Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into newstuff

Conflicts:
	code/game/objects/structures/crates_lockers/closets/secure/security.dm
This commit is contained in:
Chinsky
2013-06-12 23:11:28 +04:00
747 changed files with 4223 additions and 1423 deletions
@@ -37,6 +37,9 @@
var/list/waypoints = list()
for(var/obj/effect/landmark/temple/destination/T in world)
waypoints.Add(T)
if(!T)
return
else continue
var/obj/effect/landmark/temple/destination/dest_temple = pick(waypoints)
dest_temple.init()
+2 -2
View File
@@ -92,8 +92,8 @@
usr << "\blue ***********************************************************"
if(4)
usr << "\blue ***********************************************************"
usr << "\blue Left Mouse Button on turf/obj/mob = Throw"
usr << "\blue Right Mouse Button on turf/obj/mob = Select"
usr << "\blue Left Mouse Button on turf/obj/mob = Select"
usr << "\blue Right Mouse Button on turf/obj/mob = Throw"
usr << "\blue ***********************************************************"
return
+239
View File
@@ -0,0 +1,239 @@
// emergency response teams
// work in progress
var/const/members_possible = 5
var/sent_emergency_team = 0
/client/proc/response_team()
set name = "Dispatch Emergency Response Team"
set category = "Special Verbs"
set desc = "Send an emergency response team to the station"
if(!holder)
usr << "\red Only administrators may use this command."
return
if(!ticker)
usr << "\red The game hasn't started yet!"
return
if(ticker.current_state == GAME_STATE_PREGAME)
usr << "\red The round hasn't started yet!"
return
if(sent_emergency_team == 1)
usr << "\red Central Command has already dispatched an emergency response team!"
return
if(alert("Do you want to dispatch an Emergency Response Team?",,"Yes","No") != "Yes")
return
if(get_security_level() != "red") // Allow admins to reconsider if the alert level isn't Red
switch(alert("The station has not entered code red recently. Do you still want to dispatch a response team?",,"Yes","No"))
if("No")
return
var/situation = null
while(!situation)
situation = copytext(sanitize(input(src, "Please specify the mission the emergency response team will undertake.", "Specify Mission", "")),1,MAX_MESSAGE_LEN)
if(!situation)
if(alert("You haven't specified a mission. Exit the setup process?",,"No","Yes")=="Yes")
return
if(sent_emergency_team)
usr << "\red Looks like somebody beat you to it!"
return
sent_emergency_team = 1
message_admins("[key_name_admin(usr)] is dispatching an Emergency Response Team.", 1)
log_admin("[key_name(usr)] used Dispatch Response Team.")
var/member_number = members_possible
var/leader_selected = 0
// Shamelessly stolen nuke code
var/nuke_code
var/temp_code
for(var/obj/machinery/nuclearbomb/N in world)
temp_code = text2num(N.r_code)
if(temp_code)
nuke_code = N.r_code
break
/* var/list/candidates = list() // ghosts who can be picked
var/list/members = list() // ghosts who have been picked
for(var/mob/dead/observer/G in player_list)
if(!G.client.holder && !G.client.is_afk())
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
candidates += G.key
for(var/i=members_possible,(i>0&&candidates.len), i--)
var/candidate = input("Choose characters to spawn as response team members. This will go on until there are no more ghosts to pick from or until all slots are full.", "Active Players") as null|anything in candidates */
// I tried doing this differently. Ghosts get a pop-up box similar to pAIs and one-click-antag
// Biggest diff here is in how the candidates list is updated
alert(usr, "Active ghosts will be given a chance to choose whether or not they want to be considered for the emergency reponse team. This will take about 30 seconds.") // There's probably a better way to do this, with a fancy count-down timer or something
var/list/candidates = list()
var/list/members = list()
var/time_passed = world.time
for(var/mob/dead/observer/G in player_list)
if(!jobban_isbanned(G, "Syndicate") && !jobban_isbanned(G, "Emergency Response Team") && !jobban_isbanned(G, "Security Officer"))
spawn(0)
switch(alert(G, "Do you want to be considered for the Emergency Response Team? Please answer in 30 seconds!",,"Yes","No"))
if("Yes")
if((world.time-time_passed)>300)
return
candidates += G.key
if("No")
return
else
return
sleep(300)
for(var/i=members_possible,(i>0&&candidates.len), i--) // The rest of the choosing process is just an input with a list of candidates on it
var/chosen = input("Time's up! Choose characters to spawn as reponse team members. This will go on until there are no more ghosts to pick from or until all slots are full.", "Considered Players") as null|anything in candidates
candidates -= chosen
members += chosen
command_alert("Sensors indicate that [station_name()] has entered Code Red and is in need of assistance. We will prepare and dispatch an emergency response team to deal with the situation.", "NMV Icarus Command")
for(var/obj/effect/landmark/L in world)
if(L.name == "Response Team")
leader_selected = member_number == 1?1:0 // The last person selected will be the leader
var/mob/living/carbon/human/new_member = create_response_team(L, leader_selected)
new_member.age = !leader_selected ? rand(23,35) : rand(35,45)
if(members.len)
new_member.key = pick(members)
members -= new_member.key
if(!new_member.key) // It works ok? sort of
del(new_member)
break
spawn(0)
switch(alert(new_member, "You are an Emergency Response Team member! Are you a boy or a girl?",,"Male","Female"))
if("Male")
new_member.gender = MALE
if("Female")
new_member.gender = FEMALE
var/new_name = input(new_member, "...Erm, what was your name again?", "Choose your name") as text
if(!new_name)
new_member.real_name = "Agent [pick("Red","Yellow","Orange","Silver","Gold", "Pink", "Purple", "Rainbow")]" // Choose a "random" agent name
new_member.name = usr.real_name
else
new_member.real_name = new_name
new_member.name = new_name
// -- CHANGE APPEARANCE --
var/new_tone = input(new_member, "Please select your new skin tone: 1-220 (1=albino, 35=caucasian, 150=black, 220='very' black)", "Character Generation") as num
if(new_tone)
new_member.s_tone = max(min(round(text2num(new_tone)), 220), 1)
new_member.s_tone = -new_member.s_tone + 35
var/new_hair = input(new_member, "Please select your new hair color.","Character Generation") as color
if(new_hair)
new_member.r_hair = hex2num(copytext(new_hair, 2, 4))
new_member.g_hair = hex2num(copytext(new_hair, 4, 6))
new_member.b_hair = hex2num(copytext(new_hair, 6, 8))
var/new_facial = input(new_member, "Please select your new facial hair color.","Character Generation") as color
if(new_facial)
new_member.r_facial = hex2num(copytext(new_facial, 2, 4))
new_member.g_facial = hex2num(copytext(new_facial, 4, 6))
new_member.b_facial = hex2num(copytext(new_facial, 6, 8))
var/new_eyes = input(new_member, "Please select eye color.", "Character Generation") as color
if(new_eyes)
new_member.r_eyes = hex2num(copytext(new_eyes, 2, 4))
new_member.g_eyes = hex2num(copytext(new_eyes, 4, 6))
new_member.b_eyes = hex2num(copytext(new_eyes, 6, 8))
var/new_hstyle = input(new_member, "Please select your new hair style!", "Grooming") as null|anything in hair_styles_list
if(new_hstyle)
new_member.h_style = new_hstyle
var/new_fstyle = input(new_member, "Please select your new facial hair style!", "Grooming") as null|anything in facial_hair_styles_list
if(new_fstyle)
new_member.f_style = new_fstyle
// -- END --
new_member.dna.ready_dna(new_member)
new_member.update_body(1)
new_member.update_hair(1)
new_member.mind_initialize()
new_member.mind.assigned_role = "Emergency Response Team"
new_member.mind.special_role = "Emergency Response Team"
ticker.mode.traitors += new_member.mind // ERTs will show up at the end of the round on the "traitor" list
new_member << "\blue You are the <b>Emergency Response Team[!leader_selected?"!</b>":" Leader!</b>"] \nAs a response team [!leader_selected?"member":"<b>leader</b>"] you answer directly to [!leader_selected?"your team leader.":"Central Command."] \nYou have been deployed by NanoTrasen Central Command in Tau Ceti to resolve a Code Red alert aboard [station_name()], and have been provided with the following instructions and information regarding your mission: \red [situation]"
new_member.mind.store_memory("<b>Mission Parameters:</b> \red [situation].")
if(leader_selected)
new_member << "\red The Nuclear Authentication Code is: <b> [nuke_code]</b>. You are instructed not to detonate the nuclear device aboard [station_name()] unless <u>absolutely necessary</u>."
new_member.mind.store_memory("<b>Nuclear Authentication Code:</b> \red [nuke_code]")
new_member.equip_response_team(leader_selected) // Start equipping them
member_number--
return 1
// Mob creation
/client/proc/create_response_team(obj/spawn_location, leader_selected = 0)
var/mob/living/carbon/human/new_member = new(spawn_location.loc)
return new_member
// Equip mob
/mob/living/carbon/human/proc/equip_response_team(leader_selected = 0)
// Headset
equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_ears)
// Uniform
equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(src), slot_shoes)
equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(src), slot_gloves)
equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(src), slot_belt)
// Glasses
equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud(src), slot_glasses)
// Backpack
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(src), slot_back)
// Put stuff into their backpacks
equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid(src), slot_in_backpack) // Not sure about this
// Loyalty implants
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(src)
L.imp_in = src
L.implanted = 1
// ID cards
var/obj/item/weapon/card/id/E = new(src)
E.name = "[real_name]'s ID Card (Emergency Response Team)"
E.icon_state = "centcom"
E.access = get_all_accesses() // ERTs can go everywhere on the station
if(leader_selected)
E.name = "[real_name]'s ID Card (Emergency Response Team Leader)"
E.access += get_all_centcom_access()
E.assignment = "Emergency Response Team Leader"
else
E.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)
E.assignment = "Emergency Response Team"
E.registered_name = real_name
equip_to_slot_or_del(E, slot_wear_id)
return 1
+51 -13
View File
@@ -13,70 +13,108 @@
paycuts_suspicion
round_time = 60*10
message = "Reports have leaked that Nanotrasen Inc. is planning to put paycuts into effect on many of its Research Stations in Tau Ceti. Apparently these research stations haven't been able to yield the expected revenue, and thus adjustments have to be made."
message = {"Reports have leaked that Nanotrasen Inc. is planning to put paycuts into
effect on many of its Research Stations in Tau Ceti. Apparently these research
stations haven't been able to yield the expected revenue, and thus adjustments
have to be made."}
author = "Unauthorized"
paycuts_confirmation
round_time = 60*40
message = "Earlier rumours about paycuts on Research Stations in the Tau Ceti system have been confirmed. Shockingly, however, the cuts will only affect lower tier personnel. Heads of Staff will, according to our sources, not be affected."
message = {"Earlier rumours about paycuts on Research Stations in the Tau Ceti system have
been confirmed. Shockingly, however, the cuts will only affect lower tier
personnel. Heads of Staff will, according to our sources, not be affected."}
author = "Unauthorized"
human_experiments
round_time = 60*90
message = "Unbelievable reports about human experimentation have reached our ears. According to a refugee from one of the Tau Ceti Research Stations, their station, in order to increase revenue, has refactored several of their facilities to perform experiments on live humans, including virology research, genetic manipulation, and \"feeding them to the slimes to see what happens\". Allegedly, these test subjects were neither humanified monkeys nor volunteers, but rather unqualified staff that were forced into the experiments, and reported to have died in a \"work accident\" by Nanotrasen Inc."
message = {"Unbelievable reports about human experimentation have reached our ears. According
to a refugee from one of the Tau Ceti Research Stations, their station, in order
to increase revenue, has refactored several of their facilities to perform experiments
on live humans, including virology research, genetic manipulation, and \"feeding them
to the slimes to see what happens\". Allegedly, these test subjects were neither
humanified monkeys nor volunteers, but rather unqualified staff that were forced into
the experiments, and reported to have died in a \"work accident\" by Nanotrasen Inc."}
author = "Unauthorized"
bluespace_research
announcement
round_time = 60*20
message = "The new field of research trying to explain several interesting spacetime oddities, also known as \"Bluespace Research\", has reached new heights. Of the several hundred space stations now orbiting in Tau Ceti, fifteen are now specially equipped to experiment with and research Bluespace effects. Rumours have it some of these stations even sport functional \"travel gates\" that can instantly move a whole research team to an alternate reality."
message = {"The new field of research trying to explain several interesting spacetime oddities,
also known as \"Bluespace Research\", has reached new heights. Of the several
hundred space stations now orbiting in Tau Ceti, fifteen are now specially equipped
to experiment with and research Bluespace effects. Rumours have it some of these
stations even sport functional \"travel gates\" that can instantly move a whole research
team to an alternate reality."}
random_junk
cheesy_honkers
author = "Assistant Editor Carl Ritz"
channel_name = "The Gibson Gazzette"
message = "Do cheesy honkers increase risk of having a miscarriage? Several health administrations say so!"
channel_name = "The Gibson Gazette"
message = {"Do cheesy honkers increase risk of having a miscarriage? Several health administrations
say so!"}
round_time = 60 * 15
net_block
author = "Assistant Editor Carl Ritz"
channel_name = "The Gibson Gazzette"
message = "Several corporations banding together to block access to 'wetskrell.nt', site administrators claiming violation of net laws."
channel_name = "The Gibson Gazette"
message = {"Several corporations banding together to block access to 'wetskrell.nt', site administrators
claiming violation of net laws."}
round_time = 60 * 50
found_ssd
channel_name = "Tau Ceti Daily"
author = "Doctor Eric Hanfield"
message = "Several people have been found unconscious at their terminals. It is thought that it was due to a lack of sleep or of simply migraines from staring at the screen too long. Camera footage reveals that many of them were playing games instead of working and their pay has been docked accordingly."
message = {"Several people have been found unconscious at their terminals. It is thought that it was due
to a lack of sleep or of simply migraines from staring at the screen too long. Camera footage
reveals that many of them were playing games instead of working and their pay has been docked
accordingly."}
round_time = 60 * 90
lotus_tree
explosions
channel_name = "Tau Ceti Daily"
author = "Reporter Leland H. Howards"
message = "The newly-christened civillian transport Lotus Tree suffered two very large explosions near the bridge today, and there are unconfirmed reports that the death toll has passed 50. The cause of the explosions remain unknown, but there is speculation that it might have something to do with the recent change of regulation in the Moore-Lee Corporation, a major funder of the ship, when M-L announced that they were officially acknowledging inter-species marriage and providing couples with marriage tax-benefits."
message = {"The newly-christened civillian transport Lotus Tree suffered two very large explosions near the
bridge today, and there are unconfirmed reports that the death toll has passed 50. The cause of
the explosions remain unknown, but there is speculation that it might have something to do with
the recent change of regulation in the Moore-Lee Corporation, a major funder of the ship, when M-L
announced that they were officially acknowledging inter-species marriage and providing couples
with marriage tax-benefits."}
round_time = 60 * 30
food_riots
breaking_news
channel_name = "Tau Ceti Daily"
author = "Reporter Ro'kii Ar-Raqis"
message = "Breaking news: Food riots have broken out throughout the Refuge asteroid colony in the Tenebrae Lupus system. This comes only hours after NanoTrasen officials announced they will no longer trade with the colony, citing the increased presence of \"hostile factions\" on the colony has made trade too dangerous to continue. NanoTrasen officials have not given any details about said factions. More on that at the top of the hour."
message = {"Breaking news: Food riots have broken out throughout the Refuge asteroid colony in the Tenebrae
Lupus system. This comes only hours after NanoTrasen officials announced they will no longer trade with the
colony, citing the increased presence of \"hostile factions\" on the colony has made trade too dangerous to
continue. NanoTrasen officials have not given any details about said factions. More on that at the top of
the hour."}
round_time = 60 * 10
more
channel_name = "Tau Ceti Daily"
author = "Reporter Ro'kii Ar-Raqis"
message = "More on the Refuge food riots: The Refuge Council has condemned NanoTrasen's withdrawal from the colony, claiming \"there has been no increase in anti-NanoTrasen activity\", and \"\[the only] reason NanoTrasen withdrew was because the \[Tenebrae Lupus] system's Plasma deposits have been completely mined out. We have little to trade with them now\". NanoTrasen officials have denied these allegations, calling them \"further proof\" of the colony's anti-NanoTrasen stance. Meanwhile, Refuge Security has been unable to quell the riots. More on this at 6."
message = {"More on the Refuge food riots: The Refuge Council has condemned NanoTrasen's withdrawal from
the colony, claiming \"there has been no increase in anti-NanoTrasen activity\", and \"\[the only] reason
NanoTrasen withdrew was because the \[Tenebrae Lupus] system's Plasma deposits have been completely mined out.
We have little to trade with them now\". NanoTrasen officials have denied these allegations, calling them
\"further proof\" of the colony's anti-NanoTrasen stance. Meanwhile, Refuge Security has been unable to quell
the riots. More on this at 6."}
round_time = 60 * 60
var/global/list/newscaster_standard_feeds = list(/datum/news_announcement/bluespace_research, /datum/news_announcement/lotus_tree, /datum/news_announcement/random_junk, /datum/news_announcement/lotus_tree)
var/global/list/newscaster_standard_feeds = list(/datum/news_announcement/bluespace_research, /datum/news_announcement/lotus_tree, /datum/news_announcement/random_junk, /datum/news_announcement/food_riots)
proc/process_newscaster()
check_for_newscaster_updates(ticker.mode.newscaster_announcements)
+30 -26
View File
@@ -163,42 +163,46 @@ connection
//If there are more than one connection, decrement the number of connections
//Otherwise, remove all connections between the zones.
if(zone_1.connected_zones[zone_2] > 1)
zone_1.connected_zones[zone_2]--
else
zone_1.connected_zones -= zone_2
//remove the list if it is empty
if(!zone_1.connected_zones.len)
zone_1.connected_zones = null
if(zone_2 in zone_1.connected_zones)
if(zone_1.connected_zones[zone_2] > 1)
zone_1.connected_zones[zone_2]--
else
zone_1.connected_zones -= zone_2
//remove the list if it is empty
if(!zone_1.connected_zones.len)
zone_1.connected_zones = null
//Then do the same for the other zone.
if(zone_2.connected_zones[zone_1] > 1)
zone_2.connected_zones[zone_1]--
else
zone_2.connected_zones -= zone_1
if(!zone_2.connected_zones.len)
zone_2.connected_zones = null
if(zone_1 in zone_2.connected_zones)
if(zone_2.connected_zones[zone_1] > 1)
zone_2.connected_zones[zone_1]--
else
zone_2.connected_zones -= zone_1
if(!zone_2.connected_zones.len)
zone_2.connected_zones = null
//Handle disconnection of closed zones.
if( (zone_1 in zone_2.closed_connection_zones) || (zone_2 in zone_1.closed_connection_zones) )
//If there are more than one connection, decrement the number of connections
//Otherwise, remove all connections between the zones.
if(zone_1.closed_connection_zones[zone_2] > 1)
zone_1.closed_connection_zones[zone_2]--
else
zone_1.closed_connection_zones -= zone_2
//remove the list if it is empty
if(!zone_1.closed_connection_zones.len)
zone_1.closed_connection_zones = null
if(zone_2 in zone_1.connected_zones)
if(zone_1.closed_connection_zones[zone_2] > 1)
zone_1.closed_connection_zones[zone_2]--
else
zone_1.closed_connection_zones -= zone_2
//remove the list if it is empty
if(!zone_1.closed_connection_zones.len)
zone_1.closed_connection_zones = null
//Then do the same for the other zone.
if(zone_2.closed_connection_zones[zone_1] > 1)
zone_2.closed_connection_zones[zone_1]--
else
zone_2.closed_connection_zones -= zone_1
if(!zone_2.closed_connection_zones.len)
zone_2.closed_connection_zones = null
if(zone_1 in zone_2.connected_zones)
if(zone_2.closed_connection_zones[zone_1] > 1)
zone_2.closed_connection_zones[zone_1]--
else
zone_2.closed_connection_zones -= zone_1
if(!zone_2.closed_connection_zones.len)
zone_2.closed_connection_zones = null
proc/Cleanup()
+4
View File
@@ -95,6 +95,10 @@ zone/proc
for(var/turf/space/S in unsimulated_tiles)
S.overlays -= 'debug_space.dmi'
for(var/connection/C in connections)
C.A.overlays -= 'debug_connect.dmi'
C.B.overlays -= 'debug_connect.dmi'
for(var/zone/Z in zones)
if(Z.air == air && Z != src)
var/turf/zloc = pick(Z.contents)
+5 -2
View File
@@ -110,7 +110,10 @@ proc/ZMerge(zone/A,zone/B)
C.Cleanup()
//Add space tiles.
A.unsimulated_tiles |= B.unsimulated_tiles
if(A.unsimulated_tiles && B.unsimulated_tiles)
A.unsimulated_tiles |= B.unsimulated_tiles
else if (B.unsimulated_tiles)
A.unsimulated_tiles = B.unsimulated_tiles
//Add contents.
A.contents = new_contents
@@ -150,4 +153,4 @@ proc/ZConnect(turf/simulated/A,turf/simulated/B)
return
//Make the connection.
new /connection(A,B)
new /connection(A,B)
+30 -24
View File
@@ -279,7 +279,7 @@ zone/proc/process()
unsimulated_boost += unsimulated_tiles.len
if(Z.unsimulated_tiles)
unsimulated_boost += Z.unsimulated_tiles.len
unsimulated_boost = min(3, unsimulated_boost)
unsimulated_boost = max(0, min(3, unsimulated_boost))
ShareRatio( air , Z.air , connected_zones[Z] + unsimulated_boost)
for(var/zone/Z in closed_connection_zones)
@@ -364,7 +364,7 @@ proc/ShareRatio(datum/gas_mixture/A, datum/gas_mixture/B, connecting_tiles)
if(A.compare(B)) return 1
else return 0
proc/ShareSpace(datum/gas_mixture/A, list/unsimulated_tiles)
proc/ShareSpace(datum/gas_mixture/A, list/unsimulated_tiles, dbg_output)
//A modified version of ShareRatio for spacing gas at the same rate as if it were going into a large airless room.
if(!unsimulated_tiles || !unsimulated_tiles.len)
return 0
@@ -377,20 +377,6 @@ proc/ShareSpace(datum/gas_mixture/A, list/unsimulated_tiles)
unsim_heat_capacity = 0
unsim_temperature = 0
for(var/turf/T in unsimulated_tiles)
unsim_oxygen += T.oxygen
unsim_co2 += T.carbon_dioxide
unsim_nitrogen += T.nitrogen
unsim_plasma += T.toxins
unsim_temperature += T.temperature/unsimulated_tiles.len
unsim_heat_capacity = HEAT_CAPACITY_CALCULATION(unsim_oxygen,unsim_co2,unsim_nitrogen,unsim_plasma)
var
ratio = sharing_lookup_table[6]
old_pressure = A.return_pressure()
size = max(1,A.group_multiplier)
// We use the same size for the potentially single space tile
@@ -399,7 +385,27 @@ proc/ShareSpace(datum/gas_mixture/A, list/unsimulated_tiles)
// slowly than small rooms, preserving our good old "hollywood-style"
// oh-shit effect when large rooms get breached, but still having small
// rooms remain pressurized for long enough to make escape possible.
share_size = max(1, unsimulated_tiles.len)
share_size = max(1, max(size - 5, 1) + unsimulated_tiles.len)
correction_ratio = share_size / unsimulated_tiles.len
for(var/turf/T in unsimulated_tiles)
unsim_oxygen += T.oxygen
unsim_co2 += T.carbon_dioxide
unsim_nitrogen += T.nitrogen
unsim_plasma += T.toxins
unsim_temperature += T.temperature/unsimulated_tiles.len
//These values require adjustment in order to properly represent a room of the specified size.
unsim_oxygen *= correction_ratio
unsim_co2 *= correction_ratio
unsim_nitrogen *= correction_ratio
unsim_plasma *= correction_ratio
unsim_heat_capacity = HEAT_CAPACITY_CALCULATION(unsim_oxygen,unsim_co2,unsim_nitrogen,unsim_plasma)
var
ratio = sharing_lookup_table[6]
old_pressure = A.return_pressure()
full_oxy = A.oxygen * size
full_nitro = A.nitrogen * size
@@ -419,16 +425,16 @@ proc/ShareSpace(datum/gas_mixture/A, list/unsimulated_tiles)
ratio = sharing_lookup_table[unsimulated_tiles.len]
ratio *= 2
A.oxygen = max(0, (A.oxygen - oxy_avg) * (1-ratio) + oxy_avg )
A.nitrogen = max(0, (A.nitrogen - nit_avg) * (1-ratio) + nit_avg )
A.carbon_dioxide = max(0, (A.carbon_dioxide - co2_avg) * (1-ratio) + co2_avg )
A.toxins = max(0, (A.toxins - plasma_avg) * (1-ratio) + plasma_avg )
A.oxygen = max(0, (A.oxygen - oxy_avg) * (1 - ratio) + oxy_avg )
A.nitrogen = max(0, (A.nitrogen - nit_avg) * (1 - ratio) + nit_avg )
A.carbon_dioxide = max(0, (A.carbon_dioxide - co2_avg) * (1 - ratio) + co2_avg )
A.toxins = max(0, (A.toxins - plasma_avg) * (1 - ratio) + plasma_avg )
A.temperature = max(TCMB, (A.temperature - temp_avg) * (1-ratio) + temp_avg )
A.temperature = max(TCMB, (A.temperature - temp_avg) * (1 - ratio) + temp_avg )
for(var/datum/gas/G in A.trace_gases)
var/G_avg = (G.moles*size + 0) / (size+share_size)
G.moles = (G.moles - G_avg) * (1-ratio) + G_avg
var/G_avg = (G.moles * size) / (size + share_size)
G.moles = (G.moles - G_avg) * (1 - ratio) + G_avg
A.update_values()
+4
View File
@@ -40,6 +40,7 @@
var/Ticklag = 0.9
var/Tickcomp = 0
var/socket_talk = 0 // use socket_talk to communicate with other processes
var/list/resource_urls = null
var/list/mode_names = list()
var/list/modes = list() // allowed modes
@@ -164,6 +165,9 @@
if(type == "config")
switch (name)
if ("resource_urls")
config.resource_urls = stringsplit(value, " ")
if ("admin_legacy_system")
config.admin_legacy_system = 1
+2
View File
@@ -122,8 +122,10 @@ proc/get_id_photo(var/mob/living/carbon/human/H)
icobase = 'icons/mob/human_races/r_lizard.dmi'
if("Skrell")
icobase = 'icons/mob/human_races/r_skrell.dmi'
if("Vox")
icobase = 'icons/mob/human_races/r_vox.dmi'
else
icobase = 'icons/mob/human_races/r_human.dmi'
+2 -2
View File
@@ -370,13 +370,13 @@ datum/mind
if(!def_value)//If it's a custom objective, it will be an empty string.
def_value = "custom"
var/new_obj_type = input("Select objective type:", "Objective type", def_value) as null|anything in list("assassinate", "debrain", "protect", "prevent", "hijack", "escape", "survive", "steal", "download", "nuclear", "capture", "absorb", "custom")
var/new_obj_type = input("Select objective type:", "Objective type", def_value) as null|anything in list("assassinate", "debrain", "protect", "prevent", "harm", "brig", "hijack", "escape", "survive", "steal", "download", "nuclear", "capture", "absorb", "custom")
if (!new_obj_type) return
var/datum/objective/new_objective = null
switch (new_obj_type)
if ("assassinate","protect","debrain")
if ("assassinate","protect","debrain", "harm", "brig")
//To determine what to name the objective in explanation text.
var/objective_type_capital = uppertext(copytext(new_obj_type, 1,2))//Capitalize first letter.
var/objective_type_text = copytext(new_obj_type, 2)//Leave the rest of the text.
+26 -3
View File
@@ -310,16 +310,17 @@
name = "shard"
icon = 'icons/obj/shards.dmi'
icon_state = "large"
sharp = 1
desc = "Could probably be used as ... a throwing weapon?"
w_class = 1.0
force = 5.0
throwforce = 15.0
throwforce = 8.0
item_state = "shard-glass"
g_amt = 3750
attack_verb = list("stabbed", "slashed", "sliced", "cut")
suicide_act(mob/user)
viewers(user) << pick("/red <b>[user] is slitting \his wrists with the shard of glass! It looks like \he's trying to commit suicide.</b>", \
viewers(user) << pick("\red <b>[user] is slitting \his wrists with the shard of glass! It looks like \he's trying to commit suicide.</b>", \
"\red <b>[user] is slitting \his throat with the shard of glass! It looks like \he's trying to commit suicide.</b>")
return (BRUTELOSS)
@@ -346,6 +347,28 @@
m_amt = 100
origin_tech = "magnets=2;syndicate=3"*/
/obj/item/weapon/shard/shrapnel
name = "shrapnel"
icon = 'icons/obj/shards.dmi'
icon_state = "shrapnellarge"
desc = "A bunch of tiny bits of shattered metal."
/obj/item/weapon/shard/shrapnel/New()
src.icon_state = pick("shrapnellarge", "shrapnelmedium", "shrapnelsmall")
switch(src.icon_state)
if("shrapnelsmall")
src.pixel_x = rand(-12, 12)
src.pixel_y = rand(-12, 12)
if("shrapnelmedium")
src.pixel_x = rand(-8, 8)
src.pixel_y = rand(-8, 8)
if("shrapnellarge")
src.pixel_x = rand(-5, 5)
src.pixel_y = rand(-5, 5)
else
return
/obj/item/weapon/SWF_uplink
name = "station-bounced radio"
desc = "used to comunicate it appears."
@@ -522,7 +545,7 @@
icon_state = "hatchet"
flags = FPRINT | TABLEPASS | CONDUCT
force = 12.0
w_class = 1.0
w_class = 2.0
throwforce = 15.0
throw_speed = 4
throw_range = 4
+61 -12
View File
@@ -1003,18 +1003,39 @@ proc/process_ghost_teleport_locs()
//MedBay
/area/medical/medbay
name = "Medbay"
name = "\improper Medbay"
icon_state = "medbay"
music = 'sound/ambience/signal.ogg'
//Medbay is a large area, these additional areas help level out APC load.
/area/medical/medbay2
name = "Medbay"
name = "\improper Medbay"
icon_state = "medbay2"
music = 'sound/ambience/signal.ogg'
/area/medical/medbay3
name = "Medbay"
name = "\improper Medbay"
icon_state = "medbay3"
music = 'sound/ambience/signal.ogg'
/area/medical/biostorage
name = "\improper Secondary Storage"
icon_state = "medbay2"
music = 'sound/ambience/signal.ogg'
/area/medical/reception
name = "\improper Medbay Reception"
icon_state = "medbay"
music = 'sound/ambience/signal.ogg'
/area/medical/psych
name = "\improper Psych Room"
icon_state = "medbay3"
music = 'sound/ambience/signal.ogg'
/area/medical/medbreak
name = "\improper Break Room"
icon_state = "medbay3"
music = 'sound/ambience/signal.ogg'
@@ -1022,20 +1043,44 @@ proc/process_ghost_teleport_locs()
name = "\improper Patient's Rooms"
icon_state = "patients"
/area/medical/ward
name = "\improper Medbay Patient Ward"
icon_state = "patients"
/area/medical/patient_a
name = "\improper Isolation A"
icon_state = "patients"
/area/medical/patient_b
name = "\improper Isolation B"
icon_state = "patients"
/area/medical/patient_c
name = "\improper Isolation C"
icon_state = "patients"
/area/medical/iso_access
name = "\improper Isolation Access"
icon_state = "patients"
/area/medical/cmo
name = "\improper Chief Medical Officer's office"
icon_state = "CMO"
/area/medical/cmostore
name = "\improper Secure Storage"
icon_state = "CMO"
/area/medical/robotics
name = "Robotics"
name = "\improper Robotics"
icon_state = "medresearch"
/area/medical/research
name = "Medical Research"
name = "\improper Medical Research"
icon_state = "medresearch"
/area/medical/virology
name = "Virology"
name = "\improper Virology"
icon_state = "virology"
/area/medical/morgue
@@ -1043,15 +1088,19 @@ proc/process_ghost_teleport_locs()
icon_state = "morgue"
/area/medical/chemistry
name = "Chemistry"
name = "\improper Chemistry"
icon_state = "chem"
/area/medical/surgery
name = "Surgery"
name = "\improper Surgery"
icon_state = "surgery"
/area/medical/surgeryobs
name = "\improper Surgery Observation"
icon_state = "surgery"
/area/medical/cryo
name = "Cryogenics"
name = "\improper Cryogenics"
icon_state = "cryo"
/area/medical/exam_room
@@ -1059,15 +1108,15 @@ proc/process_ghost_teleport_locs()
icon_state = "exam_room"
/area/medical/genetics
name = "Genetics Lab"
name = "\improper Genetics Lab"
icon_state = "genetics"
/area/medical/genetics_cloning
name = "Cloning Lab"
name = "\improper Cloning Lab"
icon_state = "cloning"
/area/medical/sleeper
name = "Medbay Treatment Center"
name = "\improper Emergency"
icon_state = "exam_room"
//Security
+3 -3
View File
@@ -21,10 +21,10 @@
//Detective Work, used for the duplicate data points kept in the scanners
var/list/original_atom
/atom/proc/throw_impact(atom/hit_atom)
/atom/proc/throw_impact(atom/hit_atom, var/speed)
if(istype(hit_atom,/mob/living))
var/mob/living/M = hit_atom
M.hitby(src)
M.hitby(src,speed)
log_attack("<font color='red'>[hit_atom] ([M.ckey]) was hit by [src] thrown by ([src.fingerprintslast])</font>")
@@ -32,7 +32,7 @@
var/obj/O = hit_atom
if(!O.anchored)
step(O, src.dir)
O.hitby(src)
O.hitby(src,speed)
else if(isturf(hit_atom))
var/turf/T = hit_atom
+8 -8
View File
@@ -44,18 +44,18 @@
return 1
return 0
/atom/movable/proc/hit_check()
/atom/movable/proc/hit_check(var/speed)
if(src.throwing)
for(var/atom/A in get_turf(src))
if(A == src) continue
if(istype(A,/mob/living))
if(A:lying) continue
src.throw_impact(A)
src.throw_impact(A,speed)
if(src.throwing == 1)
src.throwing = 0
if(isobj(A))
if(A.density && !A.throwpass) // **TODO: Better behaviour for windows which are dense, but shouldn't always stop movement
src.throw_impact(A)
src.throw_impact(A,speed)
src.throwing = 0
/atom/movable/proc/throw_at(atom/target, range, speed)
@@ -97,7 +97,7 @@
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
break
src.Move(step)
hit_check()
hit_check(speed)
error += dist_x
dist_travelled++
dist_since_sleep++
@@ -109,7 +109,7 @@
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
break
src.Move(step)
hit_check()
hit_check(speed)
error -= dist_y
dist_travelled++
dist_since_sleep++
@@ -126,7 +126,7 @@
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
break
src.Move(step)
hit_check()
hit_check(speed)
error += dist_y
dist_travelled++
dist_since_sleep++
@@ -138,7 +138,7 @@
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
break
src.Move(step)
hit_check()
hit_check(speed)
error -= dist_x
dist_travelled++
dist_since_sleep++
@@ -150,7 +150,7 @@
//done throwing, either because it hit something or it finished moving
src.throwing = 0
if(isobj(src)) src:throw_impact(get_turf(src))
if(isobj(src)) src:throw_impact(get_turf(src),speed)
//Overlays
+1 -1
View File
@@ -115,7 +115,7 @@ var/list/sacrificed = list()
return 1
else
M << "<font color=\"purple\"><b><i>Your blood pulses. Your head throbs. The world goes red. All at once you are aware of a horrible, horrible truth. The veil of reality has been ripped away and in the festering wound left behind something sinister takes root.</b></i></font>"
M << "<font color=\"red\"><b>And not a single fuck was given, exterminate the cult at all costs.</b></font>"
M << "<font color=\"red\"><b>And you were able to force it out of your mind. You now know the truth, there's something horrible out there, stop it and its minions at all costs.</b></font>"
return 0
return fizzle()
+8 -1
View File
@@ -47,6 +47,8 @@
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=staffchange'>Staff of Change</A><BR>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=mentalfocus'>Mental Focus</A><BR>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=soulstone'>Six Soul Stone Shards and the spell Artificer</A><BR>"
dat += "<HR>"
dat += "<A href='byond://?src=\ref[src];spell_choice=armor'>Mastercrafted Armor Set</A><BR>"
@@ -84,7 +86,7 @@
uses--
/*
*/
var/list/available_spells = list(magicmissile = "Magic Missile", fireball = "Fireball", disintegrate = "Disintegrate", disabletech = "Disable Tech", smoke = "Smoke", blind = "Blind", mindswap = "Mind Transfer", forcewall = "Forcewall", blink = "Blink", teleport = "Teleport", mutate = "Mutate", etherealjaunt = "Ethereal Jaunt", knock = "Knock", horseman = "Curse of the Horseman", summonguns = "Summon Guns", staffchange = "Staff of Change", soulstone = "Six Soul Stone Shards and the spell Artificer", armor = "Mastercrafted Armor Set", staffanimate = "Staff of Animation")
var/list/available_spells = list(magicmissile = "Magic Missile", fireball = "Fireball", disintegrate = "Disintegrate", disabletech = "Disable Tech", smoke = "Smoke", blind = "Blind", mindswap = "Mind Transfer", forcewall = "Forcewall", blink = "Blink", teleport = "Teleport", mutate = "Mutate", etherealjaunt = "Ethereal Jaunt", knock = "Knock", horseman = "Curse of the Horseman", summonguns = "Summon Guns", staffchange = "Staff of Change", mentalfocus = "Mental Focus", soulstone = "Six Soul Stone Shards and the spell Artificer", armor = "Mastercrafted Armor Set", staffanimate = "Staff of Animation")
var/already_knows = 0
for(var/obj/effect/proc_holder/spell/aspell in H.spell_list)
if(available_spells[href_list["spell_choice"]] == aspell.name)
@@ -162,6 +164,11 @@
new /obj/item/weapon/gun/energy/staff(get_turf(H))
temp = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself"
max_uses--
if("mentalfocus")
feedback_add_details("wizard_spell_learned","MF") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/weapon/gun/energy/staff/focus(get_turf(H))
temp = "An artefact that channels the will of the user into destructive bolts of force."
max_uses--
if("soulstone")
feedback_add_details("wizard_spell_learned","SS") //please do not change the abbreviation to keep data processing consistent. Add a unique id to any new spells
new /obj/item/weapon/storage/belt/soulstone/full(get_turf(H))
+28 -2
View File
@@ -45,8 +45,8 @@
supervisors = "the research director"
selection_color = "#ffeeff"
access = list(access_robotics, access_tox, access_tox_storage, access_research, access_xenobiology)
minimal_access = list(access_tox, access_tox_storage, access_research, access_xenobiology)
alt_titles = list("Xenoarcheologist", "Anomalist", "Plasma Researcher", "Xenobiologist")
minimal_access = list(access_tox, access_tox_storage, access_research)
alt_titles = list("Xenoarcheologist", "Anomalist", "Plasma Researcher")
equip(var/mob/living/carbon/human/H)
if(!H) return 0
@@ -63,6 +63,32 @@
/datum/job/xenobiologist
title = "Xenobiologist"
flag = XENOBIOLOGIST
department_flag = MEDSCI
faction = "Station"
total_positions = 2
spawn_positions = 2
supervisors = "the research director"
selection_color = "#ffeeff"
access = list(access_robotics, access_tox, access_tox_storage, access_research, access_xenobiology)
minimal_access = list(access_research, access_xenobiology)
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sci(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/scientist(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/white(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/toxins(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/labcoat/science(H), slot_wear_suit)
if(H.backbag == 1)
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
else
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
return 1
/datum/job/roboticist
title = "Roboticist"
flag = ROBOTICIST
+34 -1
View File
@@ -134,7 +134,40 @@ var/global/datum/controller/occupations/job_master
if(!job) continue
var/list/candidates = FindOccupationCandidates(job, level)
if(!candidates.len) continue
var/mob/new_player/candidate = pick(candidates)
// Build a weighted list, weight by age.
var/list/weightedCandidates = list()
// Different head positions have different good ages.
var/good_age_minimal = 25
var/good_age_maximal = 60
if(command_position == "Captain")
good_age_minimal = 30
good_age_maximal = 70 // Old geezer captains ftw
for(var/mob/V in candidates)
// Log-out during round-start? What a bad boy, no head position for you!
if(!V.client) continue
var/age = V.client.prefs.age
switch(age)
if(good_age_minimal - 10 to good_age_minimal)
weightedCandidates[V] = 3 // Still a bit young.
if(good_age_minimal to good_age_minimal + 10)
weightedCandidates[V] = 6 // Better.
if(good_age_minimal + 10 to good_age_maximal - 10)
weightedCandidates[V] = 10 // Great.
if(good_age_maximal - 10 to good_age_maximal)
weightedCandidates[V] = 6 // Still good.
if(good_age_maximal to good_age_maximal + 10)
weightedCandidates[V] = 6 // Bit old, don't you think?
if(good_age_maximal to good_age_maximal + 50)
weightedCandidates[V] = 3 // Geezer.
else
// If there's ABSOLUTELY NOBODY ELSE
if(candidates.len == 1) weightedCandidates[V] = 1
var/mob/new_player/candidate = pickweight(weightedCandidates)
if(AssignRole(candidate, command_position))
return 1
return 0
+6 -4
View File
@@ -9,9 +9,8 @@ var/const/OFFICER =(1<<4)
var/const/CHIEF =(1<<5)
var/const/ENGINEER =(1<<6)
var/const/ATMOSTECH =(1<<7)
var/const/ROBOTICIST =(1<<8)
var/const/AI =(1<<9)
var/const/CYBORG =(1<<10)
var/const/AI =(1<<8)
var/const/CYBORG =(1<<9)
var/const/MEDSCI =(1<<1)
@@ -24,6 +23,8 @@ var/const/DOCTOR =(1<<4)
var/const/GENETICIST =(1<<5)
var/const/VIROLOGIST =(1<<6)
var/const/PSYCHIATRIST =(1<<7)
var/const/ROBOTICIST =(1<<8)
var/const/XENOBIOLOGIST =(1<<9)
var/const/CIVILIAN =(1<<2)
@@ -78,7 +79,8 @@ var/list/science_positions = list(
"Research Director",
"Scientist",
"Geneticist", //Part of both medical and science
"Roboticist"
"Roboticist",
"Xenobiologist"
)
//BS12 EDIT
+3 -3
View File
@@ -284,10 +284,10 @@
var/internal_bleeding = ""
var/lung_ruptured = ""
for(var/datum/wound/W in e.wounds) if(W.internal)
internal_bleeding = "<br>Internal Bleeding"
internal_bleeding = "<br>Internal bleeding"
break
if(istype(e, /datum/organ/external/chest) && occupant.is_lung_ruptured())
lung_ruptured = "Lung Ruptured:"
lung_ruptured = "Lung ruptured:"
if(e.status & ORGAN_SPLINTED)
splint = "Splinted:"
if(e.status & ORGAN_BLEEDING)
@@ -297,7 +297,7 @@
if(e.open)
open = "Open:"
if(e.implants.len)
imp = "Implanted:"
imp = "Unknown body present:"
if(!AN && !open && !infected & !imp)
AN = "None:"
if(!(e.status & ORGAN_DESTROYED))
+1 -1
View File
@@ -37,7 +37,7 @@ var/global/list/autolathe_recipes = list( \
new /obj/item/device/assembly/igniter(), \
new /obj/item/device/assembly/signaler(), \
new /obj/item/device/radio/headset(), \
new /obj/item/device/radio(), \
new /obj/item/device/radio/off(), \
new /obj/item/device/assembly/infra(), \
new /obj/item/device/assembly/timer(), \
new /obj/item/weapon/light/tube(), \
+341 -4
View File
@@ -2,6 +2,342 @@
#define SPECOPS_MOVETIME 600 //Time to station is milliseconds. 60 seconds, enough time for everyone to be on the shuttle before it leaves.
#define SPECOPS_STATION_AREATYPE "/area/shuttle/specops/station" //Type of the spec ops shuttle area for station
#define SPECOPS_DOCK_AREATYPE "/area/shuttle/specops/centcom" //Type of the spec ops shuttle area for dock
#define SPECOPS_RETURN_DELAY 6000 //Time between the shuttle is capable of moving.
var/specops_shuttle_moving_to_station = 0
var/specops_shuttle_moving_to_centcom = 0
var/specops_shuttle_at_station = 0
var/specops_shuttle_can_send = 1
var/specops_shuttle_time = 0
var/specops_shuttle_timeleft = 0
/obj/machinery/computer/specops_shuttle
name = "Spec. Ops. Shuttle Console"
icon = 'computer.dmi'
icon_state = "shuttle"
req_access = list(access_cent_specops)
// req_access = list(ACCESS_CENT_SPECOPS)
var/temp = null
var/hacked = 0
var/allowedtocall = 0
var/specops_shuttle_timereset = 0
/proc/specops_return()
var/obj/item/device/radio/intercom/announcer = new /obj/item/device/radio/intercom(null)//We need a fake AI to announce some stuff below. Otherwise it will be wonky.
announcer.config(list("Response Team" = 0))
var/message_tracker[] = list(0,1,2,3,5,10,30,45)//Create a a list with potential time values.
var/message = "\"THE SPECIAL OPERATIONS SHUTTLE IS PREPARING TO RETURN\""//Initial message shown.
if(announcer)
announcer.autosay(message, "A.L.I.C.E.", "Response Team")
while(specops_shuttle_time - world.timeofday > 0)
var/ticksleft = specops_shuttle_time - world.timeofday
if(ticksleft > 1e5)
specops_shuttle_time = world.timeofday + 10 // midnight rollover
specops_shuttle_timeleft = (ticksleft / 10)
//All this does is announce the time before launch.
if(announcer)
var/rounded_time_left = round(specops_shuttle_timeleft)//Round time so that it will report only once, not in fractions.
if(rounded_time_left in message_tracker)//If that time is in the list for message announce.
message = "\"ALERT: [rounded_time_left] SECOND[(rounded_time_left!=1)?"S":""] REMAIN\""
if(rounded_time_left==0)
message = "\"ALERT: TAKEOFF\""
announcer.autosay(message, "A.L.I.C.E.", "Response Team")
message_tracker -= rounded_time_left//Remove the number from the list so it won't be called again next cycle.
//Should call all the numbers but lag could mean some issues. Oh well. Not much I can do about that.
sleep(5)
specops_shuttle_moving_to_station = 0
specops_shuttle_moving_to_centcom = 0
specops_shuttle_at_station = 1
var/area/start_location = locate(/area/shuttle/specops/station)
var/area/end_location = locate(/area/shuttle/specops/centcom)
var/list/dstturfs = list()
var/throwy = world.maxy
for(var/turf/T in end_location)
dstturfs += T
if(T.y < throwy)
throwy = T.y
// hey you, get out of the way!
for(var/turf/T in dstturfs)
// find the turf to move things to
var/turf/D = locate(T.x, throwy - 1, 1)
//var/turf/E = get_step(D, SOUTH)
for(var/atom/movable/AM as mob|obj in T)
AM.Move(D)
if(istype(T, /turf/simulated))
del(T)
start_location.move_contents_to(end_location)
for(var/turf/T in get_area_turfs(end_location) )
var/mob/M = locate(/mob) in T
M << "\red You have arrived at Central Command. Operation has ended!"
specops_shuttle_at_station = 0
for(var/obj/machinery/computer/specops_shuttle/S in world)
S.specops_shuttle_timereset = world.time + SPECOPS_RETURN_DELAY
del(announcer)
/proc/specops_process()
var/area/centcom/specops/special_ops = locate()//Where is the specops area located?
var/obj/item/device/radio/intercom/announcer = new /obj/item/device/radio/intercom(null)//We need a fake AI to announce some stuff below. Otherwise it will be wonky.
announcer.config(list("Response Team" = 0))
var/message_tracker[] = list(0,1,2,3,5,10,30,45)//Create a a list with potential time values.
var/message = "\"THE SPECIAL OPERATIONS SHUTTLE IS PREPARING FOR LAUNCH\""//Initial message shown.
if(announcer)
announcer.autosay(message, "A.L.I.C.E.", "Response Team")
// message = "ARMORED SQUAD TAKE YOUR POSITION ON GRAVITY LAUNCH PAD"
// announcer.autosay(message, "A.L.I.C.E.", "Response Team")
while(specops_shuttle_time - world.timeofday > 0)
var/ticksleft = specops_shuttle_time - world.timeofday
if(ticksleft > 1e5)
specops_shuttle_time = world.timeofday + 10 // midnight rollover
specops_shuttle_timeleft = (ticksleft / 10)
//All this does is announce the time before launch.
if(announcer)
var/rounded_time_left = round(specops_shuttle_timeleft)//Round time so that it will report only once, not in fractions.
if(rounded_time_left in message_tracker)//If that time is in the list for message announce.
message = "\"ALERT: [rounded_time_left] SECOND[(rounded_time_left!=1)?"S":""] REMAIN\""
if(rounded_time_left==0)
message = "\"ALERT: TAKEOFF\""
announcer.autosay(message, "A.L.I.C.E.", "Response Team")
message_tracker -= rounded_time_left//Remove the number from the list so it won't be called again next cycle.
//Should call all the numbers but lag could mean some issues. Oh well. Not much I can do about that.
sleep(5)
specops_shuttle_moving_to_station = 0
specops_shuttle_moving_to_centcom = 0
specops_shuttle_at_station = 1
if (specops_shuttle_moving_to_station || specops_shuttle_moving_to_centcom) return
if (!specops_can_move())
usr << "\red The Special Operations shuttle is unable to leave."
return
//Begin Marauder launchpad.
spawn(0)//So it parallel processes it.
for(var/obj/machinery/door/poddoor/M in special_ops)
switch(M.id)
if("ASSAULT0")
spawn(10)//1 second delay between each.
M.open()
if("ASSAULT1")
spawn(20)
M.open()
if("ASSAULT2")
spawn(30)
M.open()
if("ASSAULT3")
spawn(40)
M.open()
sleep(10)
var/spawn_marauder[] = new()
for(var/obj/effect/landmark/L in world)
if(L.name == "Marauder Entry")
spawn_marauder.Add(L)
for(var/obj/effect/landmark/L in world)
if(L.name == "Marauder Exit")
var/obj/effect/portal/P = new(L.loc)
P.invisibility = 101//So it is not seen by anyone.
P.failchance = 0//So it has no fail chance when teleporting.
P.target = pick(spawn_marauder)//Where the marauder will arrive.
spawn_marauder.Remove(P.target)
sleep(10)
for(var/obj/machinery/mass_driver/M in special_ops)
switch(M.id)
if("ASSAULT0")
spawn(10)
M.drive()
if("ASSAULT1")
spawn(20)
M.drive()
if("ASSAULT2")
spawn(30)
M.drive()
if("ASSAULT3")
spawn(40)
M.drive()
sleep(50)//Doors remain open for 5 seconds.
for(var/obj/machinery/door/poddoor/M in special_ops)
switch(M.id)//Doors close at the same time.
if("ASSAULT0")
spawn(0)
M.close()
if("ASSAULT1")
spawn(0)
M.close()
if("ASSAULT2")
spawn(0)
M.close()
if("ASSAULT3")
spawn(0)
M.close()
special_ops.readyreset()//Reset firealarm after the team launched.
//End Marauder launchpad.
var/area/start_location = locate(/area/shuttle/specops/centcom)
var/area/end_location = locate(/area/shuttle/specops/station)
var/list/dstturfs = list()
var/throwy = world.maxy
for(var/turf/T in end_location)
dstturfs += T
if(T.y < throwy)
throwy = T.y
// hey you, get out of the way!
for(var/turf/T in dstturfs)
// find the turf to move things to
var/turf/D = locate(T.x, throwy - 1, 1)
//var/turf/E = get_step(D, SOUTH)
for(var/atom/movable/AM as mob|obj in T)
AM.Move(D)
if(istype(T, /turf/simulated))
del(T)
start_location.move_contents_to(end_location)
for(var/turf/T in get_area_turfs(end_location) )
var/mob/M = locate(/mob) in T
M << "\red You have arrived to [station_name]. Commence operation!"
for(var/obj/machinery/computer/specops_shuttle/S in world)
S.specops_shuttle_timereset = world.time + SPECOPS_RETURN_DELAY
del(announcer)
/proc/specops_can_move()
if(specops_shuttle_moving_to_station || specops_shuttle_moving_to_centcom)
return 0
for(var/obj/machinery/computer/specops_shuttle/S in world)
if(world.timeofday <= S.specops_shuttle_timereset)
return 0
return 1
/obj/machinery/computer/specops_shuttle/attack_ai(var/mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/specops_shuttle/attack_paw(var/mob/user as mob)
return attack_hand(user)
/obj/machinery/computer/specops_shuttle/attackby(I as obj, user as mob)
if(istype(I,/obj/item/weapon/card/emag))
user << "\blue The electronic systems in this console are far too advanced for your primitive hacking peripherals."
else
return attack_hand(user)
/obj/machinery/computer/specops_shuttle/attack_hand(var/mob/user as mob)
if(!allowed(user))
user << "\red Access Denied."
return
//Commented out so admins can do shenanigans at their leisure. Also makes the force-spawned admin ERTs able to use the shuttle.
// if (sent_strike_team == 0 && send_emergency_team == 0)
// usr << "\red The strike team has not yet deployed."
// return
if(..())
return
user.machine = src
var/dat
if (temp)
dat = temp
else
dat += {"<BR><B>Special Operations Shuttle</B><HR>
\nLocation: [specops_shuttle_moving_to_station || specops_shuttle_moving_to_centcom ? "Departing for [station_name] in ([specops_shuttle_timeleft] seconds.)":specops_shuttle_at_station ? "Station":"Dock"]<BR>
[specops_shuttle_moving_to_station || specops_shuttle_moving_to_centcom ? "\n*The Special Ops. shuttle is already leaving.*<BR>\n<BR>":specops_shuttle_at_station ? "\n<A href='?src=\ref[src];sendtodock=1'>Shuttle standing by...</A><BR>\n<BR>":"\n<A href='?src=\ref[src];sendtostation=1'>Depart to [station_name]</A><BR>\n<BR>"]
\n<A href='?src=\ref[user];mach_close=computer'>Close</A>"}
user << browse(dat, "window=computer;size=575x450")
onclose(user, "computer")
return
/obj/machinery/computer/specops_shuttle/Topic(href, href_list)
if(..())
return
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.machine = src
if (href_list["sendtodock"])
if(!specops_shuttle_at_station|| specops_shuttle_moving_to_station || specops_shuttle_moving_to_centcom) return
if (!specops_can_move())
usr << "\blue Central Command will not allow the Special Operations shuttle to return yet."
if(world.timeofday <= specops_shuttle_timereset)
if (((world.timeofday - specops_shuttle_timereset)/10) > 60)
usr << "\blue [-((world.timeofday - specops_shuttle_timereset)/10)/60] minutes remain!"
usr << "\blue [-(world.timeofday - specops_shuttle_timereset)/10] seconds remain!"
return
usr << "\blue The Special Operations shuttle will arrive at Central Command in [(SPECOPS_MOVETIME/10)] seconds."
temp += "Shuttle departing.<BR><BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
updateUsrDialog()
specops_shuttle_moving_to_centcom = 1
specops_shuttle_time = world.timeofday + SPECOPS_MOVETIME
spawn(0)
specops_return()
else if (href_list["sendtostation"])
if(specops_shuttle_at_station || specops_shuttle_moving_to_station || specops_shuttle_moving_to_centcom) return
if (!specops_can_move())
usr << "\red The Special Operations shuttle is unable to leave."
return
usr << "\blue The Special Operations shuttle will arrive on [station_name] in [(SPECOPS_MOVETIME/10)] seconds."
temp += "Shuttle departing.<BR><BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
updateUsrDialog()
var/area/centcom/specops/special_ops = locate()
if(special_ops)
special_ops.readyalert()//Trigger alarm for the spec ops area.
specops_shuttle_moving_to_station = 1
specops_shuttle_time = world.timeofday + SPECOPS_MOVETIME
spawn(0)
specops_process()
else if (href_list["mainmenu"])
temp = null
add_fingerprint(usr)
updateUsrDialog()
return
/*//Config stuff
#define SPECOPS_MOVETIME 600 //Time to station is milliseconds. 60 seconds, enough time for everyone to be on the shuttle before it leaves.
#define SPECOPS_STATION_AREATYPE "/area/shuttle/specops/station" //Type of the spec ops shuttle area for station
#define SPECOPS_DOCK_AREATYPE "/area/shuttle/specops/centcom" //Type of the spec ops shuttle area for dock
var/specops_shuttle_moving_to_station = 0
var/specops_shuttle_moving_to_centcom = 0
@@ -179,9 +515,9 @@ var/specops_shuttle_timeleft = 0
user << "\red Access Denied."
return
if (sent_strike_team == 0)
usr << "\red The strike team has not yet deployed."
return
// if (sent_strike_team == 0)
// usr << "\red The strike team has not yet deployed."
// return
if(..())
return
@@ -239,4 +575,5 @@ var/specops_shuttle_timeleft = 0
add_fingerprint(usr)
updateUsrDialog()
return
return
*/
+7
View File
@@ -57,6 +57,13 @@
return
if(!density)
return ..()
if(istype(AM, /obj/mecha))
var/obj/mecha/mecha = AM
if (mecha.occupant)
var/mob/M = mecha.occupant
if(world.time - M.last_bumped <= 10) return //Can bump-open one airlock per second. This is to prevent popup message spam.
M.last_bumped = world.time
attack_hand(M)
return 0
+1 -1
View File
@@ -84,7 +84,7 @@
if(istype(src.beaker, /obj/item/weapon/reagent_containers/blood))
// speed up transfer on blood packs
transfer_amount = 4
attached.inject_blood(beaker,transfer_amount)
src.beaker.reagents.trans_to(src.attached, transfer_amount)
update_icon()
// Take blood
+1 -1
View File
@@ -368,7 +368,7 @@
src.desc = initial(src.desc)
if(being_built)
src.being_built.Move(get_step(src,SOUTH))
src.visible_message("\icon[src] <b>[src]</b> beeps, \"The [src.being_built] is complete\".")
src.visible_message("\icon[src] <b>[src]</b> beeps, \"The following has been completed: [src.being_built] is built\".")
src.being_built = null
src.updateUsrDialog()
return 1
+67 -60
View File
@@ -23,7 +23,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
//Secondary variables
var/scanmode = 0 //1 is medical scanner, 2 is forensics, 3 is reagent scanner.
var/fon = 0 //Is the flashlight function on?
var/f_lum = 4 //Luminosity for the flashlight function
var/f_lum = 2 //Luminosity for the flashlight function
var/silent = 0 //To beep or not to beep, that is the question
var/toff = 0 //If 1, messenger disabled
var/tnote = null //Current Texts
@@ -183,24 +183,85 @@ var/global/list/obj/item/device/pda/PDAs = list()
default_cartridge = /obj/item/weapon/cartridge/medical
icon_state = "pda-gene"
// Special AI/pAI PDAs that cannot explode.
/obj/item/device/pda/ai
icon_state = "NONE"
ttone = "data"
detonate = 0
/obj/item/device/pda/ai/proc/set_name_and_job(newname as text, newjob as text)
owner = newname
ownjob = newjob
name = newname + " (" + ownjob + ")"
//AI verb and proc for sending PDA messages.
/obj/item/device/pda/ai/verb/cmd_send_pdamesg()
set category = "AI IM"
set name = "Send Message"
set src in usr
if(usr.stat == 2)
usr << "You can't send PDA messages because you are dead!"
return
var/list/plist = available_pdas()
if (plist)
var/c = input(usr, "Please select a PDA") as null|anything in sortList(plist)
if (!c) // if the user hasn't selected a PDA file we can't send a message
return
var/selected = plist[c]
create_message(usr, selected)
/obj/item/device/pda/ai/verb/cmd_toggle_pda_receiver()
set category = "AI IM"
set name = "Toggle Sender/Receiver"
set src in usr
if(usr.stat == 2)
usr << "You can't do that because you are dead!"
return
toff = !toff
usr << "<span class='notice'>PDA sender/receiver toggled [(toff ? "Off" : "On")]!</span>"
/obj/item/device/pda/ai/verb/cmd_toggle_pda_silent()
set category = "AI IM"
set name = "Toggle Ringer"
set src in usr
if(usr.stat == 2)
usr << "You can't do that because you are dead!"
return
silent=!silent
usr << "<span class='notice'>PDA ringer toggled [(silent ? "Off" : "On")]!</span>"
/obj/item/device/pda/ai/verb/cmd_show_message_log()
set category = "AI IM"
set name = "Show Message Log"
set src in usr
if(usr.stat == 2)
usr << "You can't do that because you are dead!"
return
var/HTML = "<html><head><title>AI PDA Message Log</title></head><body>[tnote]</body></html>"
usr << browse(HTML, "window=log;size=400x444;border=1;can_resize=1;can_close=1;can_minimize=0")
/obj/item/device/pda/ai/can_use()
return 1
/obj/item/device/pda/ai/attack_self(mob/user as mob)
if ((honkamt > 0) && (prob(60)))//For clown virus.
honkamt--
playsound(loc, 'sound/items/bikehorn.ogg', 30, 1)
return
/obj/item/device/pda/ai/pai
ttone = "assist"
/*
* The Actual PDA
*/
@@ -832,6 +893,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
else
usr << "<span class='notice'>You cannot do this while restrained.</span>"
/obj/item/device/pda/proc/id_check(mob/user as mob, choice as num)//To check for IDs; 1 for in-pda use, 2 for out of pda use.
if(choice == 1)
if (id)
@@ -1071,21 +1133,12 @@ var/global/list/obj/item/device/pda/PDAs = list()
M.Stun(8)
M.Weaken(5)
//AI verb and proc for sending PDA messages.
/mob/living/silicon/ai/verb/cmd_send_pdamesg()
set category = "AI Commands"
set name = "PDA - Send Message"
/obj/item/device/pda/proc/available_pdas()
var/list/names = list()
var/list/plist = list()
var/list/namecounts = list()
if(usr.stat == 2)
usr << "You can't send PDA messages because you are dead!"
return
if(src.aiPDA.toff)
if (toff)
usr << "Turn on your receiver in order to send messages."
return
@@ -1098,8 +1151,6 @@ var/global/list/obj/item/device/pda/PDAs = list()
continue
else if (P.toff)
continue
else if (P == src.aiPDA)
continue
var/name = P.owner
if (name in names)
@@ -1110,52 +1161,8 @@ var/global/list/obj/item/device/pda/PDAs = list()
namecounts[name] = 1
plist[text("[name]")] = P
var/c = input(usr, "Please select a PDA") as null|anything in sortList(plist)
if (!c)
return
var/selected = plist[c]
src.aiPDA.create_message(src, selected)
/mob/living/silicon/ai/verb/cmd_toggle_pda_receiver()
set category = "AI Commands"
set name = "PDA - Toggle Sender/Receiver"
if(usr.stat == 2)
usr << "You can't do that because you are dead!"
return
if(!isnull(aiPDA))
aiPDA.toff = !aiPDA.toff
usr << "<span class='notice'>PDA sender/receiver toggled [(aiPDA.toff ? "Off" : "On")]!</span>"
else
usr << "You do not have a PDA. You should make an issue report about this."
/mob/living/silicon/ai/verb/cmd_toggle_pda_silent()
set category = "AI Commands"
set name = "PDA - Toggle Ringer"
if(usr.stat == 2)
usr << "You can't do that because you are dead!"
return
if(!isnull(aiPDA))
//0
aiPDA.silent = !aiPDA.silent
usr << "<span class='notice'>PDA ringer toggled [(aiPDA.silent ? "Off" : "On")]!</span>"
else
usr << "You do not have a PDA. You should make an issue report about this."
/mob/living/silicon/ai/verb/cmd_show_message_log()
set category = "AI Commands"
set name = "PDA - Show Message Log"
if(usr.stat == 2)
usr << "You can't do that because you are dead!"
return
if(!isnull(aiPDA))
var/HTML = "<html><head><title>AI PDA Message Log</title></head><body>[aiPDA.tnote]</body></html>"
usr << browse(HTML, "window=log;size=400x444;border=1;can_resize=1;can_close=1;can_minimize=0")
else
usr << "You do not have a PDA. You should make an issue report about this."
return plist
//Some spare PDAs in a box
/obj/item/weapon/storage/box/PDAs
@@ -808,4 +808,7 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
if(radio_controller)
for (var/ch_name in op)
secure_radio_connections[ch_name] = radio_controller.add_object(src, radiochannels[ch_name], RADIO_CHAT)
return
return
/obj/item/device/radio/off
listening = 0
@@ -14,7 +14,7 @@
/obj/item/borg/upgrade/proc/action(var/mob/living/silicon/robot/R)
if(R.stat == DEAD)
usr << "/red The [src] will not function on a deceased robot."
usr << "\red The [src] will not function on a deceased robot."
return 1
return 0
@@ -108,6 +108,7 @@
item_state = "security"//Could likely use a better one.
storage_slots = 7
max_w_class = 3
max_combined_w_class = 21
can_hold = list(
"/obj/item/weapon/grenade/flashbang",
"/obj/item/weapon/reagent_containers/spray/pepper",
@@ -365,8 +365,8 @@ LOOK FOR SURGERY.DM*/
attack_verb = list("drilled")
suicide_act(mob/user)
viewers(user) << pick("/red <b>[user] is pressing the [src.name] to \his temple and activating it! It looks like \he's trying to commit suicide.</b>", \
"/red <b>[user] is pressing [src.name] to \his chest and activating it! It looks like \he's trying to commit suicide.</b>")
viewers(user) << pick("\red <b>[user] is pressing the [src.name] to \his temple and activating it! It looks like \he's trying to commit suicide.</b>", \
"\red <b>[user] is pressing [src.name] to \his chest and activating it! It looks like \he's trying to commit suicide.</b>")
return (BRUTELOSS)
/*
@@ -162,3 +162,28 @@
name = "double emergency oxygen tank"
icon_state = "emergency_double"
volume = 10
/*
* Nitrogen
*/
/obj/item/weapon/tank/nitrogen
name = "nitrogen tank"
desc = "A tank of nitrogen."
icon_state = "oxygen_fr"
distribute_pressure = ONE_ATMOSPHERE*O2STANDARD
/obj/item/weapon/tank/nitrogen/New()
..()
src.air_contents.nitrogen = (3*ONE_ATMOSPHERE)*70/(R_IDEAL_GAS_EQUATION*T20C)
//
src.air_contents.update_values()
return
/obj/item/weapon/tank/nitrogen/examine()
set src in usr
..()
if(air_contents.nitrogen < 10)
usr << text("\red <B>The meter on the [src.name] indicates you are almost out of air!</B>")
playsound(usr, 'sound/effects/alert.ogg', 50, 1)
+12 -1
View File
@@ -136,4 +136,15 @@
/obj/item/weapon/katana/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
return ..()
return ..()
/obj/item/weapon/harpoon
name = "harpoon"
sharp = 1
desc = "Tharr she blows!"
icon_state = "harpoon"
item_state = "harpoon"
force = 20
throwforce = 15
w_class = 2
attack_verb = list("jabbed","stabbed","ripped")
+104
View File
@@ -0,0 +1,104 @@
/obj/random
name = "Random Object"
desc = "This item type is used to spawn random objects at round-start"
icon = 'icons/misc/mark.dmi'
icon_state = "rup"
var/spawn_nothing_percentage = 0 // this variable determines the likelyhood that this random object will not spawn anything
// creates a new object and deletes itself
/obj/random/New()
..()
if (!prob(spawn_nothing_percentage))
spawn_item()
del src
// this function should return a specific item to spawn
/obj/random/proc/item_to_spawn()
return 0
// creates the random item
/obj/random/proc/spawn_item()
var/build_path = item_to_spawn()
return (new build_path(src.loc))
/obj/random/tool
name = "Random Tool"
desc = "This is a random tool"
icon = 'icons/obj/items.dmi'
icon_state = "welder"
item_to_spawn()
return pick(/obj/item/weapon/screwdriver,\
/obj/item/weapon/wirecutters,\
/obj/item/weapon/weldingtool,\
/obj/item/weapon/crowbar,\
/obj/item/weapon/wrench,\
/obj/item/device/flashlight)
/obj/random/technology_scanner
name = "Random Scanner"
desc = "This is a random technology scanner."
icon = 'icons/obj/device.dmi'
icon_state = "atmos"
item_to_spawn()
return pick(prob(5);/obj/item/device/t_scanner,\
prob(2);/obj/item/device/radio/intercom,\
prob(5);/obj/item/device/analyzer)
/obj/random/powercell
name = "Random Powercell"
desc = "This is a random powercell."
icon = 'icons/obj/power.dmi'
icon_state = "cell"
item_to_spawn()
return pick(prob(10);/obj/item/weapon/cell/crap,\
prob(40);/obj/item/weapon/cell,\
prob(40);/obj/item/weapon/cell/high,\
prob(9);/obj/item/weapon/cell/super,\
prob(1);/obj/item/weapon/cell/hyper)
/obj/random/bomb_supply
name = "Bomb Supply"
desc = "This is a random bomb supply."
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = "signaller"
item_to_spawn()
return pick(/obj/item/device/assembly/igniter,\
/obj/item/device/assembly/prox_sensor,\
/obj/item/device/assembly/signaler)
/obj/random/toolbox
name = "Random Toolbox"
desc = "This is a random toolbox."
icon = 'icons/obj/storage.dmi'
icon_state = "red"
item_to_spawn()
return pick(prob(3);/obj/item/weapon/storage/toolbox/mechanical,\
prob(2);/obj/item/weapon/storage/toolbox/electrical,\
prob(1);/obj/item/weapon/storage/toolbox/emergency)
/obj/random/tech_supply
name = "Random Tech Supply"
desc = "This is a random piece of technology supplies."
icon = 'icons/obj/power.dmi'
icon_state = "cell"
spawn_nothing_percentage = 50
item_to_spawn()
return pick(prob(3);/obj/random/powercell,\
prob(2);/obj/random/technology_scanner,\
prob(1);/obj/item/weapon/packageWrap,\
prob(2);/obj/random/bomb_supply,\
prob(1);/obj/item/weapon/extinguisher,\
prob(1);/obj/item/clothing/gloves/fyellow,\
prob(3);/obj/item/weapon/cable_coil,\
prob(2);/obj/random/toolbox,\
prob(2);/obj/item/weapon/storage/belt/utility,\
prob(5);/obj/random/tool)
@@ -13,6 +13,12 @@
icon_state = "bed"
var/mob/living/buckled_mob
/obj/structure/stool/psychbed
name = "psych bed"
desc = "For prime comfort during psychiatric evaluations."
icon_state = "psychbed"
var/mob/living/buckled_mob
/obj/structure/stool/bed/alien
name = "resting contraption"
desc = "This looks similar to contraptions from earth. Could aliens be stealing our technology?"
@@ -37,11 +37,12 @@
/obj/structure/stool/MouseDrop(atom/over_object)
if (istype(over_object, /mob/living/carbon/human))
var/mob/living/carbon/human/H = over_object
var/obj/item/weapon/stool/S = new/obj/item/weapon/stool()
S.origin = src
src.loc = S
H.put_in_hands(S)
H.visible_message("\red [H] grabs [src] from the floor!", "\red You grab [src] from the floor!")
if (!H.restrained() && !H.stat && in_range(src, over_object))
var/obj/item/weapon/stool/S = new/obj/item/weapon/stool()
S.origin = src
src.loc = S
H.put_in_hands(S)
H.visible_message("\red [H] grabs [src] from the floor!", "\red You grab [src] from the floor!")
/obj/item/weapon/stool
name = "stool"
+46 -17
View File
@@ -1,7 +1,7 @@
//STRIKE TEAMS
var/list/response_team_members = list()
var/send_emergency_team = 0
var/global/send_emergency_team = 0
client/verb/JoinResponseTeam()
set category = "IC"
@@ -81,7 +81,7 @@ proc/trigger_armed_response_team(var/force = 0)
send_emergency_team = 1
var/area/security/nuke_storage/nukeloc = locate()//To find the nuke in the vault
/* var/area/security/nuke_storage/nukeloc = locate()//To find the nuke in the vault
var/obj/machinery/nuclearbomb/nuke = locate() in nukeloc
if(!nuke)
nuke = locate() in world
@@ -93,18 +93,19 @@ proc/trigger_armed_response_team(var/force = 0)
P.loc = A.loc
del(A)
continue
*/
/client/proc/create_response_team(obj/spawn_location, leader_selected = 0, commando_name)
usr << "\red ERT has been temporarily disabled. Talk to a coder."
return
//usr << "\red ERT has been temporarily disabled. Talk to a coder."
//return
var/mob/living/carbon/human/M = new(null)
response_team_members |= M
//todo: god damn this.
//make it a panel, like in character creation
/*var/new_facial = input("Please select facial hair color.", "Character Generation") as color
var/new_facial = input("Please select facial hair color.", "Character Generation") as color
if(new_facial)
M.r_facial = hex2num(copytext(new_facial, 2, 4))
M.g_facial = hex2num(copytext(new_facial, 4, 6))
@@ -139,16 +140,25 @@ proc/trigger_armed_response_team(var/force = 0)
hairs.Add(H.name) // add hair name to hairs
del(H) // delete the hair after it's all done
var/new_style = input("Please select hair style", "Character Generation") as null|anything in hairs
// var/new_style = input("Please select hair style", "Character Generation") as null|anything in hairs
//hair
var/new_hstyle = input(usr, "Select a hair style", "Grooming") as null|anything in hair_styles_list
if(new_hstyle)
M.h_style = new_hstyle
// facial hair
var/new_fstyle = input(usr, "Select a facial hair style", "Grooming") as null|anything in facial_hair_styles_list
if(new_fstyle)
M.f_style = new_fstyle
// if new style selected (not cancel)
if (new_style)
/* if (new_style)
M.h_style = new_style
for(var/x in all_hairs) // loop through all_hairs again. Might be slightly CPU expensive, but not significantly.
var/datum/sprite_accessory/hair/H = new x // create new hair datum
if(H.name == new_style)
M.hair_style = H // assign the hair_style variable a new hair datum
M.h_style = H // assign the hair_style variable a new hair datum
break
else
del(H) // if hair H not used, delete. BYOND can garbage collect, but better safe than sorry
@@ -169,19 +179,21 @@ proc/trigger_armed_response_team(var/force = 0)
for(var/x in all_fhairs)
var/datum/sprite_accessory/facial_hair/H = new x
if(H.name == new_style)
M.facial_hair_style = H
M.f_style = H
break
else
del(H)
*/
var/new_gender = alert(usr, "Please select gender.", "Character Generation", "Male", "Female")
if (new_gender)
if(new_gender == "Male")
M.gender = MALE
else
M.gender = FEMALE
M.rebuild_appearance()
M.update_body()*/
//M.rebuild_appearance()
M.update_hair()
M.update_body()
M.check_dna(M)
M.real_name = commando_name
M.name = commando_name
@@ -212,6 +224,16 @@ proc/trigger_armed_response_team(var/force = 0)
camera.network = "CREED"
camera.c_tag = real_name
//Replaced with new ERT uniform
equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(src), slot_shoes)
equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(src), slot_gloves)
equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_ears)
equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(src), slot_glasses)
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(src), slot_back)
/*
//Old ERT Uniform
//Basic Uniform
equip_to_slot_or_del(new /obj/item/clothing/under/syndicate/tacticool(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_l_store)
@@ -233,21 +255,28 @@ proc/trigger_armed_response_team(var/force = 0)
//Backpack
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(src), slot_back)
equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/adv(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/regular(src), slot_in_backpack)
*/
var/obj/item/weapon/card/id/W = new(src)
W.name = "[real_name]'s ID Card (Emergency Response Team)"
W.icon_state = "centcom"
if(leader_selected)
W.name = "[real_name]'s ID Card (Emergency Response Team Leader)"
W.access = get_access("Captain")
W.access += list(access_cent_teleporter)
W.access = get_all_accesses()
W.access += get_all_centcom_access()
W.assignment = "Emergency Response Team Leader"
else
W.access = get_access("Head of Personnel")
W.access = get_all_accesses()
W.access += get_all_centcom_access()
W.assignment = "Emergency Response Team"
W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)//Let's add their alloted CentCom access.
W.registered_name = real_name
equip_to_slot_or_del(W, slot_wear_id)
return 1
//debug verb (That is horribly coded, LEAVE THIS OFF UNLESS PRIVATELY TESTING. Seriously.
/*client/verb/ResponseTeam()
set category = "Admin"
if(!send_emergency_team)
send_emergency_team = 1*/
+1 -1
View File
@@ -574,7 +574,7 @@ var/list/mechtoys = list(
temp += "<b>Request from: [last_viewed_group]</b><BR><BR>"
for(var/supply_name in supply_shuttle.supply_packs )
var/datum/supply_packs/N = supply_shuttle.supply_packs[supply_name]
if(N.hidden || (N.contraband && !can_order_contraband) || N.group != last_viewed_group) continue //Have to send the type instead of a reference to
if((N.hidden && !hacked) || (N.contraband && !can_order_contraband) || N.group != last_viewed_group) continue //Have to send the type instead of a reference to
temp += "<A href='?src=\ref[src];doorder=[supply_name]'>[supply_name]</A> Cost: [N.cost]<BR>" //the obj because it would get caught by the garbage
/*temp = "Supply points: [supply_shuttle.points]<BR><HR><BR>Request what?<BR><BR>"
+2 -1
View File
@@ -66,7 +66,8 @@ var/list/admin_verbs_admin = list(
/client/proc/toggleattacklogs,
/client/proc/toggledebuglogs,
/datum/admins/proc/show_skills,
/client/proc/check_customitem_activity
/client/proc/check_customitem_activity,
///client/proc/response_team
)
var/list/admin_verbs_ban = list(
/client/proc/unban_panel,
+3 -3
View File
@@ -551,7 +551,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
"blue wizard",
"red wizard",
"marisa wizard",
"emergency rescue team",
"emergency response team",
"nanotrasen representative",
"nanotrasen officer",
"nanotrasen captain"
@@ -817,7 +817,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
W.registered_name = M.real_name
M.equip_if_possible(W, slot_wear_id)
if("emergency rescue team")
if("emergency response team")
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
@@ -831,7 +831,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
W.assignment = "Emergency Rescue Team"
W.assignment = "Emergency Response Team"
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
+1
View File
@@ -2,6 +2,7 @@
var/const/commandos_possible = 6 //if more Commandos are needed in the future
var/global/sent_strike_team = 0
/client/proc/strike_team()
if(!ticker)
usr << "<font color='red'>The game hasn't started yet!</font>"
+2
View File
@@ -39,3 +39,5 @@
var/player_age = "Requires database" //So admins know why it isn't working - Used to determine how old the account is - in days.
var/related_accounts_ip = "Requires database" //So admins know why it isn't working - Used to determine what other accounts previously logged in from this ip
var/related_accounts_cid = "Requires database" //So admins know why it isn't working - Used to determine what other accounts previously logged in from this computer id
preload_rsc = 0 // This is 0 so we can set it to an URL once the player logs in and have them download the resources from a different server.
+9 -1
View File
@@ -103,6 +103,14 @@
del(src)
return
// Change the way they should download resources.
if(config.resource_urls)
src.preload_rsc = pick(config.resource_urls)
else src.preload_rsc = 1 // If config.resource_urls is not set, preload like normal.
src << "\red If the title screen is black, resources are still downloading. Please be patient until the title screen appears."
clients += src
directory[ckey] = src
@@ -278,4 +286,4 @@
'icons/xenoarch_icons/chart2.jpg',
'icons/xenoarch_icons/chart3.jpg',
'icons/xenoarch_icons/chart4.jpg'
)
)
+3 -3
View File
@@ -364,7 +364,7 @@ datum/preferences
user << browse(dat, "window=preferences;size=560x580")
proc/SetChoices(mob/user, limit = 17, list/splitJobs = list("Chief Engineer"), width = 550, height = 550)
proc/SetChoices(mob/user, limit = 16, list/splitJobs = list("Chief Medical Officer"), width = 550, height = 550)
if(!job_master)
return
@@ -436,7 +436,7 @@ datum/preferences
else
HTML += " <font color=red>\[NEVER]</font>"
if(job.alt_titles)
HTML += "</a><br> <a href=\"byond://?src=\ref[user];preference=job;task=alt_title;job=\ref[job]\">\[[GetPlayerAltTitle(job)]\]</a></td></tr>"
HTML += "</a></td></tr><tr bgcolor='[lastJob.selection_color]'><td width='60%' align='center'><a>&nbsp</a></td><td><a href=\"byond://?src=\ref[user];preference=job;task=alt_title;job=\ref[job]\">\[[GetPlayerAltTitle(job)]\]</a></td></tr>"
HTML += "</a></td></tr>"
HTML += "</td'></tr></table>"
@@ -449,7 +449,7 @@ datum/preferences
if(BE_ASSISTANT)
HTML += "<center><br><u><a href='?_src_=prefs;preference=job;task=random'><font color=red>Be assistant if preference unavailable</font></a></u></center><br>"
if(RETURN_TO_LOBBY)
HTML += "<center><br><u><a href='?_src_=prefs;preference=job;task=random'><font color=purple>Return to lobby if prefernce unavailable</font></a></u></center><br>"
HTML += "<center><br><u><a href='?_src_=prefs;preference=job;task=random'><font color=purple>Return to lobby if preference unavailable</font></a></u></center><br>"
HTML += "<center><a href='?_src_=prefs;preference=job;task=reset'>\[Reset\]</a></center>"
HTML += "</tt>"
+4 -1
View File
@@ -88,7 +88,7 @@ BLIND // can't see anything
desc = "Comfortable-looking shoes."
gender = PLURAL //Carn: for grammarically correct text-parsing
var/chained = 0
siemens_coefficient = 0.9
body_parts_covered = FEET
slot_flags = SLOT_FEET
@@ -105,6 +105,7 @@ BLIND // can't see anything
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
slot_flags = SLOT_OCLOTHING
var/blood_overlay_type = "suit"
siemens_coefficient = 0.9
//Spacesuit
//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
@@ -120,6 +121,7 @@ BLIND // can't see anything
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0.9
/obj/item/clothing/suit/space
name = "Space suit"
@@ -137,6 +139,7 @@ BLIND // can't see anything
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0.9
//Under clothing
@@ -3,7 +3,7 @@
name = "ninja gloves"
icon_state = "s-ninja"
item_state = "s-ninja"
siemens_coefficient = 0
siemens_coefficient = 0.2
var/draining = 0
var/candrain = 0
var/mindrain = 200
@@ -32,7 +32,7 @@
name = "\improper SWAT Gloves"
icon_state = "black"
item_state = "swat_gl"
siemens_coefficient = 0
siemens_coefficient = 0.6
permeability_coefficient = 0.05
cold_protection = HANDS
@@ -70,3 +70,4 @@
icon_state = "leather"
item_state = "ggloves"
permeability_coefficient = 0.9
siemens_coefficient = 0.9
+1 -1
View File
@@ -9,7 +9,7 @@
if(C.amount >= 2)
C.use(2)
wired = 1
siemens_coefficient = 1
siemens_coefficient = 3.0
user << "<span class='notice'>You wrap some wires around [src].</span>"
update_icon()
else
+1
View File
@@ -10,6 +10,7 @@
armor = list(melee = 30, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20)
flags_inv = 0
icon_action_button = "action_hardhat"
siemens_coefficient = 0.9
attack_self(mob/user)
if(!isturf(user.loc))
+3 -1
View File
@@ -10,7 +10,7 @@
min_cold_protection_temperature = HELMET_MIN_COLD_PROTECITON_TEMPERATURE
heat_protection = HEAD
max_heat_protection_temperature = HELMET_MAX_HEAT_PROTECITON_TEMPERATURE
siemens_coefficient = 0
siemens_coefficient = 0.7
/obj/item/clothing/head/helmet/warden
name = "warden's hat"
@@ -26,6 +26,7 @@
flags = FPRINT|TABLEPASS|HEADCOVERSEYES
armor = list(melee = 82, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0)
flags_inv = HIDEEARS
siemens_coefficient = 0.7
/obj/item/clothing/head/helmet/swat
name = "\improper SWAT helmet"
@@ -37,6 +38,7 @@
flags_inv = HIDEEARS|HIDEEYES
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0.5
/obj/item/clothing/head/helmet/thunderdome
name = "\improper Thunderdome helmet"
+6
View File
@@ -7,6 +7,7 @@
item_state = "chef"
desc = "The commander in chef's head wear."
flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
//Captain: This probably shouldn't be space-worthy
/obj/item/clothing/head/caphat
@@ -15,6 +16,7 @@
desc = "It's good being the king."
flags = FPRINT|TABLEPASS
item_state = "caphat"
siemens_coefficient = 0.9
//Captain: This probably shouldn't be space-worthy
/obj/item/clothing/head/helmet/cap
@@ -25,6 +27,7 @@
flags_inv = 0
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0.9
//Chaplain
/obj/item/clothing/head/chaplain_hood
@@ -32,6 +35,7 @@
desc = "It's hood that covers the head. It keeps you warm during the space winters."
icon_state = "chaplain_hood"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES|BLOCKHAIR
siemens_coefficient = 0.9
//Chaplain
/obj/item/clothing/head/nun_hood
@@ -39,6 +43,7 @@
desc = "Maximum piety in this star system."
icon_state = "nun_hood"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES|BLOCKHAIR
siemens_coefficient = 0.9
//Mime
/obj/item/clothing/head/beret
@@ -46,6 +51,7 @@
desc = "A beret, an artists favorite headwear."
icon_state = "beret"
flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
//Security
/obj/item/clothing/head/beret/sec
+11
View File
@@ -6,6 +6,7 @@
desc = "It's good to be emperor."
flags = FPRINT|TABLEPASS
item_state = "centhat"
siemens_coefficient = 0.9
/obj/item/clothing/head/hairflower
name = "hair flower pin"
@@ -26,6 +27,7 @@
icon_state = "tophat"
item_state = "that"
flags = FPRINT|TABLEPASS
siemens_coefficient = 0.9
/obj/item/clothing/head/redcoat
name = "redcoat's hat"
@@ -45,6 +47,7 @@
icon_state = "plaguedoctor"
flags = FPRINT | TABLEPASS
permeability_coefficient = 0.01
siemens_coefficient = 0.9
/obj/item/clothing/head/hasturhood
name = "hastur's hood"
@@ -57,6 +60,7 @@
desc = "It allows quick identification of trained medical personnel."
icon_state = "nursehat"
flags = FPRINT|TABLEPASS
siemens_coefficient = 0.9
/obj/item/clothing/head/syndicatefake
name = "red space-helmet replica"
@@ -65,6 +69,7 @@
desc = "A plastic replica of a syndicate agent's space helmet, you'll look just like a real murderous syndicate agent in this! This is a toy, it is not made for use in space!"
flags = FPRINT | TABLEPASS | BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
siemens_coefficient = 2.0
/obj/item/clothing/head/cueball
name = "cueball helmet"
@@ -82,6 +87,7 @@
flags = FPRINT|TABLEPASS
flags_inv = 0
/obj/item/clothing/head/greenbandana
name = "green bandana"
desc = "It's a green bandana with some fine nanotech lining."
@@ -132,6 +138,7 @@
desc = "A working man's cap."
icon_state = "flat_cap"
item_state = "detective"
siemens_coefficient = 0.9
/obj/item/clothing/head/pirate
name = "pirate hat"
@@ -210,6 +217,7 @@
icon_state = "witch"
item_state = "witch"
flags = FPRINT | TABLEPASS | BLOCKHAIR
siemens_coefficient = 2.0
/obj/item/clothing/head/chicken
name = "chicken suit head"
@@ -217,6 +225,7 @@
icon_state = "chickenhead"
item_state = "chickensuit"
flags = FPRINT | TABLEPASS | BLOCKHAIR
siemens_coefficient = 2.0
/obj/item/clothing/head/bearpelt
name = "bear pelt hat"
@@ -224,6 +233,7 @@
icon_state = "bearpelt"
item_state = "bearpelt"
flags = FPRINT | TABLEPASS | BLOCKHAIR
siemens_coefficient = 2.0
/obj/item/clothing/head/xenos
name = "xenos helmet"
@@ -232,3 +242,4 @@
desc = "A helmet made out of chitinous alien hide."
flags = FPRINT | TABLEPASS | BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
siemens_coefficient = 2.0
@@ -23,6 +23,7 @@
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_action_button = "action_welding"
siemens_coefficient = 0.9
/obj/item/clothing/head/welding/attack_self()
toggle()
@@ -158,6 +159,7 @@
flags = FPRINT | TABLEPASS
var/icon/mob
var/icon/mob2
siemens_coefficient = 1.5
update_icon(var/mob/living/carbon/human/user)
if(!istype(user)) return
+1
View File
@@ -6,6 +6,7 @@
item_state = "helmet"
color = "cargo"
var/flipped = 0
siemens_coefficient = 0.9
dropped()
src.icon_state = "[color]soft"
+1
View File
@@ -15,6 +15,7 @@
flags = FPRINT|TABLEPASS|BLOCKHAIR
flags_inv = HIDEFACE
w_class = 2
siemens_coefficient = 3.0
/obj/item/clothing/mask/luchador/tecnicos
name = "Tecnicos Mask"
+23 -1
View File
@@ -35,4 +35,26 @@
name = "medical mask"
icon_state = "medical"
item_state = "medical"
permeability_coefficient = 0.01
permeability_coefficient = 0.01
/obj/item/clothing/mask/breath/vox
desc = "A weirdly-shaped breath mask."
name = "vox breath mask"
icon_state = "voxmask"
item_state = "voxmask"
permeability_coefficient = 0.01
toggle()
set category = "Object"
set name = "Adjust mask"
set src in usr
usr << "You can't really adjust this mask - it's moulded to your beak!"
/obj/item/clothing/mask/breath/vox/mob_can_equip(M as mob, slot)
var/mob/living/carbon/human/V = M
if(V.dna.mutantrace != "vox")
V << "<span class='warning'>This clearly isn't designed for your species!</span>"
return 0
return ..()
+5
View File
@@ -8,6 +8,7 @@
item_state = "gas_alt"
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
siemens_coefficient = 0.9
//Plague Dr suit can be found in clothing/suits/bio.dm
/obj/item/clothing/mask/gas/plaguedoctor
@@ -21,11 +22,13 @@
name = "\improper SWAT mask"
desc = "A close-fitting tactical mask that can be connected to an air supply."
icon_state = "swat"
siemens_coefficient = 0.7
/obj/item/clothing/mask/gas/syndicate
name = "syndicate mask"
desc = "A close-fitting tactical mask that can be connected to an air supply."
icon_state = "swat"
siemens_coefficient = 0.7
/obj/item/clothing/mask/gas/voice
name = "gas mask"
@@ -41,6 +44,7 @@
icon_state = "s-ninja"
item_state = "s-ninja_mask"
vchange = 1
siemens_coefficient = 0.2
/obj/item/clothing/mask/gas/clown_hat
name = "clown wig and mask"
@@ -76,6 +80,7 @@
name = "Death Commando Mask"
icon_state = "death_commando_mask"
item_state = "death_commando_mask"
siemens_coefficient = 0.2
/obj/item/clothing/mask/gas/cyborg
name = "cyborg visor"
@@ -81,6 +81,7 @@
flags = FPRINT|TABLEPASS|BLOCKHAIR
flags_inv = HIDEFACE
w_class = 2
siemens_coefficient = 0.9
/obj/item/clothing/mask/horsehead
name = "horse head mask"
@@ -91,3 +92,4 @@
flags_inv = HIDEFACE
w_class = 2
var/voicechange = 0
siemens_coefficient = 0.9
+6 -6
View File
@@ -7,7 +7,7 @@
flags = NOSLIP
origin_tech = "syndicate=3"
var/list/clothing_choices = list()
siemens_coefficient = 0
siemens_coefficient = 0.8
/obj/item/clothing/shoes/mime
name = "mime shoes"
@@ -20,7 +20,7 @@
icon_state = "swat"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags = NOSLIP
siemens_coefficient = 0
siemens_coefficient = 0.6
/obj/item/clothing/shoes/combat //Basically SWAT shoes combined with galoshes.
name = "combat boots"
@@ -28,7 +28,7 @@
icon_state = "swat"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags = NOSLIP
siemens_coefficient = 0
siemens_coefficient = 0.6
cold_protection = FEET
min_cold_protection_temperature = SHOE_MIN_COLD_PROTECITON_TEMPERATURE
@@ -42,7 +42,7 @@
permeability_coefficient = 0.01
flags = NOSLIP
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0
siemens_coefficient = 0.2
cold_protection = FEET
min_cold_protection_temperature = SHOE_MIN_COLD_PROTECITON_TEMPERATURE
@@ -82,7 +82,7 @@
icon_state = "jackboots"
item_state = "jackboots"
color = "hosred"
siemens_coefficient = 0
siemens_coefficient = 0.7
/obj/item/clothing/shoes/cult
name = "boots"
@@ -90,7 +90,7 @@
icon_state = "cult"
item_state = "cult"
color = "cult"
siemens_coefficient = 0
siemens_coefficient = 0.7
cold_protection = FEET
min_cold_protection_temperature = SHOE_MIN_COLD_PROTECITON_TEMPERATURE
+19 -2
View File
@@ -1,6 +1,20 @@
/obj/item/clothing/head/helmet/space/unathi
var/up = 0 //So Unathi helmets play nicely with the weldervision check.
mob_can_equip(M as mob, slot)
var/mob/living/carbon/human/U = M
if(U.dna.mutantrace != "lizard")
U << "<span class='warning'>This clearly isn't designed for your species!</span>"
return 0
return ..()
/obj/item/clothing/suit/space/unathi/mob_can_equip(M as mob, slot)
var/mob/living/carbon/human/U = M
if(U.dna.mutantrace != "lizard")
U << "<span class='warning'>This clearly isn't designed for your species!</span>"
return 0
return ..()
/obj/item/clothing/head/helmet/space/unathi/helmet_cheap
name = "NT breacher helmet"
@@ -39,9 +53,11 @@
item_state = "vox-pressure"
desc = "A huge, armoured, pressurized suit, designed for distinctly nonhuman proportions."
w_class = 3
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank)
slowdown = 2
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECITON_TEMPERATURE
/obj/item/clothing/head/helmet/space/vox/carapace
name = "alien visor"
@@ -49,6 +65,7 @@
item_state = "vox-carapace"
desc = "A glowing visor, perhaps stolen from a depressed Cylon."
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30)
flags = HEADCOVERSEYES|STOPSPRESSUREDMAGE
/obj/item/clothing/suit/space/vox/carapace
name = "alien carapace armour"
@@ -56,7 +73,7 @@
item_state = "vox-carapace"
desc = "An armoured, segmented carapace with glowing purple lights. It looks pretty run-down."
w_class = 3
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank)
slowdown = 1
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
+1 -1
View File
@@ -26,4 +26,4 @@
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0
siemens_coefficient = 0.7
+2 -2
View File
@@ -4,7 +4,7 @@
icon_state = "ert_commander"
item_state = "helm-command"
armor = list(melee = 50, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 60)
siemens_coefficient = 0
siemens_coefficient = 0.6
/obj/item/clothing/suit/space/ert
name = "emergency response team suit"
@@ -19,7 +19,7 @@
/obj/item/weapon/screwdriver, /obj/item/weapon/weldingtool, /obj/item/weapon/wirecutters, /obj/item/weapon/wrench, /obj/item/device/multitool, \
/obj/item/device/radio, /obj/item/device/analyzer, /obj/item/weapon/gun/energy/laser, /obj/item/weapon/gun/energy/pulse_rifle, \
/obj/item/weapon/gun/energy/taser, /obj/item/weapon/melee/baton, /obj/item/weapon/gun/energy/gun)
siemens_coefficient = 0
siemens_coefficient = 0.6
//Commander
/obj/item/clothing/head/helmet/space/ert/commander
@@ -25,7 +25,7 @@
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0
siemens_coefficient = 0.7
//Deathsquad suit
/obj/item/clothing/head/helmet/space/deathsquad
@@ -34,7 +34,7 @@
icon_state = "deathsquad"
item_state = "deathsquad"
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0
siemens_coefficient = 0.2
/obj/item/clothing/head/helmet/space/deathsquad/beret
name = "officer's beret"
@@ -42,6 +42,7 @@
icon_state = "beret_badge"
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | STOPSPRESSUREDMAGE
siemens_coefficient = 0.9
//Space santa outfit suit
/obj/item/clothing/head/helmet/space/santahat
@@ -68,6 +69,7 @@
item_state = "pirate"
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | STOPSPRESSUREDMAGE
siemens_coefficient = 0.9
/obj/item/clothing/suit/space/pirate
name = "pirate coat"
@@ -78,5 +80,6 @@
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
slowdown = 0
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0.9
+2 -2
View File
@@ -5,7 +5,7 @@
item_state = "s-ninja_mask"
allowed = list(/obj/item/weapon/cell)
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 25)
siemens_coefficient = 0
siemens_coefficient = 0.2
/obj/item/clothing/suit/space/space_ninja
@@ -16,7 +16,7 @@
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/cell)
slowdown = 0
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0
siemens_coefficient = 0.2
//Important parts of the suit.
var/mob/living/carbon/affecting = null//The wearer.
+6 -6
View File
@@ -86,7 +86,7 @@
item_state = "syndie_helm"
color = "syndi"
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 60)
siemens_coefficient = 0
siemens_coefficient = 0.6
/obj/item/clothing/suit/space/rig/syndi
@@ -98,7 +98,7 @@
w_class = 3
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 60)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs)
siemens_coefficient = 0
siemens_coefficient = 0.6
//Wizard Rig
@@ -110,7 +110,7 @@
color = "wiz"
unacidable = 1 //No longer shall our kind be foiled by lone chemists with spray bottles!
armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)
siemens_coefficient = 0
siemens_coefficient = 0.7
/obj/item/clothing/suit/space/rig/wizard
icon_state = "rig-wiz"
@@ -121,7 +121,7 @@
w_class = 3
unacidable = 1
armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)
siemens_coefficient = 0
siemens_coefficient = 0.7
//Medical Rig
@@ -148,7 +148,7 @@
item_state = "sec_helm"
color = "sec"
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
siemens_coefficient = 0
siemens_coefficient = 0.7
/obj/item/clothing/suit/space/rig/security
icon_state = "rig-sec"
@@ -157,7 +157,7 @@
item_state = "sec_hardsuit"
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/melee/baton)
siemens_coefficient = 0
siemens_coefficient = 0.7
//Atmospherics Rig (BS12)
+2 -2
View File
@@ -6,7 +6,7 @@
item_state = "syndicate"
desc = "Has a tag: Totally not property of an enemy corporation, honest."
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0
siemens_coefficient = 0.8
/obj/item/clothing/suit/space/syndicate
name = "red space suit"
@@ -17,7 +17,7 @@
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
slowdown = 1
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0
siemens_coefficient = 0.8
//Green syndicate space suit
+7 -3
View File
@@ -8,7 +8,7 @@
min_cold_protection_temperature = ARMOR_MIN_COLD_PROTECITON_TEMPERATURE
heat_protection = UPPER_TORSO|LOWER_TORSO
max_heat_protection_temperature = ARMOR_MAX_HEAT_PROTECITON_TEMPERATURE
siemens_coefficient = 0
siemens_coefficient = 0.6
/obj/item/clothing/suit/armor/vest
@@ -42,6 +42,7 @@
slowdown = 1
armor = list(melee = 80, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT
siemens_coefficient = 0.5
/obj/item/clothing/suit/armor/bulletproof
@@ -51,7 +52,7 @@
item_state = "armor"
blood_overlay_type = "armor"
armor = list(melee = 10, bullet = 80, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 0.7
/obj/item/clothing/suit/armor/laserproof
name = "Ablative Armor Vest"
@@ -60,7 +61,7 @@
item_state = "armor_reflec"
blood_overlay_type = "armor"
armor = list(melee = 10, bullet = 10, laser = 80, energy = 50, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 0
/obj/item/clothing/suit/armor/swat
name = "swat suit"
@@ -77,6 +78,7 @@
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0.5
/obj/item/clothing/suit/armor/swat/officer
@@ -151,6 +153,7 @@
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0
/obj/item/clothing/suit/armor/heavy
name = "heavy armor"
@@ -162,6 +165,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
slowdown = 3
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
siemens_coefficient = 0
/obj/item/clothing/suit/armor/tdome
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
+2
View File
@@ -7,6 +7,7 @@
flags = FPRINT|TABLEPASS|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
siemens_coefficient = 0.9
/obj/item/clothing/suit/bio_suit
name = "bio suit"
@@ -22,6 +23,7 @@
allowed = list(/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/pen,/obj/item/device/flashlight/pen)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
siemens_coefficient = 0.9
//Standard biosuit, orange stripe
+17 -1
View File
@@ -16,6 +16,7 @@
blood_overlay_type = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
allowed = list (/obj/item/weapon/gun/energy/laser/bluetag)
siemens_coefficient = 3.0
/obj/item/clothing/suit/redtag
name = "red laser tag armour"
@@ -25,6 +26,7 @@
blood_overlay_type = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
allowed = list (/obj/item/weapon/gun/energy/laser/redtag)
siemens_coefficient = 3.0
/*
* Costume
@@ -145,6 +147,7 @@
item_state = "chickensuit"
body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET
flags_inv = HIDESHOES|HIDEJUMPSUIT
siemens_coefficient = 2.0
/obj/item/clothing/suit/monkeysuit
@@ -154,6 +157,7 @@
item_state = "monkeysuit"
body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET|HANDS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
siemens_coefficient = 2.0
/obj/item/clothing/suit/holidaypriest
@@ -269,30 +273,35 @@
desc = "A rather skimpy pink swimsuit."
icon_state = "stripper_p_under"
color = "stripper_p"
siemens_coefficient = 1
/obj/item/clothing/under/stripper/stripper_green
name = "green swimsuit"
desc = "A rather skimpy green swimsuit."
icon_state = "stripper_g_under"
color = "stripper_g"
siemens_coefficient = 1
/obj/item/clothing/suit/stripper/stripper_pink
name = "pink skimpy dress"
desc = "A rather skimpy pink dress."
icon_state = "stripper_p_over"
item_state = "stripper_p"
siemens_coefficient = 1
/obj/item/clothing/suit/stripper/stripper_green
name = "green skimpy dress"
desc = "A rather skimpy green dress."
icon_state = "stripper_g_over"
item_state = "stripper_g"
siemens_coefficient = 1
/obj/item/clothing/under/stripper/mankini
name = "the mankini"
desc = "No honest man would wear this abomination"
icon_state = "mankini"
color = "mankini"
siemens_coefficient = 1
/obj/item/clothing/suit/xenos
name = "xenos suit"
@@ -301,35 +310,42 @@
item_state = "xenos_helm"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
siemens_coefficient = 2.0
//swimsuit
/obj/item/clothing/under/swimsuit/
siemens_coefficient = 1
/obj/item/clothing/under/swimsuit/black
name = "black swimsuit"
desc = "An oldfashioned black swimsuit."
icon_state = "swim_black"
color = "swim_black"
siemens_coefficient = 1
/obj/item/clothing/under/swimsuit/blue
name = "blue swimsuit"
desc = "An oldfashioned blue swimsuit."
icon_state = "swim_blue"
color = "swim_blue"
siemens_coefficient = 1
/obj/item/clothing/under/swimsuit/purple
name = "purple swimsuit"
desc = "An oldfashioned purple swimsuit."
icon_state = "swim_purp"
color = "swim_purp"
siemens_coefficient = 1
/obj/item/clothing/under/swimsuit/green
name = "green swimsuit"
desc = "An oldfashioned green swimsuit."
icon_state = "swim_green"
color = "swim_green"
siemens_coefficient = 1
/obj/item/clothing/under/swimsuit/red
name = "red swimsuit"
desc = "An oldfashioned red swimsuit."
icon_state = "swim_red"
color = "swim_red"
siemens_coefficient = 1
+18 -1
View File
@@ -3,11 +3,13 @@
desc = "Strange-looking hat-wear that most certainly belongs to a real magic user."
icon_state = "wizard"
//Not given any special protective value since the magic robes are full-body protection --NEO
siemens_coefficient = 0.8
/obj/item/clothing/head/wizard/red
name = "red wizard hat"
desc = "Strange-looking, red, hat-wear that most certainly belongs to a real magic user."
icon_state = "redwizard"
siemens_coefficient = 0.8
/obj/item/clothing/head/wizard/fake
name = "wizard hat"
@@ -18,13 +20,20 @@
name = "Witch Hat"
desc = "Strange-looking hat-wear, makes you want to cast fireballs."
icon_state = "marisa"
siemens_coefficient = 0.8
/obj/item/clothing/head/wizard/magus
name = "Magus Helm"
desc = "A mysterious helmet that hums with an unearthly power"
icon_state = "magus"
item_state = "magus"
siemens_coefficient = 0.8
/obj/item/clothing/head/wizard/amp
name = "psychic amplifier"
desc = "A crown-of-thorns psychic amplifier. Kind of looks like a tiara having sex with an industrial robot."
icon_state = "amp"
siemens_coefficient = 0.8
/obj/item/clothing/suit/wizrobe
name = "wizard robe"
@@ -37,7 +46,7 @@
armor = list(melee = 30, bullet = 20, laser = 20,energy = 20, bomb = 20, bio = 20, rad = 20)
allowed = list(/obj/item/weapon/teleportation_scroll)
flags_inv = HIDEJUMPSUIT
siemens_coefficient = 0.8
/obj/item/clothing/suit/wizrobe/red
name = "red wizard robe"
@@ -64,6 +73,11 @@
icon_state = "magusred"
item_state = "magusred"
/obj/item/clothing/suit/wizrobe/psypurple
name = "purple robes"
desc = "Heavy, royal purple robes threaded with psychic amplifiers and weird, bulbous lenses. Do not machine wash."
icon_state = "psyamp"
item_state = "psyamp"
/obj/item/clothing/suit/wizrobe/fake
name = "wizard robe"
@@ -72,12 +86,14 @@
item_state = "wizrobe"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 1.0
/obj/item/clothing/head/wizard/marisa/fake
name = "Witch Hat"
desc = "Strange-looking hat-wear, makes you want to cast fireballs."
icon_state = "marisa"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 1.0
/obj/item/clothing/suit/wizrobe/marisa/fake
name = "Witch Robe"
@@ -86,4 +102,5 @@
item_state = "marisarobe"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 1.0
+1 -1
View File
@@ -6,7 +6,7 @@
color = "black"
desc = "It's a plain jumpsuit. It seems to have a small dial on the wrist."
origin_tech = "syndicate=3"
siemens_coefficient = 0
siemens_coefficient = 0.8
var/list/clothing_choices = list()
New()
+12 -5
View File
@@ -16,6 +16,7 @@
color = "warden"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
/obj/item/clothing/under/rank/security
name = "security officer's jumpsuit"
@@ -25,6 +26,7 @@
color = "secred"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
/obj/item/clothing/under/rank/dispatch
name = "dispatcher's uniform"
@@ -34,6 +36,7 @@
color = "dispatch"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
/obj/item/clothing/under/rank/security2
name = "security officer's uniform"
@@ -43,6 +46,7 @@
color = "redshirt2"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
/*
* Detective
@@ -55,6 +59,7 @@
color = "detective"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
/obj/item/clothing/head/det_hat
@@ -63,6 +68,7 @@
icon_state = "detective"
allowed = list(/obj/item/weapon/reagent_containers/food/snacks/candy_corn, /obj/item/weapon/pen)
armor = list(melee = 50, bullet = 5, laser = 25,energy = 10, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 0.9
/*
* Head of Security
@@ -75,7 +81,7 @@
color = "hosred"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
siemens_coefficient = 0
siemens_coefficient = 0.8
/obj/item/clothing/head/helmet/HoS
@@ -86,7 +92,7 @@
armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
flags_inv = 0
flags_inv = HIDEEARS
siemens_coefficient = 0
siemens_coefficient = 0.8
/obj/item/clothing/suit/armor/hos
@@ -97,7 +103,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT
siemens_coefficient = 0
siemens_coefficient = 0.6
/obj/item/clothing/head/helmet/HoS/dermal
@@ -105,6 +111,7 @@
desc = "You're not quite sure how you manage to take it on and off, but it implants nicely in your head."
icon_state = "dermal"
item_state = "dermal"
siemens_coefficient = 0.6
//Jensen cosplay gear
/obj/item/clothing/under/rank/head_of_security/jensen
@@ -113,7 +120,7 @@
icon_state = "jensen"
item_state = "jensen"
color = "jensen"
siemens_coefficient = 0
siemens_coefficient = 0.6
/obj/item/clothing/suit/armor/hos/jensen
name = "armored trenchcoat"
@@ -121,4 +128,4 @@
icon_state = "jensencoat"
item_state = "jensencoat"
flags_inv = 0
siemens_coefficient = 0
siemens_coefficient = 0.6
@@ -131,6 +131,13 @@
icon_state = "cloud"
color = "cloud"
/obj/item/clothing/under/psysuit
name = "dark undersuit"
desc = "A thick, layered grey undersuit lined with power cables. Feels a little like wearing an electrical storm."
icon_state = "psysuit"
item_state = "psysuit"
color = "psysuit"
/obj/item/clothing/under/gimmick/rank/captain/suit
name = "captain's suit"
desc = "A green suit and yellow necktie. Exemplifies authority."
+1 -1
View File
@@ -6,7 +6,7 @@
color = "syndicate"
has_sensor = 0
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 0
siemens_coefficient = 0.9
/obj/item/clothing/under/syndicate/combat
name = "combat turtleneck"
@@ -381,7 +381,8 @@
if(display_gloves)
msg += "<span class='warning'><b>[src] has blood running from under [t_his] gloves!</b></span>\n"
for(var/implant in get_visible_implants(1))
msg += "<span class='warning'><b>[src] has \a [implant] sticking out of their flesh!</span>\n"
if(digitalcamo)
msg += "[t_He] [t_is] repulsively uncanny!\n"
@@ -1112,3 +1112,79 @@
if(istype(feet_blood_DNA, /list) && feet_blood_DNA.len)
del(feet_blood_DNA)
return 1
/mob/living/carbon/human/verb/yank_out_object()
set name = "Yank out object"
set desc = "Remove an embedded item at the cost of bleeding and pain."
set category = "Object"
if(!isliving(usr) || usr.next_move > world.time)
return
usr.next_move = world.time + 20
var/list/valid_objects = get_visible_implants(1)
var/datum/organ/external/affected = null
if(!valid_objects.len)
src << "You have nothing stuck in your wounds that is large enough to remove without surgery."
return
if(src.stat == 1)
src << "You are unconcious and cannot do that!"
return
if(src.restrained())
src << "You are restrained and cannot do that!"
return
var/obj/item/weapon/selection = input("What do you want to yank out?", "Embedded objects") in valid_objects
for(var/datum/organ/external/organ in src.organs) //Grab the organ holding the implant. Messy as Hell, TBD: fix.
for(var/obj/item/weapon/O in organ.implants)
if(O == selection)
affected = organ
src << "<span class='warning'>You attempt to get a good grip on the [selection] in your [affected] with bloody fingers.</span>"
bloody_hands(src)
spawn(80)
visible_message("<span class='warning'><b>[src] rips [selection] out of their [affected] in a welter of blood.</b></span>","<span class='warning'><b>You rip [selection] out of your [affected] in a welter of blood.</b></span>")
selection.loc = get_turf(src)
affected.implants -= selection
shock_stage+=10
if(prob(10)) //I'M SO ANEMIC I COULD JUST -DIE-.
var/datum/wound/internal_bleeding/I = new (15)
affected.wounds += I
src.custom_pain("Something tears wetly in your [affected] as [selection] is pulled free!", 1)
return 1
/mob/living/carbon/human/proc/get_visible_implants(var/class = 0)
var/list/visible_implants = list()
for(var/datum/organ/external/organ in src.organs)
for(var/obj/item/weapon/O in organ.implants)
if(!istype(O,/obj/item/weapon/implant) && O.w_class > class)
visible_implants += O
return(visible_implants)
/mob/living/carbon/human/proc/handle_embedded_objects()
for(var/datum/organ/external/organ in src.organs)
for(var/obj/item/weapon/O in organ.implants)
if(!istype(O,/obj/item/weapon/implant) && prob(5)) //Moving with things stuck in you could be bad.
// All kinds of embedded objects cause bleeding.
var/msg = null
switch(rand(1,3))
if(1)
msg ="<span class='warning'>A spike of pain jolts your [organ] as you bump [O] inside.</span>"
if(2)
msg ="<span class='warning'>Your movement jostles [O] in your [organ] painfully.</span>"
if(3)
msg ="<span class='warning'>[O] in your [organ] twists painfully as you move.</span>"
src << msg
organ.status |= ORGAN_BLEEDING
organ.take_damage(rand(1,3), 0, 0)
src.adjustToxLoss(rand(1,3))
@@ -190,7 +190,9 @@
zone = "head"
return organs_by_name[zone]
/mob/living/carbon/human/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/sharp = 0, var/used_weapon = null)
/mob/living/carbon/human/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/sharp = 0, var/obj/used_weapon = null)
//visible_message("Hit debug. [damage] | [damagetype] | [def_zone] | [blocked] | [sharp] | [used_weapon]")
if((damagetype != BRUTE) && (damagetype != BURN))
..(damage, damagetype, def_zone, blocked)
return 1
@@ -219,6 +221,22 @@
UpdateDamageIcon()
// Will set our damageoverlay icon to the next level, which will then be set back to the normal level the next mob.Life().
updatehealth()
return 1
//Embedded projectile code.
if(!organ) return
if(istype(used_weapon,/obj/item/weapon))
var/obj/item/weapon/W = used_weapon
if(damage > (5*W.w_class) && (prob(damage/W.w_class) || sharp)) //The larger it is, the harder it needs to hit to stick.
W.loc = organ //Sharp objects will always embed if they do enough damage.
organ.implants += W
visible_message("<span class='danger'>\The [W] sticks in the wound!</span>")
W.add_blood(src)
else if(istype(used_weapon,/obj/item/projectile)) //We don't want to use the actual projectile item, so we spawn some shrapnel.
if(prob(50) && damagetype == BRUTE)
var/obj/item/weapon/shard/shrapnel/S = new()
S.loc = organ
organ.implants += S
visible_message("<span class='danger'>The projectile sticks in the wound!</span>")
S.add_blood(src)
return 1
@@ -14,16 +14,23 @@ emp_act
if(istype(P, /obj/item/projectile/energy/electrode))
var/datum/organ/external/select_area = get_organ(def_zone) // We're checking the outside, buddy!
var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes) // What all are we checking?
// var/deflectchance=90 //Is it a CRITICAL HIT with that taser?
for(var/bp in body_parts) //Make an unregulated var to pass around.
if(!bp)
continue //Does this thing we're shooting even exist?
if(bp && istype(bp ,/obj/item/clothing)) // If it exists, and it's clothed
var/obj/item/clothing/C = bp // Then call an argument C to be that clothing!
if(C.body_parts_covered & select_area.body_part) // Is that body part being targeted covered?
P.agony=P.agony*C.siemens_coefficient
apply_effect(P.agony,AGONY,0)
del P
/* Commenting out new-old taser nerf.
if(C.siemens_coefficient == 0) //If so, is that clothing shock proof?
visible_message("\red <B>The [P.name] gets deflected by [src]'s [C.name]!</B>") //DEFLECT!
del P
if(prob(deflectchance))
visible_message("\red <B>The [P.name] gets deflected by [src]'s [C.name]!</B>") //DEFLECT!
visible_message("\red <B> Taser hit for [P.damage] damage!</B>")
del P
*/
/* Commenting out old Taser nerf
if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/armor))
if(istype(P, /obj/item/projectile/energy/electrode))
@@ -32,6 +39,7 @@ emp_act
return -1
*/
// END TASER NERF
if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/armor/laserproof))
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
var/reflectchance = 40 - round(P.damage/3)
@@ -162,7 +170,7 @@ emp_act
if(armor >= 2) return 0
if(!I.force) return 0
apply_damage(I.force, I.damtype, affecting, armor , is_sharp(I), I.name)
apply_damage(I.force, I.damtype, affecting, armor , is_sharp(I), I)
var/bloody = 0
if(((I.damtype == BRUTE) || (I.damtype == HALLOSS)) && prob(25 + (I.force * 2)))
@@ -7,6 +7,8 @@
if (istype(loc, /turf/space)) return -1 // It's hard to be slowed down in space by... anything
handle_embedded_objects() //Moving with objects stuck in you can cause bad times.
var/health_deficiency = (100 - health - halloss)
if(health_deficiency >= 40) tally += (health_deficiency / 25)
+18 -5
View File
@@ -394,6 +394,7 @@
var/oxygen_used = 0
var/nitrogen_used = 0
var/breath_pressure = (breath.total_moles()*R_IDEAL_GAS_EQUATION*breath.temperature)/BREATH_VOLUME
var/vox_oxygen_max = 1 // For vox.
//Partial pressure of the O2 in our breath
var/O2_pp = (breath.oxygen/breath.total_moles())*breath_pressure
@@ -436,6 +437,7 @@
adjustOxyLoss(HUMAN_MAX_OXYLOSS)
failed_last_breath = 1
oxygen_alert = max(oxygen_alert, 1)
else // We're in safe limits
failed_last_breath = 0
adjustOxyLoss(-5)
@@ -467,6 +469,10 @@
if(reagents)
reagents.add_reagent("plasma", Clamp(ratio, MIN_PLASMA_DAMAGE, MAX_PLASMA_DAMAGE))
toxins_alert = max(toxins_alert, 1)
else if(O2_pp > vox_oxygen_max && src.dna.mutantrace=="vox") //Oxygen is toxic to vox.
var/ratio = (breath.oxygen/vox_oxygen_max) * 10
adjustToxLoss(Clamp(ratio, MIN_PLASMA_DAMAGE, MAX_PLASMA_DAMAGE))
toxins_alert = max(toxins_alert, 1)
else
toxins_alert = 0
@@ -596,7 +602,7 @@
if(HAZARD_LOW_PRESSURE to WARNING_LOW_PRESSURE)
pressure_alert = -1
else
if( !(COLD_RESISTANCE in mutations) )
if( !(COLD_RESISTANCE in mutations) && src.dna.mutantrace!="vox")
adjustBruteLoss( LOW_PRESSURE_DAMAGE )
pressure_alert = -2
else
@@ -961,19 +967,21 @@
del a
if(halloss > 100)
src << "<span class='notice'>You're too tired to keep going...</span>"
src << "<span class='notice'>You're in too much pain to keep going...</span>"
for(var/mob/O in oviewers(src, null))
O.show_message("<B>[src]</B> slumps to the ground panting, too weak to continue fighting.", 1)
Paralyse(3)
O.show_message("<B>[src]</B> slumps to the ground, too weak to continue fighting.", 1)
Paralyse(10)
setHalLoss(99)
if(paralysis)
AdjustParalysis(-1)
blinded = 1
stat = UNCONSCIOUS
if(halloss > 0)
adjustHalLoss(-6)
else if(sleeping)
handle_dreams()
adjustHalLoss(-5)
adjustHalLoss(-6)
if (mind)
if((mind.active && client != null) || immune_to_ssd) //This also checks whether a client is connected, if not, sleep is not reduced.
sleeping = max(sleeping-1, 0)
@@ -982,9 +990,14 @@
if( prob(10) && health && !hal_crit )
spawn(0)
emote("snore")
else if(resting)
if(halloss > 0)
adjustHalLoss(-6)
//CONSCIOUS
else
stat = CONSCIOUS
if(halloss > 0)
adjustHalLoss(-2)
//Eyes
if(sdisabilities & BLIND) //disabled-blind, doesn't get better on its own
@@ -444,9 +444,11 @@ proc/get_damage_icon_part(damage_state, body_part)
if("skrell")
race_icon = 'icons/mob/human_races/r_skrell.dmi'
deform_icon = 'icons/mob/human_races/r_def_skrell.dmi'
if("vox")
race_icon = 'icons/mob/human_races/r_vox.dmi'
deform_icon = 'icons/mob/human_races/r_def_vox.dmi'
else
race_icon = 'icons/mob/human_races/r_human.dmi'
deform_icon = 'icons/mob/human_races/r_def_human.dmi'
+4 -1
View File
@@ -49,6 +49,8 @@
Weaken(effect/(blocked+1))
if(PARALYZE)
Paralyse(effect/(blocked+1))
if(AGONY)
halloss += effect // Useful for objects that cause "subdual" damage. PAIN!
if(IRRADIATE)
radiation += max((((effect - (effect*(getarmor(null, "rad")/100))))/(blocked+1)),0)//Rads auto check armor
if(STUTTER)
@@ -62,7 +64,7 @@
return 1
/mob/living/proc/apply_effects(var/stun = 0, var/weaken = 0, var/paralyze = 0, var/irradiate = 0, var/stutter = 0, var/eyeblur = 0, var/drowsy = 0, var/blocked = 0)
/mob/living/proc/apply_effects(var/stun = 0, var/weaken = 0, var/paralyze = 0, var/irradiate = 0, var/stutter = 0, var/eyeblur = 0, var/drowsy = 0, var/blocked = 0, var/agony = 0)
if(blocked >= 2) return 0
if(stun) apply_effect(stun, STUN, blocked)
if(weaken) apply_effect(weaken, WEAKEN, blocked)
@@ -71,4 +73,5 @@
if(stutter) apply_effect(stutter, STUTTER, blocked)
if(eyeblur) apply_effect(eyeblur, EYE_BLUR, blocked)
if(drowsy) apply_effect(drowsy, DROWSY, blocked)
if(agony) apply_effect(agony, AGONY, blocked)
return 1
+3 -3
View File
@@ -57,11 +57,11 @@
P.on_hit(src,2)
return 2
if(!P.nodamage)
apply_damage((P.damage/(absorb+1)), P.damage_type, def_zone, used_weapon = "Projectile([P.name])")
apply_damage((P.damage/(absorb+1)), P.damage_type, def_zone, absorb, 0, P)
P.on_hit(src, absorb)
return absorb
/mob/living/hitby(atom/movable/AM as mob|obj)//Standardization and logging -Sieve
/mob/living/hitby(atom/movable/AM as mob|obj,var/speed)//Standardization and logging -Sieve
if(istype(AM,/obj/))
var/obj/O = AM
var/zone = ran_zone("chest",75)//Hits a random part of the body, geared towards the chest
@@ -72,7 +72,7 @@
src.visible_message("\red [src] has been hit by [O].")
var/armor = run_armor_check(zone, "melee", "Your armor has protected your [zone].", "Your armor has softened hit to your [zone].")
if(armor < 2)
apply_damage(O.throwforce, dtype, zone, armor, O)
apply_damage(O.throwforce*(speed/5), dtype, zone, armor, O.sharp, O)
if(!O.fingerprintslast)
return
var/client/assailant = directory[ckey(O.fingerprintslast)]
+19 -28
View File
@@ -133,6 +133,8 @@ var/list/ai_list = list()
icons += "M00X-BC"
if (src.name == "Skuld" && src.ckey == "ravensdale")
icons += "Skuld"
if (src.name == "REMNANT" && src.ckey == "serithi")
icons += "REMNANT"
icontype = input("Please, select a display!", "AI", null/*, null*/) in icons
if(icontype == "Clown")
icon_state = "ai-clown2"
@@ -170,32 +172,23 @@ var/list/ai_list = list()
icon_state = "ai-triumvirate-malf"
else if(icontype == "Skuld")
icon_state = "ai-ravensdale"
else if(icontype == "REMNANT")
icon_state = "ai-serithi"
//else
//usr <<"You can only change your display once!"
//return
/mob/living/silicon/ai/Stat()
..()
statpanel("Status")
if (client.statpanel == "Status")
stat(null, "Station Time: [worldtime2text()]")
if(emergency_shuttle.online && emergency_shuttle.location < 2)
var/timeleft = emergency_shuttle.timeleft()
if (timeleft)
stat(null, "ETA-[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]")
if(ticker.mode.name == "AI malfunction")
var/datum/game_mode/malfunction/malf = ticker.mode
for (var/datum/mind/malfai in malf.malf_ai)
if (mind == malfai)
if (malf.apcs >= 3)
stat(null, "Time until station control secured: [max(malf.AI_win_timeleft/(malf.apcs/3), 0)] seconds")
if(!stat)
stat(null, text("System integrity: [(health+100)/2]%"))
else
stat(null, text("Systems nonfunctional"))
// displays the malf_ai information if the AI is the malf
/mob/living/silicon/ai/show_malf_ai()
if(ticker.mode.name == "AI malfunction")
var/datum/game_mode/malfunction/malf = ticker.mode
for (var/datum/mind/malfai in malf.malf_ai)
if (mind == malfai) // are we the evil one?
if (malf.apcs >= 3)
stat(null, "Time until station control secured: [max(malf.AI_win_timeleft/(malf.apcs/3), 0)] seconds")
/mob/living/silicon/ai/proc/ai_alerts()
set category = "AI Commands"
set name = "Show Alerts"
@@ -232,17 +225,11 @@ var/list/ai_list = list()
viewalerts = 1
src << browse(dat, "window=aialerts&can_close=0")
// this verb lets the ai see the stations manifest
/mob/living/silicon/ai/proc/ai_roster()
set category = "AI Commands"
set name = "Show Crew Manifest"
var/dat
dat += "<h4>Crew Manifest</h4>"
if(data_core)
dat += data_core.get_manifest(0) // make it monochrome
dat += "<br>"
src << browse(dat, "window=airoster")
onclose(src, "airoster")
show_station_manifest()
/mob/living/silicon/ai/proc/ai_call_shuttle()
set category = "AI Commands"
@@ -350,6 +337,10 @@ var/list/ai_list = list()
else
src << "<span class='notice'>Unable to locate the holopad.</span>"
if(href_list["say_word"])
src.announcement(href_list["say_word"])
return
if (href_list["lawc"]) // Toggling whether or not a law gets stated by the State Laws verb --NeoFite
var/L = text2num(href_list["lawc"])
switch(lawcheck[L+1])
@@ -3,6 +3,8 @@
stat = DEAD
if (src.name == "Skuld" && src.ckey == "ravensdale")//checks ID of AI and player to see if it needs to pull the custom death sprite and goes to blue-screen if it doesn't
icon_state = "ai-ravensdale-crash"
else if (src.name == "REMNANT" && src.ckey == "serithi")
icon_state = "ai-serithi-crash"
else icon_state = "ai-crash"
update_canmove()
if(src.eyeobj)
+693
View File
@@ -27,3 +27,696 @@
return "declares, \"[text]\"";
return "states, \"[text]\"";
var/announcing_vox = 0
var/const/VOX_CHANNEL = 200
var/const/VOX_VOLUME = 75
/mob/living/silicon/ai/verb/announcement_help()
set name = "Announcement Help"
set desc = "Display a list of vocal words to announce to the crew."
set category = "AI Commands"
var/dat = "Here is a list of words you can type into the Announcement button to create sentences to vocally announce.<BR> \
Do not use punctuation as you would normally, if you want a pause you can use the full stop and comma characters by separating them with spaces, like so: 'Alpha . Test , Bravo'.<BR>"
var/index = 0
for(var/word in vox_sounds)
index++
dat += "<A href='?src=\ref[src];say_word=[word]'>[capitalize(word)]</A>"
if(index != vox_sounds.len)
dat += " / "
src << browse(dat, "window=announce_help;size=500x400")
/mob/living/silicon/ai/verb/announcement(var/message as text)
set name = "Announcement"
set desc = "Create a vocal announcement by typing in the available words to create a setence. More help is available in 'Announcement Help'"
set category = "AI Commands"
if(!message)
return
//if(!announcing_vox > world.time)
// return
log_game("[key_name_admin(src)] made a vocal announcement with the following message: [message].")
announcing_vox = world.time + 30
var/list/words = stringsplit(trim(message), " ")
var/list/incorrect_words = list()
if(words.len > 32)
words.len = 32
for(var/word in words)
word = trim(word)
if(!word)
continue
if(!play_vox_word(word, src.z)) // If the word isn't speakable
incorrect_words += word
if(incorrect_words.len)
src << "<span class='notice'>These words are not available on the announcement system: [english_list(incorrect_words)].</span>"
/proc/play_vox_word(var/word, var/z_level)
word = lowertext(word)
if(vox_sounds[word])
var/sound_file = vox_sounds[word]
var/sound/voice = sound(sound_file, wait = 1, channel = VOX_CHANNEL, volume = VOX_VOLUME)
voice.status = SOUND_STREAM
// Play voice for all mobs in the z level
for(var/mob/M in player_list)
if(M.client)
var/turf/T = get_turf(M)
if(T.z == z_level)
M << voice
return 1
return 0
// List is required to compile the resources into the game when it loads.
// Dynamically loading it has bad results with sounds overtaking each other, even with the wait variable.
var/list/vox_sounds = list("," = 'sound/vox/,.wav',
"." = 'sound/vox/..wav',
"a" = 'sound/vox/a.wav',
"accelerating" = 'sound/vox/accelerating.wav',
"accelerator" = 'sound/vox/accelerator.wav',
"accepted" = 'sound/vox/accepted.wav',
"access" = 'sound/vox/access.wav',
"acknowledge" = 'sound/vox/acknowledge.wav',
"acknowledged" = 'sound/vox/acknowledged.wav',
"acquired" = 'sound/vox/acquired.wav',
"acquisition" = 'sound/vox/acquisition.wav',
"across" = 'sound/vox/across.wav',
"activate" = 'sound/vox/activate.wav',
"activated" = 'sound/vox/activated.wav',
"activity" = 'sound/vox/activity.wav',
"adios" = 'sound/vox/adios.wav',
"administration" = 'sound/vox/administration.wav',
"advanced" = 'sound/vox/advanced.wav',
"after" = 'sound/vox/after.wav',
"agent" = 'sound/vox/agent.wav',
"alarm" = 'sound/vox/alarm.wav',
"alert" = 'sound/vox/alert.wav',
"alien" = 'sound/vox/alien.wav',
"aligned" = 'sound/vox/aligned.wav',
"all" = 'sound/vox/all.wav',
"alpha" = 'sound/vox/alpha.wav',
"am" = 'sound/vox/am.wav',
"amigo" = 'sound/vox/amigo.wav',
"ammunition" = 'sound/vox/ammunition.wav',
"an" = 'sound/vox/an.wav',
"and" = 'sound/vox/and.wav',
"announcement" = 'sound/vox/announcement.wav',
"anomalous" = 'sound/vox/anomalous.wav',
"antenna" = 'sound/vox/antenna.wav',
"any" = 'sound/vox/any.wav',
"apprehend" = 'sound/vox/apprehend.wav',
"approach" = 'sound/vox/approach.wav',
"are" = 'sound/vox/are.wav',
"area" = 'sound/vox/area.wav',
"arm" = 'sound/vox/arm.wav',
"armed" = 'sound/vox/armed.wav',
"armor" = 'sound/vox/armor.wav',
"armory" = 'sound/vox/armory.wav',
"arrest" = 'sound/vox/arrest.wav',
"ass" = 'sound/vox/ass.wav',
"at" = 'sound/vox/at.wav',
"atomic" = 'sound/vox/atomic.wav',
"attention" = 'sound/vox/attention.wav',
"authorize" = 'sound/vox/authorize.wav',
"authorized" = 'sound/vox/authorized.wav',
"automatic" = 'sound/vox/automatic.wav',
"away" = 'sound/vox/away.wav',
"b" = 'sound/vox/b.wav',
"back" = 'sound/vox/back.wav',
"backman" = 'sound/vox/backman.wav',
"bad" = 'sound/vox/bad.wav',
"bag" = 'sound/vox/bag.wav',
"bailey" = 'sound/vox/bailey.wav',
"barracks" = 'sound/vox/barracks.wav',
"base" = 'sound/vox/base.wav',
"bay" = 'sound/vox/bay.wav',
"be" = 'sound/vox/be.wav',
"been" = 'sound/vox/been.wav',
"before" = 'sound/vox/before.wav',
"beyond" = 'sound/vox/beyond.wav',
"biohazard" = 'sound/vox/biohazard.wav',
"biological" = 'sound/vox/biological.wav',
"birdwell" = 'sound/vox/birdwell.wav',
"bizwarn" = 'sound/vox/bizwarn.wav',
"black" = 'sound/vox/black.wav',
"blast" = 'sound/vox/blast.wav',
"blocked" = 'sound/vox/blocked.wav',
"bloop" = 'sound/vox/bloop.wav',
"blue" = 'sound/vox/blue.wav',
"bottom" = 'sound/vox/bottom.wav',
"bravo" = 'sound/vox/bravo.wav',
"breach" = 'sound/vox/breach.wav',
"breached" = 'sound/vox/breached.wav',
"break" = 'sound/vox/break.wav',
"bridge" = 'sound/vox/bridge.wav',
"bust" = 'sound/vox/bust.wav',
"but" = 'sound/vox/but.wav',
"button" = 'sound/vox/button.wav',
"buzwarn" = 'sound/vox/buzwarn.wav',
"bypass" = 'sound/vox/bypass.wav',
"c" = 'sound/vox/c.wav',
"cable" = 'sound/vox/cable.wav',
"call" = 'sound/vox/call.wav',
"called" = 'sound/vox/called.wav',
"canal" = 'sound/vox/canal.wav',
"cap" = 'sound/vox/cap.wav',
"captain" = 'sound/vox/captain.wav',
"capture" = 'sound/vox/capture.wav',
"ceiling" = 'sound/vox/ceiling.wav',
"celsius" = 'sound/vox/celsius.wav',
"center" = 'sound/vox/center.wav',
"centi" = 'sound/vox/centi.wav',
"central" = 'sound/vox/central.wav',
"chamber" = 'sound/vox/chamber.wav',
"charlie" = 'sound/vox/charlie.wav',
"check" = 'sound/vox/check.wav',
"checkpoint" = 'sound/vox/checkpoint.wav',
"chemical" = 'sound/vox/chemical.wav',
"cleanup" = 'sound/vox/cleanup.wav',
"clear" = 'sound/vox/clear.wav',
"clearance" = 'sound/vox/clearance.wav',
"close" = 'sound/vox/close.wav',
"code" = 'sound/vox/code.wav',
"coded" = 'sound/vox/coded.wav',
"collider" = 'sound/vox/collider.wav',
"command" = 'sound/vox/command.wav',
"communication" = 'sound/vox/communication.wav',
"complex" = 'sound/vox/complex.wav',
"computer" = 'sound/vox/computer.wav',
"condition" = 'sound/vox/condition.wav',
"containment" = 'sound/vox/containment.wav',
"contamination" = 'sound/vox/contamination.wav',
"control" = 'sound/vox/control.wav',
"coolant" = 'sound/vox/coolant.wav',
"coomer" = 'sound/vox/coomer.wav',
"core" = 'sound/vox/core.wav',
"correct" = 'sound/vox/correct.wav',
"corridor" = 'sound/vox/corridor.wav',
"crew" = 'sound/vox/crew.wav',
"cross" = 'sound/vox/cross.wav',
"cryogenic" = 'sound/vox/cryogenic.wav',
"d" = 'sound/vox/d.wav',
"dadeda" = 'sound/vox/dadeda.wav',
"damage" = 'sound/vox/damage.wav',
"damaged" = 'sound/vox/damaged.wav',
"danger" = 'sound/vox/danger.wav',
"day" = 'sound/vox/day.wav',
"deactivated" = 'sound/vox/deactivated.wav',
"decompression" = 'sound/vox/decompression.wav',
"decontamination" = 'sound/vox/decontamination.wav',
"deeoo" = 'sound/vox/deeoo.wav',
"defense" = 'sound/vox/defense.wav',
"degrees" = 'sound/vox/degrees.wav',
"delta" = 'sound/vox/delta.wav',
"denied" = 'sound/vox/denied.wav',
"deploy" = 'sound/vox/deploy.wav',
"deployed" = 'sound/vox/deployed.wav',
"destroy" = 'sound/vox/destroy.wav',
"destroyed" = 'sound/vox/destroyed.wav',
"detain" = 'sound/vox/detain.wav',
"detected" = 'sound/vox/detected.wav',
"detonation" = 'sound/vox/detonation.wav',
"device" = 'sound/vox/device.wav',
"did" = 'sound/vox/did.wav',
"die" = 'sound/vox/die.wav',
"dimensional" = 'sound/vox/dimensional.wav',
"dirt" = 'sound/vox/dirt.wav',
"disengaged" = 'sound/vox/disengaged.wav',
"dish" = 'sound/vox/dish.wav',
"disposal" = 'sound/vox/disposal.wav',
"distance" = 'sound/vox/distance.wav',
"distortion" = 'sound/vox/distortion.wav',
"do" = 'sound/vox/do.wav',
"doctor" = 'sound/vox/doctor.wav',
"doop" = 'sound/vox/doop.wav',
"door" = 'sound/vox/door.wav',
"down" = 'sound/vox/down.wav',
"dual" = 'sound/vox/dual.wav',
"duct" = 'sound/vox/duct.wav',
"e" = 'sound/vox/e.wav',
"east" = 'sound/vox/east.wav',
"echo" = 'sound/vox/echo.wav',
"ed" = 'sound/vox/ed.wav',
"effect" = 'sound/vox/effect.wav',
"egress" = 'sound/vox/egress.wav',
"eight" = 'sound/vox/eight.wav',
"eighteen" = 'sound/vox/eighteen.wav',
"eighty" = 'sound/vox/eighty.wav',
"electric" = 'sound/vox/electric.wav',
"electromagnetic" = 'sound/vox/electromagnetic.wav',
"elevator" = 'sound/vox/elevator.wav',
"eleven" = 'sound/vox/eleven.wav',
"eliminate" = 'sound/vox/eliminate.wav',
"emergency" = 'sound/vox/emergency.wav',
"energy" = 'sound/vox/energy.wav',
"engage" = 'sound/vox/engage.wav',
"engaged" = 'sound/vox/engaged.wav',
"engine" = 'sound/vox/engine.wav',
"enter" = 'sound/vox/enter.wav',
"entry" = 'sound/vox/entry.wav',
"environment" = 'sound/vox/environment.wav',
"error" = 'sound/vox/error.wav',
"escape" = 'sound/vox/escape.wav',
"evacuate" = 'sound/vox/evacuate.wav',
"exchange" = 'sound/vox/exchange.wav',
"exit" = 'sound/vox/exit.wav',
"expect" = 'sound/vox/expect.wav',
"experiment" = 'sound/vox/experiment.wav',
"experimental" = 'sound/vox/experimental.wav',
"explode" = 'sound/vox/explode.wav',
"explosion" = 'sound/vox/explosion.wav',
"exposure" = 'sound/vox/exposure.wav',
"exterminate" = 'sound/vox/exterminate.wav',
"extinguish" = 'sound/vox/extinguish.wav',
"extinguisher" = 'sound/vox/extinguisher.wav',
"extreme" = 'sound/vox/extreme.wav',
"f" = 'sound/vox/f.wav',
"facility" = 'sound/vox/facility.wav',
"fahrenheit" = 'sound/vox/fahrenheit.wav',
"failed" = 'sound/vox/failed.wav',
"failure" = 'sound/vox/failure.wav',
"farthest" = 'sound/vox/farthest.wav',
"fast" = 'sound/vox/fast.wav',
"feet" = 'sound/vox/feet.wav',
"field" = 'sound/vox/field.wav',
"fifteen" = 'sound/vox/fifteen.wav',
"fifth" = 'sound/vox/fifth.wav',
"fifty" = 'sound/vox/fifty.wav',
"final" = 'sound/vox/final.wav',
"fine" = 'sound/vox/fine.wav',
"fire" = 'sound/vox/fire.wav',
"first" = 'sound/vox/first.wav',
"five" = 'sound/vox/five.wav',
"flooding" = 'sound/vox/flooding.wav',
"floor" = 'sound/vox/floor.wav',
"fool" = 'sound/vox/fool.wav',
"for" = 'sound/vox/for.wav',
"forbidden" = 'sound/vox/forbidden.wav',
"force" = 'sound/vox/force.wav',
"forms" = 'sound/vox/forms.wav',
"found" = 'sound/vox/found.wav',
"four" = 'sound/vox/four.wav',
"fourteen" = 'sound/vox/fourteen.wav',
"fourth" = 'sound/vox/fourth.wav',
"fourty" = 'sound/vox/fourty.wav',
"foxtrot" = 'sound/vox/foxtrot.wav',
"freeman" = 'sound/vox/freeman.wav',
"freezer" = 'sound/vox/freezer.wav',
"from" = 'sound/vox/from.wav',
"front" = 'sound/vox/front.wav',
"fuel" = 'sound/vox/fuel.wav',
"g" = 'sound/vox/g.wav',
"get" = 'sound/vox/get.wav',
"go" = 'sound/vox/go.wav',
"going" = 'sound/vox/going.wav',
"good" = 'sound/vox/good.wav',
"goodbye" = 'sound/vox/goodbye.wav',
"gordon" = 'sound/vox/gordon.wav',
"got" = 'sound/vox/got.wav',
"government" = 'sound/vox/government.wav',
"granted" = 'sound/vox/granted.wav',
"great" = 'sound/vox/great.wav',
"green" = 'sound/vox/green.wav',
"grenade" = 'sound/vox/grenade.wav',
"guard" = 'sound/vox/guard.wav',
"gulf" = 'sound/vox/gulf.wav',
"gun" = 'sound/vox/gun.wav',
"guthrie" = 'sound/vox/guthrie.wav',
"handling" = 'sound/vox/handling.wav',
"hangar" = 'sound/vox/hangar.wav',
"has" = 'sound/vox/has.wav',
"have" = 'sound/vox/have.wav',
"hazard" = 'sound/vox/hazard.wav',
"head" = 'sound/vox/head.wav',
"health" = 'sound/vox/health.wav',
"heat" = 'sound/vox/heat.wav',
"helicopter" = 'sound/vox/helicopter.wav',
"helium" = 'sound/vox/helium.wav',
"hello" = 'sound/vox/hello.wav',
"help" = 'sound/vox/help.wav',
"here" = 'sound/vox/here.wav',
"hide" = 'sound/vox/hide.wav',
"high" = 'sound/vox/high.wav',
"highest" = 'sound/vox/highest.wav',
"hit" = 'sound/vox/hit.wav',
"hole" = 'sound/vox/hole.wav',
"hostile" = 'sound/vox/hostile.wav',
"hot" = 'sound/vox/hot.wav',
"hotel" = 'sound/vox/hotel.wav',
"hour" = 'sound/vox/hour.wav',
"hours" = 'sound/vox/hours.wav',
"hundred" = 'sound/vox/hundred.wav',
"hydro" = 'sound/vox/hydro.wav',
"i" = 'sound/vox/i.wav',
"idiot" = 'sound/vox/idiot.wav',
"illegal" = 'sound/vox/illegal.wav',
"immediate" = 'sound/vox/immediate.wav',
"immediately" = 'sound/vox/immediately.wav',
"in" = 'sound/vox/in.wav',
"inches" = 'sound/vox/inches.wav',
"india" = 'sound/vox/india.wav',
"ing" = 'sound/vox/ing.wav',
"inoperative" = 'sound/vox/inoperative.wav',
"inside" = 'sound/vox/inside.wav',
"inspection" = 'sound/vox/inspection.wav',
"inspector" = 'sound/vox/inspector.wav',
"interchange" = 'sound/vox/interchange.wav',
"intruder" = 'sound/vox/intruder.wav',
"invallid" = 'sound/vox/invallid.wav',
"invasion" = 'sound/vox/invasion.wav',
"is" = 'sound/vox/is.wav',
"it" = 'sound/vox/it.wav',
"johnson" = 'sound/vox/johnson.wav',
"juliet" = 'sound/vox/juliet.wav',
"key" = 'sound/vox/key.wav',
"kill" = 'sound/vox/kill.wav',
"kilo" = 'sound/vox/kilo.wav',
"kit" = 'sound/vox/kit.wav',
"lab" = 'sound/vox/lab.wav',
"lambda" = 'sound/vox/lambda.wav',
"laser" = 'sound/vox/laser.wav',
"last" = 'sound/vox/last.wav',
"launch" = 'sound/vox/launch.wav',
"leak" = 'sound/vox/leak.wav',
"leave" = 'sound/vox/leave.wav',
"left" = 'sound/vox/left.wav',
"legal" = 'sound/vox/legal.wav',
"level" = 'sound/vox/level.wav',
"lever" = 'sound/vox/lever.wav',
"lie" = 'sound/vox/lie.wav',
"lieutenant" = 'sound/vox/lieutenant.wav',
"life" = 'sound/vox/life.wav',
"light" = 'sound/vox/light.wav',
"lima" = 'sound/vox/lima.wav',
"liquid" = 'sound/vox/liquid.wav',
"loading" = 'sound/vox/loading.wav',
"locate" = 'sound/vox/locate.wav',
"located" = 'sound/vox/located.wav',
"location" = 'sound/vox/location.wav',
"lock" = 'sound/vox/lock.wav',
"locked" = 'sound/vox/locked.wav',
"locker" = 'sound/vox/locker.wav',
"lockout" = 'sound/vox/lockout.wav',
"lower" = 'sound/vox/lower.wav',
"lowest" = 'sound/vox/lowest.wav',
"magnetic" = 'sound/vox/magnetic.wav',
"main" = 'sound/vox/main.wav',
"maintenance" = 'sound/vox/maintenance.wav',
"malfunction" = 'sound/vox/malfunction.wav',
"man" = 'sound/vox/man.wav',
"mass" = 'sound/vox/mass.wav',
"materials" = 'sound/vox/materials.wav',
"maximum" = 'sound/vox/maximum.wav',
"may" = 'sound/vox/may.wav',
"medical" = 'sound/vox/medical.wav',
"men" = 'sound/vox/men.wav',
"mercy" = 'sound/vox/mercy.wav',
"mesa" = 'sound/vox/mesa.wav',
"message" = 'sound/vox/message.wav',
"meter" = 'sound/vox/meter.wav',
"micro" = 'sound/vox/micro.wav',
"middle" = 'sound/vox/middle.wav',
"mike" = 'sound/vox/mike.wav',
"miles" = 'sound/vox/miles.wav',
"military" = 'sound/vox/military.wav',
"milli" = 'sound/vox/milli.wav',
"million" = 'sound/vox/million.wav',
"minefield" = 'sound/vox/minefield.wav',
"minimum" = 'sound/vox/minimum.wav',
"minutes" = 'sound/vox/minutes.wav',
"mister" = 'sound/vox/mister.wav',
"mode" = 'sound/vox/mode.wav',
"motor" = 'sound/vox/motor.wav',
"motorpool" = 'sound/vox/motorpool.wav',
"move" = 'sound/vox/move.wav',
"must" = 'sound/vox/must.wav',
"nearest" = 'sound/vox/nearest.wav',
"nice" = 'sound/vox/nice.wav',
"nine" = 'sound/vox/nine.wav',
"nineteen" = 'sound/vox/nineteen.wav',
"ninety" = 'sound/vox/ninety.wav',
"no" = 'sound/vox/no.wav',
"nominal" = 'sound/vox/nominal.wav',
"north" = 'sound/vox/north.wav',
"not" = 'sound/vox/not.wav',
"november" = 'sound/vox/november.wav',
"now" = 'sound/vox/now.wav',
"number" = 'sound/vox/number.wav',
"objective" = 'sound/vox/objective.wav',
"observation" = 'sound/vox/observation.wav',
"of" = 'sound/vox/of.wav',
"officer" = 'sound/vox/officer.wav',
"ok" = 'sound/vox/ok.wav',
"on" = 'sound/vox/on.wav',
"one" = 'sound/vox/one.wav',
"open" = 'sound/vox/open.wav',
"operating" = 'sound/vox/operating.wav',
"operations" = 'sound/vox/operations.wav',
"operative" = 'sound/vox/operative.wav',
"option" = 'sound/vox/option.wav',
"order" = 'sound/vox/order.wav',
"organic" = 'sound/vox/organic.wav',
"oscar" = 'sound/vox/oscar.wav',
"out" = 'sound/vox/out.wav',
"outside" = 'sound/vox/outside.wav',
"over" = 'sound/vox/over.wav',
"overload" = 'sound/vox/overload.wav',
"override" = 'sound/vox/override.wav',
"pacify" = 'sound/vox/pacify.wav',
"pain" = 'sound/vox/pain.wav',
"pal" = 'sound/vox/pal.wav',
"panel" = 'sound/vox/panel.wav',
"percent" = 'sound/vox/percent.wav',
"perimeter" = 'sound/vox/perimeter.wav',
"permitted" = 'sound/vox/permitted.wav',
"personnel" = 'sound/vox/personnel.wav',
"pipe" = 'sound/vox/pipe.wav',
"plant" = 'sound/vox/plant.wav',
"platform" = 'sound/vox/platform.wav',
"please" = 'sound/vox/please.wav',
"point" = 'sound/vox/point.wav',
"portal" = 'sound/vox/portal.wav',
"power" = 'sound/vox/power.wav',
"presence" = 'sound/vox/presence.wav',
"press" = 'sound/vox/press.wav',
"primary" = 'sound/vox/primary.wav',
"proceed" = 'sound/vox/proceed.wav',
"processing" = 'sound/vox/processing.wav',
"progress" = 'sound/vox/progress.wav',
"proper" = 'sound/vox/proper.wav',
"propulsion" = 'sound/vox/propulsion.wav',
"prosecute" = 'sound/vox/prosecute.wav',
"protective" = 'sound/vox/protective.wav',
"push" = 'sound/vox/push.wav',
"quantum" = 'sound/vox/quantum.wav',
"quebec" = 'sound/vox/quebec.wav',
"question" = 'sound/vox/question.wav',
"questioning" = 'sound/vox/questioning.wav',
"quick" = 'sound/vox/quick.wav',
"quit" = 'sound/vox/quit.wav',
"radiation" = 'sound/vox/radiation.wav',
"radioactive" = 'sound/vox/radioactive.wav',
"rads" = 'sound/vox/rads.wav',
"rapid" = 'sound/vox/rapid.wav',
"reach" = 'sound/vox/reach.wav',
"reached" = 'sound/vox/reached.wav',
"reactor" = 'sound/vox/reactor.wav',
"red" = 'sound/vox/red.wav',
"relay" = 'sound/vox/relay.wav',
"released" = 'sound/vox/released.wav',
"remaining" = 'sound/vox/remaining.wav',
"renegade" = 'sound/vox/renegade.wav',
"repair" = 'sound/vox/repair.wav',
"report" = 'sound/vox/report.wav',
"reports" = 'sound/vox/reports.wav',
"required" = 'sound/vox/required.wav',
"research" = 'sound/vox/research.wav',
"resevoir" = 'sound/vox/resevoir.wav',
"resistance" = 'sound/vox/resistance.wav',
"right" = 'sound/vox/right.wav',
"rocket" = 'sound/vox/rocket.wav',
"roger" = 'sound/vox/roger.wav',
"romeo" = 'sound/vox/romeo.wav',
"room" = 'sound/vox/room.wav',
"round" = 'sound/vox/round.wav',
"run" = 'sound/vox/run.wav',
"safe" = 'sound/vox/safe.wav',
"safety" = 'sound/vox/safety.wav',
"sargeant" = 'sound/vox/sargeant.wav',
"satellite" = 'sound/vox/satellite.wav',
"save" = 'sound/vox/save.wav',
"science" = 'sound/vox/science.wav',
"scream" = 'sound/vox/scream.wav',
"screen" = 'sound/vox/screen.wav',
"search" = 'sound/vox/search.wav',
"second" = 'sound/vox/second.wav',
"secondary" = 'sound/vox/secondary.wav',
"seconds" = 'sound/vox/seconds.wav',
"sector" = 'sound/vox/sector.wav',
"secure" = 'sound/vox/secure.wav',
"secured" = 'sound/vox/secured.wav',
"security" = 'sound/vox/security.wav',
"select" = 'sound/vox/select.wav',
"selected" = 'sound/vox/selected.wav',
"service" = 'sound/vox/service.wav',
"seven" = 'sound/vox/seven.wav',
"seventeen" = 'sound/vox/seventeen.wav',
"seventy" = 'sound/vox/seventy.wav',
"severe" = 'sound/vox/severe.wav',
"sewage" = 'sound/vox/sewage.wav',
"sewer" = 'sound/vox/sewer.wav',
"shield" = 'sound/vox/shield.wav',
"shipment" = 'sound/vox/shipment.wav',
"shock" = 'sound/vox/shock.wav',
"shoot" = 'sound/vox/shoot.wav',
"shower" = 'sound/vox/shower.wav',
"shut" = 'sound/vox/shut.wav',
"side" = 'sound/vox/side.wav',
"sierra" = 'sound/vox/sierra.wav',
"sight" = 'sound/vox/sight.wav',
"silo" = 'sound/vox/silo.wav',
"six" = 'sound/vox/six.wav',
"sixteen" = 'sound/vox/sixteen.wav',
"sixty" = 'sound/vox/sixty.wav',
"slime" = 'sound/vox/slime.wav',
"slow" = 'sound/vox/slow.wav',
"soldier" = 'sound/vox/soldier.wav',
"some" = 'sound/vox/some.wav',
"someone" = 'sound/vox/someone.wav',
"something" = 'sound/vox/something.wav',
"son" = 'sound/vox/son.wav',
"sorry" = 'sound/vox/sorry.wav',
"south" = 'sound/vox/south.wav',
"squad" = 'sound/vox/squad.wav',
"square" = 'sound/vox/square.wav',
"stairway" = 'sound/vox/stairway.wav',
"status" = 'sound/vox/status.wav',
"sterile" = 'sound/vox/sterile.wav',
"sterilization" = 'sound/vox/sterilization.wav',
"storage" = 'sound/vox/storage.wav',
"sub" = 'sound/vox/sub.wav',
"subsurface" = 'sound/vox/subsurface.wav',
"sudden" = 'sound/vox/sudden.wav',
"suit" = 'sound/vox/suit.wav',
"superconducting" = 'sound/vox/superconducting.wav',
"supercooled" = 'sound/vox/supercooled.wav',
"supply" = 'sound/vox/supply.wav',
"surface" = 'sound/vox/surface.wav',
"surrender" = 'sound/vox/surrender.wav',
"surround" = 'sound/vox/surround.wav',
"surrounded" = 'sound/vox/surrounded.wav',
"switch" = 'sound/vox/switch.wav',
"system" = 'sound/vox/system.wav',
"systems" = 'sound/vox/systems.wav',
"tactical" = 'sound/vox/tactical.wav',
"take" = 'sound/vox/take.wav',
"talk" = 'sound/vox/talk.wav',
"tango" = 'sound/vox/tango.wav',
"tank" = 'sound/vox/tank.wav',
"target" = 'sound/vox/target.wav',
"team" = 'sound/vox/team.wav',
"temperature" = 'sound/vox/temperature.wav',
"temporal" = 'sound/vox/temporal.wav',
"ten" = 'sound/vox/ten.wav',
"terminal" = 'sound/vox/terminal.wav',
"terminated" = 'sound/vox/terminated.wav',
"termination" = 'sound/vox/termination.wav',
"test" = 'sound/vox/test.wav',
"that" = 'sound/vox/that.wav',
"the" = 'sound/vox/the.wav',
"then" = 'sound/vox/then.wav',
"there" = 'sound/vox/there.wav',
"third" = 'sound/vox/third.wav',
"thirteen" = 'sound/vox/thirteen.wav',
"thirty" = 'sound/vox/thirty.wav',
"this" = 'sound/vox/this.wav',
"those" = 'sound/vox/those.wav',
"thousand" = 'sound/vox/thousand.wav',
"threat" = 'sound/vox/threat.wav',
"three" = 'sound/vox/three.wav',
"through" = 'sound/vox/through.wav',
"time" = 'sound/vox/time.wav',
"to" = 'sound/vox/to.wav',
"top" = 'sound/vox/top.wav',
"topside" = 'sound/vox/topside.wav',
"touch" = 'sound/vox/touch.wav',
"towards" = 'sound/vox/towards.wav',
"track" = 'sound/vox/track.wav',
"train" = 'sound/vox/train.wav',
"transportation" = 'sound/vox/transportation.wav',
"truck" = 'sound/vox/truck.wav',
"tunnel" = 'sound/vox/tunnel.wav',
"turn" = 'sound/vox/turn.wav',
"turret" = 'sound/vox/turret.wav',
"twelve" = 'sound/vox/twelve.wav',
"twenty" = 'sound/vox/twenty.wav',
"two" = 'sound/vox/two.wav',
"unauthorized" = 'sound/vox/unauthorized.wav',
"under" = 'sound/vox/under.wav',
"uniform" = 'sound/vox/uniform.wav',
"unlocked" = 'sound/vox/unlocked.wav',
"until" = 'sound/vox/until.wav',
"up" = 'sound/vox/up.wav',
"upper" = 'sound/vox/upper.wav',
"uranium" = 'sound/vox/uranium.wav',
"us" = 'sound/vox/us.wav',
"usa" = 'sound/vox/usa.wav',
"use" = 'sound/vox/use.wav',
"used" = 'sound/vox/used.wav',
"user" = 'sound/vox/user.wav',
"vacate" = 'sound/vox/vacate.wav',
"valid" = 'sound/vox/valid.wav',
"vapor" = 'sound/vox/vapor.wav',
"vent" = 'sound/vox/vent.wav',
"ventillation" = 'sound/vox/ventillation.wav',
"victor" = 'sound/vox/victor.wav',
"violated" = 'sound/vox/violated.wav',
"violation" = 'sound/vox/violation.wav',
"voltage" = 'sound/vox/voltage.wav',
"vox_login" = 'sound/vox/vox_login.wav',
"walk" = 'sound/vox/walk.wav',
"wall" = 'sound/vox/wall.wav',
"want" = 'sound/vox/want.wav',
"wanted" = 'sound/vox/wanted.wav',
"warm" = 'sound/vox/warm.wav',
"warn" = 'sound/vox/warn.wav',
"warning" = 'sound/vox/warning.wav',
"waste" = 'sound/vox/waste.wav',
"water" = 'sound/vox/water.wav',
"we" = 'sound/vox/we.wav',
"weapon" = 'sound/vox/weapon.wav',
"west" = 'sound/vox/west.wav',
"whiskey" = 'sound/vox/whiskey.wav',
"white" = 'sound/vox/white.wav',
"wilco" = 'sound/vox/wilco.wav',
"will" = 'sound/vox/will.wav',
"with" = 'sound/vox/with.wav',
"without" = 'sound/vox/without.wav',
"woop" = 'sound/vox/woop.wav',
"xeno" = 'sound/vox/xeno.wav',
"yankee" = 'sound/vox/yankee.wav',
"yards" = 'sound/vox/yards.wav',
"year" = 'sound/vox/year.wav',
"yellow" = 'sound/vox/yellow.wav',
"yes" = 'sound/vox/yes.wav',
"you" = 'sound/vox/you.wav',
"your" = 'sound/vox/your.wav',
"yourself" = 'sound/vox/yourself.wav',
"zero" = 'sound/vox/zero.wav',
"zone" = 'sound/vox/zone.wav',
"zulu" = 'sound/vox/zulu.wav')
+10 -13
View File
@@ -75,23 +75,20 @@
..()
usr << browse_rsc('html/paigrid.png') // Go ahead and cache the interface resources as early as possible
// this function shows the information about being silenced as a pAI in the Status panel
/mob/living/silicon/pai/proc/show_silenced()
if(src.silence_time)
var/timeleft = round((silence_time - world.timeofday)/10 ,1)
stat(null, "Communications system reboot in -[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]")
/mob/living/silicon/pai/Stat()
..()
statpanel("Status")
if (src.client.statpanel == "Status")
if(emergency_shuttle.online && emergency_shuttle.location < 2)
var/timeleft = emergency_shuttle.timeleft()
if (timeleft)
stat(null, "ETA-[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]")
if(src.silence_time)
var/timeleft = round((silence_time - world.timeofday)/10 ,1)
stat(null, "Communications system reboot in -[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]")
if(!src.stat)
stat(null, text("System integrity: [(src.health+100)/2]%"))
else
stat(null, text("Systems nonfunctional"))
show_silenced()
if (proc_holder_list.len)//Generic list for proc_holder objects.
for(var/obj/effect/proc_holder/P in proc_holder_list)
statpanel("[P.panel]","",P)
+91 -33
View File
@@ -29,6 +29,8 @@
var/obj/item/device/mmi/mmi = null
var/obj/item/device/pda/ai/rbPDA = null
var/opened = 0
var/emagged = 0
var/wiresexposed = 0
@@ -101,6 +103,12 @@
playsound(loc, 'sound/voice/liveagain.ogg', 75, 1)
// setup the PDA and its name
/mob/living/silicon/robot/proc/setup_PDA()
if (!rbPDA)
rbPDA = new/obj/item/device/pda/ai(src)
rbPDA.set_name_and_job(custom_name,braintype)
//If there's an MMI in the robot, have it ejected when the mob goes away. --NEO
//Improved /N
/mob/living/silicon/robot/Del()
@@ -123,9 +131,12 @@
updatename(mod)
module = new /obj/item/weapon/robot_module/standard(src)
hands.icon_state = "standard"
var/icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Standard")
var/icontype
if (src.name == "Lucy" && src.ckey == "rowtree") icontype = ("Lucy")
else icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Standard")
switch(icontype)
if("Basic") icon_state = "robot_old"
if("Lucy") icon_state = "rowtree-lucy"
else icon_state = "robot"
modtype = "Stand"
feedback_inc("cyborg_standard",1)
@@ -134,12 +145,15 @@
updatename(mod)
module = new /obj/item/weapon/robot_module/butler(src)
hands.icon_state = "service"
var/icontype = input("Select an icon!", "Robot", null, null) in list("Waitress", "Bro", "Butler", "Kent", "Rich")
var/icontype
if (src.name == "Lucy" && src.ckey == "rowtree") icontype = ("Lucy")
else icontype = input("Select an icon!", "Robot", null, null) in list("Waitress", "Bro", "Butler", "Kent", "Rich")
switch(icontype)
if("Waitress") icon_state = "Service"
if("Kent") icon_state = "toiletbot"
if("Bro") icon_state = "Brobot"
if("Rich") icon_state = "maximillion"
if("Lucy") icon_state = "rowtree-lucy"
else icon_state = "Service2"
modtype = "Butler"
feedback_inc("cyborg_service",1)
@@ -148,10 +162,13 @@
updatename(mod)
module = new /obj/item/weapon/robot_module/miner(src)
hands.icon_state = "miner"
var/icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Advanced Droid", "Treadhead")
var/icontype
if (src.name == "Lucy" && src.ckey == "rowtree") icontype = ("Lucy")
else icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Advanced Droid", "Treadhead")
switch(icontype)
if("Basic") icon_state = "Miner_old"
if("Advanced Droid") icon_state = "droid-miner"
if("Lucy") icon_state = "rowtree-lucy"
else icon_state = "Miner"
modtype = "Miner"
feedback_inc("cyborg_miner",1)
@@ -161,11 +178,14 @@
updatename(mod)
module = new /obj/item/weapon/robot_module/medical(src)
hands.icon_state = "medical"
var/icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Advanced Droid", "Needles", "Hoverbot")
var/icontype
if (src.name == "Lucy" && src.ckey == "rowtree") icontype = ("Lucy")
else icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Advanced Droid", "Needles", "Hoverbot")
switch(icontype)
if("Basic") icon_state = "Medbot"
if("Advanced Droid") icon_state = "droid-medical"
if("Needles") icon_state = "medicalrobot"
if("Lucy") icon_state = "rowtree-medical"
else icon_state = "surgeon"
modtype = "Med"
status_flags &= ~CANPUSH
@@ -176,11 +196,14 @@
updatename(mod)
module = new /obj/item/weapon/robot_module/security(src)
hands.icon_state = "security"
var/icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Red Knight", "Black Knight", "Bloodhound")
var/icontype
if (src.name == "Lucy" && src.ckey == "rowtree") icontype = ("Lucy")
else icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Red Knight", "Black Knight", "Bloodhound")
switch(icontype)
if("Basic") icon_state = "secborg"
if("Red Knight") icon_state = "Security"
if("Black Knight") icon_state = "securityrobot"
if("Lucy") icon_state = "rowtree-security"
else icon_state = "bloodhound"
modtype = "Sec"
//speed = -1 Secborgs have nerfed tasers now, so the speed boost is not necessary
@@ -192,10 +215,13 @@
updatename(mod)
module = new /obj/item/weapon/robot_module/engineering(src)
hands.icon_state = "engineer"
var/icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Antique", "Landmate")
var/icontype
if (src.name == "Lucy" && src.ckey == "rowtree") icontype = ("Lucy")
else icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Antique", "Landmate")
switch(icontype)
if("Basic") icon_state = "Engineering"
if("Antique") icon_state = "Engineerrobot"
if("Antique") icon_state = "engineerrobot"
if("Lucy") icon_state = "rowtree-engineering"
else icon_state = "landmate"
modtype = "Eng"
feedback_inc("cyborg_engineering",1)
@@ -205,10 +231,13 @@
updatename(mod)
module = new /obj/item/weapon/robot_module/janitor(src)
hands.icon_state = "janitor"
var/icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Mopbot", "Zamboni")
var/icontype
if (src.name == "Lucy" && src.ckey == "rowtree") icontype = ("Lucy")
else icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Mopbot", "Zamboni")
switch(icontype)
if("Basic") icon_state = "JanBot2"
if("Mopbot") icon_state = "janitorrobot"
if("Lucy") icon_state = "rowtree-lucy"
else icon_state = "mopgearrex"
modtype = "Jan"
feedback_inc("cyborg_janitor",1)
@@ -217,6 +246,8 @@
radio.config(channels)
updateicon()
/
/mob/living/silicon/robot/proc/updatename(var/prefix as text)
if(istype(mmi, /obj/item/device/mmi/posibrain))
@@ -231,6 +262,9 @@
changed_name = "[(prefix ? "[prefix] " : "")][braintype]-[num2text(ident)]"
real_name = changed_name
name = real_name
// if we've changed our name, we also need to update the display name for our PDA
setup_PDA()
/mob/living/silicon/robot/verb/Namepick()
if(custom_name)
@@ -250,6 +284,13 @@
set name = "Show Alerts"
robot_alerts()
// this verb lets cyborgs see the stations manifest
/mob/living/silicon/robot/verb/cmd_station_manifest()
set category = "Robot Commands"
set name = "Show Station Manifest"
show_station_manifest()
/mob/living/silicon/robot/proc/robot_alerts()
var/dat = "<HEAD><TITLE>Current Station Alerts</TITLE><META HTTP-EQUIV='Refresh' CONTENT='10'></HEAD><BODY>\n"
dat += "<A HREF='?src=\ref[src];mach_close=robotalerts'>Close</A><BR><BR>"
@@ -280,35 +321,52 @@
return 1
return 0
// this function shows information about the malf_ai gameplay type in the status screen
/mob/living/silicon/robot/show_malf_ai()
..()
if(ticker.mode.name == "AI malfunction")
var/datum/game_mode/malfunction/malf = ticker.mode
for (var/datum/mind/malfai in malf.malf_ai)
if(connected_ai)
if(connected_ai.mind == malfai)
if(malf.apcs >= 3)
stat(null, "Time until station control secured: [max(malf.AI_win_timeleft/(malf.apcs/3), 0)] seconds")
else if(ticker.mode:malf_mode_declared)
stat(null, "Time left: [max(ticker.mode:AI_win_timeleft/(ticker.mode:apcs/3), 0)]")
return 0
// this function displays jetpack pressure in the stat panel
/mob/living/silicon/robot/proc/show_jetpack_pressure()
// if you have a jetpack, show the internal tank pressure
var/obj/item/weapon/tank/jetpack/current_jetpack = installed_jetpack()
if (current_jetpack)
stat("Internal Atmosphere Info", current_jetpack.name)
stat("Tank Pressure", current_jetpack.air_contents.return_pressure())
// this function returns the robots jetpack, if one is installed
/mob/living/silicon/robot/proc/installed_jetpack()
if(module)
return (locate(/obj/item/weapon/tank/jetpack) in module.modules)
return 0
// this function displays the cyborgs current cell charge in the stat panel
/mob/living/silicon/robot/proc/show_cell_power()
if(cell)
stat(null, text("Charge Left: [cell.charge]/[cell.maxcharge]"))
else
stat(null, text("No Cell Inserted!"))
// update the status screen display
/mob/living/silicon/robot/Stat()
..()
statpanel("Status")
if (client.statpanel == "Status")
if(emergency_shuttle.online && emergency_shuttle.location < 2)
var/timeleft = emergency_shuttle.timeleft()
if (timeleft)
stat(null, "ETA-[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]")
if(ticker.mode.name == "AI malfunction")
var/datum/game_mode/malfunction/malf = ticker.mode
for (var/datum/mind/malfai in malf.malf_ai)
if(connected_ai)
if(connected_ai.mind == malfai)
if(malf.apcs >= 3)
stat(null, "Time until station control secured: [max(malf.AI_win_timeleft/(malf.apcs/3), 0)] seconds")
else if(ticker.mode:malf_mode_declared)
stat(null, "Time left: [max(ticker.mode:AI_win_timeleft/(ticker.mode:apcs/3), 0)]")
if(cell)
stat(null, text("Charge Left: [cell.charge]/[cell.maxcharge]"))
else
stat(null, text("No Cell Inserted!"))
if(module)
internal = locate(/obj/item/weapon/tank/jetpack) in module.modules
if(internal)
stat("Internal Atmosphere Info", internal.name)
stat("Tank Pressure", internal.air_contents.return_pressure())
show_cell_power()
show_jetpack_pressure()
/mob/living/silicon/robot/restrained()
return 0
+48 -1
View File
@@ -144,4 +144,51 @@
return 0
if (bot.connected_ai == ai)
return 1
return 0
return 0
// this function shows the health of the pAI in the Status panel
/mob/living/silicon/proc/show_system_integrity()
if(!src.stat)
stat(null, text("System integrity: [(src.health+100)/2]%"))
else
stat(null, text("Systems nonfunctional"))
// This is a pure virtual function, it should be overwritten by all subclasses
/mob/living/silicon/proc/show_malf_ai()
return 0
// this function displays the station time in the status panel
/mob/living/silicon/proc/show_station_time()
stat(null, "Station Time: [worldtime2text()]")
// this function displays the shuttles ETA in the status panel if the shuttle has been called
/mob/living/silicon/proc/show_emergency_shuttle_eta()
if(emergency_shuttle.online && emergency_shuttle.location < 2)
var/timeleft = emergency_shuttle.timeleft()
if (timeleft)
stat(null, "ETA-[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]")
// This adds the basic clock, shuttle recall timer, and malf_ai info to all silicon lifeforms
/mob/living/silicon/Stat()
..()
statpanel("Status")
if (src.client.statpanel == "Status")
show_station_time()
show_emergency_shuttle_eta()
show_system_integrity()
show_malf_ai()
// this function displays the stations manifest in a separate window
/mob/living/silicon/proc/show_station_manifest()
var/dat
dat += "<h4>Crew Manifest</h4>"
if(data_core)
dat += data_core.get_manifest(0) // make it monochrome
dat += "<br>"
src << browse(dat, "window=airoster")
onclose(src, "airoster")
@@ -290,4 +290,4 @@
if (cultist == usr) //just to be sure.
return
cultist.loc = usr.loc
usr.visible_message("/red [cultist] appears in a flash of red light as [usr] glows with power")*/
usr.visible_message("\red [cultist] appears in a flash of red light as [usr] glows with power")*/
@@ -144,8 +144,10 @@ datum/preferences
icobase = 'icons/mob/human_races/r_lizard.dmi'
if("Skrell")
icobase = 'icons/mob/human_races/r_skrell.dmi'
if("Vox")
icobase = 'icons/mob/human_races/r_vox.dmi'
else
icobase = 'icons/mob/human_races/r_human.dmi'
preview_icon = new /icon(icobase, "torso_[g]")
+2
View File
@@ -740,8 +740,10 @@ obj/item/weapon/organ/New(loc, mob/living/carbon/human/H)
base = new('icons/mob/human_races/r_lizard.dmi')
if("skrell")
base = new('icons/mob/human_races/r_skrell.dmi')
if("vox")
base = new('icons/mob/human_races/r_vox.dmi')
else
base = new('icons/mob/human_races/r_human.dmi')
if(base)
+4 -2
View File
@@ -167,7 +167,7 @@
mouthshoot = 0
return
if (load_into_chamber())
user.visible_message("<span class = 'warning'>[user] pulls the trigger. Ow.</span>")
user.visible_message("<span class = 'warning'>[user] pulls the trigger.</span>")
if(silenced)
playsound(user, fire_sound, 10, 1)
else
@@ -175,8 +175,10 @@
in_chamber.on_hit(M)
if (!in_chamber.nodamage)
user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]")
user.death()
else
user << "<span class = 'notice'>You feel dumb for trying this...</span>"
user << "<span class = 'notice'>Ow...</span>"
user.apply_effect(110,AGONY,0)
del(in_chamber)
mouthshoot = 0
return
@@ -166,3 +166,22 @@ obj/item/weapon/gun/energy/staff
icon_state = "xray"
projectile_type = "/obj/item/projectile/beam/mindflayer"
fire_sound = 'sound/weapons/Laser.ogg'
obj/item/weapon/gun/energy/staff/focus
name = "mental focus"
desc = "An artefact that channels the will of the user into destructive bolts of force. If you aren't careful with it, you might poke someone's brain out."
icon = 'icons/obj/wizard.dmi'
icon_state = "focus"
item_state = "focus"
projectile_type = "/obj/item/projectile/forcebolt"
/*
attack_self(mob/living/user as mob)
if(projectile_type == "/obj/item/projectile/forcebolt")
charge_cost = 200
user << "\red The [src.name] will now strike a small area."
projectile_type = "/obj/item/projectile/forcebolt/strong"
else
charge_cost = 100
user << "\red The [src.name] will now strike only a single person."
projectile_type = "/obj/item/projectile/forcebolt"
*/
@@ -0,0 +1,140 @@
/obj/item/weapon/storage/pneumatic
name = "pneumatic cannon"
desc = "A large gas-powered cannon."
icon = 'icons/obj/gun.dmi'
icon_state = "pneumatic"
item_state = "pneumatic"
w_class = 4.0
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
slot_flags = SLOT_BELT
max_w_class = 3
max_combined_w_class = 20
var/obj/item/weapon/tank/tank = null // Tank of gas for use in firing the cannon.
var/obj/item/weapon/storage/tank_container = new() // Something to hold the tank item so we don't accidentally fire it.
var/pressure_setting = 10 // Percentage of the gas in the tank used to fire the projectile.
var/possible_pressure_amounts = list(5,10,20,25,50) // Possible pressure settings.
var/minimum_tank_pressure = 10 // Minimum pressure to fire the gun.
var/cooldown = 0 // Whether or not we're cooling down.
var/cooldown_time = 50 // Time between shots.
var/force_divisor = 400 // Force equates to speed. Speed/5 equates to a damage multiplier for whoever you hit.
// For reference, a fully pressurized oxy tank at 50% gas release firing a health
// analyzer with a force_divisor of 10 hit with a damage multiplier of 3000+.
/obj/item/weapon/storage/pneumatic/verb/set_pressure() //set amount of tank pressure.
set name = "Set valve pressure"
set category = "Object"
set src in range(0)
var/N = input("Percentage of tank used per shot:","[src]") as null|anything in possible_pressure_amounts
if (N)
pressure_setting = N
usr << "You dial the pressure valve to [pressure_setting]%."
/obj/item/weapon/storage/pneumatic/verb/eject_tank() //Remove the tank.
set name = "Eject tank"
set category = "Object"
set src in range(0)
if(tank)
usr << "You twist the valve and pop the tank out of [src]."
tank.loc = usr.loc
tank = null
icon_state = "pneumatic"
item_state = "pneumatic"
usr.update_icons()
else
usr << "There's no tank in [src]."
/obj/item/weapon/storage/pneumatic/attackby(obj/item/W as obj, mob/user as mob)
if(!tank && istype(W,/obj/item/weapon/tank))
user.drop_item()
tank = W
tank.loc = src.tank_container
user.visible_message("[user] jams [W] into [src]'s valve and twists it closed.","You jam [W] into [src]'s valve and twist it closed.")
icon_state = "pneumatic-tank"
item_state = "pneumatic-tank"
user.update_icons()
else
..()
/obj/item/weapon/storage/pneumatic/examine()
set src in view()
..()
if (!(usr in view(2)) && usr!=src.loc) return
usr << "The valve is dialed to [pressure_setting]%."
if(tank)
usr << "The tank dial reads [tank.air_contents.return_pressure()] kPa."
else
usr << "Nothing is attached to the tank valve!"
/obj/item/weapon/storage/pneumatic/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
if (istype(target, /obj/item/weapon/storage/backpack ))
return
else if (target.loc == user.loc)
return
else if (locate (/obj/structure/table, src.loc))
return
else if(target == user)
return
if (length(contents) == 0)
user << "There's nothing in [src] to fire!"
return 0
else
spawn(0) Fire(target,user,params)
/obj/item/weapon/storage/pneumatic/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
if (length(contents) > 0)
if(user.a_intent == "hurt")
user.visible_message("\red <b> \The [user] fires \the [src] point blank at [M]!</b>")
Fire(M,user)
return
else
Fire(M,user)
return
/obj/item/weapon/storage/pneumatic/proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
if (!tank)
user << "There is no gas tank in [src]!"
return 0
if (cooldown)
user << "The chamber hasn't built up enough pressure yet!"
return 0
add_fingerprint(user)
var/turf/curloc = get_turf(user)
var/turf/targloc = get_turf(target)
if (!istype(targloc) || !istype(curloc))
return
var/fire_pressure = (tank.air_contents.return_pressure()/100)*pressure_setting
if (fire_pressure < minimum_tank_pressure)
user << "There isn't enough gas in the tank to fire [src]."
return 0
var/obj/item/object = contents[1]
var/speed = ((fire_pressure*tank.volume)/object.w_class)/force_divisor //projectile speed.
if(speed>80) speed = 80 //damage cap.
user.visible_message("<span class='danger'>[user] fires [src] and launches [object] at [target]!</span>","<span class='danger'>You fire [src] and launch [object] at [target]!</span>")
src.remove_from_storage(object,user.loc)
object.throw_at(target,10,speed)
var/lost_gas_amount = tank.air_contents.total_moles*(pressure_setting/100)
var/datum/gas_mixture/removed = tank.air_contents.remove(lost_gas_amount)
user.loc.assume_air(removed)
cooldown = 1
spawn(cooldown_time)
cooldown = 0
user << "[src]'s gauge informs you it's ready to be fired again."
+3 -2
View File
@@ -48,6 +48,7 @@
var/stutter = 0
var/eyeblur = 0
var/drowsy = 0
var/agony = 0
proc/on_hit(var/atom/target, var/blocked = 0)
@@ -55,7 +56,7 @@
if(!isliving(target)) return 0
if(isanimal(target)) return 0
var/mob/living/L = target
L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, blocked)
L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, agony, blocked) // add in AGONY!
return 1
proc/check_fire(var/mob/living/target as mob, var/mob/living/user as mob) //Checks if you can hit them or not.
@@ -114,6 +115,7 @@
msg_admin_attack("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG
spawn(0)
if(A)
if (!forcedodge)
forcedodge = A.bullet_act(src, def_zone) // searches for return value
@@ -125,7 +127,6 @@
loc = A.loc
permutated.Add(A)
return 0
if(istype(A,/turf))
for(var/obj/O in A)
O.bullet_act(src)
@@ -9,14 +9,15 @@
/obj/item/projectile/energy/electrode
name = "electrode"
icon_state = "spark"
/* - Old taser bit
nodamage = 0
nodamage = 1
/*
stun = 10
weaken = 10
stutter = 10
*/
damage = 40
agony = 40
damage_type = HALLOSS
//Damage will be handled on the MOB side, to prevent window shattering.
@@ -0,0 +1,29 @@
/obj/item/projectile/forcebolt
name = "force bolt"
icon = 'icons/obj/projectiles.dmi'
icon_state = "ice_1"
damage = 20
flag = "energy"
/obj/item/projectile/forcebolt/strong
name = "force bolt"
/obj/item/projectile/forcebolt/on_hit(var/atom/target, var/blocked = 0)
var/obj/T = target
var/throwdir = get_dir(firer,target)
T.throw_at(get_edge_target_turf(target, throwdir),10,10)
return 1
/*
/obj/item/projectile/forcebolt/strong/on_hit(var/atom/target, var/blocked = 0)
// NONE OF THIS WORKS. DO NOT USE.
var/throwdir = null
for(var/mob/M in hearers(2, src))
if(M.loc != src.loc)
throwdir = get_dir(src,target)
M.throw_at(get_edge_target_turf(M, throwdir),15,1)
return ..()
*/
@@ -104,6 +104,10 @@ datum
for (var/datum/reagent/current_reagent in src.reagent_list)
if (!current_reagent)
continue
if (current_reagent.id == "blood" && ishuman(target))
var/mob/living/carbon/human/H = target
H.inject_blood(my_atom, amount)
continue
var/current_reagent_transfer = current_reagent.volume * part
if(preserve_data)
trans_data = current_reagent.data
+9 -2
View File
@@ -12,6 +12,7 @@ using metal and glass, it uses glass and reagents (usually sulfuric acis).
var/g_amount = 0
var/gold_amount = 0
var/diamond_amount = 0
var/uranium_amount = 0
var/max_material_amount = 75000.0
New()
@@ -46,7 +47,7 @@ using metal and glass, it uses glass and reagents (usually sulfuric acis).
return
proc/TotalMaterials()
return g_amount + gold_amount + diamond_amount
return g_amount + gold_amount + diamond_amount + uranium_amount
attackby(var/obj/item/O as obj, var/mob/user as mob)
if (shocked)
@@ -85,19 +86,23 @@ using metal and glass, it uses glass and reagents (usually sulfuric acis).
if(diamond_amount >= 2000)
var/obj/item/stack/sheet/mineral/diamond/G = new /obj/item/stack/sheet/mineral/diamond(src.loc)
G.amount = round(diamond_amount / 2000)
if(uranium_amount >= 2000)
var/obj/item/stack/sheet/mineral/uranium/G = new /obj/item/stack/sheet/mineral/uranium(src.loc)
G.amount = round(uranium_amount / 2000)
del(src)
return 1
else
user << "\red You can't load the [src.name] while it's opened."
return 1
if (disabled)
user << "\The [name] appears to not be working!"
return
if (!linked_console)
user << "\The [name] must be linked to an R&D console first!"
return 1
if (O.is_open_container())
return 1
if (!istype(O, /obj/item/stack/sheet/glass) && !istype(O, /obj/item/stack/sheet/mineral/gold) && !istype(O, /obj/item/stack/sheet/mineral/diamond))
if (!istype(O, /obj/item/stack/sheet/glass) && !istype(O, /obj/item/stack/sheet/mineral/gold) && !istype(O, /obj/item/stack/sheet/mineral/diamond) && !istype(O, /obj/item/stack/sheet/mineral/uranium))
user << "\red You cannot insert this item into the [name]!"
return 1
if (stat)
@@ -128,6 +133,8 @@ using metal and glass, it uses glass and reagents (usually sulfuric acis).
gold_amount += amount * 2000
else if(istype(stack, /obj/item/stack/sheet/mineral/diamond))
diamond_amount += amount * 2000
else if(istype(stack, /obj/item/stack/sheet/mineral/uranium))
uranium_amount += amount * 2000
stack.use(amount)
busy = 0
src.updateUsrDialog()
+14
View File
@@ -429,6 +429,8 @@ won't update every console in existence) but it's more of a hassle to do. Also,
linked_imprinter.gold_amount = max(0, (linked_imprinter.gold_amount-being_built.materials[M]))
if("$diamond")
linked_imprinter.diamond_amount = max(0, (linked_imprinter.diamond_amount-being_built.materials[M]))
if("$uranium")
linked_imprinter.uranium_amount = max(0, (linked_imprinter.uranium_amount-being_built.materials[M]))
else
linked_imprinter.reagents.remove_reagent(M, being_built.materials[M])
var/obj/new_item = new being_built.build_path(src)
@@ -500,6 +502,9 @@ won't update every console in existence) but it's more of a hassle to do. Also,
if("diamond")
type = /obj/item/stack/sheet/mineral/diamond
res_amount = "diamond_amount"
if("uranium")
type = /obj/item/stack/sheet/mineral/uranium
res_amount = "uranium_amount"
if(ispath(type) && hasvar(linked_imprinter, res_amount))
var/obj/item/stack/sheet/sheet = new type(linked_imprinter.loc)
var/available_num_sheets = round(linked_imprinter.vars[res_amount]/sheet.perunit)
@@ -851,6 +856,8 @@ won't update every console in existence) but it's more of a hassle to do. Also,
if(D.materials[M] > linked_imprinter.gold_amount) check_materials = 0
if("$diamond")
if(D.materials[M] > linked_imprinter.diamond_amount) check_materials = 0
if("$uranium")
if(D.materials[M] > linked_imprinter.uranium_amount) check_materials = 0
else if (!linked_imprinter.reagents.has_reagent(M, D.materials[M]))
check_materials = 0
if (check_materials)
@@ -891,6 +898,13 @@ won't update every console in existence) but it's more of a hassle to do. Also,
if(linked_imprinter.diamond_amount >= 2000) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=diamond;imprinter_ejectsheet_amt=1'>(1 Sheet)</A> "
if(linked_imprinter.diamond_amount >= 10000) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=diamond;imprinter_ejectsheet_amt=5'>(5 Sheets)</A> "
if(linked_imprinter.diamond_amount >= 2000) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=diamond;imprinter_ejectsheet_amt=50'>(Max Sheets)</A>"
dat += "<BR>"
//Uranium
dat += "* [linked_imprinter.uranium_amount] cm<sup>3</sup> of Uranium || "
dat += "Eject: "
if(linked_imprinter.uranium_amount >= 2000) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=uranium;imprinter_ejectsheet_amt=1'>(1 Sheet)</A> "
if(linked_imprinter.uranium_amount >= 10000) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=uranium;imprinter_ejectsheet_amt=5'>(5 Sheets)</A> "
if(linked_imprinter.uranium_amount >= 2000) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=uranium;imprinter_ejectsheet_amt=50'>(Max Sheets)</A>"
user << browse("<TITLE>Research and Development Console</TITLE><HR>[dat]", "window=rdconsole;size=575x400")
onclose(user, "rdconsole")

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