mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 19:13:30 +01:00
Merge branch 'master' into overhaul-event-mob-selection
This commit is contained in:
@@ -226,13 +226,6 @@
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brainmob.emp_damage += rand(0,10)
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..()
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/obj/item/mmi/relaymove(var/mob/user, var/direction)
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if(user.stat || user.stunned)
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return
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var/obj/item/rig/rig = src.get_rig()
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if(rig)
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rig.forced_move(direction, user)
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/obj/item/mmi/Destroy()
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if(isrobot(loc))
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var/mob/living/silicon/robot/borg = loc
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@@ -109,9 +109,6 @@
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// log_world("k")
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sql_report_death(src)
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if(wearing_rig)
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wearing_rig.notify_ai("<span class='danger'>Warning: user death event. Mobility control passed to integrated intelligence system.</span>")
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/mob/living/carbon/human/update_revive()
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. = ..()
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if(. && healthdoll)
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@@ -308,14 +308,14 @@
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m_type = 1
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if("bow", "bows")
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if(!buckled)
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if(!restrained())
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var/M = handle_emote_param(param)
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message = "<B>[src]</B> bows[M ? " to [M]" : ""]."
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m_type = 1
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if("salute", "salutes")
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if(!buckled)
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if(!restrained())
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var/M = handle_emote_param(param)
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message = "<B>[src]</B> salutes[M ? " to [M]" : ""]."
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@@ -5,7 +5,6 @@
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icon = 'icons/mob/human.dmi'
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icon_state = "body_m_s"
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deathgasp_on_death = TRUE
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var/obj/item/rig/wearing_rig // This is very not good, but it's much much better than calling get_rig() every update_canmove() call.
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/mob/living/carbon/human/New(loc)
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icon = null // This is now handled by overlays -- we just keep an icon for the sake of the map editor.
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@@ -182,13 +181,6 @@
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stat("Tank Pressure", internal.air_contents.return_pressure())
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stat("Distribution Pressure", internal.distribute_pressure)
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if(istype(back, /obj/item/rig))
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var/obj/item/rig/suit = back
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var/cell_status = "ERROR"
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if(suit.cell)
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cell_status = "[suit.cell.charge]/[suit.cell.maxcharge]"
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stat(null, "Suit charge: [cell_status]")
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// I REALLY need to split up status panel things into datums
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var/mob/living/simple_animal/borer/B = has_brain_worms()
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if(B && B.controlling)
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@@ -963,16 +955,6 @@
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var/obj/item/clothing/mask/MT = src.wear_mask
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tinted += MT.tint
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//god help me
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if(istype(back, /obj/item/rig))
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var/obj/item/rig/O = back
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if(O.helmet && O.helmet == head && (O.helmet.body_parts_covered & HEAD))
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if((O.offline && O.offline_vision_restriction == 1) || (!O.offline && O.vision_restriction == 1))
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tinted = 2
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if((O.offline && O.offline_vision_restriction == 2) || (!O.offline && O.vision_restriction == 2))
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tinted = 3
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//im so sorry
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return tinted
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@@ -129,13 +129,6 @@
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O.heal_damage(0, -amount, internal = 0, robo_repair = O.is_robotic(), updating_health = updating_health)
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return STATUS_UPDATE_HEALTH
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/mob/living/carbon/human/Paralyse(amount)
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// Notify our AI if they can now control the suit.
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if(wearing_rig && !stat && paralysis < amount) //We are passing out right this second.
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wearing_rig.notify_ai("<span class='danger'>Warning: user consciousness failure. Mobility control passed to integrated intelligence system.</span>")
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return ..()
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/mob/living/carbon/human/adjustCloneLoss(amount)
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if(dna.species && amount > 0)
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amount = amount * dna.species.clone_mod
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@@ -342,7 +335,5 @@ This function restores all organs.
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..(damage, damagetype, def_zone, blocked)
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return 1
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//Handle BRUTE and BURN damage
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handle_suit_punctures(damagetype, damage)
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//Handle species apply_damage procs
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return dna.species.apply_damage(damage, damagetype, def_zone, blocked, src, sharp, used_weapon)
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@@ -531,17 +531,6 @@ emp_act
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w_uniform.add_mob_blood(source)
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update_inv_w_uniform()
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/mob/living/carbon/human/proc/handle_suit_punctures(var/damtype, var/damage)
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if(!wear_suit) return
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if(!istype(wear_suit,/obj/item/clothing/suit/space)) return
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if(damtype != BURN && damtype != BRUTE) return
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var/obj/item/clothing/suit/space/SS = wear_suit
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var/penetrated_dam = max(0,(damage - max(0,(SS.breach_threshold - SS.damage))))
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if(penetrated_dam) SS.create_breaches(damtype, penetrated_dam)
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/mob/living/carbon/human/attack_hulk(mob/living/carbon/human/user, does_attack_animation = FALSE)
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if(user.a_intent == INTENT_HARM)
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if(HAS_TRAIT(user, TRAIT_PACIFISM))
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@@ -16,12 +16,6 @@
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else if(istype(wear_suit, /obj/item/clothing/suit/space/hardsuit))
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var/obj/item/clothing/suit/space/hardsuit/C = wear_suit
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thrust = C.jetpack
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else if(istype(back,/obj/item/rig))
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var/obj/item/rig/rig = back
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for(var/obj/item/rig_module/maneuvering_jets/module in rig.installed_modules)
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thrust = module.jets
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break
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if(thrust)
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if((movement_dir || thrust.stabilizers) && thrust.allow_thrust(0.01, src))
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return 1
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@@ -302,14 +302,6 @@
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if(!(head && head.flags & AIRTIGHT)) //if NOT (head AND head.flags CONTAIN AIRTIGHT)
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null_internals = 1 //not wearing a mask or suitable helmet
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if(istype(back, /obj/item/rig)) //wearing a rigsuit
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var/obj/item/rig/rig = back //needs to be typecasted because this doesn't use get_rig() for some reason
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if(rig.offline && (rig.air_supply && internal == rig.air_supply)) //if rig IS offline AND (rig HAS air_supply AND internal IS air_supply)
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null_internals = 1 //offline suits do not breath
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else if(rig.air_supply && internal == rig.air_supply) //if rig HAS air_supply AND internal IS rig air_supply
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skip_contents_check = 1 //skip contents.Find() check, the oxygen is valid even being outside of the mob
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if(!contents.Find(internal) && (!skip_contents_check)) //if internal NOT IN contents AND skip_contents_check IS false
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null_internals = 1 //not a rigsuit and your oxygen is gone
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@@ -62,11 +62,6 @@
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return ..()
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/mob/living/carbon/human/proc/HasVoiceChanger()
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if(istype(back, /obj/item/rig))
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var/obj/item/rig/rig = back
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if(rig.speech && rig.speech.voice_holder && rig.speech.voice_holder.active && rig.speech.voice_holder.voice)
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return rig.speech.voice_holder.voice
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for(var/obj/item/gear in list(wear_mask, wear_suit, head))
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if(!gear)
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continue
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@@ -817,20 +817,6 @@ It'll return null if the organ doesn't correspond, so include null checks when u
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if(!isnull(hat.lighting_alpha))
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H.lighting_alpha = min(hat.lighting_alpha, H.lighting_alpha)
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if(istype(H.back, /obj/item/rig)) ///aghhh so snowflakey
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var/obj/item/rig/rig = H.back
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if(rig.visor)
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if(!rig.helmet || (H.head && rig.helmet == H.head))
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if(rig.visor && rig.visor.vision && rig.visor.active && rig.visor.vision.glasses)
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var/obj/item/clothing/glasses/G = rig.visor.vision.glasses
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if(istype(G))
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H.sight |= G.vision_flags
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H.see_in_dark = max(G.see_in_dark, H.see_in_dark)
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H.see_invisible = min(G.invis_view, H.see_invisible)
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if(!isnull(G.lighting_alpha))
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H.lighting_alpha = min(G.lighting_alpha, H.lighting_alpha)
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if(H.vision_type)
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H.sight |= H.vision_type.sight_flags
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H.see_in_dark = max(H.see_in_dark, H.vision_type.see_in_dark)
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@@ -273,10 +273,10 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
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overlays_standing[UNDERWEAR_LAYER] = mutable_appearance(underwear_standing, layer = -UNDERWEAR_LAYER)
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apply_overlay(UNDERWEAR_LAYER)
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if(lip_style && (LIPS in dna.species.species_traits))
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var/icon/lips = icon("icon" = 'icons/mob/human_face.dmi', "icon_state" = "lips_[lip_style]_s")
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lips.Blend(lip_color, ICON_ADD)
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standing += mutable_appearance(lips, layer = -BODY_LAYER)
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if(lip_style && (LIPS in dna.species.species_traits))
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var/mutable_appearance/lips = mutable_appearance('icons/mob/human_face.dmi', "lips_[lip_style]_s")
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lips.color = lip_color
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standing += lips
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overlays_standing[BODY_LAYER] = standing
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apply_overlay(BODY_LAYER)
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@@ -964,10 +964,6 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
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var/mutable_appearance/standing
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if(back.icon_override)
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standing = mutable_appearance(back.icon_override, "[back.icon_state]", layer = -BACK_LAYER)
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else if(istype(back, /obj/item/rig))
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//If this is a rig and a mob_icon is set, it will take species into account in the rig update_icon() proc.
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var/obj/item/rig/rig = back
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standing = rig.mob_icon
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else if(back.sprite_sheets && back.sprite_sheets[dna.species.name])
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standing = mutable_appearance(back.sprite_sheets[dna.species.name], "[back.icon_state]", layer = -BACK_LAYER)
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else
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@@ -175,13 +175,6 @@
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AM.setDir(current_dir)
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now_pushing = FALSE
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/mob/living/Stat()
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. = ..()
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if(. && get_rig_stats)
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var/obj/item/rig/rig = get_rig()
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if(rig)
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SetupStat(rig)
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/mob/living/proc/can_track(mob/living/user)
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//basic fast checks go first. When overriding this proc, I recommend calling ..() at the end.
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var/turf/T = get_turf(src)
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@@ -113,7 +113,7 @@
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var/armor = run_armor_check(zone, "melee", "Your armor has protected your [parse_zone(zone)].", "Your armor has softened hit to your [parse_zone(zone)].", I.armour_penetration)
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apply_damage(I.throwforce, dtype, zone, armor, is_sharp(I), I)
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if(I.thrownby)
|
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add_attack_logs(I.thrownby, src, "Hit with thrown [I]")
|
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add_attack_logs(I.thrownby, src, "Hit with thrown [I]", !I.throwforce ? ATKLOG_ALMOSTALL : null) // Only message if the person gets damages
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else
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return 1
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else
|
||||
|
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@@ -63,6 +63,7 @@ GLOBAL_LIST_INIT(ai_verbs_default, list(
|
||||
|
||||
//MALFUNCTION
|
||||
var/datum/module_picker/malf_picker
|
||||
var/datum/action/innate/ai/choose_modules/modules_action
|
||||
var/list/datum/AI_Module/current_modules = list()
|
||||
var/can_dominate_mechs = 0
|
||||
var/shunted = 0 //1 if the AI is currently shunted. Used to differentiate between shunted and ghosted/braindead
|
||||
@@ -851,13 +852,6 @@ GLOBAL_LIST_INIT(ai_verbs_default, list(
|
||||
to_chat(src, "<span class='notice'>Switched to [network] camera network.</span>")
|
||||
//End of code by Mord_Sith
|
||||
|
||||
|
||||
/mob/living/silicon/ai/proc/choose_modules()
|
||||
set category = "Malfunction"
|
||||
set name = "Choose Module"
|
||||
|
||||
malf_picker.use(src)
|
||||
|
||||
/mob/living/silicon/ai/proc/ai_statuschange()
|
||||
set category = "AI Commands"
|
||||
set name = "AI Status"
|
||||
@@ -1028,15 +1022,6 @@ GLOBAL_LIST_INIT(ai_verbs_default, list(
|
||||
|
||||
return
|
||||
|
||||
/mob/living/silicon/ai/proc/corereturn()
|
||||
set category = "Malfunction"
|
||||
set name = "Return to Main Core"
|
||||
|
||||
var/obj/machinery/power/apc/apc = loc
|
||||
if(!istype(apc))
|
||||
to_chat(src, "<span class='notice'>You are already in your Main Core.</span>")
|
||||
return
|
||||
apc.malfvacate()
|
||||
|
||||
//Toggles the luminosity and applies it by re-entereing the camera.
|
||||
/mob/living/silicon/ai/proc/toggle_camera_light()
|
||||
@@ -1181,16 +1166,6 @@ GLOBAL_LIST_INIT(ai_verbs_default, list(
|
||||
/mob/living/silicon/ai/can_buckle()
|
||||
return FALSE
|
||||
|
||||
// Pass lying down or getting up to our pet human, if we're in a rig.
|
||||
/mob/living/silicon/ai/lay_down()
|
||||
set name = "Rest"
|
||||
set category = "IC"
|
||||
|
||||
resting = 0
|
||||
var/obj/item/rig/rig = get_rig()
|
||||
if(rig)
|
||||
rig.force_rest(src)
|
||||
|
||||
/mob/living/silicon/ai/switch_to_camera(obj/machinery/camera/C)
|
||||
if(!C.can_use() || !is_in_chassis())
|
||||
return FALSE
|
||||
@@ -1244,8 +1219,17 @@ GLOBAL_LIST_INIT(ai_verbs_default, list(
|
||||
to_chat(src, "In the top right corner of the screen you will find the Malfunctions tab, where you can purchase various abilities, from upgraded surveillance to station ending doomsday devices.")
|
||||
to_chat(src, "You are also capable of hacking APCs, which grants you more points to spend on your Malfunction powers. The drawback is that a hacked APC will give you away if spotted by the crew. Hacking an APC takes 60 seconds.")
|
||||
view_core() //A BYOND bug requires you to be viewing your core before your verbs update
|
||||
verbs += /mob/living/silicon/ai/proc/choose_modules
|
||||
malf_picker = new /datum/module_picker
|
||||
modules_action = new(malf_picker)
|
||||
modules_action.Grant(src)
|
||||
|
||||
///Removes all malfunction-related /datum/action's from the target AI.
|
||||
/mob/living/silicon/ai/proc/remove_malf_abilities()
|
||||
QDEL_NULL(modules_action)
|
||||
for(var/datum/AI_Module/AM in current_modules)
|
||||
for(var/datum/action/A in actions)
|
||||
if(istype(A, initial(AM.power_type)))
|
||||
qdel(A)
|
||||
|
||||
/mob/living/silicon/ai/proc/open_nearest_door(mob/living/target)
|
||||
if(!istype(target))
|
||||
|
||||
@@ -435,9 +435,6 @@
|
||||
// Pass lying down or getting up to our pet human, if we're in a rig.
|
||||
if(stat == CONSCIOUS && istype(loc,/obj/item/paicard))
|
||||
resting = 0
|
||||
var/obj/item/rig/rig = get_rig()
|
||||
if(istype(rig))
|
||||
rig.force_rest(src)
|
||||
else
|
||||
resting = !resting
|
||||
to_chat(src, "<span class='notice'>You are now [resting ? "resting" : "getting up"]</span>")
|
||||
|
||||
@@ -354,3 +354,20 @@
|
||||
/mob/living/simple_animal/drone/flash_eyes(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0)
|
||||
if(affect_silicon)
|
||||
return ..()
|
||||
|
||||
/mob/living/silicon/robot/drone/decompile_act(obj/item/matter_decompiler/C, mob/user)
|
||||
if(!client && istype(user, /mob/living/silicon/robot/drone))
|
||||
to_chat(user, "<span class='warning'>You begin decompiling the other drone.</span>")
|
||||
if(!do_after(user, 5 SECONDS, target = loc))
|
||||
to_chat(user, "<span class='warning'>You need to remain still while decompiling such a large object.</span>")
|
||||
return
|
||||
if(QDELETED(src) || QDELETED(user))
|
||||
return ..()
|
||||
to_chat(user, "<span class='warning'>You carefully and thoroughly decompile your downed fellow, storing as much of its resources as you can within yourself.</span>")
|
||||
new/obj/effect/decal/cleanable/blood/oil(get_turf(src))
|
||||
C.stored_comms["metal"] += 15
|
||||
C.stored_comms["glass"] += 15
|
||||
C.stored_comms["wood"] += 5
|
||||
qdel(src)
|
||||
return TRUE
|
||||
return ..()
|
||||
|
||||
@@ -151,15 +151,13 @@
|
||||
var/list/stored_comms = list(
|
||||
"metal" = 0,
|
||||
"glass" = 0,
|
||||
"wood" = 0,
|
||||
"plastic" = 0
|
||||
"wood" = 0
|
||||
)
|
||||
|
||||
/obj/item/matter_decompiler/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
|
||||
return
|
||||
|
||||
/obj/item/matter_decompiler/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, proximity, params)
|
||||
|
||||
/obj/item/matter_decompiler/afterattack(atom/target, mob/living/user, proximity, params)
|
||||
if(!proximity) return //Not adjacent.
|
||||
|
||||
//We only want to deal with using this on turfs. Specific items aren't important.
|
||||
@@ -168,101 +166,11 @@
|
||||
return
|
||||
|
||||
//Used to give the right message.
|
||||
var/grabbed_something = 0
|
||||
var/grabbed_something = FALSE
|
||||
|
||||
for(var/mob/M in T)
|
||||
if(istype(M,/mob/living/simple_animal/lizard) || istype(M,/mob/living/simple_animal/mouse))
|
||||
src.loc.visible_message("<span class='notice'>[src.loc] sucks [M] into its decompiler. There's a horrible crunching noise.</span>","<span class='warning'>It's a bit of a struggle, but you manage to suck [M] into your decompiler. It makes a series of visceral crunching noises.</span>")
|
||||
new/obj/effect/decal/cleanable/blood/splatter(get_turf(src))
|
||||
qdel(M)
|
||||
stored_comms["wood"]++
|
||||
stored_comms["wood"]++
|
||||
stored_comms["plastic"]++
|
||||
stored_comms["plastic"]++
|
||||
return
|
||||
|
||||
else if(istype(M,/mob/living/silicon/robot/drone) && !M.client)
|
||||
|
||||
var/mob/living/silicon/robot/drone/D = src.loc
|
||||
|
||||
if(!istype(D))
|
||||
return
|
||||
|
||||
to_chat(D, "<span class='warning'>You begin decompiling the other drone.</span>")
|
||||
|
||||
if(!do_after(D, 50, target = target))
|
||||
to_chat(D, "<span class='warning'>You need to remain still while decompiling such a large object.</span>")
|
||||
return
|
||||
|
||||
if(!M || !D) return
|
||||
|
||||
to_chat(D, "<span class='warning'>You carefully and thoroughly decompile your downed fellow, storing as much of its resources as you can within yourself.</span>")
|
||||
|
||||
qdel(M)
|
||||
new/obj/effect/decal/cleanable/blood/oil(get_turf(src))
|
||||
|
||||
stored_comms["metal"] += 15
|
||||
stored_comms["glass"] += 15
|
||||
stored_comms["wood"] += 5
|
||||
stored_comms["plastic"] += 5
|
||||
|
||||
return
|
||||
else
|
||||
continue
|
||||
|
||||
for(var/obj/W in T)
|
||||
//Different classes of items give different commodities.
|
||||
if(istype(W,/obj/item/cigbutt))
|
||||
stored_comms["plastic"]++
|
||||
else if(istype(W,/obj/structure/spider/spiderling))
|
||||
stored_comms["wood"]++
|
||||
stored_comms["wood"]++
|
||||
stored_comms["plastic"]++
|
||||
stored_comms["plastic"]++
|
||||
else if(istype(W,/obj/item/light))
|
||||
var/obj/item/light/L = W
|
||||
if(L.status >= 2) //In before someone changes the inexplicably local defines. ~ Z
|
||||
stored_comms["metal"]++
|
||||
stored_comms["glass"]++
|
||||
else
|
||||
continue
|
||||
else if(istype(W,/obj/effect/decal/remains/robot))
|
||||
stored_comms["metal"]++
|
||||
stored_comms["metal"]++
|
||||
stored_comms["plastic"]++
|
||||
stored_comms["plastic"]++
|
||||
stored_comms["glass"]++
|
||||
else if(istype(W,/obj/item/trash))
|
||||
stored_comms["metal"]++
|
||||
stored_comms["plastic"]++
|
||||
stored_comms["plastic"]++
|
||||
else if(istype(W,/obj/effect/decal/cleanable/blood/gibs/robot))
|
||||
stored_comms["metal"]++
|
||||
stored_comms["metal"]++
|
||||
stored_comms["glass"]++
|
||||
stored_comms["glass"]++
|
||||
else if(istype(W,/obj/item/ammo_casing))
|
||||
stored_comms["metal"]++
|
||||
else if(istype(W,/obj/item/shard))
|
||||
stored_comms["glass"]++
|
||||
stored_comms["glass"]++
|
||||
stored_comms["glass"]++
|
||||
else if(istype(W,/obj/item/reagent_containers/food/snacks/grown))
|
||||
stored_comms["wood"]++
|
||||
stored_comms["wood"]++
|
||||
stored_comms["wood"]++
|
||||
stored_comms["wood"]++
|
||||
else if(istype(W,/obj/item/broken_bottle))
|
||||
stored_comms["glass"]++
|
||||
stored_comms["glass"]++
|
||||
stored_comms["glass"]++
|
||||
else if(istype(W,/obj/item/light/tube) || istype(W,/obj/item/light/bulb))
|
||||
stored_comms["glass"]++
|
||||
else
|
||||
continue
|
||||
|
||||
qdel(W)
|
||||
grabbed_something = 1
|
||||
for(var/atom/movable/A in T)
|
||||
if(A.decompile_act(src, user)) // Each decompileable mob or obj needs to have this defined
|
||||
grabbed_something = TRUE
|
||||
|
||||
if(grabbed_something)
|
||||
to_chat(user, "<span class='notice'>You deploy your decompiler and clear out the contents of \the [T].</span>")
|
||||
@@ -353,11 +261,5 @@
|
||||
stack_wood = new /obj/item/stack/sheet/wood(src.module)
|
||||
stack_wood.amount = 1
|
||||
stack = stack_wood
|
||||
if("plastic")
|
||||
if(!stack_plastic)
|
||||
stack_plastic = new /obj/item/stack/sheet/plastic(src.module)
|
||||
stack_plastic.amount = 1
|
||||
stack = stack_plastic
|
||||
|
||||
stack.amount++
|
||||
decompiler.stored_comms[type]--
|
||||
|
||||
@@ -756,7 +756,7 @@ Pass a positive integer as an argument to override a bot's default speed.
|
||||
|
||||
// send a radio signal with multiple data key/values
|
||||
/mob/living/simple_animal/bot/proc/post_signal_multiple(var/freq, var/list/keyval)
|
||||
if(z != 1) //Bot control will only work on station.
|
||||
if(!is_station_level(z)) //Bot control will only work on station.
|
||||
return
|
||||
var/datum/radio_frequency/frequency = SSradio.return_frequency(freq)
|
||||
if(!frequency)
|
||||
|
||||
@@ -474,8 +474,7 @@
|
||||
return
|
||||
build_step++
|
||||
to_chat(user, "<span class='notice'>You complete the Securitron! Beep boop.</span>")
|
||||
var/mob/living/simple_animal/bot/secbot/S = new /mob/living/simple_animal/bot/secbot
|
||||
S.forceMove(get_turf(src))
|
||||
var/mob/living/simple_animal/bot/secbot/S = new /mob/living/simple_animal/bot/secbot(get_turf(src))
|
||||
S.name = created_name
|
||||
S.robot_arm = robot_arm
|
||||
qdel(I)
|
||||
@@ -512,7 +511,7 @@
|
||||
//General Griefsky
|
||||
|
||||
else if((istype(I, /obj/item/wrench)) && (build_step == 3))
|
||||
var/obj/item/griefsky_assembly/A = new /obj/item/griefsky_assembly
|
||||
var/obj/item/griefsky_assembly/A = new /obj/item/griefsky_assembly(get_turf(src))
|
||||
user.put_in_hands(A)
|
||||
to_chat(user, "<span class='notice'>You adjust the arm slots for extra weapons!.</span>")
|
||||
user.unEquip(src, 1)
|
||||
@@ -540,8 +539,7 @@
|
||||
if(!user.unEquip(I))
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You complete General Griefsky!.</span>")
|
||||
var/mob/living/simple_animal/bot/secbot/griefsky/S = new /mob/living/simple_animal/bot/secbot/griefsky
|
||||
S.forceMove(get_turf(src))
|
||||
new /mob/living/simple_animal/bot/secbot/griefsky(get_turf(src))
|
||||
qdel(I)
|
||||
qdel(src)
|
||||
|
||||
@@ -556,8 +554,7 @@
|
||||
if(!user.unEquip(I))
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You complete Genewul Giftskee!.</span>")
|
||||
var/mob/living/simple_animal/bot/secbot/griefsky/toy/S = new /mob/living/simple_animal/bot/secbot/griefsky/toy
|
||||
S.forceMove(get_turf(src))
|
||||
new /mob/living/simple_animal/bot/secbot/griefsky/toy(get_turf(src))
|
||||
qdel(I)
|
||||
qdel(src)
|
||||
|
||||
|
||||
@@ -23,3 +23,14 @@
|
||||
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat = 1)
|
||||
can_collar = 1
|
||||
gold_core_spawnable = FRIENDLY_SPAWN
|
||||
|
||||
/mob/living/simple_animal/lizard/decompile_act(obj/item/matter_decompiler/C, mob/user)
|
||||
if(!istype(user, /mob/living/silicon/robot/drone))
|
||||
user.visible_message("<span class='notice'>[user] sucks [src] into its decompiler. There's a horrible crunching noise.</span>", \
|
||||
"<span class='warning'>It's a bit of a struggle, but you manage to suck [src] into your decompiler. It makes a series of visceral crunching noises.</span>")
|
||||
new/obj/effect/decal/cleanable/blood/splatter(get_turf(src))
|
||||
C.stored_comms["wood"] += 2
|
||||
C.stored_comms["glass"] += 2
|
||||
qdel(src)
|
||||
return TRUE
|
||||
return ..()
|
||||
|
||||
@@ -234,3 +234,14 @@
|
||||
gold_core_spawnable = NO_SPAWN
|
||||
can_collar = 0
|
||||
butcher_results = list(/obj/item/stack/sheet/metal = 1)
|
||||
|
||||
/mob/living/simple_animal/mouse/decompile_act(obj/item/matter_decompiler/C, mob/user)
|
||||
if(!(istype(user, /mob/living/silicon/robot/drone)))
|
||||
user.visible_message("<span class='notice'>[user] sucks [src] into its decompiler. There's a horrible crunching noise.</span>", \
|
||||
"<span class='warning'>It's a bit of a struggle, but you manage to suck [src] into your decompiler. It makes a series of visceral crunching noises.</span>")
|
||||
new/obj/effect/decal/cleanable/blood/splatter(get_turf(src))
|
||||
C.stored_comms["wood"] += 2
|
||||
C.stored_comms["glass"] += 2
|
||||
qdel(src)
|
||||
return TRUE
|
||||
return ..()
|
||||
|
||||
@@ -95,6 +95,10 @@
|
||||
for(var/mob/A in searched_for)
|
||||
. += A
|
||||
|
||||
// All bee sprites are made up of overlays. They do not have any special sprite overlays for items placed on them, such as collars, so this proc is unneeded.
|
||||
/mob/living/simple_animal/hostile/poison/bees/regenerate_icons()
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/hostile/poison/bees/proc/generate_bee_visuals()
|
||||
overlays.Cut()
|
||||
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
ai_target_method = TS_DAMAGE_SIMPLE
|
||||
icon_state = "terror_princess1"
|
||||
icon_living = "terror_princess1"
|
||||
icon_dead = "terror_princess_dead1"
|
||||
icon_dead = "terror_princess1_dead"
|
||||
maxHealth = 150
|
||||
health = 150
|
||||
regen_points_per_hp = 1 // always regens very fast
|
||||
@@ -51,7 +51,7 @@
|
||||
if(fed == 0)
|
||||
icon_state = "terror_princess1"
|
||||
icon_living = "terror_princess1"
|
||||
icon_dead = "terror_princess_dead1"
|
||||
icon_dead = "terror_princess1_dead"
|
||||
desc = "An enormous spider. It looks strangely cute and fluffy, with soft pink fur covering most of its body."
|
||||
else if(fed == 1)
|
||||
icon_state = "terror_princess2"
|
||||
|
||||
@@ -615,3 +615,8 @@
|
||||
if(pcollar && collar_type)
|
||||
add_overlay("[collar_type]collar")
|
||||
add_overlay("[collar_type]tag")
|
||||
|
||||
/mob/living/simple_animal/Login()
|
||||
..()
|
||||
walk(src, 0) // if mob is moving under ai control, then stop AI movement
|
||||
|
||||
|
||||
@@ -90,7 +90,7 @@
|
||||
if(adminonly)
|
||||
question = "(<font color='#997700'>Admin only poll</font>) " + question
|
||||
|
||||
var output = "<!DOCTYPE html><html><body>"
|
||||
var/output = "<!DOCTYPE html><html><body>"
|
||||
if(polltype == POLLTYPE_MULTI || polltype == POLLTYPE_OPTION)
|
||||
select_query = GLOB.dbcon.NewQuery("SELECT text, percentagecalc, (SELECT COUNT(optionid) FROM [format_table_name("poll_vote")] WHERE optionid = poll_option.id GROUP BY optionid) AS votecount FROM [format_table_name("poll_option")] WHERE pollid = [pollid]")
|
||||
select_query.Execute()
|
||||
|
||||
@@ -82,14 +82,11 @@
|
||||
O.notify_ai(1)
|
||||
|
||||
if(O.mind && O.mind.assigned_role == "Cyborg")
|
||||
if(O.mind.role_alt_title == "Android")
|
||||
if(O.mind.role_alt_title == "Robot")
|
||||
O.mmi = new /obj/item/mmi/robotic_brain(O)
|
||||
else if(O.mind.role_alt_title == "Robot")
|
||||
O.mmi = null //Robots do not have removable brains.
|
||||
else
|
||||
O.mmi = new /obj/item/mmi(O)
|
||||
|
||||
if(O.mmi) O.mmi.transfer_identity(src) //Does not transfer key/client.
|
||||
O.mmi.transfer_identity(src) //Does not transfer key/client.
|
||||
|
||||
O.update_pipe_vision()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user