
||||
on_CD = handle_emote_CD()
|
||||
found_slime_bodypart = 1
|
||||
break
|
||||
|
||||
if(!found_slime_bodypart) //Everyone else fails, skip the emote attempt
|
||||
return
|
||||
if("scream", "screams")
|
||||
on_CD = handle_emote_CD(50) //longer cooldown
|
||||
if("fart", "farts", "flip", "flips", "snap", "snaps")
|
||||
on_CD = handle_emote_CD() //proc located in code\modules\mob\emote.dm
|
||||
//Everything else, including typos of the above emotes
|
||||
else
|
||||
on_CD = 0 //If it doesn't induce the cooldown, we won't check for the cooldown
|
||||
|
||||
if(on_CD == 1) // Check if we need to suppress the emote attempt.
|
||||
return // Suppress emote, you're still cooling off.
|
||||
|
||||
switch(act)
|
||||
if("me") //OKAY SO RANT TIME, THIS FUCKING HAS TO BE HERE OR A SHITLOAD OF THINGS BREAK
|
||||
return custom_emote(m_type, message) //DO YOU KNOW WHY SHIT BREAKS? BECAUSE SO MUCH OLDCODE CALLS mob.emote("me",1,"whatever_the_fuck_it_wants_to_emote")
|
||||
//WHO THE FUCK THOUGHT THAT WAS A GOOD FUCKING IDEA!?!?
|
||||
|
||||
if("ping", "pings")
|
||||
var/M = null
|
||||
if(param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if(!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> pings at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> pings."
|
||||
playsound(src.loc, 'sound/machines/ping.ogg', 50, 0)
|
||||
m_type = 2
|
||||
|
||||
if("buzz2")
|
||||
message = "<B>[src]</B> emits an irritated buzzing sound."
|
||||
playsound(src.loc, 'sound/machines/buzz-two.ogg', 50, 0)
|
||||
m_type = 2
|
||||
|
||||
if("buzz", "buzzes")
|
||||
var/M = null
|
||||
if(param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if(!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> buzzes at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> buzzes."
|
||||
playsound(src.loc, 'sound/machines/buzz-sigh.ogg', 50, 0)
|
||||
m_type = 2
|
||||
|
||||
if("beep", "beeps")
|
||||
var/M = null
|
||||
if(param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if(!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> beeps at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> beeps."
|
||||
playsound(src.loc, 'sound/machines/twobeep.ogg', 50, 0)
|
||||
m_type = 2
|
||||
|
||||
if("drone", "drones", "hum", "hums", "rumble", "rumbles")
|
||||
var/M = null
|
||||
if(param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if(!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> drones at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> rumbles."
|
||||
playsound(src.loc, 'sound/voice/DraskTalk.ogg', 50, 0)
|
||||
m_type = 2
|
||||
|
||||
if("squish", "squishes")
|
||||
var/M = null
|
||||
if(param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if(!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> squishes at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> squishes."
|
||||
playsound(src.loc, 'sound/effects/slime_squish.ogg', 50, 0) //Credit to DrMinky (freesound.org) for the sound.
|
||||
m_type = 2
|
||||
|
||||
if("yes")
|
||||
var/M = null
|
||||
if(param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if(!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> emits an affirmative blip at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> emits an affirmative blip."
|
||||
playsound(src.loc, 'sound/machines/synth_yes.ogg', 50, 0)
|
||||
m_type = 2
|
||||
|
||||
if("no")
|
||||
var/M = null
|
||||
if(param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if(!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> emits a negative blip at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> emits a negative blip."
|
||||
playsound(src.loc, 'sound/machines/synth_no.ogg', 50, 0)
|
||||
m_type = 2
|
||||
|
||||
if("wag", "wags")
|
||||
if(body_accessory)
|
||||
if(body_accessory.try_restrictions(src))
|
||||
message = "<B>[src]</B> starts wagging \his tail."
|
||||
start_tail_wagging(1)
|
||||
|
||||
else if(species.bodyflags & TAIL_WAGGING)
|
||||
if(!wear_suit || !(wear_suit.flags_inv & HIDETAIL) && !istype(wear_suit, /obj/item/clothing/suit/space))
|
||||
message = "<B>[src]</B> starts wagging \his tail."
|
||||
src.start_tail_wagging(1)
|
||||
else
|
||||
return
|
||||
else
|
||||
return
|
||||
m_type = 1
|
||||
|
||||
if("swag", "swags")
|
||||
if(species.bodyflags & TAIL_WAGGING || body_accessory)
|
||||
message = "<B>[src]</B> stops wagging \his tail."
|
||||
src.stop_tail_wagging(1)
|
||||
else
|
||||
return
|
||||
m_type = 1
|
||||
|
||||
if ("airguitar")
|
||||
if (!src.restrained())
|
||||
message = "<B>[src]</B> is strumming the air and headbanging like a safari chimp."
|
||||
m_type = 1
|
||||
|
||||
if ("blink", "blinks")
|
||||
message = "<B>[src]</B> blinks."
|
||||
m_type = 1
|
||||
|
||||
if ("blink_r", "blinks_r")
|
||||
message = "<B>[src]</B> blinks rapidly."
|
||||
m_type = 1
|
||||
|
||||
if ("bow", "bows")
|
||||
if (!src.buckled)
|
||||
var/M = null
|
||||
if (param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if (!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> bows to [param]."
|
||||
else
|
||||
message = "<B>[src]</B> bows."
|
||||
m_type = 1
|
||||
|
||||
if ("salute", "salutes")
|
||||
if (!src.buckled)
|
||||
var/M = null
|
||||
if (param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if (!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> salutes to [param]."
|
||||
else
|
||||
message = "<B>[src]</b> salutes."
|
||||
m_type = 1
|
||||
|
||||
if ("choke", "chokes")
|
||||
if(miming)
|
||||
message = "<B>[src]</B> clutches \his throat desperately!"
|
||||
m_type = 1
|
||||
else
|
||||
if (!muzzled)
|
||||
message = "<B>[src]</B> chokes!"
|
||||
m_type = 2
|
||||
else
|
||||
message = "<B>[src]</B> makes a strong noise."
|
||||
m_type = 2
|
||||
|
||||
if ("burp", "burps")
|
||||
if(miming)
|
||||
message = "<B>[src]</B> opens their mouth rather obnoxiously."
|
||||
m_type = 1
|
||||
else
|
||||
if (!muzzled)
|
||||
message = "<B>[src]</B> burps."
|
||||
m_type = 2
|
||||
else
|
||||
message = "<B>[src]</B> makes a peculiar noise."
|
||||
m_type = 2
|
||||
if ("clap", "claps")
|
||||
if (!src.restrained())
|
||||
message = "<B>[src]</B> claps."
|
||||
m_type = 2
|
||||
if(miming)
|
||||
m_type = 1
|
||||
if ("flap", "flaps")
|
||||
if (!src.restrained())
|
||||
message = "<B>[src]</B> flaps \his wings."
|
||||
m_type = 2
|
||||
if(miming)
|
||||
m_type = 1
|
||||
|
||||
if ("flip", "flips")
|
||||
m_type = 1
|
||||
if (!src.restrained())
|
||||
var/M = null
|
||||
if (param)
|
||||
for (var/mob/A in view(1, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if (M == src)
|
||||
M = null
|
||||
|
||||
if(M)
|
||||
if(lying || weakened)
|
||||
message = "<B>[src]</B> flops and flails around on the floor."
|
||||
else
|
||||
message = "<B>[src]</B> flips in [M]'s general direction."
|
||||
SpinAnimation(5,1)
|
||||
else
|
||||
if(lying || weakened)
|
||||
message = "<B>[src]</B> flops and flails around on the floor."
|
||||
else
|
||||
var/obj/item/weapon/grab/G
|
||||
if(istype(get_active_hand(), /obj/item/weapon/grab))
|
||||
G = get_active_hand()
|
||||
if(G && G.affecting)
|
||||
if(buckled || G.affecting.buckled)
|
||||
return
|
||||
var/turf/oldloc = loc
|
||||
var/turf/newloc = G.affecting.loc
|
||||
if(isturf(oldloc) && isturf(newloc))
|
||||
SpinAnimation(5,1)
|
||||
forceMove(newloc)
|
||||
G.affecting.forceMove(oldloc)
|
||||
message = "<B>[src]</B> flips over [G.affecting]!"
|
||||
else
|
||||
message = "<B>[src]</B> does a flip!"
|
||||
SpinAnimation(5,1)
|
||||
|
||||
if ("aflap", "aflaps")
|
||||
if (!src.restrained())
|
||||
message = "<B>[src]</B> flaps \his wings ANGRILY!"
|
||||
m_type = 2
|
||||
if(miming)
|
||||
m_type = 1
|
||||
|
||||
if ("drool", "drools")
|
||||
message = "<B>[src]</B> drools."
|
||||
m_type = 1
|
||||
|
||||
if ("eyebrow")
|
||||
message = "<B>[src]</B> raises an eyebrow."
|
||||
m_type = 1
|
||||
|
||||
if ("chuckle", "chuckles")
|
||||
if(miming)
|
||||
message = "<B>[src]</B> appears to chuckle."
|
||||
m_type = 1
|
||||
else
|
||||
if (!muzzled)
|
||||
message = "<B>[src]</B> chuckles."
|
||||
m_type = 2
|
||||
else
|
||||
message = "<B>[src]</B> makes a noise."
|
||||
m_type = 2
|
||||
|
||||
if ("twitch", "twitches")
|
||||
message = "<B>[src]</B> twitches violently."
|
||||
m_type = 1
|
||||
|
||||
if ("twitch_s", "twitches_s")
|
||||
message = "<B>[src]</B> twitches."
|
||||
m_type = 1
|
||||
|
||||
if ("faint", "faints")
|
||||
message = "<B>[src]</B> faints."
|
||||
if(src.sleeping)
|
||||
return //Can't faint while asleep
|
||||
src.sleeping += 1
|
||||
m_type = 1
|
||||
|
||||
if ("cough", "coughs")
|
||||
if(miming)
|
||||
message = "<B>[src]</B> appears to cough!"
|
||||
m_type = 1
|
||||
else
|
||||
if (!muzzled)
|
||||
message = "<B>[src]</B> coughs!"
|
||||
m_type = 2
|
||||
else
|
||||
message = "<B>[src]</B> makes a strong noise."
|
||||
m_type = 2
|
||||
|
||||
if ("frown", "frowns")
|
||||
message = "<B>[src]</B> frowns."
|
||||
m_type = 1
|
||||
|
||||
if ("nod", "nods")
|
||||
message = "<B>[src]</B> nods."
|
||||
m_type = 1
|
||||
|
||||
if ("blush", "blushes")
|
||||
message = "<B>[src]</B> blushes."
|
||||
m_type = 1
|
||||
|
||||
if ("wave", "waves")
|
||||
message = "<B>[src]</B> waves."
|
||||
m_type = 1
|
||||
|
||||
if ("quiver", "quivers")
|
||||
message = "<B>[src]</B> quivers."
|
||||
m_type = 1
|
||||
|
||||
if ("gasp", "gasps")
|
||||
if(miming)
|
||||
message = "<B>[src]</B> appears to be gasping!"
|
||||
m_type = 1
|
||||
else
|
||||
if (!muzzled)
|
||||
message = "<B>[src]</B> gasps!"
|
||||
m_type = 2
|
||||
else
|
||||
message = "<B>[src]</B> makes a weak noise."
|
||||
m_type = 2
|
||||
|
||||
if ("deathgasp", "deathgasps")
|
||||
message = "<B>[src]</B> [species.death_message]"
|
||||
m_type = 1
|
||||
|
||||
if ("giggle", "giggles")
|
||||
if(miming)
|
||||
message = "<B>[src]</B> giggles silently!"
|
||||
m_type = 1
|
||||
else
|
||||
if (!muzzled)
|
||||
message = "<B>[src]</B> giggles."
|
||||
m_type = 2
|
||||
else
|
||||
message = "<B>[src]</B> makes a noise."
|
||||
m_type = 2
|
||||
|
||||
if ("glare", "glares")
|
||||
var/M = null
|
||||
if (param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if (!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> glares at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> glares."
|
||||
m_type = 1
|
||||
|
||||
if ("stare", "stares")
|
||||
var/M = null
|
||||
if (param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if (!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> stares at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> stares."
|
||||
m_type = 1
|
||||
|
||||
if ("look", "looks")
|
||||
var/M = null
|
||||
if (param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
|
||||
if (!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> looks at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> looks."
|
||||
m_type = 1
|
||||
|
||||
if ("grin", "grins")
|
||||
message = "<B>[src]</B> grins."
|
||||
m_type = 1
|
||||
|
||||
if ("cry", "cries")
|
||||
if(miming)
|
||||
message = "<B>[src]</B> cries."
|
||||
m_type = 1
|
||||
else
|
||||
if (!muzzled)
|
||||
message = "<B>[src]</B> cries."
|
||||
m_type = 2
|
||||
else
|
||||
message = "<B>[src]</B> makes a weak noise. \He frowns."
|
||||
m_type = 2
|
||||
|
||||
if ("sigh", "sighs")
|
||||
if(miming)
|
||||
message = "<B>[src]</B> sighs."
|
||||
m_type = 1
|
||||
else
|
||||
if (!muzzled)
|
||||
message = "<B>[src]</B> sighs."
|
||||
m_type = 2
|
||||
else
|
||||
message = "<B>[src]</B> makes a weak noise."
|
||||
m_type = 2
|
||||
|
||||
if ("laugh", "laughs")
|
||||
if(miming)
|
||||
message = "<B>[src]</B> acts out a laugh."
|
||||
m_type = 1
|
||||
else
|
||||
if (!muzzled)
|
||||
message = "<B>[src]</B> laughs."
|
||||
m_type = 2
|
||||
else
|
||||
message = "<B>[src]</B> makes a noise."
|
||||
m_type = 2
|
||||
|
||||
if ("mumble", "mumbles")
|
||||
message = "<B>[src]</B> mumbles!"
|
||||
m_type = 2
|
||||
if(miming)
|
||||
m_type = 1
|
||||
|
||||
if ("grumble", "grumbles")
|
||||
if(miming)
|
||||
message = "<B>[src]</B> grumbles!"
|
||||
m_type = 1
|
||||
if (!muzzled)
|
||||
message = "<B>[src]</B> grumbles!"
|
||||
m_type = 2
|
||||
else
|
||||
message = "<B>[src]</B> makes a noise."
|
||||
m_type = 2
|
||||
|
||||
if ("groan", "groans")
|
||||
if(miming)
|
||||
message = "<B>[src]</B> appears to groan!"
|
||||
m_type = 1
|
||||
else
|
||||
if (!muzzled)
|
||||
message = "<B>[src]</B> groans!"
|
||||
m_type = 2
|
||||
else
|
||||
message = "<B>[src]</B> makes a loud noise."
|
||||
m_type = 2
|
||||
|
||||
if ("moan", "moans")
|
||||
if(miming)
|
||||
message = "<B>[src]</B> appears to moan!"
|
||||
m_type = 1
|
||||
else
|
||||
message = "<B>[src]</B> moans!"
|
||||
m_type = 2
|
||||
|
||||
if ("johnny")
|
||||
var/M
|
||||
if (param)
|
||||
M = param
|
||||
if (!M)
|
||||
param = null
|
||||
else
|
||||
if(miming)
|
||||
message = "<B>[src]</B> takes a drag from a cigarette and blows \"[M]\" out in smoke."
|
||||
m_type = 1
|
||||
else
|
||||
message = "<B>[src]</B> says, \"[M], please. They had a family.\" [src.name] takes a drag from a cigarette and blows their name out in smoke."
|
||||
m_type = 2
|
||||
|
||||
if ("point", "points")
|
||||
if (!src.restrained())
|
||||
var/atom/M = null
|
||||
if (param)
|
||||
for (var/atom/A as mob|obj|turf in view())
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
|
||||
if (!M)
|
||||
message = "<B>[src]</B> points."
|
||||
else
|
||||
pointed(M)
|
||||
m_type = 1
|
||||
|
||||
if ("raise", "raises")
|
||||
if (!src.restrained())
|
||||
message = "<B>[src]</B> raises a hand."
|
||||
m_type = 1
|
||||
|
||||
if("shake", "shakes")
|
||||
message = "<B>[src]</B> shakes \his head."
|
||||
m_type = 1
|
||||
|
||||
if ("shrug", "shrugs")
|
||||
message = "<B>[src]</B> shrugs."
|
||||
m_type = 1
|
||||
|
||||
if ("signal", "signals")
|
||||
if (!src.restrained())
|
||||
var/t1 = round(text2num(param))
|
||||
if (isnum(t1))
|
||||
if (t1 <= 5 && (!src.r_hand || !src.l_hand))
|
||||
message = "<B>[src]</B> raises [t1] finger\s."
|
||||
else if (t1 <= 10 && (!src.r_hand && !src.l_hand))
|
||||
message = "<B>[src]</B> raises [t1] finger\s."
|
||||
m_type = 1
|
||||
|
||||
if ("smile", "smiles")
|
||||
message = "<B>[src]</B> smiles."
|
||||
m_type = 1
|
||||
|
||||
if ("shiver", "shivers")
|
||||
message = "<B>[src]</B> shivers."
|
||||
m_type = 2
|
||||
if(miming)
|
||||
m_type = 1
|
||||
|
||||
if ("pale", "pales")
|
||||
message = "<B>[src]</B> goes pale for a second."
|
||||
m_type = 1
|
||||
|
||||
if ("tremble", "trembles")
|
||||
message = "<B>[src]</B> trembles."
|
||||
m_type = 1
|
||||
|
||||
if ("sneeze", "sneezes")
|
||||
if (miming)
|
||||
message = "<B>[src]</B> sneezes."
|
||||
m_type = 1
|
||||
else
|
||||
if (!muzzled)
|
||||
message = "<B>[src]</B> sneezes."
|
||||
m_type = 2
|
||||
else
|
||||
message = "<B>[src]</B> makes a strange noise."
|
||||
m_type = 2
|
||||
|
||||
if ("sniff", "sniffs")
|
||||
message = "<B>[src]</B> sniffs."
|
||||
m_type = 2
|
||||
if(miming)
|
||||
m_type = 1
|
||||
|
||||
if ("snore", "snores")
|
||||
if (miming)
|
||||
message = "<B>[src]</B> sleeps soundly."
|
||||
m_type = 1
|
||||
else
|
||||
if (!muzzled)
|
||||
message = "<B>[src]</B> snores."
|
||||
m_type = 2
|
||||
else
|
||||
message = "<B>[src]</B> makes a noise."
|
||||
m_type = 2
|
||||
|
||||
if ("whimper", "whimpers")
|
||||
if (miming)
|
||||
message = "<B>[src]</B> appears hurt."
|
||||
m_type = 1
|
||||
else
|
||||
if (!muzzled)
|
||||
message = "<B>[src]</B> whimpers."
|
||||
m_type = 2
|
||||
else
|
||||
message = "<B>[src]</B> makes a weak noise."
|
||||
m_type = 2
|
||||
|
||||
if ("wink", "winks")
|
||||
message = "<B>[src]</B> winks."
|
||||
m_type = 1
|
||||
|
||||
if ("yawn", "yawns")
|
||||
if (!muzzled)
|
||||
message = "<B>[src]</B> yawns."
|
||||
m_type = 2
|
||||
if(miming)
|
||||
m_type = 1
|
||||
|
||||
if ("collapse", "collapses")
|
||||
Paralyse(2)
|
||||
message = "<B>[src]</B> collapses!"
|
||||
m_type = 2
|
||||
if(miming)
|
||||
m_type = 1
|
||||
|
||||
if("hug", "hugs")
|
||||
m_type = 1
|
||||
if (!src.restrained())
|
||||
var/M = null
|
||||
if (param)
|
||||
for (var/mob/A in view(1, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if (M == src)
|
||||
M = null
|
||||
|
||||
if (M)
|
||||
message = "<B>[src]</B> hugs [M]."
|
||||
else
|
||||
message = "<B>[src]</B> hugs \himself."
|
||||
|
||||
if ("handshake")
|
||||
m_type = 1
|
||||
if (!src.restrained() && !src.r_hand)
|
||||
var/mob/M = null
|
||||
if (param)
|
||||
for (var/mob/A in view(1, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if (M == src)
|
||||
M = null
|
||||
|
||||
if (M)
|
||||
if (M.canmove && !M.r_hand && !M.restrained())
|
||||
message = "<B>[src]</B> shakes hands with [M]."
|
||||
else
|
||||
message = "<B>[src]</B> holds out \his hand to [M]."
|
||||
|
||||
if("dap", "daps")
|
||||
m_type = 1
|
||||
if (!src.restrained())
|
||||
var/M = null
|
||||
if (param)
|
||||
for (var/mob/A in view(1, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if (M)
|
||||
message = "<B>[src]</B> gives daps to [M]."
|
||||
else
|
||||
message = "<B>[src]</B> sadly can't find anybody to give daps to, and daps \himself. Shameful."
|
||||
|
||||
if("slap", "slaps")
|
||||
m_type = 1
|
||||
if (!src.restrained())
|
||||
var/M = null
|
||||
if (param)
|
||||
for (var/mob/A in view(1, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if (M)
|
||||
message = "\red <B>[src]</B> slaps [M] across the face. Ouch!"
|
||||
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
|
||||
else
|
||||
message = "\red <B>[src]</B> slaps \himself!"
|
||||
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
|
||||
src.adjustFireLoss(4)
|
||||
|
||||
if ("scream", "screams")
|
||||
if (miming)
|
||||
message = "<B>[src]</B> acts out a scream!"
|
||||
m_type = 1
|
||||
else
|
||||
if (!muzzled)
|
||||
message = "<B>[src]</B> [species.scream_verb]!"
|
||||
m_type = 2
|
||||
if(gender == FEMALE)
|
||||
playsound(src.loc, "[species.female_scream_sound]", 80, 1, 0, pitch = get_age_pitch())
|
||||
else
|
||||
playsound(src.loc, "[species.male_scream_sound]", 80, 1, 0, pitch = get_age_pitch()) //default to male screams if no gender is present.
|
||||
|
||||
else
|
||||
message = "<B>[src]</B> makes a very loud noise."
|
||||
m_type = 2
|
||||
|
||||
|
||||
if ("snap", "snaps")
|
||||
if(prob(95))
|
||||
m_type = 2
|
||||
var/mob/living/carbon/human/H = src
|
||||
var/obj/item/organ/external/L = H.get_organ("l_hand")
|
||||
var/obj/item/organ/external/R = H.get_organ("r_hand")
|
||||
var/left_hand_good = 0
|
||||
var/right_hand_good = 0
|
||||
if(L && (!(L.status & ORGAN_DESTROYED)) && (!(L.status & ORGAN_SPLINTED)) && (!(L.status & ORGAN_BROKEN)))
|
||||
left_hand_good = 1
|
||||
if(R && (!(R.status & ORGAN_DESTROYED)) && (!(R.status & ORGAN_SPLINTED)) && (!(R.status & ORGAN_BROKEN)))
|
||||
right_hand_good = 1
|
||||
|
||||
if (!left_hand_good && !right_hand_good)
|
||||
to_chat(usr, "You need at least one hand in good working order to snap your fingers.")
|
||||
return
|
||||
|
||||
message = "<b>[src]</b> snaps \his fingers."
|
||||
playsound(src.loc, 'sound/effects/fingersnap.ogg', 50, 1, -3)
|
||||
else
|
||||
message = "<span class='danger'><b>[src]</b> snaps \his fingers right off!</span>"
|
||||
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
|
||||
|
||||
|
||||
// Needed for M_TOXIC_FART
|
||||
if("fart", "farts")
|
||||
if(reagents.has_reagent("simethicone"))
|
||||
return
|
||||
// playsound(src.loc, 'sound/effects/fart.ogg', 50, 1, -3) //Admins still vote no to fun
|
||||
if(locate(/obj/item/weapon/storage/bible) in get_turf(src))
|
||||
to_chat(viewers(src), "<span class='warning'><b>[src] farts on the Bible!</b></span>")
|
||||
to_chat(viewers(src), "<span class='notice'><b>A mysterious force smites [src]!</b></span>")
|
||||
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
|
||||
s.set_up(3, 1, src)
|
||||
s.start()
|
||||
src.gib()
|
||||
else if(TOXIC_FARTS in mutations)
|
||||
message = "<b>[src]</b> unleashes a [pick("horrible","terrible","foul","disgusting","awful")] fart."
|
||||
else
|
||||
message = "<b>[src]</b> [pick("passes wind","farts")]."
|
||||
m_type = 2
|
||||
|
||||
var/turf/location = get_turf(src)
|
||||
var/aoe_range=2 // Default
|
||||
|
||||
// Process toxic farts first.
|
||||
if(TOXIC_FARTS in mutations)
|
||||
for(var/mob/M in range(location,aoe_range))
|
||||
if (M.internal != null && M.wear_mask && (M.wear_mask.flags & AIRTIGHT))
|
||||
continue
|
||||
// Now, we don't have this:
|
||||
//new /obj/effects/fart_cloud(T,L)
|
||||
if (M == src)
|
||||
continue
|
||||
M.reagents.add_reagent("jenkem", 1)
|
||||
|
||||
if ("help")
|
||||
var/emotelist = "aflap(s), airguitar, blink(s), blink(s)_r, blush(es), bow(s)-(none)/mob, burp(s), choke(s), chuckle(s), clap(s), collapse(s), cough(s),cry, cries, custom, dap(s)(none)/mob," \
|
||||
+ " deathgasp(s), drool(s), eyebrow,fart(s), faint(s), flap(s), flip(s), frown(s), gasp(s), giggle(s), glare(s)-(none)/mob, grin(s), groan(s), grumble(s), handshake-mob, hug(s)-(none)/mob," \
|
||||
+ " glare(s)-(none)/mob, grin(s), johnny, laugh(s), look(s)-(none)/mob, moan(s), mumble(s), nod(s), pale(s), point(s)-atom, quiver(s), raise(s), salute(s)-(none)/mob, scream(s), shake(s)," \
|
||||
+ " shiver(s), shrug(s), sigh(s), signal(s)-#1-10,slap(s)-(none)/mob, smile(s),snap(s), sneeze(s), sniff(s), snore(s), stare(s)-(none)/mob, swag(s), tremble(s), twitch(es), twitch(es)_s," \
|
||||
+ " wag(s), wave(s), whimper(s), wink(s), yawn(s)"
|
||||
if(species.name == "Machine")
|
||||
emotelist += "\nMachine specific emotes :- beep(s)-(none)/mob, buzz(es)-none/mob, no-(none)/mob, ping(s)-(none)/mob, yes-(none)/mob"
|
||||
else if(species.name == "Slime People")
|
||||
emotelist += "\nSlime people specific emotes :- squish(es)-(none)/mob"
|
||||
to_chat(src, emotelist)
|
||||
|
||||
else
|
||||
to_chat(src, "\blue Unusable emote '[act]'. Say *help for a list.")
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
if(message) //Humans are special fucking snowflakes and have 735 lines of emotes, they get to handle their own emotes, not call the parent
|
||||
log_emote("[name]/[key] : [message]")
|
||||
|
||||
//Hearing gasp and such every five seconds is not good emotes were not global for a reason.
|
||||
// Maybe some people are okay with that.
|
||||
|
||||
for(var/mob/M in dead_mob_list)
|
||||
if(!M.client || istype(M, /mob/new_player))
|
||||
continue //skip monkeys, leavers and new players
|
||||
if(M.stat == DEAD && (M.client.prefs.toggles & CHAT_GHOSTSIGHT) && !(M in viewers(src,null)))
|
||||
M.show_message(message)
|
||||
|
||||
switch(m_type)
|
||||
if(1)
|
||||
visible_message(message)
|
||||
if(2)
|
||||
audible_message(message)
|
||||
|
||||
/mob/living/carbon/human/verb/pose()
|
||||
set name = "Set Pose"
|
||||
set desc = "Sets a description which will be shown when someone examines you."
|
||||
set category = "IC"
|
||||
|
||||
pose = sanitize(copytext(input(usr, "This is [src]. \He is...", "Pose", null) as text, 1, MAX_MESSAGE_LEN))
|
||||
|
||||
/mob/living/carbon/human/verb/set_flavor()
|
||||
set name = "Set Flavour Text"
|
||||
set desc = "Sets an extended description of your character's features."
|
||||
set category = "IC"
|
||||
|
||||
update_flavor_text()
|
||||
@@ -1882,7 +1882,7 @@
|
||||
threatcount += 2
|
||||
|
||||
|
||||
//Loyalty implants imply trustworthyness
|
||||
//Mindshield implants imply slight trustworthiness
|
||||
if(isloyal(src))
|
||||
threatcount -= 1
|
||||
|
||||
|
||||
@@ -66,7 +66,7 @@
|
||||
item_color = "golem"
|
||||
has_sensor = 0
|
||||
flags = ABSTRACT | NODROP
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/golem
|
||||
name = "adamantine shell"
|
||||
|
||||
@@ -0,0 +1,75 @@
|
||||
/mob/living/carbon/slime/emote(var/act, var/m_type=1, var/message = null)
|
||||
if (findtext(act, "-", 1, null))
|
||||
var/t1 = findtext(act, "-", 1, null)
|
||||
//param = copytext(act, t1 + 1, length(act) + 1)
|
||||
act = copytext(act, 1, t1)
|
||||
|
||||
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
|
||||
act = copytext(act,1,length(act))
|
||||
|
||||
act = lowertext(act)
|
||||
switch(act) //Alphabetical please
|
||||
if ("me")
|
||||
if(silent)
|
||||
return
|
||||
if (src.client)
|
||||
if (client.prefs.muted & MUTE_IC)
|
||||
to_chat(src, "\red You cannot send IC messages (muted).")
|
||||
return
|
||||
if (src.client.handle_spam_prevention(message,MUTE_IC))
|
||||
return
|
||||
if (stat)
|
||||
return
|
||||
if(!(message))
|
||||
return
|
||||
return custom_emote(m_type, message)
|
||||
if("bounce")
|
||||
message = "<B>The [src.name]</B> bounces in place."
|
||||
m_type = 1
|
||||
|
||||
if ("custom")
|
||||
return custom_emote(m_type, message)
|
||||
|
||||
if("jiggle")
|
||||
message = "<B>The [src.name]</B> jiggles!"
|
||||
m_type = 1
|
||||
|
||||
if("light")
|
||||
message = "<B>The [src.name]</B> lights up for a bit, then stops."
|
||||
m_type = 1
|
||||
|
||||
if("moan")
|
||||
message = "<B>The [src.name]</B> moans."
|
||||
m_type = 2
|
||||
|
||||
if("shiver")
|
||||
message = "<B>The [src.name]</B> shivers."
|
||||
m_type = 2
|
||||
|
||||
if("sway")
|
||||
message = "<B>The [src.name]</B> sways around dizzily."
|
||||
m_type = 1
|
||||
|
||||
if("twitch")
|
||||
message = "<B>The [src.name]</B> twitches."
|
||||
m_type = 1
|
||||
|
||||
if("vibrate")
|
||||
message = "<B>The [src.name]</B> vibrates!"
|
||||
m_type = 1
|
||||
|
||||
if ("help") //This is an exception
|
||||
to_chat(src, "Help for slime emotes. You can use these emotes with say \"*emote\":\n\nbounce, custom, jiggle, light, moan, shiver, sway, twitch, vibrate")
|
||||
|
||||
else
|
||||
to_chat(src, "\blue Unusable emote '[act]'. Say *help for a list.")
|
||||
if ((message && src.stat == 0))
|
||||
if (m_type & 1)
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message(message, m_type)
|
||||
//Foreach goto(703)
|
||||
else
|
||||
for(var/mob/O in hearers(src, null))
|
||||
O.show_message(message, m_type)
|
||||
//Foreach goto(746)
|
||||
return
|
||||
@@ -191,14 +191,14 @@
|
||||
if(isloyal(target))
|
||||
to_chat(usr, "<span class='notice'>They are enslaved by Nanotrasen. You feel their interest in your cause wane and disappear.</span>")
|
||||
usr.visible_message("<span class='danger'>[usr] stops talking for a moment, then moves back away from [target].</span>")
|
||||
to_chat(target, "<span class='danger'>Your loyalty implant activates and a sharp pain reminds you of your loyalties to Nanotrasen.</span>")
|
||||
to_chat(target, "<span class='danger'>Your mindshield implant activates, protecting you from conversion.</span>")
|
||||
return
|
||||
if(3)
|
||||
to_chat(usr, "<span class='notice'>You begin filling out the application form with [target].</span>")
|
||||
usr.visible_message("<span class='danger'>[usr] pulls out a pen and paper and begins filling an application form with [target].</span>")
|
||||
to_chat(target, "<span class='danger'>You are being convinced by [usr] to fill out an application form to become a henchman.</span>")//Ow the edge
|
||||
|
||||
if(!do_mob(usr, target, 100)) //around 30 seconds total for enthralling, 45 for someone with a loyalty implant
|
||||
if(!do_mob(usr, target, 100)) //around 30 seconds total for enthralling, 45 for someone with a mindshield implant
|
||||
to_chat(usr, "<span class='danger'>The enrollment process has been interrupted - you have lost the attention of [target].</span>")
|
||||
to_chat(target, "<span class='warning'>You move away and are no longer under the charm of [usr]. The application form is null and void.</span>")
|
||||
recruiting = 0
|
||||
|
||||
@@ -296,6 +296,34 @@ proc/get_radio_key_from_channel(var/channel)
|
||||
/mob/living/proc/GetVoice()
|
||||
return name
|
||||
|
||||
/mob/living/emote(var/act, var/type, var/message) //emote code is terrible, this is so that anything that isn't
|
||||
if(stat) return 0 //already snowflaked to shit can call the parent and handle emoting sanely
|
||||
|
||||
if(..(act, type, message))
|
||||
return 1
|
||||
|
||||
if(act && type && message) //parent call
|
||||
log_emote("[name]/[key] : [message]")
|
||||
|
||||
for(var/mob/M in dead_mob_list)
|
||||
if(!M.client || istype(M, /mob/new_player))
|
||||
continue //skip monkeys, leavers and new players //who the hell knows why new players are in the dead mob list
|
||||
|
||||
if(M.stat == DEAD && (M.client.prefs.toggles & CHAT_GHOSTSIGHT) && !(M in viewers(src,null)))
|
||||
M.show_message(message)
|
||||
|
||||
switch(type)
|
||||
if(1) //Visible
|
||||
visible_message(message)
|
||||
return 1
|
||||
if(2) //Audible
|
||||
audible_message(message)
|
||||
return 1
|
||||
|
||||
else //everything else failed, emote is probably invalid
|
||||
if(act == "help") return //except help, because help is handled individually
|
||||
to_chat(src, "\blue Unusable emote '[act]'. Say *help for a list.")
|
||||
|
||||
/mob/living/whisper(message as text)
|
||||
message = trim_strip_html_properly(message)
|
||||
|
||||
|
||||
@@ -0,0 +1,127 @@
|
||||
/mob/living/silicon/emote(var/act, var/m_type=1, var/message = null)
|
||||
var/param = null
|
||||
if (findtext(act, "-", 1, null))
|
||||
var/t1 = findtext(act, "-", 1, null)
|
||||
param = copytext(act, t1 + 1, length(act) + 1)
|
||||
act = copytext(act, 1, t1)
|
||||
|
||||
//Emote Cooldown System (it's so simple!)
|
||||
// proc/handle_emote_CD() located in [code\modules\mob\emote.dm]
|
||||
var/on_CD = 0
|
||||
act = lowertext(act)
|
||||
switch(act)
|
||||
//Cooldown-inducing emotes
|
||||
if("scream", "screams")
|
||||
on_CD = handle_emote_CD(50) //longer cooldown
|
||||
if("ping","pings","buzz","buzzs","buzzes","beep","beeps","yes","no", "buzz2")
|
||||
//halt is exempt because it's used to stop criminal scum //WHOEVER THOUGHT THAT WAS A GOOD IDEA IS GOING TO GET SHOT.
|
||||
on_CD = handle_emote_CD() //proc located in code\modules\mob\emote.dm
|
||||
//Everything else, including typos of the above emotes
|
||||
else
|
||||
on_CD = 0 //If it doesn't induce the cooldown, we won't check for the cooldown
|
||||
|
||||
if(on_CD == 1) // Check if we need to suppress the emote attempt.
|
||||
return // Suppress emote, you're still cooling off.
|
||||
//--FalseIncarnate
|
||||
|
||||
switch(act)
|
||||
if("ping","pings")
|
||||
var/M = null
|
||||
if(param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if(!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> pings at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> pings."
|
||||
playsound(src.loc, 'sound/machines/ping.ogg', 50, 0)
|
||||
m_type = 2
|
||||
|
||||
if("buzz","buzzs","buzzes")
|
||||
var/M = null
|
||||
if(param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if(!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> buzzes at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> buzzes."
|
||||
playsound(src.loc, 'sound/machines/buzz-sigh.ogg', 50, 0)
|
||||
m_type = 2
|
||||
|
||||
if("beep","beeps")
|
||||
var/M = null
|
||||
if(param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if(!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> beeps at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> beeps."
|
||||
playsound(src.loc, 'sound/machines/twobeep.ogg', 50, 0)
|
||||
m_type = 2
|
||||
|
||||
if("yes")
|
||||
var/M = null
|
||||
if(param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if(!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> emits an affirmative blip at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> emits an affirmative blip."
|
||||
playsound(src.loc, 'sound/machines/synth_yes.ogg', 50, 0)
|
||||
m_type = 2
|
||||
|
||||
if("no")
|
||||
var/M = null
|
||||
if(param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if(!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> emits a negative blip at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> emits a negative blip."
|
||||
playsound(src.loc, 'sound/machines/synth_no.ogg', 50, 0)
|
||||
m_type = 2
|
||||
|
||||
if("scream", "screams")
|
||||
message = "<B>[src]</B> screams!"
|
||||
playsound(src.loc, 'sound/goonstation/voice/robot_scream.ogg', 80, 0)
|
||||
m_type = 2
|
||||
|
||||
if("buzz2")
|
||||
message = "<B>[src]</B> emits an irritated buzzing sound."
|
||||
playsound(src.loc, 'sound/machines/buzz-two.ogg', 50, 0)
|
||||
m_type = 2
|
||||
|
||||
|
||||
if("help")
|
||||
to_chat(src, "yes, no, beep, ping, buzz, scream, buzz2")
|
||||
|
||||
..(act, m_type, message)
|
||||
@@ -0,0 +1,2 @@
|
||||
/mob/living/silicon/pai/emote(var/act, var/m_type=1, var/message = null)
|
||||
..(act, m_type, message)
|
||||
@@ -0,0 +1,163 @@
|
||||
/mob/living/silicon/robot/emote(var/act, var/m_type=1, var/message = null)
|
||||
var/param = null
|
||||
if (findtext(act, "-", 1, null))
|
||||
var/t1 = findtext(act, "-", 1, null)
|
||||
param = copytext(act, t1 + 1, length(act) + 1)
|
||||
act = copytext(act, 1, t1)
|
||||
|
||||
//Emote Cooldown System (it's so simple!)
|
||||
// proc/handle_emote_CD() located in [code\modules\mob\emote.dm]
|
||||
var/on_CD = 0
|
||||
act = lowertext(act)
|
||||
switch(act)
|
||||
//Cooldown-inducing emotes
|
||||
if("law","flip","flips","halt") //halt is exempt because it's used to stop criminal scum //WHOEVER THOUGHT THAT WAS A GOOD IDEA IS GOING TO GET SHOT.
|
||||
on_CD = handle_emote_CD() //proc located in code\modules\mob\emote.dm
|
||||
//Everything else, including typos of the above emotes
|
||||
else
|
||||
on_CD = 0 //If it doesn't induce the cooldown, we won't check for the cooldown
|
||||
|
||||
if(on_CD == 1) // Check if we need to suppress the emote attempt.
|
||||
return // Suppress emote, you're still cooling off.
|
||||
//--FalseIncarnate
|
||||
|
||||
switch(act)
|
||||
|
||||
if ("salute","salutes")
|
||||
if (!src.buckled)
|
||||
var/M = null
|
||||
if (param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if (!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> salutes to [param]."
|
||||
else
|
||||
message = "<B>[src]</b> salutes."
|
||||
m_type = 1
|
||||
if ("bow","bows")
|
||||
if (!src.buckled)
|
||||
var/M = null
|
||||
if (param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if (!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> bows to [param]."
|
||||
else
|
||||
message = "<B>[src]</B> bows."
|
||||
m_type = 1
|
||||
|
||||
if ("clap","claps")
|
||||
if (!src.restrained())
|
||||
message = "<B>[src]</B> claps."
|
||||
m_type = 2
|
||||
if ("flap","flaps")
|
||||
if (!src.restrained())
|
||||
message = "<B>[src]</B> flaps its wings."
|
||||
m_type = 2
|
||||
|
||||
if ("aflap","aflaps")
|
||||
if (!src.restrained())
|
||||
message = "<B>[src]</B> flaps its wings ANGRILY!"
|
||||
m_type = 2
|
||||
|
||||
if ("twitch")
|
||||
message = "<B>[src]</B> twitches violently."
|
||||
m_type = 1
|
||||
|
||||
if ("twitch_s","twitches")
|
||||
message = "<B>[src]</B> twitches."
|
||||
m_type = 1
|
||||
|
||||
if ("nod","nods")
|
||||
message = "<B>[src]</B> nods."
|
||||
m_type = 1
|
||||
|
||||
if ("deathgasp")
|
||||
message = "<B>[src]</B> shudders violently for a moment, then becomes motionless, its eyes slowly darkening."
|
||||
m_type = 1
|
||||
|
||||
if ("glare","glares")
|
||||
var/M = null
|
||||
if (param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if (!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> glares at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> glares."
|
||||
|
||||
if ("stare","stares")
|
||||
var/M = null
|
||||
if (param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if (!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> stares at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> stares."
|
||||
|
||||
if ("look","looks")
|
||||
var/M = null
|
||||
if (param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
|
||||
if (!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> looks at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> looks."
|
||||
m_type = 1
|
||||
|
||||
|
||||
if("law")
|
||||
if (istype(module,/obj/item/weapon/robot_module/security))
|
||||
message = "<B>[src]</B> shows its legal authorization barcode."
|
||||
|
||||
playsound(src.loc, 'sound/voice/biamthelaw.ogg', 50, 0)
|
||||
m_type = 2
|
||||
else
|
||||
to_chat(src, "You are not THE LAW, pal.")
|
||||
|
||||
if("halt")
|
||||
if (istype(module,/obj/item/weapon/robot_module/security))
|
||||
message = "<B>[src]</B>'s speakers skreech, \"Halt! Security!\"."
|
||||
|
||||
playsound(src.loc, 'sound/voice/halt.ogg', 50, 0)
|
||||
m_type = 2
|
||||
else
|
||||
to_chat(src, "You are not security.")
|
||||
|
||||
if ("flip","flips")
|
||||
m_type = 1
|
||||
message = "<B>[src]</B> does a flip!"
|
||||
src.SpinAnimation(5,1)
|
||||
|
||||
if ("help")
|
||||
to_chat(src, "salute, bow-(none)/mob, clap, flap, aflap, twitch, twitches, nod, deathgasp, glare-(none)/mob, stare-(none)/mob, look,\n law, halt")
|
||||
|
||||
..(act, m_type, message)
|
||||
@@ -128,6 +128,13 @@
|
||||
return
|
||||
return 1
|
||||
|
||||
/mob/living/silicon/ai/emote(var/act, var/type, var/message)
|
||||
var/obj/machinery/hologram/holopad/T = src.holo
|
||||
if(T && T.hologram && T.master == src) //Is the AI using a holopad?
|
||||
src.holopad_emote(message)
|
||||
else //Emote normally, then.
|
||||
..()
|
||||
|
||||
#undef IS_AI
|
||||
#undef IS_ROBOT
|
||||
#undef IS_PAI
|
||||
|
||||
@@ -0,0 +1,120 @@
|
||||
/mob/living/simple_animal/bot/emote(var/act, var/m_type=1, var/message = null)
|
||||
var/param = null
|
||||
if (findtext(act, "-", 1, null))
|
||||
var/t1 = findtext(act, "-", 1, null)
|
||||
param = copytext(act, t1 + 1, length(act) + 1)
|
||||
act = copytext(act, 1, t1)
|
||||
|
||||
if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
|
||||
act = copytext(act,1,length(act))
|
||||
|
||||
//Emote Cooldown System (it's so simple!)
|
||||
// proc/handle_emote_CD() located in [code\modules\mob\emote.dm]
|
||||
var/on_CD = 0
|
||||
act = lowertext(act)
|
||||
switch(act)
|
||||
//Cooldown-inducing emotes
|
||||
if("scream", "screams")
|
||||
on_CD = handle_emote_CD(50) //longer cooldown
|
||||
if("ping","buzz","beep","yes","no") //halt is exempt because it's used to stop criminal scum //WHOEVER THOUGHT THAT WAS A GOOD IDEA IS GOING TO GET SHOT.
|
||||
on_CD = handle_emote_CD() //proc located in code\modules\mob\emote.dm
|
||||
//Everything else, including typos of the above emotes
|
||||
else
|
||||
on_CD = 0 //If it doesn't induce the cooldown, we won't check for the cooldown
|
||||
|
||||
if(on_CD == 1) // Check if we need to suppress the emote attempt.
|
||||
return // Suppress emote, you're still cooling off.
|
||||
//--FalseIncarnate
|
||||
|
||||
switch(act)
|
||||
if("ping")
|
||||
var/M = null
|
||||
if(param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if(!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> pings at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> pings."
|
||||
playsound(src.loc, 'sound/machines/ping.ogg', 50, 0)
|
||||
m_type = 2
|
||||
|
||||
if("buzz")
|
||||
var/M = null
|
||||
if(param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if(!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> buzzes at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> buzzes."
|
||||
playsound(src.loc, 'sound/machines/buzz-sigh.ogg', 50, 0)
|
||||
m_type = 2
|
||||
|
||||
if("beep")
|
||||
var/M = null
|
||||
if(param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if(!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> beeps at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> beeps."
|
||||
playsound(src.loc, 'sound/machines/twobeep.ogg', 50, 0)
|
||||
m_type = 2
|
||||
|
||||
if("yes")
|
||||
var/M = null
|
||||
if(param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if(!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> emits an affirmative blip at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> emits an affirmative blip."
|
||||
playsound(src.loc, 'sound/machines/synth_yes.ogg', 50, 0)
|
||||
m_type = 2
|
||||
|
||||
if("no")
|
||||
var/M = null
|
||||
if(param)
|
||||
for (var/mob/A in view(null, null))
|
||||
if (param == A.name)
|
||||
M = A
|
||||
break
|
||||
if(!M)
|
||||
param = null
|
||||
|
||||
if (param)
|
||||
message = "<B>[src]</B> emits a negative blip at [param]."
|
||||
else
|
||||
message = "<B>[src]</B> emits a negative blip."
|
||||
playsound(src.loc, 'sound/machines/synth_no.ogg', 50, 0)
|
||||
m_type = 2
|
||||
|
||||
if("scream", "screams")
|
||||
message = "<B>[src]</B> screams!"
|
||||
playsound(src.loc, 'sound/goonstation/voice/robot_scream.ogg', 80, 0)
|
||||
m_type = 2
|
||||
|
||||
..(act, m_type, message)
|
||||
@@ -249,3 +249,26 @@
|
||||
/mob/living/simple_animal/diona/put_in_active_hand(obj/item/W)
|
||||
to_chat(src, "<span class='warning'>You don't have any hands!</span>")
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/diona/emote(var/act, var/m_type=1, var/message = null)
|
||||
if(stat)
|
||||
return
|
||||
|
||||
var/on_CD = 0
|
||||
act = lowertext(act)
|
||||
switch(act)
|
||||
if("chirp")
|
||||
on_CD = handle_emote_CD()
|
||||
else
|
||||
on_CD = 0
|
||||
|
||||
if(on_CD == 1)
|
||||
return
|
||||
|
||||
switch(act) //IMPORTANT: Emotes MUST NOT CONFLICT anywhere along the chain.
|
||||
if("chirp")
|
||||
message = "<B>\The [src]</B> chirps!"
|
||||
m_type = 2 //audible
|
||||
playsound(src, 'sound/misc/nymphchirp.ogg', 40, 1, 1)
|
||||
|
||||
..(act, m_type, message)
|
||||
@@ -456,8 +456,8 @@
|
||||
if(istype(target, /obj/item/clothing/suit/space/rig/mining) || istype(target, /obj/item/clothing/head/helmet/space/rig/mining) || istype(target, /obj/item/clothing/suit/space/eva/plasmaman/miner) || istype(target, /obj/item/clothing/head/helmet/space/eva/plasmaman/miner))
|
||||
var/obj/item/clothing/C = target
|
||||
var/current_armor = C.armor
|
||||
if(current_armor.["melee"] < 80)
|
||||
current_armor.["melee"] = min(current_armor.["melee"] + 10, 80)
|
||||
if(current_armor.["melee"] < 60)
|
||||
current_armor.["melee"] = min(current_armor.["melee"] + 10, 60)
|
||||
to_chat(user, "<span class='info'>You strengthen [target], improving its resistance against melee attacks.</span>")
|
||||
qdel(src)
|
||||
else
|
||||
|
||||
@@ -23,7 +23,6 @@
|
||||
else
|
||||
living_mob_list += src
|
||||
prepare_huds()
|
||||
emoteHandler = new /datum/emoteHandler(src)
|
||||
..()
|
||||
|
||||
/atom/proc/prepare_huds()
|
||||
@@ -248,6 +247,7 @@
|
||||
return // Bag could not be placed in players hands. I don't know what to do here...
|
||||
//Now, B represents a container we can insert W into.
|
||||
B.handle_item_insertion(W,1)
|
||||
return B
|
||||
|
||||
//The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot.
|
||||
var/list/slot_equipment_priority = list( \
|
||||
@@ -1328,11 +1328,11 @@ mob/proc/yank_out_object()
|
||||
|
||||
/mob/proc/get_ghost(even_if_they_cant_reenter = 0)
|
||||
if(mind)
|
||||
for(var/mob/dead/observer/G in dead_mob_list)
|
||||
if(G.mind == mind)
|
||||
if(G.can_reenter_corpse || even_if_they_cant_reenter)
|
||||
return G
|
||||
break
|
||||
return mind.get_ghost(even_if_they_cant_reenter)
|
||||
|
||||
/mob/proc/grab_ghost(force)
|
||||
if(mind)
|
||||
return mind.grab_ghost(force = force)
|
||||
|
||||
/mob/proc/notify_ghost_cloning(var/message = "Someone is trying to revive you. Re-enter your corpse if you want to be revived!", var/sound = 'sound/effects/genetics.ogg', var/atom/source = null)
|
||||
var/mob/dead/observer/ghost = get_ghost()
|
||||
|
||||
@@ -233,6 +233,4 @@
|
||||
|
||||
var/datum/vision_override/vision_type = null //Vision override datum.
|
||||
|
||||
var/list/permanent_huds = list()
|
||||
|
||||
var/datum/emoteHandler/emoteHandler
|
||||
var/list/permanent_huds = list()
|
||||
@@ -22,7 +22,7 @@
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/proc/isloyal(A) //Checks to see if the person contains a loyalty implant, then checks that the implant is actually inside of them
|
||||
/proc/isloyal(A) //Checks to see if the person contains a mindshield implant, then checks that the implant is actually inside of them
|
||||
for(var/obj/item/weapon/implant/loyalty/L in A)
|
||||
if(L && L.implanted)
|
||||
return 1
|
||||
|
||||
@@ -415,21 +415,64 @@
|
||||
else if(shuttle_master.emergency.mode >= SHUTTLE_CALL)
|
||||
dat += "<font color='red'>The station is currently undergoing evacuation procedures.</font><br>"
|
||||
|
||||
dat += "Choose from the following open positions:<br>"
|
||||
dat += "Choose from the following open positions:<br><br>"
|
||||
|
||||
var/list/activePlayers = list()
|
||||
var/list/categorizedJobs = list(
|
||||
"Command" = list(jobs = list(), titles = command_positions, color = "#aac1ee"),
|
||||
"Engineering" = list(jobs = list(), titles = engineering_positions, color = "#ffd699"),
|
||||
"Security" = list(jobs = list(), titles = security_positions, color = "#ff9999"),
|
||||
"Miscellaneous" = list(jobs = list(), titles = list(), color = "#ffffff", colBreak = 1),
|
||||
"Synthetic" = list(jobs = list(), titles = nonhuman_positions, color = "#ccffcc"),
|
||||
"Support / Service" = list(jobs = list(), titles = service_positions, color = "#cccccc"),
|
||||
"Medical" = list(jobs = list(), titles = medical_positions, color = "#99ffe6", colBreak = 1),
|
||||
"Science" = list(jobs = list(), titles = science_positions, color = "#e6b3e6"),
|
||||
"Supply" = list(jobs = list(), titles = supply_positions, color = "#ead4ae"),
|
||||
)
|
||||
for(var/datum/job/job in job_master.occupations)
|
||||
if(job && IsJobAvailable(job.title))
|
||||
var/active = 0
|
||||
activePlayers[job] = 0
|
||||
var/categorized = 0
|
||||
// Only players with the job assigned and AFK for less than 10 minutes count as active
|
||||
for(var/mob/M in player_list) if(M.mind && M.client && M.mind.assigned_role == job.title && M.client.inactivity <= 10 * 60 * 10)
|
||||
active++
|
||||
dat += "<a href='byond://?src=\ref[src];SelectedJob=[job.title]'>[job.title] ([job.current_positions]) (Active: [active])</a><br>"
|
||||
for(var/mob/M in player_list) if(M.mind && M.client && M.mind.assigned_role == job.title && M.client.inactivity <= 10 MINUTES)
|
||||
activePlayers[job]++
|
||||
for(var/jobcat in categorizedJobs)
|
||||
var/list/jobs = categorizedJobs[jobcat]["jobs"]
|
||||
if(job.title in categorizedJobs[jobcat]["titles"])
|
||||
categorized = 1
|
||||
if(jobcat == "Command") // Put captain at top of command jobs
|
||||
if(job.title == "Captain")
|
||||
jobs.Insert(1, job)
|
||||
else
|
||||
jobs += job
|
||||
else // Put heads at top of non-command jobs
|
||||
if(job.title in command_positions)
|
||||
jobs.Insert(1, job)
|
||||
else
|
||||
jobs += job
|
||||
if(!categorized)
|
||||
categorizedJobs["Miscellaneous"]["jobs"] += job
|
||||
|
||||
dat += "</center>"
|
||||
dat += "<table><tr><td valign='top'>"
|
||||
for(var/jobcat in categorizedJobs)
|
||||
if(categorizedJobs[jobcat]["colBreak"])
|
||||
dat += "</td><td valign='top'>"
|
||||
if(length(categorizedJobs[jobcat]["jobs"]) < 1)
|
||||
continue
|
||||
var/color = categorizedJobs[jobcat]["color"]
|
||||
dat += "<fieldset style='border: 2px solid [color]; display: inline'>"
|
||||
dat += "<legend align='center' style='color: [color]'>[jobcat]</legend>"
|
||||
for(var/datum/job/job in categorizedJobs[jobcat]["jobs"])
|
||||
dat += "<a href='byond://?src=\ref[src];SelectedJob=[job.title]'>[job.title] ([job.current_positions]) (Active: [activePlayers[job]])</a><br>"
|
||||
dat += "</fieldset><br>"
|
||||
|
||||
dat += "</td></tr></table></center>"
|
||||
// Removing the old window method but leaving it here for reference
|
||||
// src << browse(dat, "window=latechoices;size=300x640;can_close=1")
|
||||
// Added the new browser window method
|
||||
var/datum/browser/popup = new(src, "latechoices", "Choose Profession", 440, 500)
|
||||
var/datum/browser/popup = new(src, "latechoices", "Choose Profession", 900, 600)
|
||||
popup.add_stylesheet("playeroptions", 'html/browser/playeroptions.css')
|
||||
popup.add_script("delay_interactivity", 'html/browser/delay_interactivity.js')
|
||||
popup.set_content(dat)
|
||||
popup.open(0) // 0 is passed to open so that it doesn't use the onclose() proc
|
||||
|
||||
|
||||
+10
-19
@@ -30,19 +30,15 @@
|
||||
|
||||
/mob/verb/me_verb(message as text)
|
||||
set name = "Me"
|
||||
set category = "Emotes"
|
||||
set desc = "(action) Enter a custom emote."
|
||||
set category = "IC"
|
||||
|
||||
if(!message)
|
||||
return
|
||||
message = strip_html_properly(message)
|
||||
|
||||
message = trim_strip_html_properly(message)
|
||||
|
||||
if(message == "")
|
||||
return
|
||||
|
||||
if(emoteHandler)
|
||||
return emoteHandler.runEmote("me", message)
|
||||
set_typing_indicator(0)
|
||||
if(use_me)
|
||||
custom_emote(usr.emote_type, message)
|
||||
else
|
||||
usr.emote(message)
|
||||
|
||||
|
||||
/mob/proc/say_dead(var/message)
|
||||
@@ -104,10 +100,8 @@
|
||||
|
||||
|
||||
/mob/proc/emote(var/act, var/type, var/message)
|
||||
|
||||
act = lowertext(act)
|
||||
return emoteHandler.runEmote(act, message, type)
|
||||
|
||||
if(act == "me")
|
||||
return custom_emote(type, message)
|
||||
|
||||
|
||||
/mob/proc/get_ear()
|
||||
@@ -152,7 +146,4 @@
|
||||
if (can_speak(L))
|
||||
return L
|
||||
|
||||
return null
|
||||
|
||||
/mob/proc/custom_emote(var/m_type=0, var/message = null)
|
||||
return emoteHandler.runEmote("me", message, m_type)
|
||||
return null
|
||||
@@ -5,7 +5,7 @@
|
||||
item_state = "energy_katana"
|
||||
force = 40
|
||||
throwforce = 20
|
||||
armour_penetration = 15
|
||||
armour_penetration = 50
|
||||
var/cooldown = 0 // Because spam aint cool, yo.
|
||||
var/datum/effect/system/spark_spread/spark_system
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
icon_state = "s-ninja"
|
||||
permeability_coefficient = 0.01
|
||||
flags = NOSLIP
|
||||
armor = list(melee = 60, bullet = 60, laser = 45,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
armor = list(melee = 60, bullet = 60, laser = 45, energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
cold_protection = FEET
|
||||
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
|
||||
heat_protection = FEET
|
||||
|
||||
@@ -15,7 +15,7 @@ Contents:
|
||||
allowed = list(/obj/item/weapon/gun, /obj/item/ammo_box, /obj/item/weapon/melee/baton, /obj/item/weapon/tank, /obj/item/weapon/stock_parts/cell)
|
||||
slowdown = 0
|
||||
unacidable = 1
|
||||
armor = list(melee = 60, bullet = 60, laser = 45,energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
armor = list(melee = 60, bullet = 60, laser = 45, energy = 15, bomb = 30, bio = 30, rad = 30)
|
||||
|
||||
var/suitActive = 0
|
||||
var/suitBusy = 0
|
||||
|
||||
@@ -577,7 +577,7 @@
|
||||
|
||||
/obj/item/weapon/paper/armory
|
||||
name = "paper- 'Armory Inventory'"
|
||||
info = "4 Deployable Barriers<br>4 Portable Flashers<br>1 Mechanical Toolbox<br>2 Boxes of Spare Handcuffs<br>1 Box of Flashbangs<br>1 Box of Spare R.O.B.U.S.T. Cartridges<br>1 Tracking Implant Kit<br>1 Chemical Implant Kit<br>1 Box of Tear Gas Grenades<br>1 Explosive Ordnance Disposal Suit<br>1 Biohazard Suit<br>6 Gas Masks<br>1 Lockbox of Loyalty Implants<br>1 Ion Rifle<br>3 Sets of Riot Equipment<br>2 Sets of Security Hardsuits<br>1 Ablative Armor Vest<br>3 Bulletproof Vests<br>3 Helmets<br><br>2 Riot Shotguns<br>2 Boxes of Beanbag Shells<br>3 Laser Guns<br>3 Energy Guns<br>3 Advanced Tasers"
|
||||
info = "4 Deployable Barriers<br>4 Portable Flashers<br>1 Mechanical Toolbox<br>2 Boxes of Spare Handcuffs<br>1 Box of Flashbangs<br>1 Box of Spare R.O.B.U.S.T. Cartridges<br>1 Tracking Implant Kit<br>1 Chemical Implant Kit<br>1 Box of Tear Gas Grenades<br>1 Explosive Ordnance Disposal Suit<br>1 Biohazard Suit<br>6 Gas Masks<br>1 Lockbox of Mindshield Implants<br>1 Ion Rifle<br>3 Sets of Riot Equipment<br>2 Sets of Security Hardsuits<br>1 Ablative Armor Vest<br>3 Bulletproof Vests<br>3 Helmets<br><br>2 Riot Shotguns<br>2 Boxes of Beanbag Shells<br>3 Laser Guns<br>3 Energy Guns<br>3 Advanced Tasers"
|
||||
|
||||
/obj/item/weapon/paper/firingrange
|
||||
name = "paper- 'Firing Range Instructions'"
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
/obj/item/weapon/gun/projectile/sniper_rifle
|
||||
/obj/item/weapon/gun/projectile/automatic/sniper_rifle
|
||||
name = "sniper rifle"
|
||||
desc = "the kind of gun that will leave you crying for mummy before you even realise your leg's missing"
|
||||
icon_state = "sniper"
|
||||
@@ -7,6 +7,7 @@
|
||||
weapon_weight = WEAPON_MEDIUM
|
||||
mag_type = /obj/item/ammo_box/magazine/sniper_rounds
|
||||
fire_delay = 40
|
||||
burst_size = 1
|
||||
origin_tech = "combat=8"
|
||||
can_unsuppress = 1
|
||||
can_suppress = 1
|
||||
@@ -14,14 +15,15 @@
|
||||
zoomable = TRUE
|
||||
zoom_amt = 7 //Long range, enough to see in front of you, but no tiles behind you.
|
||||
slot_flags = SLOT_BACK
|
||||
action_button_name = null
|
||||
|
||||
/obj/item/weapon/gun/projectile/sniper_rifle/update_icon()
|
||||
/obj/item/weapon/gun/projectile/automatic/sniper_rifle/update_icon()
|
||||
if(magazine)
|
||||
icon_state = "sniper-mag"
|
||||
else
|
||||
icon_state = "sniper"
|
||||
|
||||
/obj/item/weapon/gun/projectile/sniper_rifle/syndicate
|
||||
/obj/item/weapon/gun/projectile/automatic/sniper_rifle/syndicate
|
||||
name = "syndicate sniper rifle"
|
||||
desc = "Syndicate flavoured sniper rifle, it packs quite a punch, a punch to your face"
|
||||
origin_tech = "combat=8;syndicate=4"
|
||||
|
||||
@@ -625,13 +625,17 @@
|
||||
if(!name)
|
||||
return
|
||||
name = reject_bad_text(name)
|
||||
while (count--)
|
||||
var/is_medical_patch = chemical_safety_check(reagents)
|
||||
while(count--)
|
||||
var/obj/item/weapon/reagent_containers/food/pill/patch/P = new/obj/item/weapon/reagent_containers/food/pill/patch(src.loc)
|
||||
if(!name) name = reagents.get_master_reagent_name()
|
||||
P.name = "[name] patch"
|
||||
P.pixel_x = rand(-7, 7) //random position
|
||||
P.pixel_y = rand(-7, 7)
|
||||
reagents.trans_to(P,amount_per_patch)
|
||||
if(is_medical_patch)
|
||||
P.instant_application = 1
|
||||
P.icon_state = "bandaid_med"
|
||||
else if (href_list["createbottle"])
|
||||
if(!condi)
|
||||
var/name = input(usr,"Name:","Name your bottle!",reagents.get_master_reagent_name()) as text|null
|
||||
@@ -757,6 +761,12 @@
|
||||
else
|
||||
return 0
|
||||
|
||||
/obj/machinery/chem_master/proc/chemical_safety_check(datum/reagents/R)
|
||||
var/all_safe = 1
|
||||
for(var/datum/reagent/A in R.reagent_list)
|
||||
if(!safe_chem_list.Find(A.id))
|
||||
all_safe = 0
|
||||
return all_safe
|
||||
|
||||
/obj/machinery/chem_master/condimaster
|
||||
name = "\improper CondiMaster 3000"
|
||||
|
||||
@@ -36,6 +36,7 @@
|
||||
/obj/item/weapon/reagent_containers/food/pill/patch/synthflesh
|
||||
name = "syntheflesh patch"
|
||||
desc = "Helps with burn injuries."
|
||||
icon_state = "bandaid_med"
|
||||
instant_application = 1
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/pill/patch/synthflesh/New()
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
desc = "A sealed bio suit capable of insulating against exotic alien energies"
|
||||
icon_state = "engspace_suit"
|
||||
item_state = "engspace_suit"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 100)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100)
|
||||
species_fit = null
|
||||
sprite_sheets = null
|
||||
|
||||
@@ -14,14 +14,14 @@
|
||||
desc = "A sealed bio hood capable of insulating against exotic alien energies."
|
||||
icon_state = "engspace_helmet"
|
||||
item_state = "engspace_helmet"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 100)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100)
|
||||
|
||||
/obj/item/clothing/suit/space/eva/anomaly
|
||||
name = "Excavation suit"
|
||||
desc = "A pressure resistant excavation suit partially capable of insulating against exotic alien energies."
|
||||
icon_state = "cespace_suit"
|
||||
item_state = "cespace_suit"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 100)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/eva/anomaly
|
||||
@@ -29,4 +29,4 @@
|
||||
desc = "A pressure resistant excavation hood partially capable of insulating against exotic alien energies."
|
||||
icon_state = "cespace_helmet"
|
||||
item_state = "cespace_helmet"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 100)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100)
|
||||
|
||||
Reference in New Issue
Block a user