Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into intercom

Conflicts:
	code/modules/projectiles/guns/projectile/automatic.dm
	icons/mob/back.dmi
This commit is contained in:
Markolie
2015-09-15 04:18:27 +02:00
108 changed files with 1554 additions and 2133 deletions
+1 -1
View File
@@ -606,7 +606,7 @@ var/global/nologevent = 0
return
if(confirm == "Yes")
var/delay = input("What delay should the restart have (in seconds)?", "Restart Delay", 5) as num
if(!delay)
if(isnull(delay))
delay = 50
else
delay = delay * 10
+1 -1
View File
@@ -704,7 +704,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic(M), slot_r_hand)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/proto(M), slot_r_hand)
M.equip_to_slot_or_del(new /obj/item/ammo_box/a357(M), slot_l_store)
if ("tournament chef") //Steven Seagal FTW
+9 -5
View File
@@ -16,7 +16,7 @@
msg = "\blue \icon[cross] <b><font color=purple>PRAY: </font>[key_name(src, 1)] (<A HREF='?_src_=holder;adminmoreinfo=\ref[src]'>?</A>) (<A HREF='?_src_=holder;adminplayeropts=\ref[src]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[src]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[src]'>SM</A>) ([admin_jump_link(src, "holder")]) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<A HREF='?_src_=holder;adminspawncookie=\ref[src]'>SC</a>):</b> [msg]"
for(var/client/X in admins)
if(R_EVENT & X.holder.rights)
if(check_rights(R_EVENT,0,X.mob))
X << msg
usr << "Your prayers have been received by the gods."
@@ -37,7 +37,7 @@
msg = "\blue <b><font color='#DC143C'>SYNDICATE: </font>[key_name(Sender, 1)] (<A HREF='?_src_=holder;adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[Sender]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[Sender]'>SM</A>) ([admin_jump_link(Sender, "holder")]) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<A HREF='?_src_=holder;BlueSpaceArtillery=\ref[Sender]'>BSA</A>) (<A HREF='?_src_=holder;SyndicateReply=\ref[Sender]'>REPLY</A>):</b> [msg]"
for(var/client/X in admins)
if(R_EVENT & X.holder.rights)
if(check_rights(R_EVENT,0,X.mob))
X << msg
/proc/HONK_announce(var/text , var/mob/Sender)
@@ -53,12 +53,16 @@
msg = "\blue <b><font color=orange>ERT REQUEST: </font>[key_name(Sender, 1)] (<A HREF='?_src_=holder;adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[Sender]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[Sender]'>SM</A>) ([admin_jump_link(Sender, "holder")]) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<A HREF='?_src_=holder;BlueSpaceArtillery=\ref[Sender]'>BSA</A>) (<A HREF='?_src_=holder;ErtReply=\ref[Sender]'>REPLY</A>):</b> [msg]"
for(var/client/X in admins)
if(R_EVENT & X.holder.rights)
if(check_rights(R_EVENT,0,X.mob))
X << msg
/proc/Nuke_request(text , mob/Sender)
var/nuke_code = get_nuke_code()
var/msg = sanitize(copytext(text, 1, MAX_MESSAGE_LEN))
msg = "<span class='adminnotice'><b><font color=orange>NUKE CODE REQUEST: </font>[key_name(Sender)] (<A HREF='?_src_=holder;adminplayeropts=\ref[Sender]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[Sender]'>VV</A>) (<A HREF='?_src_=holder;subtlemessage=\ref[Sender]'>SM</A>) ([admin_jump_link(Sender, "holder")]) (<A HREF='?_src_=holder;secretsadmin=check_antagonist'>CA</A>) (<A HREF='?_src_=holder;BlueSpaceArtillery=\ref[Sender]'>BSA</A>) (<A HREF='?_src_=holder;CentcommReply=\ref[Sender]'>RPLY</A>):</b> [msg]</span>"
admins << msg
admins << "<span class='adminnotice'><b>The nuke code is [nuke_code].</b></span>"
for(var/client/X in admins)
if(check_rights(R_EVENT,0,X.mob))
X << msg
X << "<span class='adminnotice'><b>The nuke code is [nuke_code].</b></span>"
@@ -160,7 +160,7 @@ var/global/sent_syndicate_strike_team = 0
equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/grenade/empgrenade(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/m2411(src), slot_belt)
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/pistol/m2411(src), slot_belt)
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/l6_saw(src), slot_r_hand)
+10
View File
@@ -165,6 +165,10 @@ BLIND // can't see anything
var/pickpocket = 0 //Master pickpocket?
var/clipped = 0
species_restricted = list("exclude","Unathi","Tajaran","Wryn")
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/gloves.dmi'
)
/obj/item/clothing/gloves/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/wirecutters))
@@ -305,9 +309,15 @@ BLIND // can't see anything
body_parts_covered = FEET
slot_flags = SLOT_FEET
permeability_coefficient = 0.50
slowdown = SHOES_SLOWDOWN
species_restricted = list("exclude","Unathi","Tajaran","Wryn")
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/shoes.dmi'
)
/obj/item/proc/negates_gravity()
return 0
+1 -8
View File
@@ -4,22 +4,15 @@
icon_state = "boxing"
item_state = "boxing"
species_restricted = null
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/gloves.dmi'
)
/obj/item/clothing/gloves/boxing/green
icon_state = "boxinggreen"
item_state = "boxinggreen"
species_fit = list("Vox")
/obj/item/clothing/gloves/boxing/blue
icon_state = "boxingblue"
item_state = "boxingblue"
species_fit = list("Vox")
/obj/item/clothing/gloves/boxing/yellow
icon_state = "boxingyellow"
item_state = "boxingyellow"
species_fit = list("Vox")
item_state = "boxingyellow"
+10 -60
View File
@@ -6,11 +6,6 @@
siemens_coefficient = 0
permeability_coefficient = 0.05
_color="yellow"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/gloves.dmi'
)
power
var/next_shock = 0
@@ -25,10 +20,6 @@
item_state = "ygloves"
siemens_coefficient = 1 //Set to a default of 1, gets overridden in New()
permeability_coefficient = 0.05
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/gloves.dmi'
)
_color="yellow"
New()
@@ -40,10 +31,6 @@
icon_state = "black"
item_state = "bgloves"
_color="brown"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/gloves.dmi'
)
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
@@ -65,37 +52,26 @@
icon_state = "orange"
item_state = "orangegloves"
_color="orange"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/gloves.dmi'
)
/obj/item/clothing/gloves/color/red
name = "red gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "red"
item_state = "redgloves"
_color = "red"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/gloves.dmi'
)
/obj/item/clothing/gloves/color/red/insulated
name = "insulated gloves"
desc = "These gloves will protect the wearer from electric shock."
siemens_coefficient = 0
permeability_coefficient = 0.05
/obj/item/clothing/gloves/color/rainbow
name = "rainbow gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "rainbow"
item_state = "rainbowgloves"
_color = "rainbow"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/gloves.dmi'
)
clown
_color = "clown"
@@ -105,40 +81,28 @@
icon_state = "blue"
item_state = "bluegloves"
_color="blue"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/gloves.dmi'
)
/obj/item/clothing/gloves/color/purple
name = "purple gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "purple"
item_state = "purplegloves"
_color="purple"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/gloves.dmi'
)
/obj/item/clothing/gloves/color/green
name = "green gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "green"
item_state = "greengloves"
_color="green"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/gloves.dmi'
)
/obj/item/clothing/gloves/color/grey
name = "grey gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "gray"
item_state = "graygloves"
_color="grey"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/gloves.dmi'
)
rd
_color = "director" //Exists for washing machines. Is not different from gray gloves in any way.
@@ -151,20 +115,14 @@
icon_state = "lightbrown"
item_state = "lightbrowngloves"
_color="light brown"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/gloves.dmi'
)
/obj/item/clothing/gloves/color/brown
name = "brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "brown"
item_state = "browngloves"
_color="brown"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/gloves.dmi'
)
cargo
_color = "cargo" //Exists for washing machines. Is not different from brown gloves in any way.
@@ -177,10 +135,6 @@
permeability_coefficient = 0.01
_color="white"
transfer_prints = TRUE
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi'
)
/obj/item/clothing/gloves/color/latex/nitrile
name = "nitrile gloves"
@@ -212,8 +166,4 @@
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi'
)
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
+2 -17
View File
@@ -15,10 +15,6 @@
icon_state = "black"
item_state = "r_hands"
siemens_coefficient = 1.0
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi'
)
/obj/item/clothing/gloves/combat
desc = "These tactical gloves are somewhat fire and impact resistant."
@@ -31,10 +27,6 @@
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi'
)
/obj/item/clothing/gloves/botanic_leather
desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin."
@@ -46,17 +38,10 @@
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi'
)
/obj/item/clothing/gloves/batmangloves
desc = "Used for handling all things bat related."
name = "batgloves"
icon_state = "bmgloves"
item_state = "bmgloves"
_color="bmgloves"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi'
)
_color="bmgloves"
-5
View File
@@ -3,7 +3,6 @@
icon_state = "black"
_color = "black"
desc = "A pair of black shoes."
species_fit = list("Vox")
cold_protection = FEET
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
@@ -20,8 +19,6 @@
name = "brown shoes"
desc = "A pair of brown shoes."
icon_state = "brown"
_color = "brown"
species_fit = list("Vox")
captain
_color = "captain" //Exists for washing machines. Is not different from brown shoes in any way.
@@ -72,7 +69,6 @@
icon_state = "white"
permeability_coefficient = 0.01
_color = "white"
species_fit = list("Vox")
/obj/item/clothing/shoes/leather
name = "leather shoes"
@@ -90,7 +86,6 @@
name = "orange shoes"
icon_state = "orange"
_color = "orange"
species_fit = list("Vox")
/obj/item/clothing/shoes/orange/attack_self(mob/user as mob)
if (src.chained)
+2 -13
View File
@@ -9,17 +9,12 @@
var/list/clothing_choices = list()
siemens_coefficient = 0.8
species_restricted = null
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/shoes.dmi'
)
/obj/item/clothing/shoes/mime
name = "mime shoes"
icon_state = "mime"
_color = "mime"
/obj/item/clothing/shoes/combat //basic syndicate combat boots for nuke ops and mob corpses
name = "combat boots"
desc = "High speed, low drag combat boots."
@@ -55,10 +50,6 @@
flags = NOSLIP
slowdown = SHOES_SLOWDOWN+1
species_restricted = null
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/shoes.dmi'
)
/obj/item/clothing/shoes/clown_shoes
desc = "The prankster's standard-issue clowning shoes. Damn they're huge!"
@@ -83,6 +74,7 @@
name = "jacksandals"
desc = "Nanotrasen-issue Security combat sandals for combat scenarios. They're jacksandals, however that works."
icon_state = "jacksandal"
_color = "jacksandal"
species_restricted = null
/obj/item/clothing/shoes/cult
@@ -121,10 +113,7 @@
name = "laceup shoes"
desc = "The height of fashion, and they're pre-polished!"
icon_state = "laceups"
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/shoes.dmi'
)
/obj/item/clothing/shoes/roman
name = "roman sandals"
desc = "Sandals with buckled leather straps on it."
@@ -174,3 +174,23 @@
desc = "An EVA suit specifically designed for the clown. SPESSHONK!"
icon_state = "spaceclown_suit"
item_state = "spaceclown_items"
/obj/item/clothing/head/helmet/space/freedom
name = "eagle helmet"
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)
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
unacidable = 1
/obj/item/clothing/suit/space/freedom
name = "eagle suit"
desc = "An advanced, light suit, fabricated from a mixture of synthetic feathers and space-resistant material. A gun holster appears to be integrated into the suit and the wings appear to be stuck in 'freedom' mode."
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
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
unacidable = 1
@@ -11,6 +11,13 @@
icon_state = "blue_pyjamas"
_color = "blue_pyjamas"
item_state = "w_suit"
/obj/item/clothing/under/patriotsuit
name = "Patriotic Suit"
desc = "Motorcycle not included."
icon_state = "ek"
item_state = "ek"
_color = "ek"
/obj/item/clothing/under/captain_fly
name = "rogue captains uniform"
+4 -3
View File
@@ -92,8 +92,9 @@ var/global/list/all_money_accounts = list()
P.wrapped = R
R.name = "Account information: [M.owner_name]"
// AUTOFIXED BY fix_string_idiocy.py
// C:\Users\Rob\Documents\Projects\vgstation13\code\WorkInProgress\Cael_Aislinn\Economy\Accounts.dm:94: R.info = "<b>Account details (confidential)</b><br><hr><br>"
var/overseer = "Unknown"
if(source_db.held_card)
overseer = source_db.held_card.registered_name
R.info = {"<b>Account details (confidential)</b><br><hr><br>
<i>Account holder:</i> [M.owner_name]<br>
<i>Account number:</i> [M.account_number]<br>
@@ -101,7 +102,7 @@ var/global/list/all_money_accounts = list()
<i>Starting balance:</i> $[M.money]<br>
<i>Date and time:</i> [worldtime2text()], [current_date_string]<br><br>
<i>Creation terminal ID:</i> [source_db.machine_id]<br>
<i>Authorised NT officer overseeing creation:</i> [source_db.held_card.registered_name]<br>"}
<i>Authorised NT officer overseeing creation:</i> [overseer]<br>"}
// END AUTOFIX
//stamp the paper
var/image/stampoverlay = image('icons/obj/bureaucracy.dmi')
+3 -3
View File
@@ -131,9 +131,9 @@
if(..())
return 1
if("insert_card")
if(href_list["insert_card"])
if(held_card)
held_card.loc = src.loc
held_card.forceMove(loc)
if(ishuman(usr) && !usr.get_active_hand())
usr.put_in_hands(held_card)
@@ -144,7 +144,7 @@
if (istype(I, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/C = I
usr.drop_item()
C.loc = src
C.forceMove(src)
held_card = C
if(!get_access_level(usr))
@@ -148,3 +148,10 @@ var/global/datum/controller/plants/plant_controller // Set in New().
/datum/controller/plants/proc/remove_plant(var/obj/effect/plant/plant)
plant_queue -= plant
/client/proc/list_plant_sprites()
if(!plant_controller || !plant_controller.plant_sprites || !plant_controller.plant_sprites.len)
world << "Cannot list plant sprites, plant controller or plant sprites list may not be initialized."
for(var/base in plant_controller.plant_sprites)
world << "[base] : [plant_controller.plant_sprites[base]] growth states"
+4 -3
View File
@@ -43,10 +43,11 @@
kitchen_tag = "ghostchili"
preset_icon = "ghostchilipepper"
/datum/seed/chili/ice/New()
/datum/seed/chili/ghost/New()
..()
set_trait(TRAIT_MATURATION,4)
set_trait(TRAIT_PRODUCTION,4)
set_trait(TRAIT_MATURATION,10)
set_trait(TRAIT_PRODUCTION,10)
set_trait(TRAIT_YIELD,3)
set_trait(TRAIT_PRODUCT_COLOUR,"#00EDC6")
// Berry plants/variants.
+2
View File
@@ -133,6 +133,8 @@
)
//--FalseIncarnate
var/last_plant_ikey //This is for debugging reference, and is otherwise useless. --FalseIncarnate
/obj/machinery/portable_atmospherics/hydroponics/AltClick()
if(mechanical && !usr.stat && !usr.lying && Adjacent(usr))
close_lid(usr)
@@ -36,7 +36,9 @@
if(age >= seed.get_trait(TRAIT_MATURATION))
overlay_stage = seed.growth_stages
else
var/maturation = round(seed.get_trait(TRAIT_MATURATION)/seed.growth_stages)
var/maturation = seed.get_trait(TRAIT_MATURATION)/seed.growth_stages
if(maturation < 1)
maturation = 1
overlay_stage = maturation ? max(1,round(age/maturation)) : 1
var/ikey = "[seed.get_trait(TRAIT_PLANT_ICON)]-[overlay_stage]"
var/image/plant_overlay = plant_controller.plant_icon_cache["[ikey]-[seed.get_trait(TRAIT_PLANT_COLOUR)]"]
@@ -45,6 +47,7 @@
plant_overlay.color = seed.get_trait(TRAIT_PLANT_COLOUR)
plant_controller.plant_icon_cache["[ikey]-[seed.get_trait(TRAIT_PLANT_COLOUR)]"] = plant_overlay
overlays |= plant_overlay
last_plant_ikey = ikey
if(harvest && overlay_stage == seed.growth_stages)
ikey = "[seed.get_trait(TRAIT_PRODUCT_ICON)]"
+1 -1
View File
@@ -159,7 +159,7 @@
var/new_type = pick(
200; /obj/item/weapon/hatchet, \
/obj/item/weapon/gun/projectile/automatic/pistol, \
/obj/item/weapon/gun/projectile/automatic/deagle, \
/obj/item/weapon/gun/projectile/automatic/pistol/deagle, \
/obj/item/weapon/gun/projectile/revolver/russian, \
)
new new_type(C)
+10 -9
View File
@@ -11,9 +11,9 @@
var/lum_g
var/lum_b
var/tmp/old_lum_r
var/tmp/old_lum_g
var/tmp/old_lum_b
var/tmp/applied_lum_r
var/tmp/applied_lum_g
var/tmp/applied_lum_b
var/list/effect_str
var/list/effect_turf
@@ -107,11 +107,6 @@
if(light_range && light_power && !applied)
. = 1
if(. || source_atom.light_color != light_color)//Save the old lumcounts if we need to update, if the colour changed DO IT BEFORE we parse the colour and LOSE the old lumcounts!
old_lum_r = lum_r
old_lum_g = lum_g
old_lum_b = lum_b
if(source_atom.light_color != light_color)
light_color = source_atom.light_color
parse_light_color()
@@ -149,6 +144,12 @@
/datum/light_source/proc/apply_lum()
applied = 1
// Cache the applied lum counts.
applied_lum_r = lum_r
applied_lum_g = lum_g
applied_lum_b = lum_b
if(istype(source_turf))
FOR_DVIEW(var/turf/T, light_range, source_turf, INVISIBILITY_LIGHTING)
if(T.lighting_overlay)
@@ -188,7 +189,7 @@
if(T.lighting_overlay)
var/str = effect_str[i]
T.lighting_overlay.update_lumcount(-str * old_lum_r, -str * old_lum_g, -str * old_lum_b)
T.lighting_overlay.update_lumcount(-str * applied_lum_r, -str * applied_lum_g, -str * applied_lum_b)
i++
+7 -7
View File
@@ -25,43 +25,43 @@
/obj/item/weapon/coin/gold
cmineral = "gold"
icon_state = "coin_gold_heads"
materials = list(MAT_GOLD = 200)
materials = list(MAT_GOLD = 400)
credits = 160
/obj/item/weapon/coin/silver
cmineral = "silver"
icon_state = "coin_silver_heads"
materials = list(MAT_SILVER = 200)
materials = list(MAT_SILVER = 400)
credits = 40
/obj/item/weapon/coin/diamond
cmineral = "diamond"
icon_state = "coin_diamond_heads"
materials = list(MAT_DIAMOND = 200)
materials = list(MAT_DIAMOND = 400)
credits = 120
/obj/item/weapon/coin/iron
cmineral = "iron"
icon_state = "coin_iron_heads"
materials = list(MAT_METAL = 200)
materials = list(MAT_METAL = 400)
credits = 20
/obj/item/weapon/coin/plasma
cmineral = "plasma"
icon_state = "coin_plasma_heads"
materials = list(MAT_PLASMA = 200)
materials = list(MAT_PLASMA = 400)
credits = 80
/obj/item/weapon/coin/uranium
cmineral = "uranium"
icon_state = "coin_uranium_heads"
materials = list(MAT_URANIUM = 200)
materials = list(MAT_URANIUM = 400)
credits = 160
/obj/item/weapon/coin/clown
cmineral = "bananium"
icon_state = "coin_bananium_heads"
materials = list(MAT_BANANIUM = 200)
materials = list(MAT_BANANIUM = 400)
credits = 600 //makes the clown cri
/obj/item/weapon/coin/adamantine
+11 -10
View File
@@ -101,22 +101,23 @@
inserted_id = I
interact(user)
return
if(exchange_parts(user, W))
return
if(default_deconstruction_crowbar(W))
return
if(default_unfasten_wrench(user, W))
return
if(default_deconstruction_screwdriver(user, "ore_redemption-open", "ore_redemption", W))
updateUsrDialog()
return
if(panel_open)
if(istype(W, /obj/item/weapon/crowbar))
empty_content()
default_deconstruction_crowbar(W)
return 1
return
if(default_unfasten_wrench(user, W))
return
if(default_deconstruction_screwdriver(user, "ore_redemption-open", "ore_redemption", W))
updateUsrDialog()
return
..()
/obj/machinery/mineral/ore_redemption/proc/SmeltMineral(var/obj/item/weapon/ore/O)
@@ -253,7 +254,7 @@
while(s.amount > s.max_amount)
new s.type(loc,s.max_amount)
s.use(s.max_amount)
s.loc = loc
s.forceMove(loc)
s.layer = initial(s.layer)
/**********************Mining Equipment Locker**************************/
+1 -1
View File
@@ -58,7 +58,7 @@
throwforce = 10.0
item_state = "pickaxe"
w_class = 4.0
materials = list(MAT_METAL=3750) //one sheet, but where can you make them?
materials = list(MAT_METAL=2000) //one sheet, but where can you make them?
var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO
origin_tech = "materials=1;engineering=1"
attack_verb = list("hit", "pierced", "sliced", "attacked")
@@ -355,4 +355,7 @@ In all, this is a lot like the monkey code. /N
else if(custom_pixel_x_offset)
return custom_pixel_x_offset
else
return initial(pixel_x)
return initial(pixel_x)
/mob/living/carbon/alien/humanoid/get_permeability_protection()
return 0.8
+21 -1
View File
@@ -1759,4 +1759,24 @@
return 1
if(!silent)
src << "<span class='warning'>You don't have the dexterity to use that!<span>"
return 0
return 0
/mob/living/carbon/human/get_permeability_protection()
var/list/prot = list("hands"=0, "chest"=0, "groin"=0, "legs"=0, "feet"=0, "arms"=0, "head"=0)
for(var/obj/item/I in get_equipped_items())
if(I.body_parts_covered & HANDS)
prot["hands"] = max(1 - I.permeability_coefficient, prot["hands"])
if(I.body_parts_covered & UPPER_TORSO)
prot["chest"] = max(1 - I.permeability_coefficient, prot["chest"])
if(I.body_parts_covered & LOWER_TORSO)
prot["groin"] = max(1 - I.permeability_coefficient, prot["groin"])
if(I.body_parts_covered & LEGS)
prot["legs"] = max(1 - I.permeability_coefficient, prot["legs"])
if(I.body_parts_covered & FEET)
prot["feet"] = max(1 - I.permeability_coefficient, prot["feet"])
if(I.body_parts_covered & ARMS)
prot["arms"] = max(1 - I.permeability_coefficient, prot["arms"])
if(I.body_parts_covered & HEAD)
prot["head"] = max(1 - I.permeability_coefficient, prot["head"])
var/protection = (prot["head"] + prot["arms"] + prot["feet"] + prot["legs"] + prot["groin"] + prot["chest"] + prot["hands"])/7
return protection
@@ -35,7 +35,8 @@
"antennae" = /obj/item/organ/wryn/hivenode
)
flags = IS_WHITELISTED | HAS_LIPS | HAS_UNDERWEAR | NO_BREATHE | HAS_SKIN_COLOR | NO_SCAN | NO_SCAN | HIVEMIND
flags = IS_WHITELISTED | HAS_LIPS | NO_BREATHE | HAS_SKIN_COLOR | NO_SCAN | NO_SCAN | HIVEMIND
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
dietflags = DIET_HERB //bees feed off nectar, so bee people feed off plants too
reagent_tag = PROCESS_ORG
@@ -61,6 +61,7 @@
var/has_fine_manipulation = 1 // Can use small items.
var/flags = 0 // Various specific features.
var/clothing_flags = 0 // Underwear and socks.
var/bloodflags = 0
var/bodyflags = 0
var/dietflags = 0 // Make sure you set this, otherwise it won't be able to digest a lot of foods
@@ -6,7 +6,8 @@
primitive_form = "Monkey"
path = /mob/living/carbon/human/human
language = "Sol Common"
flags = HAS_LIPS | HAS_UNDERWEAR | CAN_BE_FAT
flags = HAS_LIPS | CAN_BE_FAT
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
bodyflags = HAS_SKIN_TONE
dietflags = DIET_OMNI
unarmed_type = /datum/unarmed_attack/punch
@@ -37,7 +38,8 @@
else, frequently even their own lives. They prefer warmer temperatures than most species and \
their native tongue is a heavy hissing laungage called Sinta'Unathi."
flags = HAS_LIPS | HAS_UNDERWEAR
flags = HAS_LIPS
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
bodyflags = FEET_CLAWS | HAS_TAIL | HAS_SKIN_COLOR | TAIL_WAGGING
dietflags = DIET_CARN
@@ -88,7 +90,8 @@
primitive_form = "Farwa"
flags = HAS_LIPS | HAS_UNDERWEAR | CAN_BE_FAT
flags = HAS_LIPS | CAN_BE_FAT
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
bodyflags = FEET_PADDED | HAS_TAIL | HAS_SKIN_COLOR | TAIL_WAGGING
dietflags = DIET_OMNI
@@ -119,7 +122,8 @@
to the degree it can cause conflict with more rigorous and strict authorities. They speak a guttural language known as 'Canilunzt' \
which has a heavy emphasis on utilizing tail positioning and ear twitches to communicate intent."
flags = HAS_LIPS | HAS_UNDERWEAR
flags = HAS_LIPS
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
bodyflags = FEET_PADDED | HAS_TAIL | HAS_SKIN_COLOR | TAIL_WAGGING
dietflags = DIET_OMNI
@@ -148,7 +152,8 @@
herbivores on the whole and tend to be co-operative with the other species of the galaxy, although they rarely reveal \
the secrets of their empire to their allies."
flags = HAS_LIPS | HAS_UNDERWEAR
flags = HAS_LIPS
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
bodyflags = HAS_SKIN_COLOR
dietflags = DIET_HERB
@@ -190,6 +195,7 @@
poison_type = "oxygen"
flags = NO_SCAN | IS_WHITELISTED
clothing_flags = HAS_SOCKS
dietflags = DIET_OMNI
blood_color = "#2299FC"
@@ -278,6 +284,7 @@
brute_mod = 0.8
flags = IS_WHITELISTED
clothing_flags = HAS_SOCKS
bodyflags = FEET_CLAWS
dietflags = DIET_HERB
@@ -295,6 +302,7 @@
unarmed_type = /datum/unarmed_attack/punch
flags = IS_WHITELISTED | NO_BREATHE | HAS_LIPS | NO_INTORGANS | NO_SCAN
clothing_flags = HAS_SOCKS
bodyflags = HAS_SKIN_COLOR
bloodflags = BLOOD_SLIME
dietflags = DIET_CARN
@@ -322,7 +330,8 @@
default_genes = list(REMOTE_TALK)
flags = IS_WHITELISTED | HAS_LIPS | HAS_UNDERWEAR | CAN_BE_FAT
flags = IS_WHITELISTED | HAS_LIPS | CAN_BE_FAT
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
dietflags = DIET_HERB
reagent_tag = PROCESS_ORG
@@ -373,6 +382,7 @@
water and other radiation."
flags = NO_BREATHE | REQUIRE_LIGHT | IS_PLANT | RAD_ABSORB | NO_BLOOD | NO_PAIN
clothing_flags = HAS_SOCKS
dietflags = 0 //Diona regenerate nutrition in light, no diet necessary
body_temperature = T0C + 15 //make the plant people have a bit lower body temperature, why not
@@ -467,6 +477,7 @@
passive_temp_gain = 10 //this should cause IPCs to stabilize at ~80 C in a 20 C environment.
flags = IS_WHITELISTED | NO_BREATHE | NO_SCAN | NO_BLOOD | NO_PAIN | NO_DNA_RAD
clothing_flags = HAS_SOCKS
dietflags = 0 //IPCs can't eat, so no diet
blood_color = "#1F181F"
flesh_color = "#AAAAAA"
@@ -317,18 +317,18 @@ var/global/list/damage_icon_parts = list()
stand_icon.Blend(base_icon,ICON_OVERLAY)
//Underwear
if(underwear && species.flags & HAS_UNDERWEAR)
if(underwear && species.clothing_flags & HAS_UNDERWEAR)
var/datum/sprite_accessory/underwear/U = underwear_list[underwear]
if(U)
stand_icon.Blend(new /icon(U.icon, "uw_[U.icon_state]_s"), ICON_OVERLAY)
if(undershirt && species.flags & HAS_UNDERWEAR)
if(undershirt && species.clothing_flags & HAS_UNDERSHIRT)
var/datum/sprite_accessory/undershirt/U2 = undershirt_list[undershirt]
if(U2)
stand_icon.Blend(new /icon(U2.icon, "us_[U2.icon_state]_s"), ICON_OVERLAY)
if(socks)
if(socks && species.clothing_flags & HAS_SOCKS)
var/datum/sprite_accessory/socks/U3 = socks_list[socks]
if(U3)
stand_icon.Blend(new /icon(U3.icon, "sk_[U3.icon_state]_s"), ICON_OVERLAY)
+4
View File
@@ -937,3 +937,7 @@
/mob/living/proc/spawn_dust()
new /obj/effect/decal/cleanable/ash(loc)
//used in datum/reagents/reaction() proc
/mob/living/proc/get_permeability_protection()
return 0
+15 -6
View File
@@ -551,13 +551,22 @@
return H
/mob/living/silicon/pai/MouseDrop(atom/over_object)
var/mob/living/carbon/H = over_object
if(!istype(H) || !Adjacent(H)) return ..()
if(H.a_intent == I_HELP)
get_scooped(H)
//return
var/mob/living/carbon/human/H = over_object //changed to human to avoid stupid issues like xenos holding pAIs.
if(!istype(H) || !Adjacent(H)) return ..()
if(usr == src)
switch(alert(H, "[src] wants you to pick them up. Do it?",,"Yes","No"))
if("Yes")
if(Adjacent(H))
get_scooped(H)
else
src << "<span class='warning'>You need to stay in reaching distance to be picked up.</span>"
if("No")
src << "<span class='warning'>[H] decided not to pick you up.</span>"
else
return ..()
if(Adjacent(H))
get_scooped(H)
else
return ..()
/mob/living/silicon/pai/on_forcemove(atom/newloc)
if(card)
@@ -36,6 +36,8 @@
faction = list("mimic")
move_to_delay = 9
var/is_electronic = 0
/mob/living/simple_animal/hostile/mimic/FindTarget()
. = ..()
if(.)
@@ -47,7 +49,14 @@
ghostize()
qdel(src)
/mob/living/simple_animal/hostile/mimic/emp_act(severity)
if(is_electronic)
switch(severity)
if(1)
Die()
if(2)
adjustBruteLoss(50)
..(severity)
//
// Crate Mimic
@@ -188,12 +197,16 @@ var/global/list/protected_objects = list(/obj/structure/table, /obj/structure/ca
knockdown_people = 1
melee_damage_lower *= 2
melee_damage_upper *= 2
if(istype(O, /obj/machinery))
is_electronic = 1
else if(istype(O, /obj/item))
var/obj/item/I = O
health = 15 * I.w_class
melee_damage_lower = 2 + I.force
melee_damage_upper = 2 + I.force
move_to_delay = 2 * I.w_class + 1
if(istype(O, /obj/item/device))
is_electronic = 1
maxHealth = health
if(creator)
@@ -0,0 +1,23 @@
/mob/living/simple_animal/hostile/retaliate/araneus
name = "Sergeant Araneus"
real_name = "Sergeant Araneus"
voice_name = "unidentifiable voice"
desc = "A fierce companion for any person of power, this spider has been carefully trained by Nanotrasen specialists. Its beady, staring eyes send shivers down your spine."
faction = list("spiders")
icon_state = "guard"
icon_living = "guard"
icon_dead = "guard_dead"
icon_gib = "guard_dead"
turns_per_move = 8
response_help = "pets"
emote_hear = list("chitters")
maxHealth = 250
health = 200
harm_intent_damage = 3
melee_damage_lower = 15
melee_damage_upper = 20
min_oxy = 5
max_tox = 2
max_co2 = 5
@@ -254,19 +254,19 @@ datum/preferences
var/icon/underwear_s = null
if(underwear && current_species.flags & HAS_UNDERWEAR)
if(underwear && current_species.clothing_flags & HAS_UNDERWEAR)
var/datum/sprite_accessory/underwear/U = underwear_list[underwear]
if(U)
underwear_s = new/icon(U.icon, "[U.icon_state]_s", ICON_OVERLAY)
var/icon/undershirt_s = null
if(undershirt && current_species.flags & HAS_UNDERWEAR)
if(undershirt && current_species.clothing_flags & HAS_UNDERSHIRT)
var/datum/sprite_accessory/undershirt/U2 = undershirt_list[undershirt]
if(U2)
undershirt_s = new/icon(U2.icon, "[U2.icon_state]_s", ICON_OVERLAY)
var/icon/socks_s = null
if(socks)
if(socks && current_species.clothing_flags & HAS_SOCKS)
var/datum/sprite_accessory/socks/U3 = socks_list[socks]
if(U3)
socks_s = new/icon(U3.icon, "[U3.icon_state]_s", ICON_OVERLAY)
@@ -1272,118 +1272,118 @@
name = "Nude"
icon_state = null
gender = NEUTER
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpakanin","Slime People","Skellington","Vox")
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpkanin","Slime People","Skellington","Vox")
/datum/sprite_accessory/socks/white_norm
name = "Normal White"
icon_state = "white_norm"
gender = NEUTER
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpakanin","Slime People","Skellington")
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpkanin","Slime People","Skellington")
/datum/sprite_accessory/socks/black_norm
name = "Normal Black"
icon_state = "black_norm"
gender = NEUTER
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpakanin","Slime People","Skellington")
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpkanin","Slime People","Skellington")
/datum/sprite_accessory/socks/white_short
name = "Short White"
icon_state = "white_short"
gender = NEUTER
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpakanin","Slime People","Skellington")
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpkanin","Slime People","Skellington")
/datum/sprite_accessory/socks/black_short
name = "Short Black"
icon_state = "black_short"
gender = NEUTER
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpakanin","Slime People","Skellington")
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpkanin","Slime People","Skellington")
/datum/sprite_accessory/socks/white_knee
name = "Knee-high White"
icon_state = "white_knee"
gender = NEUTER
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpakanin","Slime People","Skellington")
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpkanin","Slime People","Skellington")
/datum/sprite_accessory/socks/black_knee
name = "Knee-high Black"
icon_state = "black_knee"
gender = NEUTER
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpakanin","Slime People","Skellington")
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpkanin","Slime People","Skellington")
/datum/sprite_accessory/socks/thin_knee
name = "Knee-high Thin"
icon_state = "thin_knee"
gender = FEMALE
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpakanin","Slime People","Skellington")
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpkanin","Slime People","Skellington")
/datum/sprite_accessory/socks/striped_knee
name = "Knee-high Striped"
icon_state = "striped_knee"
gender = NEUTER
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpakanin","Slime People","Skellington")
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpkanin","Slime People","Skellington")
/datum/sprite_accessory/socks/rainbow_knee
name = "Knee-high Rainbow"
icon_state = "rainbow_knee"
gender = NEUTER
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpakanin","Slime People","Skellington")
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpkanin","Slime People","Skellington")
/datum/sprite_accessory/socks/white_thigh
name = "Thigh-high White"
icon_state = "white_thigh"
gender = NEUTER
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpakanin","Slime People","Skellington")
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpkanin","Slime People","Skellington")
/datum/sprite_accessory/socks/black_thigh
name = "Thigh-high Black"
icon_state = "black_thigh"
gender = NEUTER
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpakanin","Slime People","Skellington")
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpkanin","Slime People","Skellington")
/datum/sprite_accessory/socks/thin_thigh
name = "Thigh-high Thin"
icon_state = "thin_thigh"
gender = FEMALE
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpakanin","Slime People","Skellington")
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpkanin","Slime People","Skellington")
/datum/sprite_accessory/socks/striped_thigh
name = "Thigh-high Striped"
icon_state = "striped_thigh"
gender = NEUTER
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpakanin","Slime People","Skellington")
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpkanin","Slime People","Skellington")
/datum/sprite_accessory/socks/rainbow_thigh
name = "Thigh-high Rainbow"
icon_state = "rainbow_thigh"
gender = NEUTER
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpakanin","Slime People","Skellington")
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpkanin","Slime People","Skellington")
/datum/sprite_accessory/socks/pantyhose
name = "Pantyhose"
icon_state = "pantyhose"
gender = FEMALE
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpakanin","Slime People","Skellington")
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpkanin","Slime People","Skellington")
/datum/sprite_accessory/socks/black_fishnet
name = "Black Fishnet"
icon_state = "black_fishnet"
gender = NEUTER
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpakanin","Slime People","Skellington")
species_allowed = list("Human","Unathi","Diona","Grey","Machine","Tajaran","Vulpkanin","Slime People","Skellington")
/datum/sprite_accessory/socks/vox_white
name = "Vox White"
-54
View File
@@ -3,60 +3,6 @@
H.dna.SetSEState(MONKEYBLOCK,1)
domutcheck(H, null)
/*
/mob/living/carbon/human/proc/monkeyize()
if (notransform)
return
for(var/obj/item/W in src)
if (W==w_uniform) // will be torn
continue
unEquip(W)
regenerate_icons()
notransform = 1
canmove = 0
stunned = 1
icon = null
invisibility = 101
for(var/t in organs)
del(t)
var/atom/movable/overlay/animation = new /atom/movable/overlay( loc )
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
flick("h2monkey", animation)
sleep(48)
//animation = null
if(!species.primitive) //If the creature in question has no primitive set, this is going to be messy.
gib()
return
var/mob/living/carbon/monkey/O = null
O = new species.primitive(loc)
O.dna = dna.Clone()
O.dna.SetSEState(MONKEYBLOCK,1)
O.dna.SetSEValueRange(MONKEYBLOCK,0xDAC, 0xFFF)
O.loc = loc
O.viruses = viruses
O.a_intent = I_HARM
if (client)
client.mob = O
if(mind)
mind.transfer_to(O)
O << "<B>You are now [O]. </B>"
spawn(0)//To prevent the proc from returning null.
del(src)
del(animation)
return O
*/
/mob/new_player/AIize()
spawning = 1
return ..()
@@ -140,10 +140,10 @@
return owner && (flags & flag)
/datum/nano_module/appearance_changer/proc/can_change_skin_tone()
return owner && (flags & APPEARANCE_SKIN) && owner.species.flags & HAS_SKIN_TONE
return owner && (flags & APPEARANCE_SKIN) && (owner.species.bodyflags & HAS_SKIN_TONE)
/datum/nano_module/appearance_changer/proc/can_change_skin_color()
return owner && (flags & APPEARANCE_SKIN) && owner.species.flags & HAS_SKIN_COLOR
return owner && (flags & APPEARANCE_SKIN) && (owner.species.bodyflags & HAS_SKIN_COLOR)
/datum/nano_module/appearance_changer/proc/cut_and_generate_data()
// Making the assumption that the available species remain constant
+11 -3
View File
@@ -11,7 +11,7 @@
var/perapc = 0 // per-apc avilability
var/perapc_excess = 0
var/netexcess = 0 // excess power on the powernet (typically avail-load)
var/problem = 0 // If either of these is set to 1 there is some sort of issue at the powernet.
@@ -20,6 +20,14 @@
..()
/datum/powernet/Destroy()
//Go away references, you suck!
for(var/obj/structure/cable/C in cables)
cables -= C
C.powernet = null
for(var/obj/machinery/power/M in nodes)
nodes -= M
M.powernet = null
powernets -= src
return ..()
@@ -76,7 +84,7 @@
M.disconnect_from_network()//..remove it
M.powernet = src
nodes[M] = M
// Triggers warning for certain amount of ticks
/datum/powernet/proc/trigger_warning(var/duration_ticks = 20)
problem = max(duration_ticks, problem)
@@ -85,7 +93,7 @@
//called every ticks by the powernet controller
/datum/powernet/proc/reset()
var/numapc = 0
if(problem > 0)
problem = max(problem - 1, 0)
@@ -183,9 +183,9 @@
caliber = "a762"
projectile_type = "/obj/item/projectile/bullet"
/obj/item/ammo_casing/a545
desc = "A 5.45mm bullet casing."
caliber = "a545"
/obj/item/ammo_casing/a556
desc = "A 5.56mm bullet casing."
caliber = "a556"
projectile_type = "/obj/item/projectile/bullet/heavybullet"
/obj/item/ammo_casing/rocket
@@ -116,6 +116,17 @@
..()
icon_state = "[initial(icon_state)]-[ammo_count() ? "8" : "0"]"
/obj/item/ammo_box/magazine/uzim9mm
name = "uzi magazine (9mm)"
icon_state = "uzi9mm-32"
ammo_type = /obj/item/ammo_casing/c9mm
caliber = "9mm"
max_ammo = 32
/obj/item/ammo_box/magazine/uzim9mm/update_icon()
..()
icon_state = "uzi9mm-[round(ammo_count(),4)]"
/obj/item/ammo_box/magazine/smgm9mm
name = "SMG magazine (9mm)"
icon_state = "smg9mm"
@@ -163,17 +174,14 @@
multiple_sprites = 2
max_ammo = 8
/obj/item/ammo_box/magazine/m545
name = "box magazine (5.45mm)"
icon_state = "5.45m"
/obj/item/ammo_box/magazine/m556
name = "toploader magazine (5.56mm)"
icon_state = "5.56m"
origin_tech = "combat=5;syndicate=1"
ammo_type = "/obj/item/ammo_casing/a545"
caliber = "a545"
ammo_type = /obj/item/ammo_casing/a556
caliber = "a556"
max_ammo = 30
/obj/item/ammo_box/magazine/m545/update_icon()
..()
icon_state = "[initial(icon_state)]-[round(ammo_count(),10)]"
multiple_sprites = 2
/obj/item/ammo_box/magazine/m762
name = "box magazine (7.62mm)"
+43 -37
View File
@@ -45,6 +45,8 @@
var/can_flashlight = 0
var/heavy_weapon = 0
var/randomspread = 0
var/burst_size = 1
proc/ready_to_fire()
if(world.time >= last_fired + fire_delay)
@@ -126,9 +128,6 @@
user << "<span class='warning'>[src] is not ready to fire again!"
return
if(!process_chambered()) //CHECK
return click_empty(user)
if(heavy_weapon)
if(user.get_inactive_hand())
recoil = 4 //one-handed kick
@@ -144,48 +143,55 @@
var/spread = 0
var/turf/targloc = get_turf(target)
if(chambered)
for (var/i = max(1, chambered.pellets), i > 0, i--) //Previous way of doing it fucked up math for spreading. This way, even the first projectile is part of the spread code.
if(i != max(1, chambered.pellets)) //Have we fired the initial chambered bullet yet?
in_chamber = new chambered.projectile_type()
for(var/f = 1 to burst_size)
if(!process_chambered()) //CHECK
return click_empty(user)
if(chambered)
for (var/i = max(1, chambered.pellets), i > 0, i--) //Previous way of doing it fucked up math for spreading. This way, even the first projectile is part of the spread code.
if(i != max(1, chambered.pellets)) //Have we fired the initial chambered bullet yet?
in_chamber = new chambered.projectile_type()
ready_projectile(target, user)
prepare_shot(in_chamber)
if(chambered.deviation)
if(randomspread) //Random spread
spread = (rand() - 0.5) * chambered.deviation
else //Smart spread
spread = (i / chambered.pellets - 0.5) * chambered.deviation
if(!process_projectile(targloc, user, params, spread))
return 0
else
ready_projectile(target, user)
prepare_shot(in_chamber)
if(chambered.deviation)
if(randomspread) //Random spread
spread = (rand() - 0.5) * chambered.deviation
else //Smart spread
spread = (i / chambered.pellets - 0.5) * chambered.deviation
if(!process_projectile(targloc, user, params, spread))
return 0
else
ready_projectile(target, user)
prepare_shot(in_chamber)
if(!process_projectile(targloc, user, params, spread))
return 0
if(recoil)
spawn()
shake_camera(user, recoil + 1, recoil)
if(recoil)
spawn()
shake_camera(user, recoil + 1, recoil)
if(silenced)
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 50, 1)
user.visible_message("<span class='warning'>[user] fires [src][reflex ? " by reflex":""]!</span>", \
"<span class='warning'>You fire [src][reflex ? "by reflex":""]!</span>", \
"You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
if(silenced)
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 50, 1)
if(f == 1) // Only print this once
user.visible_message("<span class='warning'>[user] fires [src][reflex ? " by reflex":""]!</span>", \
"<span class='warning'>You fire [src][reflex ? "by reflex":""]!</span>", \
"You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
if(heavy_weapon)
if(user.get_inactive_hand())
if(prob(15))
user.visible_message("<span class='danger'>[src] flies out of [user]'s hands!</span>", "<span class='userdanger'>[src] kicks out of your grip!</span>")
user.drop_item()
if(heavy_weapon)
if(user.get_inactive_hand())
if(prob(15))
user.visible_message("<span class='danger'>[src] flies out of [user]'s hands!</span>", "<span class='userdanger'>[src] kicks out of your grip!</span>")
user.drop_item()
break
update_icon()
if(user.hand)
user.update_inv_l_hand()
else
user.update_inv_r_hand()
update_icon()
if(user.hand)
user.update_inv_l_hand()
else
user.update_inv_r_hand()
sleep(fire_delay)
/obj/item/weapon/gun/proc/ready_projectile(atom/target as mob|obj|turf, mob/living/user)
in_chamber.firer = user
+1 -1
View File
@@ -1,5 +1,5 @@
/obj/item/weapon/gun/energy/hos
name = "head of security's energy gun"
name = "\improper X-01 MultiPhase Energy Gun"
desc = "This is a modern recreation of the captain's antique laser gun. This gun has several unique fire modes, but lacks the ability to recharge over time."
icon_state = "hoslaser"
item_state = null //so the human update icon uses the icon_state instead.
@@ -17,12 +17,13 @@
clumsy_check = 0
obj/item/weapon/gun/energy/laser/retro
name ="retro laser"
name ="retro laser gun"
icon_state = "retro"
desc = "An older model of the basic lasergun, no longer used by Nanotrasen's security or military forces. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
/obj/item/weapon/gun/energy/laser/captain
name = "\improper QSJ-01 premium laser pistol"
icon_state = "caplaser"
item_state = "caplaser"
desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding."
@@ -133,7 +133,7 @@
/obj/item/weapon/gun/energy/mindflayer
name = "mind flayer"
name = "\improper Mind Flayer"
desc = "A prototype weapon recovered from the ruins of Research-Station Epsilon."
icon_state = "xray"
projectile_type = "/obj/item/projectile/beam/mindflayer"
@@ -1,25 +1,73 @@
/obj/item/weapon/gun/projectile/automatic //Hopefully someone will find a way to make these fire in bursts or something. --Superxpdude
name = "prototype SMG"
desc = "A lightweight, prototype 9mm submachine gun, designated 'SABR'. Has a threaded barrel for suppressors."
icon_state = "saber"
/obj/item/weapon/gun/projectile/automatic
w_class = 3.0
origin_tech = "combat=4;materials=2"
automatic = 1
mag_type = "/obj/item/ammo_box/magazine/smgm9mm"
var/alarmed = 0
var/select = 1
can_suppress = 1
fire_delay = 0
isHandgun()
return 0
burst_size = 3
fire_delay = 2
action_button_name = "Toggle Firemode"
/obj/item/weapon/gun/projectile/automatic/isHandgun()
return 0
/obj/item/weapon/gun/projectile/automatic/proto
name = "\improper Nanotrasen Saber SMG"
desc = "A prototype three-round burst 9mm submachine gun, designated 'SABR'. Has a threaded barrel for suppressors."
icon_state = "saber"
mag_type = "/obj/item/ammo_box/magazine/smgm9mm"
origin_tech = "combat=4;materials=2"
/obj/item/weapon/gun/projectile/automatic/update_icon()
..()
overlays.Cut()
if(!select)
overlays += "[initial(icon_state)]semi"
if(select == 1)
overlays += "[initial(icon_state)]burst"
icon_state = "[initial(icon_state)][magazine ? "-[magazine.max_ammo]" : ""][chambered ? "" : "-e"][silenced ? "-suppressed" : ""]"
return
/obj/item/weapon/gun/projectile/automatic/attackby(var/obj/item/A as obj, mob/user as mob, params)
if(..() && chambered)
alarmed = 0
. = ..()
if(.)
return
if(istype(A, /obj/item/ammo_box/magazine))
var/obj/item/ammo_box/magazine/AM = A
if(istype(AM, text2path(mag_type)))
if(magazine)
user << "<span class='notice'>You perform a tactical reload on \the [src], replacing the magazine.</span>"
magazine.forceMove(get_turf(src.loc))
magazine.update_icon()
magazine = null
else
user << "<span class='notice'>You insert the magazine into \the [src].</span>"
user.remove_from_mob(AM)
magazine = AM
magazine.forceMove(src)
chamber_round()
A.update_icon()
update_icon()
return 1
/obj/item/weapon/gun/projectile/automatic/ui_action_click()
burst_select()
/obj/item/weapon/gun/projectile/automatic/verb/burst_select()
var/mob/living/carbon/human/user = usr
select = !select
if(!select)
burst_size = 1
fire_delay = 0
user << "<span class='notice'>You switch to semi-automatic.</span>"
else
burst_size = initial(burst_size)
fire_delay = initial(fire_delay)
user << "<span class='notice'>You switch to [burst_size] round burst.</span>"
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
update_icon()
return
/obj/item/weapon/gun/projectile/automatic/proc/empty_alarm()
if(!chambered && !get_ammo() && !alarmed)
@@ -29,13 +77,15 @@
return
/obj/item/weapon/gun/projectile/automatic/c20r
name = "syndicate SMG"
desc = "A lightweight, bullpup .45 SMG, designated 'C-20r'. Has a 'Scarborough Arms - Per falcis, per pravitas' buttstamp."
name = "\improper C-20r SMG"
desc = "A two-round burst .45 SMG, designated 'C-20r'. Has a 'Scarborough Arms - Per falcis, per pravitas' buttstamp."
icon_state = "c20r"
item_state = "c20r"
origin_tech = "combat=5;materials=2;syndicate=8"
mag_type = "/obj/item/ammo_box/magazine/smgm45"
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
fire_delay = 2
burst_size = 2
/obj/item/weapon/gun/projectile/automatic/c20r/New()
..()
@@ -52,9 +102,16 @@
icon_state = "c20r[magazine ? "-[Ceiling(get_ammo(0)/4)*4]" : ""][chambered ? "" : "-e"][silenced ? "-suppressed" : ""]"
return
/obj/item/weapon/gun/projectile/automatic/mini_uzi
name = "\improper 'Type U3' Uzi"
desc = "A lightweight, burst-fire submachine gun, for when you really want someone dead. Uses 9mm rounds."
icon_state = "mini-uzi"
origin_tech = "combat=5;materials=2;syndicate=8"
mag_type = "/obj/item/ammo_box/magazine/uzim9mm"
burst_size = 2
/obj/item/weapon/gun/projectile/automatic/l6_saw
name = "syndicate LMG"
name = "\improper L6 SAW LMG"
desc = "A heavily modified 7.62 light machine gun, designated 'L6 SAW'. Has 'Aussec Armoury - 2531' engraved on the reciever below the designation."
icon_state = "l6closed100"
item_state = "l6closedmag"
@@ -66,19 +123,17 @@
var/cover_open = 0
can_suppress = 0
burst_size = 5
fire_delay = 3
/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_self(mob/user as mob)
cover_open = !cover_open
user << "<span class='notice'>You [cover_open ? "open" : "close"] [src]'s cover.</span>"
update_icon()
/obj/item/weapon/gun/projectile/automatic/l6_saw/update_icon()
icon_state = "l6[cover_open ? "open" : "closed"][magazine ? round(magazine.ammo_count() * 2, 25) : "-empty"]"
/obj/item/weapon/gun/projectile/automatic/l6_saw/afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params) //what I tried to do here is just add a check to see if the cover is open or not and add an icon_state change because I can't figure out how c-20rs do it with overlays
if(cover_open)
user << "<span class='notice'>[src]'s cover is open! Close it before firing!</span>"
@@ -86,7 +141,6 @@
..()
update_icon()
/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_hand(mob/user as mob)
if(loc != user)
..()
@@ -109,111 +163,78 @@
return
..()
/obj/item/weapon/gun/projectile/automatic/bulldog
name = "syndicate shotgun"
desc = "A compact, mag-fed semi-automatic shotgun for combat in narrow corridors, nicknamed 'Bulldog' by boarding parties. Compatible only with specialized 8-round drum magazines."
icon_state = "bulldog"
item_state = "bulldog"
w_class = 3.0
origin_tech = "combat=5;materials=4;syndicate=6"
mag_type = "/obj/item/ammo_box/magazine/m12g"
fire_sound = 'sound/weapons/Gunshot4.ogg'
can_suppress = 0
/obj/item/weapon/gun/projectile/automatic/bulldog/New()
..()
update_icon()
return
/obj/item/weapon/gun/projectile/automatic/bulldog/proc/update_magazine()
if(magazine)
src.overlays = 0
overlays += "[magazine.icon_state]"
return
/obj/item/weapon/gun/projectile/automatic/bulldog/update_icon()
src.overlays = 0
update_magazine()
icon_state = "bulldog[chambered ? "" : "-e"]"
return
/obj/item/weapon/gun/projectile/automatic/bulldog/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
..()
empty_alarm()
return
/obj/item/weapon/gun/projectile/automatic/c90gl
name = "syndicate assault rifle"
desc = "A bullpup and compact 5.45x39 assault rifle with a unique toploading design, designated 'C-90gl'. Has an attached underbarrel grenade launcher which can be toggled on and off."
icon_state = "c90gl"
item_state = "c90gl"
/obj/item/weapon/gun/projectile/automatic/m90
name = "\improper M-90gl Carbine"
desc = "A three-round burst 5.56 toploading carbine, designated 'M-90gl'. Has an attached underbarrel grenade launcher which can be toggled on and off."
icon_state = "m90"
item_state = "m90"
icon_override = 'icons/mob/in-hand/guns.dmi'
origin_tech = "combat=5;materials=2;syndicate=8"
mag_type = "/obj/item/ammo_box/magazine/m545"
mag_type = "/obj/item/ammo_box/magazine/m556"
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
action_button_name = "Toggle Grenade Launcher"
can_suppress = 0
var/select = 1 //1 for boolets, 0 for explosions.
var/obj/item/weapon/gun/projectile/revolver/grenadelauncher/underbarrel
burst_size = 3
fire_delay = 2
/obj/item/weapon/gun/projectile/automatic/c90gl/New()
/obj/item/weapon/gun/projectile/automatic/m90/New()
..()
underbarrel = new /obj/item/weapon/gun/projectile/revolver/grenadelauncher(src)
update_icon()
return
/obj/item/weapon/gun/projectile/automatic/c90gl/afterattack(var/atom/target, var/mob/living/user, flag, params)
if(select)
/obj/item/weapon/gun/projectile/automatic/m90/afterattack(var/atom/target, var/mob/living/user, flag, params)
if(select == 2)
underbarrel.afterattack(target, user, flag, params)
else
..()
empty_alarm()
return
/obj/item/weapon/gun/projectile/automatic/m90/attackby(var/obj/item/A, mob/user, params)
if(istype(A, /obj/item/ammo_casing))
if(istype(A, text2path(underbarrel.magazine.ammo_type)))
underbarrel.attack_self()
underbarrel.attackby(A, user, params)
else
underbarrel.afterattack(target, user, flag, params)
/obj/item/weapon/gun/projectile/automatic/c90gl/attackby(var/obj/item/A, mob/user, params)
if(select)
..()
else
underbarrel.attackby(A, user, params)
/obj/item/weapon/gun/projectile/automatic/c90gl/attack_self(var/mob/living/user)
if(select)
..()
else
underbarrel.attack_self(user)
/obj/item/weapon/gun/projectile/automatic/c90gl/update_icon()
/obj/item/weapon/gun/projectile/automatic/m90/update_icon()
..()
overlays.Cut()
if(select)
overlays += "c90prim"
else
overlays += "c90gren"
icon_state = "c90gl[magazine ? "-[Ceiling(get_ammo(0)/6)*6]" : ""][chambered ? "" : "-e"]"
switch(select)
if(0)
overlays += "[initial(icon_state)]semi"
if(1)
overlays += "[initial(icon_state)]burst"
if(2)
overlays += "[initial(icon_state)]gren"
icon_state = "[initial(icon_state)][magazine ? "" : "-e"]"
return
/obj/item/weapon/gun/projectile/automatic/c90gl/proc/underbarrel_swap()
/obj/item/weapon/gun/projectile/automatic/m90/burst_select()
var/mob/living/carbon/human/user = usr
if(select)
select = 0
user << "<span class='notice'>You switch to grenades.</span>"
else
select = 1
user << "<span class='notice'>You switch to bullets.</span>"
switch(select)
if(0)
select = 1
burst_size = initial(burst_size)
fire_delay = initial(fire_delay)
user << "<span class='notice'>You switch to [burst_size] round burst.</span>"
if(1)
select = 2
user << "<span class='notice'>You switch to grenades.</span>"
if(2)
select = 0
burst_size = 1
fire_delay = 0
user << "<span class='notice'>You switch to semi-auto.</span>"
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
update_icon()
return
/obj/item/weapon/gun/projectile/automatic/c90gl/ui_action_click()
underbarrel_swap()
/obj/item/weapon/gun/projectile/automatic/tommygun
name = "tommy gun"
name = "\improper Thompson SMG"
desc = "A genuine 'Chicago Typewriter'."
icon_state = "tommygun"
item_state = "tommygun"
@@ -221,4 +242,20 @@
origin_tech = "combat=5;materials=1;syndicate=2"
mag_type = "/obj/item/ammo_box/magazine/tommygunm45"
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
can_suppress = 0
can_suppress = 0
fire_delay = 1
burst_size = 4
/obj/item/weapon/gun/projectile/automatic/ar
name = "ARG"
desc = "A robust assault rile used by Nanotrasen fighting forces."
icon_state = "arg"
item_state = "arg"
slot_flags = 0
origin_tech = "combat=5;materials=1"
mag_type = "/obj/item/ammo_box/magazine/m556"
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
can_suppress = 0
burst_size = 3
fire_delay = 1
@@ -3,14 +3,17 @@
/obj/item/weapon/gun/projectile/automatic/gyropistol
name = "gyrojet pistol"
name = "\improper Gyrojet rocket pistol"
desc = "A prototype pistol designed to fire self propelled rockets."
icon_state = "gyropistol"
fire_sound = 'sound/effects/Explosion1.ogg'
origin_tech = "combat=3"
mag_type = "/obj/item/ammo_box/magazine/m75"
isHandgun()
return 1
burst_size = 1
fire_delay = 0
/obj/item/weapon/gun/projectile/automatic/gyropistol/isHandgun()
return 1
/obj/item/weapon/gun/projectile/automatic/gyropistol/New()
..()
@@ -36,6 +39,7 @@
icon_state = "dshotgun-sawn"
item_state = "gun"
mag_type = "/obj/item/ammo_box/magazine/internal/cylinder/grenadelauncher"
fire_sound = 'sound/weapons/grenadelaunch.ogg'
w_class = 3
/obj/item/weapon/gun/projectile/revolver/grenadelauncher/attackby(var/obj/item/A, mob/user, params)
@@ -1,56 +1,50 @@
/obj/item/weapon/gun/projectile/automatic/pistol
name = "syndicate pistol"
name = "\improper FK-69 pistol"
desc = "A small, easily concealable 10mm handgun. Has a threaded barrel for suppressors."
icon_state = "pistol"
w_class = 2
origin_tech = "combat=2;materials=2;syndicate=2"
mag_type = "/obj/item/ammo_box/magazine/m10mm"
can_suppress = 1
isHandgun()
return 1
burst_size = 1
fire_delay = 0
action_button_name = null
/obj/item/weapon/gun/projectile/automatic/pistol/isHandgun()
return 1
/obj/item/weapon/gun/projectile/automatic/pistol/update_icon()
..()
icon_state = "[initial(icon_state)][chambered ? "" : "-e"][silenced ? "-suppressed" : ""]"
return
/obj/item/weapon/gun/projectile/automatic/m2411
name = "M2411"
/obj/item/weapon/gun/projectile/automatic/pistol/m2411
name = "\improper M2411 pistol"
desc = "John Browning's classic updated for the modern day. Uses .45 rounds."
icon_state = "m2411"
w_class = 3.0
origin_tech = "combat=3;materials=2"
mag_type = "/obj/item/ammo_box/magazine/m45"
isHandgun()
return 1
can_suppress = 0
/obj/item/weapon/gun/projectile/automatic/m2411/update_icon()
..()
icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
return
/obj/item/weapon/gun/projectile/automatic/deagle
name = "desert eagle"
/obj/item/weapon/gun/projectile/automatic/pistol/deagle
name = "\improper Desert Eagle pistol"
desc = "A robust .50 AE handgun."
icon_state = "deagle"
force = 14.0
mag_type = "/obj/item/ammo_box/magazine/m50"
isHandgun()
return 1
can_suppress = 0
/obj/item/weapon/gun/projectile/automatic/deagle/update_icon()
/obj/item/weapon/gun/projectile/automatic/pistol/deagle/update_icon()
..()
icon_state = "[initial(icon_state)][magazine ? "" : "-e"]"
/obj/item/weapon/gun/projectile/automatic/deagle/gold
/obj/item/weapon/gun/projectile/automatic/pistol/deagle/gold
desc = "A gold plated desert eagle folded over a million times by superior martian gunsmiths. Uses .50 AE ammo."
icon_state = "deagleg"
item_state = "deagleg"
/obj/item/weapon/gun/projectile/automatic/deagle/camo
/obj/item/weapon/gun/projectile/automatic/pistol/deagle/camo
desc = "A Deagle brand Deagle for operators operating operationally. Uses .50 AE ammo."
icon_state = "deaglecamo"
item_state = "deagleg"
@@ -1,6 +1,6 @@
/obj/item/weapon/gun/projectile/revolver
name = "\improper .357 revolver"
desc = "A suspicious revolver. Uses .357 ammo."
name = "revolver"
icon_state = "revolver"
mag_type = "/obj/item/ammo_box/magazine/internal/cylinder"
@@ -65,6 +65,7 @@
usr << "[get_ammo(0,0)] of those are live rounds."
/obj/item/weapon/gun/projectile/revolver/detective
name = "\improper .38 Mars Special"
desc = "A cheap Martian knock-off of a classic law enforcement firearm. Uses .38-special rounds."
name = "revolver"
icon_state = "detective"
@@ -154,8 +155,8 @@
/obj/item/weapon/gun/projectile/revolver/mateba
name = "autorevolver"
desc = "A retro high-powered mateba autorevolver typically used by officers of the New Russia military. Uses .357 ammo." //>10mm hole >.357
name = "\improper Unica 6 auto-revolver"
desc = "A retro high-powered autorevolver typically used by officers of the New Russia military. Uses .357 ammo." //>10mm hole >.357
icon_state = "mateba"
origin_tech = "combat=2;materials=2"
@@ -163,7 +164,7 @@
// You can spin the chamber to randomize the position of the bullet.
/obj/item/weapon/gun/projectile/revolver/russian
name = "Russian Revolver"
name = "\improper Russian Revolver"
desc = "A Russian-made revolver for drinking games. Uses .357 ammo, and has a mechanism that spins the chamber before each trigger pull."
origin_tech = "combat=2;materials=2"
mag_type = "/obj/item/ammo_box/magazine/internal/cylinder/rus357"
@@ -104,7 +104,7 @@
///////////////////////
/obj/item/weapon/gun/projectile/shotgun/boltaction
name = "bolt action rifle"
name = "\improper Mosin Nagant rifle"
desc = "This piece of junk looks like something that could have been used 700 years ago."
icon_state = "moistnugget"
item_state = "moistnugget"
@@ -237,3 +237,40 @@
return
else
sawn_state = SAWN_INTACT
/obj/item/weapon/gun/projectile/automatic/shotgun/bulldog
name = "\improper MLG-12 'Bulldog' Shotgun"
desc = "A compact, mag-fed semi-automatic shotgun for combat in narrow corridors, nicknamed 'Bulldog' by boarding parties. Compatible only with specialized 8-round drum magazines."
icon_state = "bulldog"
item_state = "bulldog"
icon_override = 'icons/mob/in-hand/guns.dmi'
w_class = 3.0
origin_tech = "combat=5;materials=4;syndicate=6"
mag_type = "/obj/item/ammo_box/magazine/m12g"
fire_sound = 'sound/weapons/Gunshot4.ogg'
can_suppress = 0
burst_size = 1
fire_delay = 0
action_button_name = null
/obj/item/weapon/gun/projectile/automatic/shotgun/bulldog/New()
..()
update_icon()
return
/obj/item/weapon/gun/projectile/automatic/shotgun/bulldog/proc/update_magazine()
if(magazine)
overlays.Cut()
overlays += "[magazine.icon_state]"
return
/obj/item/weapon/gun/projectile/automatic/shotgun/bulldog/update_icon()
overlays.Cut()
update_magazine()
icon_state = "bulldog[chambered ? "" : "-e"]"
return
/obj/item/weapon/gun/projectile/automatic/shotgun/bulldog/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
..()
empty_alarm()
return
+2 -1
View File
@@ -628,6 +628,7 @@ atom/proc/create_reagents(var/max_vol)
reagents.my_atom = src
/datum/reagents/Destroy()
..()
processing_objects.Remove(src)
for(var/datum/reagent/R in reagent_list)
qdel(R)
@@ -635,4 +636,4 @@ atom/proc/create_reagents(var/max_vol)
reagent_list = null
if(my_atom && my_atom.reagents == src)
my_atom.reagents = null
return ..()
return QDEL_HINT_QUEUE
+95 -134
View File
@@ -1,188 +1,149 @@
// These can only be applied by blobs. They are what blobs are made out of.
// The 4 damage
/datum/reagent/blob
description = ""
var/message = "The blob strikes you" //message sent to any mob hit by the blob
var/message_living = null //extension to first mob sent to only living mobs i.e. silicons have no skin to be burnt
/datum/reagent/blob/boiling_oil
/datum/reagent/blob/reaction_mob(mob/living/M, method=TOUCH, volume, show_message, touch_protection)
return round(volume * min(1.5 - touch_protection, 1), 0.1) //full touch protection means 50% volume, any prot below 0.5 means 100% volume.
/datum/reagent/blob/ripping_tendrils //does brute and a little stamina damage
name = "Ripping Tendrils"
id = "ripping_tendrils"
color = "#7F0000"
message_living = ", and you feel your skin ripping and tearing off"
/datum/reagent/blob/ripping_tendrils/reaction_mob(mob/living/M, method=TOUCH, volume)
if(method == TOUCH)
volume = ..()
M.apply_damage(0.6*volume, BRUTE)
M.adjustStaminaLoss(0.4*volume)
if(iscarbon(M))
M.emote("scream")
/datum/reagent/blob/boiling_oil //sets you on fire, does burn damage
name = "Boiling Oil"
id = "boiling_oil"
description = ""
color = "#B68D00"
message = "The blob splashes you with burning oil"
message_living = ", and you feel your skin char and melt"
/datum/reagent/blob/boiling_oil/reaction_mob(var/mob/living/M as mob, var/method=TOUCH, var/volume)
if(method == TOUCH)
var/ratio = volume/25
M.apply_damage(15*ratio, BURN)
M.adjust_fire_stacks(2*ratio)
M.adjust_fire_stacks(round(volume/12))
volume = ..()
M.apply_damage(0.6*volume, BURN)
M.IgniteMob()
if(isliving(M))
M.emote("scream")
/datum/reagent/blob/toxic_goop
name = "Toxic Goop"
id = "toxic_goop"
description = ""
color = "#008000"
/datum/reagent/blob/envenomed_filaments //toxin, hallucination, and some bonus spore toxin
name = "Envenomed Filaments"
id = "envenomed_filaments"
color = "#9ACD32"
message_living = ", and you feel sick and nauseated"
/datum/reagent/blob/toxic_goop/reaction_mob(var/mob/living/M as mob, var/method=TOUCH, var/volume)
/datum/reagent/blob/envenomed_filaments/reaction_mob(mob/living/M, method=TOUCH, volume)
if(method == TOUCH)
var/ratio = volume/25
M.apply_damage(20*ratio, TOX)
volume = ..()
M.apply_damage(0.6*volume, TOX)
M.hallucination += 0.6*volume
M.reagents.add_reagent("spores", 0.4*volume)
/datum/reagent/blob/skin_ripper
name = "Skin Ripper"
id = "skin_ripper"
description = ""
color = "#FF4C4C"
message_living = ", and you feel your skin ripping and tearing off"
/datum/reagent/blob/skin_ripper/reaction_mob(var/mob/living/M as mob, var/method=TOUCH, var/volume)
if(method == TOUCH)
var/ratio = volume/25
M.apply_damage(20*ratio, BRUTE)
if(iscarbon(M))
M.emote("scream")
// Combo Reagents
/datum/reagent/blob/skin_melter
name = "Skin Melter"
id = "skin_melter"
description = ""
color = "#7F0000"
message_living = ", and you feel your skin char and melt"
/datum/reagent/blob/skin_melter/reaction_mob(var/mob/living/M as mob, var/method=TOUCH, var/volume)
if(method == TOUCH)
var/ratio = volume/25
M.apply_damage(10*ratio, BRUTE)
M.apply_damage(10*ratio, BURN)
M.adjust_fire_stacks(2*ratio)
M.IgniteMob()
if(iscarbon(M))
M.emote("scream")
/datum/reagent/blob/lung_destroying_toxin
name = "Lung Destroying Toxin"
id = "lung_destroying_toxin"
description = ""
/datum/reagent/blob/lexorin_jelly //does tons of oxygen damage and a little brute
name = "Lexorin Jelly"
id = "lexorin_jelly"
color = "#00FFC5"
message_living = ", and your lungs feel heavy and weak"
/datum/reagent/blob/lung_destroying_toxin/reaction_mob(var/mob/living/M as mob, var/method=TOUCH, var/volume)
/datum/reagent/blob/lexorin_jelly/reaction_mob(mob/living/M, method=TOUCH, volume)
if(method == TOUCH)
var/ratio = volume/25
M.apply_damage(20* ratio, OXY)
M.losebreath += 15*ratio
M.apply_damage(20*ratio, TOX)
volume = ..()
M.apply_damage(0.4*volume, BRUTE)
M.apply_damage(1*volume, OXY)
M.losebreath += round(0.3*volume)
// Special Reagents
/datum/reagent/blob/radioactive_liquid
name = "Radioactive Liquid"
id = "radioactive_liquid"
description = ""
color = "#00EE00"
message_living = ", and your skin feels papery and everything hurts"
/datum/reagent/blob/kinetic //does semi-random brute damage
name = "Kinetic Gelatin"
id = "kinetic"
color = "#FFA500"
message = "The blob pummels you"
/datum/reagent/blob/radioactive_liquid/reaction_mob(var/mob/living/M as mob, var/method=TOUCH, var/volume)
/datum/reagent/blob/kinetic/reaction_mob(mob/living/M, method=TOUCH, volume)
if(method == TOUCH)
var/ratio = volume/25
M.apply_damage(10*ratio, BRUTE)
if(istype(M, /mob/living/carbon/human))
M.apply_effect(40*ratio,IRRADIATE,0)
if(prob(33*ratio))
randmuti(M)
if(prob(98))
randmutb(M)
domutcheck(M, null)
M.UpdateAppearance()
volume = ..()
var/damage = rand(5, 35)/25
M.apply_damage(damage*volume, BRUTE)
/datum/reagent/blob/cryogenic_liquid //does low burn damage and stamina damage and cools targets down
name = "Cryogenic Liquid"
id = "cryogenic_liquid"
color = "#8BA6E9"
message = "The blob splashes you with an icy liquid"
message_living = ", and you feel cold and tired"
/datum/reagent/blob/cryogenic_liquid/reaction_mob(mob/living/M, method=TOUCH, volume)
if(method == TOUCH)
volume = ..()
M.apply_damage(0.4*volume, BURN)
M.adjustStaminaLoss(0.4*volume)
M.reagents.add_reagent("frostoil", 0.4*volume)
/datum/reagent/blob/dark_matter
name = "Dark Matter"
id = "dark_matter"
description = ""
color = "#61407E"
message = "You feel a thrum as the blob strikes you, and everything flies at you"
/datum/reagent/blob/dark_matter/reaction_mob(var/mob/living/M as mob, var/method=TOUCH, var/volume)
if(method == TOUCH)
var/ratio = volume/25
M.apply_damage(15*ratio, BRUTE)
reagent_vortex(M, 0)
reagent_vortex(M, 0, volume)
volume = ..()
M.apply_damage(0.6*volume, BRUTE)
/datum/reagent/blob/b_sorium
name = "Sorium"
id = "b_sorium"
description = ""
color = "#808000"
message = "The blob slams into you, and sends you flying"
/datum/reagent/blob/b_sorium/reaction_mob(var/mob/living/M as mob, var/method=TOUCH, var/volume)
if(method == TOUCH)
var/ratio = volume/25
M.apply_damage(15*ratio, BRUTE)
reagent_vortex(M, 1)
reagent_vortex(M, 1, volume)
volume = ..()
M.apply_damage(0.6*volume, BRUTE)
/datum/reagent/blob/explosive // I'm gonna burn in hell for this one
name = "Explosive Gelatin"
id = "explosive"
description = ""
color = "#FFA500"
message = "The blob strikes you, and its tendrils explode"
/datum/reagent/blob/explosive/reaction_mob(var/mob/living/M as mob, var/method=TOUCH, var/volume)
if(method == TOUCH)
var/ratio = volume/25
if(prob(75*ratio))
explosion(M.loc, 0, 0, 1, 0, 0)
/datum/reagent/blob/omnizine
name = "Omnizine"
id = "b_omnizine"
description = ""
color = "#C8A5DC"
message = "The blob squirts something at you"
message_living = ", and you feel great"
/datum/reagent/blob/omnizine/reaction_mob(var/mob/living/M as mob, var/method=TOUCH, var/volume)
if(method == TOUCH)
var/ratio = volume/25
M.reagents.add_reagent("omnizine", 11*ratio)
/datum/reagent/blob/spacedrugs
name = "Space drugs"
id = "b_space_drugs"
description = ""
color = "#60A584"
message = "The blob squirts something at you"
message_living = ", and you feel funny"
/datum/reagent/blob/spacedrugs/reaction_mob(var/mob/living/M as mob, var/method=TOUCH, var/volume)
if(method == TOUCH)
var/ratio = volume/25
M.hallucination += 20*ratio
M.reagents.add_reagent("space_drugs", 15*ratio)
M.apply_damage(10*ratio, TOX)
/datum/reagent/blob/proc/reagent_vortex(var/mob/living/M as mob, var/setting_type)
/datum/reagent/blob/proc/reagent_vortex(mob/living/M, setting_type, volume)
var/turf/pull = get_turf(M)
for(var/atom/movable/X in range(4,pull))
if(istype(X, /atom/movable))
if((X) && !X.anchored)
if(setting_type)
step_away(X,pull)
step_away(X,pull)
step_away(X,pull)
step_away(X,pull)
var/range_power = Clamp(round(volume/5, 1), 1, 5)
for(var/atom/movable/X in range(range_power,pull))
if(istype(X, /obj/effect))
continue
if(!X.anchored)
var/distance = get_dist(X, pull)
var/moving_power = max(range_power - distance, 1)
spawn(0)
if(moving_power > 2) //if the vortex is powerful and we're close, we get thrown
if(setting_type)
var/atom/throw_target = get_edge_target_turf(X, get_dir(X, get_step_away(X, pull)))
var/throw_range = 5 - distance
X.throw_at(throw_target, throw_range, 1)
else
X.throw_at(pull, distance, 1)
else
X.throw_at(pull)
if(setting_type)
for(var/i = 0, i < moving_power, i++)
sleep(2)
if(!step_away(X, pull))
break
else
for(var/i = 0, i < moving_power, i++)
sleep(2)
if(!step_towards(X, pull))
break
/datum/reagent/blob/proc/send_message(var/mob/living/M as mob)
var/totalmessage = message
@@ -214,11 +214,12 @@
on_reaction(var/datum/reagents/holder)
for(var/mob/O in viewers(get_turf(holder.my_atom), null))
O.show_message(text("\red The slime extract begins to vibrate violently !"), 1)
sleep(50)
playsound(get_turf(holder.my_atom), 'sound/effects/phasein.ogg', 100, 1)
for(var/mob/living/M in range (get_turf(holder.my_atom), 7))
M.bodytemperature -= 140
M << "\blue You feel a chill!"
spawn(50)
if(holder && holder.my_atom)
playsound(get_turf(holder.my_atom), 'sound/effects/phasein.ogg', 100, 1)
for(var/mob/living/M in range (get_turf(holder.my_atom), 7))
M.bodytemperature -= 140
M << "\blue You feel a chill!"
//Orange
slimecasp
@@ -242,10 +243,11 @@
feedback_add_details("slime_cores_used","[replacetext(name," ","_")]")
for(var/mob/O in viewers(get_turf(holder.my_atom), null))
O.show_message(text("\red The slime extract begins to vibrate violently !"), 1)
sleep(50)
var/turf/simulated/T = get_turf(holder.my_atom)
if(istype(T))
T.atmos_spawn_air(SPAWN_HEAT | SPAWN_TOXINS, 50)
spawn(50)
if(holder && holder.my_atom)
var/turf/simulated/T = get_turf(holder.my_atom)
if(istype(T))
T.atmos_spawn_air(SPAWN_HEAT | SPAWN_TOXINS, 50)
//Yellow
slimeoverload
@@ -387,8 +389,9 @@
on_reaction(var/datum/reagents/holder)
for(var/mob/O in viewers(get_turf(holder.my_atom), null))
O.show_message(text("\red The slime extract begins to vibrate violently !"), 1)
sleep(50)
explosion(get_turf(holder.my_atom), 1 ,3, 6)
spawn(50)
if(holder && holder.my_atom)
explosion(get_turf(holder.my_atom), 1 ,3, 6)
//Light Pink
slimepotion2
name = "Slime Potion 2"
@@ -78,5 +78,6 @@
return
/datum/reagent/Destroy()
..()
holder = null
return ..()
return QDEL_HINT_QUEUE
@@ -405,7 +405,7 @@
color = "#9ACD32"
/datum/reagent/spores/on_mob_life(var/mob/living/M as mob)
M.adjustToxLoss(0.5)
M.adjustToxLoss(1)
M.damageoverlaytemp = 60
M.eye_blurry = max(M.eye_blurry, 3)
..()
@@ -564,7 +564,7 @@
id = "frostoil"
description = "A special oil that noticably chills the body. Extraced from Icepeppers."
reagent_state = LIQUID
color = "#B31008" // rgb: 139, 166, 233
color = "#8BA6E9" // rgb: 139, 166, 233
process_flags = ORGANIC | SYNTHETIC
/datum/reagent/frostoil/on_mob_life(var/mob/living/M as mob)
@@ -175,7 +175,7 @@
force = 14
throwforce = 10
amount_per_transfer_from_this = 20
materials = list(MAT_GOLD=800)
materials = list(MAT_GOLD=1000)
possible_transfer_amounts = null
volume = 150
flags = CONDUCT | OPENCONTAINER
@@ -358,14 +358,14 @@
name = "Captain's Flask"
desc = "A metal flask belonging to the captain"
icon_state = "flask"
materials = list(MAT_SILVER=300)
materials = list(MAT_SILVER=500)
volume = 60
/obj/item/weapon/reagent_containers/food/drinks/flask/detflask
name = "Detective's Flask"
desc = "A metal flask with a leather band and golden badge belonging to the detective."
icon_state = "detflask"
materials = list(MAT_METAL=200)
materials = list(MAT_METAL=250)
volume = 60
/obj/item/weapon/reagent_containers/food/drinks/flask/barflask
+2 -2
View File
@@ -26,7 +26,7 @@ Design Guidlines
reliability_mod (starts at 0, gets improved through experimentation). Example: PACMAN generator. 79 base reliablity + 6 tech
(3 plasmatech, 3 powerstorage) + 0 (since it's completely new) = 85% reliability. Reliability is the chance it works CORRECTLY.
- When adding new designs, check rdreadme.dm to see what kind of things have already been made and where new stuff is needed.
- A single sheet of anything is 3750 units of material. Materials besides metal/glass require help from other jobs (mining for
- A single sheet of anything is 2000 units of material. Materials besides metal/glass require help from other jobs (mining for
other types of metals and chemistry for reagents).
- Add the AUTOLATHE tag to
@@ -45,7 +45,7 @@ other types of metals and chemistry for reagents).
var/build_path = "" //The file path of the object that gets created
var/locked = 0 //If true it will spawn inside a lockbox with currently sec access
var/category = null //Primarily used for Mech Fabricators, but can be used for anything
var/reagents
//A proc to calculate the reliability of a design based on tech levels and innate modifiers.
//Input: A list of /datum/tech; Output: The new reliabilty.
@@ -947,7 +947,7 @@
build_type = MECHFAB
build_path = /obj/item/borg/upgrade/ddrill
req_tech = list("engineering" = 5, "materials" = 5)
materials = list(MAT_METAL=10000, MAT_DIAMOND=3750)
materials = list(MAT_METAL=10000, MAT_DIAMOND=2000)
construction_time = 120
category = list("Cyborg Upgrade Modules")
@@ -7,7 +7,7 @@
id = "drill_diamond"
req_tech = list("materials" = 6, "powerstorage" = 4, "engineering" = 4)
build_type = PROTOLATHE
materials = list(MAT_METAL = 3000, MAT_GLASS = 1000, MAT_DIAMOND = 3750) //Yes, a whole diamond is needed.
materials = list(MAT_METAL = 3000, MAT_GLASS = 1000, MAT_DIAMOND = 2000) //Yes, a whole diamond is needed.
reliability = 79
build_path = /obj/item/weapon/pickaxe/drill/diamonddrill
category = list("Mining")
@@ -112,19 +112,19 @@
category = list("Weapons")
/datum/design/smg
name = "Prototype Submachine Gun"
name = "Nanotrasen Saber SMG"
desc = "A prototype weapon made using lightweight materials on a traditional frame, designed to fire standard 9mm rounds."
id = "smg"
req_tech = list("combat" = 4, "materials" = 3)
build_type = PROTOLATHE
materials = list(MAT_METAL = 8000, MAT_SILVER = 2000, MAT_DIAMOND = 1000)
build_path = /obj/item/weapon/gun/projectile/automatic
build_path = /obj/item/weapon/gun/projectile/automatic/proto
locked = 1
category = list("Weapons")
/datum/design/mag_smg
name = "Prototype Submachine Gun Magazine (9mm)"
desc = "A 20-round magazine for the prototype submachine gun."
name = "Saber Submachine Gun Magazine (9mm)"
desc = "A 20-round magazine for the Saber submachine gun."
id = "mag_smg"
req_tech = list("combat" = 4, "materials" = 3)
build_type = PROTOLATHE
+26 -98
View File
@@ -13,15 +13,7 @@ Note: Must be placed west/left of and R&D console to function.
icon_state = "protolathe"
flags = OPENCONTAINER
var/max_material_storage = 100000 //All this could probably be done better with a list but meh.
var/m_amount = 0.0
var/g_amount = 0.0
var/gold_amount = 0.0
var/silver_amount = 0.0
var/plasma_amount = 0.0
var/uranium_amount = 0.0
var/diamond_amount = 0.0
var/clown_amount = 0.0
var/datum/material_container/materials
var/efficiency_coeff
var/list/categories = list(
@@ -49,6 +41,7 @@ Note: Must be placed west/left of and R&D console to function.
component_parts += new /obj/item/weapon/stock_parts/manipulator(null)
component_parts += new /obj/item/weapon/reagent_containers/glass/beaker/large(null)
component_parts += new /obj/item/weapon/reagent_containers/glass/beaker/large(null)
materials = new(src, list(MAT_METAL=1, MAT_GLASS=1, MAT_SILVER=1, MAT_GOLD=1, MAT_DIAMOND=1, MAT_PLASMA=1, MAT_URANIUM=1, MAT_BANANIUM=1))
RefreshParts()
reagents.my_atom = src
@@ -67,8 +60,9 @@ Note: Must be placed west/left of and R&D console to function.
reagents.my_atom = src
/obj/machinery/r_n_d/protolathe/proc/TotalMaterials() //returns the total of all the stored materials. Makes code neater.
return m_amount + g_amount + gold_amount + silver_amount + plasma_amount + uranium_amount + diamond_amount + clown_amount
/obj/machinery/r_n_d/protolathe/Destroy()
qdel(materials)
return ..()
/obj/machinery/r_n_d/protolathe/RefreshParts()
var/T = 0
@@ -76,33 +70,16 @@ Note: Must be placed west/left of and R&D console to function.
G.reagents.trans_to(src, G.reagents.total_volume)
for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
T += M.rating
max_material_storage = T * 75000
materials.max_amount = T * 75000
T = 0
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
T += (M.rating/3)
efficiency_coeff = max(T, 1)
/obj/machinery/r_n_d/protolathe/proc/check_mat(datum/design/being_built, var/M) // now returns how many times the item can be built with the material
var/A = 0
switch(M)
if(MAT_METAL)
A = m_amount
if(MAT_GLASS)
A = g_amount
if(MAT_GOLD)
A = gold_amount
if(MAT_SILVER)
A = silver_amount
if(MAT_PLASMA)
A = plasma_amount
if(MAT_URANIUM)
A = uranium_amount
if(MAT_DIAMOND)
A = diamond_amount
if(MAT_BANANIUM)
A = clown_amount
else
A = reagents.get_reagent_amount(M)
var/A = materials.amount(M)
if(!A)
A = reagents.get_reagent_amount(M)
A = A / max(1, (being_built.materials[M]/efficiency_coeff))
return A
@@ -128,30 +105,7 @@ Note: Must be placed west/left of and R&D console to function.
I.loc = src.loc
for(var/obj/item/weapon/reagent_containers/glass/G in component_parts)
reagents.trans_to(G, G.reagents.maximum_volume)
if(m_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src.loc)
G.amount = round(m_amount / G.perunit)
if(g_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src.loc)
G.amount = round(g_amount / G.perunit)
if(plasma_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/mineral/plasma/G = new /obj/item/stack/sheet/mineral/plasma(src.loc)
G.amount = round(plasma_amount / G.perunit)
if(silver_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/mineral/silver/G = new /obj/item/stack/sheet/mineral/silver(src.loc)
G.amount = round(silver_amount / G.perunit)
if(gold_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/mineral/gold/G = new /obj/item/stack/sheet/mineral/gold(src.loc)
G.amount = round(gold_amount / G.perunit)
if(uranium_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/mineral/uranium/G = new /obj/item/stack/sheet/mineral/uranium(src.loc)
G.amount = round(uranium_amount / G.perunit)
if(diamond_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/mineral/diamond/G = new /obj/item/stack/sheet/mineral/diamond(src.loc)
G.amount = round(diamond_amount / G.perunit)
if(clown_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/mineral/bananium/G = new /obj/item/stack/sheet/mineral/bananium(src.loc)
G.amount = round(clown_amount / G.perunit)
materials.retrieve_all()
default_deconstruction_crowbar(O)
return 1
else
@@ -167,55 +121,29 @@ Note: Must be placed west/left of and R&D console to function.
return 1
if (O.is_open_container())
return
if (!istype(O, /obj/item/stack/sheet) || istype(O, /obj/item/stack/sheet/wood))
user << "<span class='warning'>You cannot insert this item into the [src.name]!</span>"
return 1
if (stat)
return 1
if(istype(O,/obj/item/stack/sheet))
var/obj/item/stack/sheet/S = O
if (TotalMaterials() + S.perunit > max_material_storage)
user << "<span class='warning'>The [src.name]'s material bin is full. Please remove material before adding more.</span>"
return 1
if(!istype(O,/obj/item/stack/sheet))
return 1
if(!materials.has_space( materials.get_item_material_amount(O) ))
user << "<span class='warning'>The [src.name]'s material bin is full! Please remove material before adding more.</span>"
return 1
var/obj/item/stack/sheet/stack = O
var/amount = round(input("How many sheets do you want to add?") as num)//No decimals
if(!stack || stack.amount <= 0 || amount <= 0)
if(!in_range(src, stack) || !user.Adjacent(src))
return
if(amount > stack.amount)
amount = stack.amount
if(max_material_storage - TotalMaterials() < (amount*stack.perunit))//Can't overfill
amount = min(stack.amount, round((max_material_storage-TotalMaterials())/stack.perunit))
icon_state = "protolathe"
busy = 1
use_power(max(1000, (MINERAL_MATERIAL_AMOUNT*amount/10)))
user << "<span class='notice'>You add [amount] sheets to the [src.name].</span>"
icon_state = "protolathe"
if(istype(stack, /obj/item/stack/sheet/metal))
m_amount += amount * MINERAL_MATERIAL_AMOUNT
else if(istype(stack, /obj/item/stack/sheet/glass))
g_amount += amount * MINERAL_MATERIAL_AMOUNT
else if(istype(stack, /obj/item/stack/sheet/mineral/gold))
gold_amount += amount * MINERAL_MATERIAL_AMOUNT
else if(istype(stack, /obj/item/stack/sheet/mineral/silver))
silver_amount += amount * MINERAL_MATERIAL_AMOUNT
else if(istype(stack, /obj/item/stack/sheet/mineral/plasma))
plasma_amount += amount * MINERAL_MATERIAL_AMOUNT
else if(istype(stack, /obj/item/stack/sheet/mineral/uranium))
uranium_amount += amount * MINERAL_MATERIAL_AMOUNT
else if(istype(stack, /obj/item/stack/sheet/mineral/diamond))
diamond_amount += amount * MINERAL_MATERIAL_AMOUNT
else if(istype(stack, /obj/item/stack/sheet/mineral/bananium))
clown_amount += amount * MINERAL_MATERIAL_AMOUNT
stack.use(amount)
busy = 0
src.updateUsrDialog()
if(stack)
var/amount_inserted = materials.insert_stack(O,amount)
if(!amount_inserted)
return 1
else
busy = 1
use_power(max(1000, (MINERAL_MATERIAL_AMOUNT*amount_inserted/10)))
user << "<span class='notice'>You add [amount_inserted] sheets to the [src.name].</span>"
var/stackname = stack.name
src.overlays += "protolathe_[stackname]"
sleep(10)
src.overlays -= "protolathe_[stackname]"
return
busy = 0
updateUsrDialog()
+75 -97
View File
@@ -297,8 +297,8 @@ won't update every console in existence) but it's more of a hassle to do. Also,
else //Same design always gain quality
screen = 2.3 //Crit fail gives the same design a lot of reliability, like really a lot
if(linked_lathe) //Also sends salvaged materials to a linked protolathe, if any.
linked_lathe.m_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.materials[MAT_METAL]*(linked_destroy.decon_mod/10)))
linked_lathe.g_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.materials[MAT_GLASS]*(linked_destroy.decon_mod/10)))
for(var/material in linked_destroy.loaded_item.materials)
linked_lathe.materials.insert_amount(min((linked_lathe.materials.max_amount - linked_lathe.materials.total_amount), (linked_destroy.loaded_item.materials[material]*(linked_destroy.decon_mod/10))), material)
linked_destroy.loaded_item = null
else
screen = 1.0
@@ -397,33 +397,17 @@ won't update every console in existence) but it's more of a hassle to do. Also,
flick("protolathe_n",linked_lathe)
use_power(power)
for(var/M in being_built.materials)
if(linked_lathe.check_mat(being_built, M) < amount)
src.visible_message("<span class='notice'>The [src.name] beeps, \"Not enough materials to complete prototype.\"</span>")
enough_materials = 0
g2g = 0
break
var/list/efficient_mats = list()
for(var/MAT in being_built.materials)
efficient_mats[MAT] = being_built.materials[MAT] / coeff
if(!linked_lathe.materials.has_materials(efficient_mats, amount))
src.visible_message("<span class='notice'>The [src.name] beeps, \"Not enough materials to complete prototype.\"</span>")
enough_materials = 0
g2g = 0
if(enough_materials)
for(var/M in being_built.materials)
switch(M)
if(MAT_METAL)
linked_lathe.m_amount = max(0, (linked_lathe.m_amount-(being_built.materials[M]/coeff * amount)))
if(MAT_GLASS)
linked_lathe.g_amount = max(0, (linked_lathe.g_amount-(being_built.materials[M]/coeff * amount)))
if(MAT_GOLD)
linked_lathe.gold_amount = max(0, (linked_lathe.gold_amount-(being_built.materials[M]/coeff * amount)))
if(MAT_SILVER)
linked_lathe.silver_amount = max(0, (linked_lathe.silver_amount-(being_built.materials[M]/coeff * amount)))
if(MAT_PLASMA)
linked_lathe.plasma_amount = max(0, (linked_lathe.plasma_amount-(being_built.materials[M]/coeff * amount)))
if(MAT_URANIUM)
linked_lathe.uranium_amount = max(0, (linked_lathe.uranium_amount-(being_built.materials[M]/coeff * amount)))
if(MAT_DIAMOND)
linked_lathe.diamond_amount = max(0, (linked_lathe.diamond_amount-(being_built.materials[M]/coeff * amount)))
if(MAT_BANANIUM)
linked_lathe.clown_amount = max(0, (linked_lathe.clown_amount-(being_built.materials[M]/coeff * amount)))
else
linked_lathe.reagents.remove_reagent(M, being_built.materials[M]/coeff * amount)
linked_lathe.materials.use_amount(efficient_mats, amount)
var/P = being_built.build_path //lets save these values before the spawn() just in case. Nobody likes runtimes.
var/O = being_built.locked
@@ -513,40 +497,26 @@ won't update every console in existence) but it's more of a hassle to do. Also,
else if(href_list["lathe_ejectsheet"] && linked_lathe) //Causes the protolathe to eject a sheet of material
var/desired_num_sheets = text2num(href_list["lathe_ejectsheet_amt"])
var/res_amount, type
var/MAT
switch(href_list["lathe_ejectsheet"])
if("metal")
type = /obj/item/stack/sheet/metal
res_amount = "m_amount"
MAT = MAT_METAL
if("glass")
type = /obj/item/stack/sheet/glass
res_amount = "g_amount"
MAT = MAT_GLASS
if("gold")
type = /obj/item/stack/sheet/mineral/gold
res_amount = "gold_amount"
MAT = MAT_GOLD
if("silver")
type = /obj/item/stack/sheet/mineral/silver
res_amount = "silver_amount"
MAT = MAT_SILVER
if("plasma")
type = /obj/item/stack/sheet/mineral/plasma
res_amount = "plasma_amount"
MAT = MAT_PLASMA
if("uranium")
type = /obj/item/stack/sheet/mineral/uranium
res_amount = "uranium_amount"
MAT = MAT_URANIUM
if("diamond")
type = /obj/item/stack/sheet/mineral/diamond
res_amount = "diamond_amount"
MAT = MAT_DIAMOND
if("clown")
type = /obj/item/stack/sheet/mineral/bananium
res_amount = "clown_amount"
if(ispath(type) && hasvar(linked_lathe, res_amount))
var/obj/item/stack/sheet/sheet = new type(linked_lathe.loc)
var/available_num_sheets = round(linked_lathe.vars[res_amount]/sheet.perunit)
if(available_num_sheets>0)
sheet.amount = min(available_num_sheets, desired_num_sheets)
linked_lathe.vars[res_amount] = max(0, (linked_lathe.vars[res_amount]-sheet.amount * sheet.perunit))
else
qdel(sheet)
MAT = MAT_BANANIUM
linked_lathe.materials.retrieve_sheets(desired_num_sheets, MAT)
else if(href_list["imprinter_ejectsheet"] && linked_imprinter) //Causes the protolathe to eject a sheet of material
var/desired_num_sheets = text2num(href_list["imprinter_ejectsheet_amt"])
var/res_amount, type
@@ -836,7 +806,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
dat += "<A href='?src=\ref[src];menu=3.2'>Material Storage</A>"
dat += "<A href='?src=\ref[src];menu=3.3'>Chemical Storage</A><div class='statusDisplay'>"
dat += "<h3>Protolathe Menu:</h3><BR>"
dat += "<B>Material Amount:</B> [linked_lathe.TotalMaterials()] / [linked_lathe.max_material_storage]<BR>"
dat += "<B>Material Amount:</B> [linked_lathe.materials.total_amount] / [linked_lathe.materials.max_amount]<BR>"
dat += "<B>Chemical Volume:</B> [linked_lathe.reagents.total_volume] / [linked_lathe.reagents.maximum_volume]<BR>"
dat += "<form name='search' action='?src=\ref[src]'> \
@@ -854,7 +824,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
dat += "<A href='?src=\ref[src];menu=3.1'>Protolathe Menu</A>"
dat += "<div class='statusDisplay'><h3>Browsing [selected_category]:</h3><BR>"
dat += "<B>Material Amount:</B> [linked_lathe.TotalMaterials()] / [linked_lathe.max_material_storage]<BR>"
dat += "<B>Material Amount:</B> [linked_lathe.materials.total_amount] / [linked_lathe.materials.max_amount]<BR>"
dat += "<B>Chemical Volume:</B> [linked_lathe.reagents.total_volume] / [linked_lathe.reagents.maximum_volume]<HR>"
var/coeff = linked_lathe.efficiency_coeff
@@ -891,7 +861,7 @@ won't update every console in existence) but it's more of a hassle to do. Also,
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
dat += "<A href='?src=\ref[src];menu=3.1'>Protolathe Menu</A>"
dat += "<div class='statusDisplay'><h3>Search results:</h3><BR>"
dat += "<B>Material Amount:</B> [linked_lathe.TotalMaterials()] / [linked_lathe.max_material_storage]<BR>"
dat += "<B>Material Amount:</B> [linked_lathe.materials.total_amount] / [linked_lathe.materials.max_amount]<BR>"
dat += "<B>Chemical Volume:</B> [linked_lathe.reagents.total_volume] / [linked_lathe.reagents.maximum_volume]<HR>"
var/coeff = linked_lathe.efficiency_coeff
@@ -925,52 +895,60 @@ won't update every console in existence) but it's more of a hassle to do. Also,
dat += "<A href='?src=\ref[src];menu=3.1'>Protolathe Menu</A><div class='statusDisplay'>"
dat += "<h3>Material Storage:</h3><BR><HR>"
//Metal
dat += "* [linked_lathe.m_amount] of Metal: "
if(linked_lathe.m_amount >= 3750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=metal;lathe_ejectsheet_amt=1'>Eject</A> "
if(linked_lathe.m_amount >= 18750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=metal;lathe_ejectsheet_amt=5'>5x</A> "
if(linked_lathe.m_amount >= 3750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=metal;lathe_ejectsheet_amt=50'>All</A>"
var/m_amount = linked_lathe.materials.amount(MAT_METAL)
dat += "* [m_amount] of Metal: "
if(m_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];lathe_ejectsheet=metal;lathe_ejectsheet_amt=1'>Eject</A> "
if(m_amount >= MINERAL_MATERIAL_AMOUNT*5) dat += "<A href='?src=\ref[src];lathe_ejectsheet=metal;lathe_ejectsheet_amt=5'>5x</A> "
if(m_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];lathe_ejectsheet=metal;lathe_ejectsheet_amt=50'>All</A>"
dat += "<BR>"
//Glass
dat += "* [linked_lathe.g_amount] of Glass: "
if(linked_lathe.g_amount >= 3750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=glass;lathe_ejectsheet_amt=1'>Eject</A> "
if(linked_lathe.g_amount >= 18750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=glass;lathe_ejectsheet_amt=5'>5x</A> "
if(linked_lathe.g_amount >= 3750) dat += "<A href='?src=\ref[src];lathe_ejectsheet=glass;lathe_ejectsheet_amt=50'>All</A>"
var/g_amount = linked_lathe.materials.amount(MAT_GLASS)
dat += "* [g_amount] of Glass: "
if(g_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];lathe_ejectsheet=glass;lathe_ejectsheet_amt=1'>Eject</A> "
if(g_amount >= MINERAL_MATERIAL_AMOUNT*5) dat += "<A href='?src=\ref[src];lathe_ejectsheet=glass;lathe_ejectsheet_amt=5'>5x</A> "
if(g_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];lathe_ejectsheet=glass;lathe_ejectsheet_amt=50'>All</A>"
dat += "<BR>"
//Gold
dat += "* [linked_lathe.gold_amount] of Gold: "
if(linked_lathe.gold_amount >= 2000) dat += "<A href='?src=\ref[src];lathe_ejectsheet=gold;lathe_ejectsheet_amt=1'>Eject</A> "
if(linked_lathe.gold_amount >= 10000) dat += "<A href='?src=\ref[src];lathe_ejectsheet=gold;lathe_ejectsheet_amt=5'>5x</A> "
if(linked_lathe.gold_amount >= 2000) dat += "<A href='?src=\ref[src];lathe_ejectsheet=gold;lathe_ejectsheet_amt=50'>All</A>"
var/gold_amount = linked_lathe.materials.amount(MAT_GOLD)
dat += "* [gold_amount] of Gold: "
if(gold_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];lathe_ejectsheet=gold;lathe_ejectsheet_amt=1'>Eject</A> "
if(gold_amount >= MINERAL_MATERIAL_AMOUNT*5) dat += "<A href='?src=\ref[src];lathe_ejectsheet=gold;lathe_ejectsheet_amt=5'>5x</A> "
if(gold_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];lathe_ejectsheet=gold;lathe_ejectsheet_amt=50'>All</A>"
dat += "<BR>"
//Silver
dat += "* [linked_lathe.silver_amount] of Silver: "
if(linked_lathe.silver_amount >= 2000) dat += "<A href='?src=\ref[src];lathe_ejectsheet=silver;lathe_ejectsheet_amt=1'>Eject</A> "
if(linked_lathe.silver_amount >= 10000) dat += "<A href='?src=\ref[src];lathe_ejectsheet=silver;lathe_ejectsheet_amt=5'>5x</A> "
if(linked_lathe.silver_amount >= 2000) dat += "<A href='?src=\ref[src];lathe_ejectsheet=silver;lathe_ejectsheet_amt=50'>All</A>"
var/silver_amount = linked_lathe.materials.amount(MAT_SILVER)
dat += "* [silver_amount] of Silver: "
if(silver_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];lathe_ejectsheet=silver;lathe_ejectsheet_amt=1'>Eject</A> "
if(silver_amount >= MINERAL_MATERIAL_AMOUNT*5) dat += "<A href='?src=\ref[src];lathe_ejectsheet=silver;lathe_ejectsheet_amt=5'>5x</A> "
if(silver_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];lathe_ejectsheet=silver;lathe_ejectsheet_amt=50'>All</A>"
dat += "<BR>"
//Plasma
dat += "* [linked_lathe.plasma_amount] of Solid Plasma: "
if(linked_lathe.plasma_amount >= 2000) dat += "<A href='?src=\ref[src];lathe_ejectsheet=plasma;lathe_ejectsheet_amt=1'>Eject</A> "
if(linked_lathe.plasma_amount >= 10000) dat += "<A href='?src=\ref[src];lathe_ejectsheet=plasma;lathe_ejectsheet_amt=5'>5x</A> "
if(linked_lathe.plasma_amount >= 2000) dat += "<A href='?src=\ref[src];lathe_ejectsheet=plasmalathe_ejectsheet_amt=50'>All</A>"
var/plasma_amount = linked_lathe.materials.amount(MAT_PLASMA)
dat += "* [plasma_amount] of Solid Plasma: "
if(plasma_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];lathe_ejectsheet=plasma;lathe_ejectsheet_amt=1'>Eject</A> "
if(plasma_amount >= MINERAL_MATERIAL_AMOUNT*5) dat += "<A href='?src=\ref[src];lathe_ejectsheet=plasma;lathe_ejectsheet_amt=5'>5x</A> "
if(plasma_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];lathe_ejectsheet=plasmalathe_ejectsheet_amt=50'>All</A>"
dat += "<BR>"
//Uranium
dat += "* [linked_lathe.uranium_amount] of Uranium: "
if(linked_lathe.uranium_amount >= 2000) dat += "<A href='?src=\ref[src];lathe_ejectsheet=uranium;lathe_ejectsheet_amt=1'>Eject</A> "
if(linked_lathe.uranium_amount >= 10000) dat += "<A href='?src=\ref[src];lathe_ejectsheet=uranium;lathe_ejectsheet_amt=5'>5x</A> "
if(linked_lathe.uranium_amount >= 2000) dat += "<A href='?src=\ref[src];lathe_ejectsheet=uranium;lathe_ejectsheet_amt=50'>All</A>"
var/uranium_amount = linked_lathe.materials.amount(MAT_URANIUM)
dat += "* [uranium_amount] of Uranium: "
if(uranium_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];lathe_ejectsheet=uranium;lathe_ejectsheet_amt=1'>Eject</A> "
if(uranium_amount >= MINERAL_MATERIAL_AMOUNT*5) dat += "<A href='?src=\ref[src];lathe_ejectsheet=uranium;lathe_ejectsheet_amt=5'>5x</A> "
if(uranium_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];lathe_ejectsheet=uranium;lathe_ejectsheet_amt=50'>All</A>"
dat += "<BR>"
//Diamond
dat += "* [linked_lathe.diamond_amount] of Diamond: "
if(linked_lathe.diamond_amount >= 2000) dat += "<A href='?src=\ref[src];lathe_ejectsheet=diamond;lathe_ejectsheet_amt=1'>Eject</A> "
if(linked_lathe.diamond_amount >= 10000) dat += "<A href='?src=\ref[src];lathe_ejectsheet=diamond;lathe_ejectsheet_amt=5'>5x</A> "
if(linked_lathe.diamond_amount >= 2000) dat += "<A href='?src=\ref[src];lathe_ejectsheet=diamond;lathe_ejectsheet_amt=50'>All</A>"
var/diamond_amount = linked_lathe.materials.amount(MAT_DIAMOND)
dat += "* [diamond_amount] of Diamond: "
if(diamond_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];lathe_ejectsheet=diamond;lathe_ejectsheet_amt=1'>Eject</A> "
if(diamond_amount >= MINERAL_MATERIAL_AMOUNT*5) dat += "<A href='?src=\ref[src];lathe_ejectsheet=diamond;lathe_ejectsheet_amt=5'>5x</A> "
if(diamond_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];lathe_ejectsheet=diamond;lathe_ejectsheet_amt=50'>All</A>"
dat += "<BR>"
//Bananium
dat += "* [linked_lathe.clown_amount] of Bananium: "
if(linked_lathe.clown_amount >= 2000) dat += "<A href='?src=\ref[src];lathe_ejectsheet=clown;lathe_ejectsheet_amt=1'>Eject</A> "
if(linked_lathe.clown_amount >= 10000) dat += "<A href='?src=\ref[src];lathe_ejectsheet=clown;lathe_ejectsheet_amt=5'>5x</A> "
if(linked_lathe.clown_amount >= 2000) dat += "<A href='?src=\ref[src];lathe_ejectsheet=clown;lathe_ejectsheet_amt=50'>All</A>"
var/bananium_amount = linked_lathe.materials.amount(MAT_BANANIUM)
dat += "* [bananium_amount] of Bananium: "
if(bananium_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];lathe_ejectsheet=clown;lathe_ejectsheet_amt=1'>Eject</A> "
if(bananium_amount >= MINERAL_MATERIAL_AMOUNT*5) dat += "<A href='?src=\ref[src];lathe_ejectsheet=clown;lathe_ejectsheet_amt=5'>5x</A> "
if(bananium_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];lathe_ejectsheet=clown;lathe_ejectsheet_amt=50'>All</A>"
dat += "</div>"
if(3.3)
@@ -1072,21 +1050,21 @@ won't update every console in existence) but it's more of a hassle to do. Also,
dat += "<h3>Material Storage:</h3><BR><HR>"
//Glass
dat += "* [linked_imprinter.g_amount] glass: "
if(linked_imprinter.g_amount >= 3750) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=glass;imprinter_ejectsheet_amt=1'>Eject</A> "
if(linked_imprinter.g_amount >= 18750) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=glass;imprinter_ejectsheet_amt=5'>5x</A> "
if(linked_imprinter.g_amount >= 3750) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=glass;imprinter_ejectsheet_amt=50'>All</A>"
if(linked_imprinter.g_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=glass;imprinter_ejectsheet_amt=1'>Eject</A> "
if(linked_imprinter.g_amount >= MINERAL_MATERIAL_AMOUNT*5) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=glass;imprinter_ejectsheet_amt=5'>5x</A> "
if(linked_imprinter.g_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=glass;imprinter_ejectsheet_amt=50'>All</A>"
dat += "<BR>"
//Gold
dat += "* [linked_imprinter.gold_amount] gold: "
if(linked_imprinter.gold_amount >= 2000) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=gold;imprinter_ejectsheet_amt=1'>Eject</A> "
if(linked_imprinter.gold_amount >= 10000) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=gold;imprinter_ejectsheet_amt=5'>5x</A> "
if(linked_imprinter.gold_amount >= 2000) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=gold;imprinter_ejectsheet_amt=50'>All</A>"
if(linked_imprinter.gold_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=gold;imprinter_ejectsheet_amt=1'>Eject</A> "
if(linked_imprinter.gold_amount >= MINERAL_MATERIAL_AMOUNT*5) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=gold;imprinter_ejectsheet_amt=5'>5x</A> "
if(linked_imprinter.gold_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=gold;imprinter_ejectsheet_amt=50'>All</A>"
dat += "<BR>"
//Diamond
dat += "* [linked_imprinter.diamond_amount] diamond: "
if(linked_imprinter.diamond_amount >= 2000) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=diamond;imprinter_ejectsheet_amt=1'>Eject</A> "
if(linked_imprinter.diamond_amount >= 10000) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=diamond;imprinter_ejectsheet_amt=5'>5x</A> "
if(linked_imprinter.diamond_amount >= 2000) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=diamond;imprinter_ejectsheet_amt=50'>All</A>"
if(linked_imprinter.diamond_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=diamond;imprinter_ejectsheet_amt=1'>Eject</A> "
if(linked_imprinter.diamond_amount >= MINERAL_MATERIAL_AMOUNT*5) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=diamond;imprinter_ejectsheet_amt=5'>5x</A> "
if(linked_imprinter.diamond_amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=diamond;imprinter_ejectsheet_amt=50'>All</A>"
dat += "</div>"
var/datum/browser/popup = new(user, "rndconsole", name, 700, 550)