Merge github.com:Baystation12/Baystation12

Conflicts:
	html/changelog.html
This commit is contained in:
cib
2012-05-19 19:42:30 +02:00
153 changed files with 15174 additions and 13698 deletions
+7 -1
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@@ -161,8 +161,11 @@
#define FILE_DIR "code/unused/powerarmor"
#define FILE_DIR "code/unused/spacecraft"
#define FILE_DIR "code/WorkInProgress"
#define FILE_DIR "code/WorkInProgress/animusstation"
#define FILE_DIR "code/WorkInProgress/Apples"
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn"
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/BirdMan"
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Jumper"
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Rust"
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Supermatter"
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Tajara"
@@ -646,6 +649,7 @@
#include "code\game\objects\toys.dm"
#include "code\game\objects\transfer_valve.dm"
#include "code\game\objects\washing_machine.dm"
#include "code\game\objects\watercloset.dm"
#include "code\game\objects\weapons.dm"
#include "code\game\objects\window.dm"
#include "code\game\objects\alien\acid.dm"
@@ -1142,6 +1146,9 @@
#include "code\WorkInProgress\AI_Visibility.dm"
#include "code\WorkInProgress\buildmode.dm"
#include "code\WorkInProgress\explosion_particles.dm"
#include "code\WorkInProgress\animusstation\atm.dm"
#include "code\WorkInProgress\Cael_Aislinn\BirdMan\bird_transformation.dm"
#include "code\WorkInProgress\Cael_Aislinn\BirdMan\birdman.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\core_field.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\core_gen.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\core_monitor.dm"
@@ -1162,7 +1169,6 @@
#include "code\WorkInProgress\Cael_Aislinn\Tajara\tajaran.dm"
#include "code\WorkInProgress\Cael_Aislinn\Tajara\whisper.dm"
#include "code\WorkInProgress\Chinsky\ashtray.dm"
#include "code\WorkInProgress\Mini\ATM.dm"
#include "code\WorkInProgress\Mini\atmos_control.dm"
#include "code\WorkInProgress\Mini\pipe_heater.dm"
#include "code\WorkInProgress\Mloc\Shortcuts.dm"
+2 -1
View File
@@ -341,7 +341,8 @@ obj/machinery/atmospherics/pipe
New()
initialize_directions = dir
air_temporary.update_values()
if(air_temporary)
air_temporary.update_values()
..()
process()
+183 -25
View File
@@ -8,6 +8,9 @@
//(And therefore also be portable to another similar codebase simply by transferring the file and including it after the other AI code files.)
//There are probably a few parts that don't do that at the moment, but I'll fix them at some point.
#define MINIMAP_UPDATE_DELAY 1200
/turf
var/image/obscured
var/image/dim
@@ -33,9 +36,128 @@
var/list/turfs = list()
var/list/seenby = list()
var/visible = 0
var/changed = 0
var/changed = 1
var/updating = 0
var/x
var/y
var/z
var/minimap_updating = 0
var/icon/minimap_icon = new('minimap.dmi', "chunk_base")
var/obj/minimap_obj/minimap_obj = new()
/obj/minimap_obj/Click(location, control, params)
if(!istype(usr, /mob/dead) && !istype(usr, /mob/living/silicon/ai) && !(usr.client && usr.client.holder && usr.client.holder.level >= 4))
return
var/list/par = params2list(params)
var/screen_loc = par["screen-loc"]
if(findtext(screen_loc, "minimap:") != 1)
return
screen_loc = copytext(screen_loc, length("minimap:") + 1)
var/x_text = copytext(screen_loc, 1, findtext(screen_loc, ","))
var/y_text = copytext(screen_loc, findtext(screen_loc, ",") + 1)
var/x = (text2num(copytext(x_text, 1, findtext(x_text, ":"))) - 1) * 16
x += round((text2num(copytext(x_text, findtext(x_text, ":") + 1)) + 1) / 2)
var/y = (text2num(copytext(y_text, 1, findtext(y_text, ":"))) - 1) * 16
y += round((text2num(copytext(y_text, findtext(y_text, ":") + 1)) + 1) / 2)
if(istype(usr, /mob/living/silicon/ai))
var/mob/living/silicon/ai/ai = usr
ai.freelook()
ai.eyeobj.loc = locate(max(1, x - 1), max(1, y - 1), ai.eyeobj.z)
cameranet.visibility(ai.eyeobj)
else
usr.loc = locate(max(1, x - 1), max(1, y - 1), usr.z)
/mob/dead/verb/Open_Minimap()
set category = "Ghost"
winshow(src, "minimapwindow", 1)
client.screen |= cameranet.minimap
if(cameranet.generating_minimap)
cameranet.minimap_viewers += src
/mob/living/silicon/ai/verb/Open_Minimap()
set category = "AI Commands"
winshow(src, "minimapwindow", 1)
client.screen |= cameranet.minimap
if(cameranet.generating_minimap)
cameranet.minimap_viewers += src
/client/proc/Open_Minimap()
set category = "Admin"
winshow(src, "minimapwindow", 1)
screen |= cameranet.minimap
if(cameranet.generating_minimap)
cameranet.minimap_viewers += src.mob
/datum/camerachunk/proc/update_minimap()
if(changed && !updating)
update()
minimap_icon.Blend(rgb(255, 0, 0), ICON_MULTIPLY)
var/list/turfs = visibleTurfs | dimTurfs
for(var/turf/turf in turfs)
var/x = (turf.x & 0xf) * 2
var/y = (turf.y & 0xf) * 2
if(turf.density)
minimap_icon.DrawBox(rgb(100, 100, 100), x + 1, y + 1, x + 2, y + 2)
continue
else if(istype(turf, /turf/space))
minimap_icon.DrawBox(rgb(0, 0, 0), x + 1, y + 1, x + 2, y + 2)
else
minimap_icon.DrawBox(rgb(200, 200, 200), x + 1, y + 1, x + 2, y + 2)
for(var/obj/structure/o in turf)
if(o.density)
if(istype(o, /obj/structure/window) && (o.dir == NORTH || o.dir == SOUTH || o.dir == EAST || o.dir == WEST))
if(o.dir == NORTH)
minimap_icon.DrawBox(rgb(150, 150, 200), x + 1, y + 2, x + 2, y + 2)
else if(o.dir == SOUTH)
minimap_icon.DrawBox(rgb(150, 150, 200), x + 1, y + 1, x + 2, y + 1)
else if(o.dir == EAST)
minimap_icon.DrawBox(rgb(150, 150, 200), x + 3, y + 1, x + 2, y + 2)
else if(o.dir == WEST)
minimap_icon.DrawBox(rgb(150, 150, 200), x + 1, y + 1, x + 1, y + 2)
else
minimap_icon.DrawBox(rgb(150, 150, 150), x + 1, y + 1, x + 2, y + 2)
break
for(var/obj/machinery/door/o in turf)
if(istype(o, /obj/machinery/door/window))
if(o.dir == NORTH)
minimap_icon.DrawBox(rgb(100, 150, 100), x + 1, y + 2, x + 2, y + 2)
else if(o.dir == SOUTH)
minimap_icon.DrawBox(rgb(100, 150, 100), x + 1, y + 1, x + 2, y + 1)
else if(o.dir == EAST)
minimap_icon.DrawBox(rgb(100, 150, 100), x + 2, y + 1, x + 2, y + 2)
else if(o.dir == WEST)
minimap_icon.DrawBox(rgb(100, 150, 100), x + 1, y + 1, x + 1, y + 2)
else
minimap_icon.DrawBox(rgb(100, 150, 100), x + 1, y + 1, x + 2, y + 2)
break
minimap_obj.screen_loc = "minimap:[src.x / 16],[src.y / 16]"
minimap_obj.icon = minimap_icon
/mob/aiEye
var/list/visibleCameraChunks = list()
var/mob/ai = null
@@ -50,6 +172,7 @@
seenby += ai
if(changed && !updating)
update()
changed = 0
/datum/camerachunk/proc/remove(mob/aiEye/ai)
ai.visibleCameraChunks -= src
@@ -76,20 +199,28 @@
else
changed = 1
if(!minimap_updating)
minimap_updating = 1
spawn(MINIMAP_UPDATE_DELAY)
if(changed && !updating)
update()
changed = 0
update_minimap()
minimap_updating = 0
/datum/camerachunk/proc/update()
var/list/newDimTurfs = list()
var/list/newVisibleTurfs = list()
for(var/obj/machinery/camera/c in cameras)
var/lum = c.luminosity
c.luminosity = 7
for(var/turf/t in view(7, c))
if(t in turfs)
newDimTurfs += t
for(var/turf/t in view(6, c))
if(t in turfs)
newVisibleTurfs += t
newDimTurfs |= turfs & view(7, c)
newVisibleTurfs |= turfs & view(6, c)
c.luminosity = lum
@@ -154,29 +285,26 @@
m.ai.client.images += t.obscured
/datum/camerachunk/New(loc, x, y, z)
x &= ~0xf
y &= ~0xf
src.x = x
src.y = y
src.z = z
for(var/obj/machinery/camera/c in range(16, locate(x + 8, y + 8, z)))
if(c.status)
cameras += c
for(var/turf/t in range(10, locate(x + 8, y + 8, z)))
if(t.x >= x && t.y >= y && t.x < x + 16 && t.y < y + 16)
turfs += t
turfs = block(locate(x, y, z), locate(min(world.maxx, x + 15), min(world.maxy, y + 15), z))
for(var/obj/machinery/camera/c in cameras)
var/lum = c.luminosity
c.luminosity = 7
for(var/turf/t in view(7, c))
if(t in turfs)
dimTurfs += t
for(var/turf/t in view(6, c))
if(t in turfs)
visibleTurfs += t
dimTurfs |= turfs & view(7, c)
visibleTurfs |= turfs & view(6, c)
c.luminosity = lum
@@ -197,6 +325,8 @@
dim += t.dim
cameranet.minimap += minimap_obj
var/datum/cameranet/cameranet = new()
/datum/cameranet
@@ -205,9 +335,27 @@ var/datum/cameranet/cameranet = new()
var/network = "net1"
var/ready = 0
var/list/minimap = list()
var/generating_minimap = TRUE
var/list/minimap_viewers = list()
/datum/cameranet/New()
..()
spawn(200)
for(var/x = 0, x <= world.maxx, x += 16)
for(var/y = 0, y <= world.maxy, y += 16)
sleep(1)
var/datum/camerachunk/c = getCameraChunk(x, y, 1)
c.update_minimap()
for(var/mob/m in minimap_viewers)
m.client.screen |= c.minimap_obj
generating_minimap = FALSE
minimap_viewers = list()
/datum/cameranet/proc/chunkGenerated(x, y, z)
var/key = "[x],[y],[z]"
return key in chunks
@@ -301,6 +449,7 @@ var/datum/cameranet/cameranet = new()
// machine = null
if(!eyeobj) //if it got deleted somehow (like an admin trying to fix things <.<')
eyeobj = new()
eyeobj.ai = src
client.eye = eyeobj
eyeobj.loc = loc
cameranet.visibility(eyeobj)
@@ -368,12 +517,6 @@ var/datum/cameranet/cameranet = new()
return 1
return 0
/mob/living/silicon/ai/switchCamera(var/obj/machinery/camera/C)
if(C && isturf(C.loc))
eyeobj.loc = C.loc
cameranet.visibility(eyeobj)
return
/mob/living/silicon/ai/attack_ai(var/mob/user as mob)
if (user != src)
return
@@ -411,5 +554,20 @@ var/datum/cameranet/cameranet = new()
set category = "OOC"
reset_view(null)
machine = null
del eyeobj
src.freelook()
/mob/living/silicon/ai/reset_view(atom/A)
if (client)
if(!eyeobj)
eyeobj = new()
eyeobj.ai = src
client.eye = eyeobj
client.perspective = EYE_PERSPECTIVE
if (istype(A, /atom/movable))
eyeobj.loc = locate(A.x, A.y, A.z)
else
eyeobj.loc = locate(src.x, src.y, src.z)
cameranet.visibility(eyeobj)
@@ -0,0 +1,64 @@
//don't use this
/mob/living/carbon/human/proc/Birdize()
if (monkeyizing)
return
for(var/obj/item/W in src)
drop_from_slot(W)
update_clothing()
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
var/atom/movable/overlay/animation = new /atom/movable/overlay( loc )
animation.icon_state = "blank"
animation.icon = 'mob.dmi'
animation.master = src
flick("h2monkey", animation)
sleep(48)
//animation = null
var/mob/living/carbon/human/birdman/O = new /mob/living/carbon/human/birdman( loc )
del(animation)
del(O.organs)
O.organs = organs
for(var/name in O.organs)
var/datum/organ/external/organ = O.organs[name]
organ.owner = O
for(var/obj/item/weapon/implant/implant in organ.implant)
implant.imp_in = O
O.real_name = real_name
O.name = name
O.dna = dna
updateappearance(O,O.dna.uni_identity)
O.loc = loc
O.viruses = viruses
viruses = list()
for(var/datum/disease/D in O.viruses)
D.affected_mob = O
O.flavor_text = flavor_text
O.universal_speak = 1 //hacky fix until someone can figure out how to make them only understand humans
if (client)
client.mob = O
if(mind)
mind.transfer_to(O)
O.update_body()
O.update_face()
O.update_clothing()
O << "<B>You are now a Birdman.</B>"
spawn(0)//To prevent the proc from returning null.
del(src)
return
/client/proc/make_birdman(mob/living/carbon/human/H as mob)
set category = "Fun"
set name = "Make Birdman"
set desc = "Make (mob) into a birdman."
if (!holder)
src << "Only administrators may use this command."
return
if(istype(H))
H:Birdize()
@@ -0,0 +1,180 @@
//these are bugged as fuck. dont use them if you like runtimes.
//was testing some icon overlays. might actually fix them up one day
/mob/living/carbon/human/birdman
name = "birdman"
real_name = "birdman"
voice_name = "birdman"
icon = 'birdman.dmi'
icon_state = "m_none"
//
universal_speak = 1 //hacky fix until someone can figure out how to make them only understand humans
voice_message = "chirps"
examine_text = "some kind of placeholder text for a birdman.."
/mob/living/carbon/human/birdman/New()
var/g = "m"
if (gender == FEMALE)
g = "f"
spawn (1)
if(!stand_icon)
stand_icon = new /icon('birdman.dmi', "body_[g]_s")
if(!lying_icon)
lying_icon = new /icon('birdman.dmi', "body_[g]_l")
icon = stand_icon
update_clothing()
src << "\blue Your icons have been generated!"
/mob/living/carbon/human/birdman/update_body()
if(stand_icon)
del(stand_icon)
if(lying_icon)
del(lying_icon)
if (mutantrace)
return
var/g = "m"
if (gender == MALE)
g = "m"
else if (gender == FEMALE)
g = "f"
stand_icon = new /icon('birdman.dmi', "torso_[g]_s")
lying_icon = new /icon('birdman.dmi', "torso_[g]_l")
var/husk = (mutations & HUSK)
//var/obese = (mutations & FAT)
stand_icon.Blend(new /icon('birdman.dmi', "chest_[g]_s"), ICON_OVERLAY)
lying_icon.Blend(new /icon('birdman.dmi', "chest_[g]_l"), ICON_OVERLAY)
var/datum/organ/external/head = organs["head"]
if(!head.destroyed)
stand_icon.Blend(new /icon('birdman.dmi', "head_[g]_s"), ICON_OVERLAY)
lying_icon.Blend(new /icon('birdman.dmi', "head_[g]_l"), ICON_OVERLAY)
for(var/name in organs)
var/datum/organ/external/part = organs[name]
if(!istype(part, /datum/organ/external/groin) \
&& !istype(part, /datum/organ/external/chest) \
&& !istype(part, /datum/organ/external/head) \
&& !part.destroyed)
var/icon/temp = new /icon('birdman.dmi', "[part.icon_name]_s")
if(part.robot) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
stand_icon.Blend(temp, ICON_OVERLAY)
temp = new /icon('birdman.dmi', "[part.icon_name]_l")
if(part.robot) temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
lying_icon.Blend(temp , ICON_OVERLAY)
stand_icon.Blend(new /icon('birdman.dmi', "groin_[g]_s"), ICON_OVERLAY)
lying_icon.Blend(new /icon('birdman.dmi', "groin_[g]_l"), ICON_OVERLAY)
if (husk)
var/icon/husk_s = new /icon('birdman.dmi', "husk_s")
var/icon/husk_l = new /icon('birdman.dmi', "husk_l")
for(var/name in organs)
var/datum/organ/external/part = organs[name]
if(!istype(part, /datum/organ/external/groin) \
&& !istype(part, /datum/organ/external/chest) \
&& !istype(part, /datum/organ/external/head) \
&& part.destroyed)
husk_s.Blend(new /icon('dam_mask.dmi', "[part.icon_name]"), ICON_SUBTRACT)
husk_l.Blend(new /icon('dam_mask.dmi', "[part.icon_name]2"), ICON_SUBTRACT)
stand_icon.Blend(husk_s, ICON_OVERLAY)
lying_icon.Blend(husk_l, ICON_OVERLAY)
/*else if(obese)
stand_icon.Blend(new /icon('human.dmi', "fatbody_s"), ICON_OVERLAY)
lying_icon.Blend(new /icon('human.dmi', "fatbody_l"), ICON_OVERLAY)*/
// Skin tone
if (s_tone >= 0)
stand_icon.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
lying_icon.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
else
stand_icon.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT)
lying_icon.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT)
if (underwear > 0)
//if(!obese)
stand_icon.Blend(new /icon('birdman.dmi', "underwear[underwear]_[g]_s"), ICON_OVERLAY)
lying_icon.Blend(new /icon('birdman.dmi', "underwear[underwear]_[g]_l"), ICON_OVERLAY)
/mob/living/carbon/human/birdman/update_face()
if(organs)
var/datum/organ/external/head = organs["head"]
if(head)
if(head.destroyed)
del(face_standing)
del(face_lying)
return
//if(!facial_hair_style || !hair_style) return//Seems people like to lose their icons, this should stop the runtimes for now
del(face_standing)
del(face_lying)
if (mutantrace)
return
var/g = "m"
if (gender == MALE)
g = "m"
else if (gender == FEMALE)
g = "f"
var/icon/eyes_s = new/icon("icon" = 'birdman_face.dmi', "icon_state" = "eyes_s")
var/icon/eyes_l = new/icon("icon" = 'birdman_face.dmi', "icon_state" = "eyes_l")
eyes_s.Blend(rgb(r_eyes, g_eyes, b_eyes), ICON_ADD)
eyes_l.Blend(rgb(r_eyes, g_eyes, b_eyes), ICON_ADD)
//var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
//var/icon/hair_l = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_l")
//hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
//hair_l.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
//var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
//var/icon/facial_l = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_l")
//facial_s.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
//facial_l.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
var/icon/mouth_s = new/icon("icon" = 'birdman_face.dmi', "icon_state" = "mouth_[g]_s")
var/icon/mouth_l = new/icon("icon" = 'birdman_face.dmi', "icon_state" = "mouth_[g]_l")
// if the head or mask has the flag BLOCKHAIR (equal to 5), then do not apply hair
//if((!(head && (head.flags & BLOCKHAIR))) && !(wear_mask && (wear_mask.flags & BLOCKHAIR)))
//eyes_s.Blend(hair_s, ICON_OVERLAY)
//eyes_l.Blend(hair_l, ICON_OVERLAY)
eyes_s.Blend(mouth_s, ICON_OVERLAY)
eyes_l.Blend(mouth_l, ICON_OVERLAY)
// if BLOCKHAIR, do not apply facial hair
//if((!(head && (head.flags & BLOCKHAIR))) && !(wear_mask && (wear_mask.flags & BLOCKHAIR)))
//eyes_s.Blend(facial_s, ICON_OVERLAY)
//eyes_l.Blend(facial_l, ICON_OVERLAY)
face_standing = new /image()
face_lying = new /image()
face_standing.icon = eyes_s
face_standing.layer = MOB_LAYER
face_lying.icon = eyes_l
face_lying.layer = MOB_LAYER
del(mouth_l)
del(mouth_s)
//del(facial_l)
//del(facial_s)
//del(hair_l)
//del(hair_s)
del(eyes_l)
del(eyes_s)
/mob/living/carbon/human/birdman/co2overloadtime = null
/mob/living/carbon/human/birdman/temperature_resistance = T0C+70
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@@ -3,7 +3,7 @@
real_name = "tajaran"
voice_name = "tajaran"
icon = 'tajaran.dmi'
icon_state = "m-none"
icon_state = "m_none"
var/list/tajspeak_letters = list("~","*","-")
//
universal_speak = 1 //hacky fix until someone can figure out how to make them only understand humans
@@ -239,9 +239,6 @@
overlays += image("icon" = 'belt_mirror.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
s_store.screen_loc = ui_sstore1
if (h_store)
h_store.screen_loc = ui_hstore1
if(client) hud_used.other_update() //Update the screenloc of the items on the 'other' inventory bar
//to hide / show them.
if (client)
+4
View File
@@ -26,6 +26,10 @@ log transactions
del I
/obj/machinery/atm/attack_hand(mob/user as mob)
if(istype(user, /mob/living/silicon))
user << "\red Artificial unit recognized. Artificial units do not currently receive monetary compensation, as per NanoTrasen regulation #1005."
return
var/obj/item/weapon/card/id/user_id = src.scan_user(user)
if(..())
return
@@ -71,11 +71,107 @@ A list of items and costs is stored under the datum of every game mode, alongsid
src.menu_message += "<A href='byond://?src=\ref[src];buy_item=[path_text];cost=[cost]'>[name]</A> ([cost])<BR>"
category_items++
// src.menu_message += "<A href='byond://?src=\ref[src];buy_item=random'>Random Item (??)</A><br>"
src.menu_message += "<HR>"
return
Topic(href, href_list)
if (href_list["buy_item"])
/* if(href_list["buy_item"] == "random")
var/list/randomItems = list()
//Sorry for all the ifs, but it makes it 1000 times easier for other people/servers to add or remove items from this list
//Add only items the player can afford:
if(uses > 19)
randomItems.Add("/obj/item/weapon/circuitboard/teleporter") //Teleporter Circuit Board (costs 20, for nuke ops)
if(uses > 9)
randomItems.Add("/obj/item/toy/syndicateballoon")//Syndicate Balloon
randomItems.Add("/obj/item/weapon/storage/syndie_kit/imp_uplink") //Uplink Implanter
randomItems.Add("/obj/item/weapon/storage/box/syndicate") //Syndicate bundle
//if(uses > 8) //Nothing... yet.
//if(uses > 7) //Nothing... yet.
if(uses > 6)
randomItems.Add("/obj/item/weapon/aiModule/syndicate") //Hacked AI Upload Module
randomItems.Add("/obj/item/device/radio/beacon/syndicate") //Singularity Beacon
if(uses > 5)
randomItems.Add("/obj/item/weapon/gun/projectile") //Revolver
if(uses > 4)
randomItems.Add("/obj/item/weapon/gun/energy/crossbow") //Energy Crossbow
randomItems.Add("/obj/item/device/powersink") //Powersink
if(uses > 3)
randomItems.Add("/obj/item/weapon/melee/energy/sword") //Energy Sword
randomItems.Add("/obj/item/clothing/mask/gas/voice") //Voice Changer
randomItems.Add("/obj/item/device/chameleon") //Chameleon Projector
if(uses > 2)
randomItems.Add("/obj/item/weapon/storage/emp_kit") //EMP Grenades
randomItems.Add("/obj/item/weapon/pen/paralysis") //Paralysis Pen
randomItems.Add("/obj/item/weapon/cartridge/syndicate") //Detomatix Cartridge
randomItems.Add("/obj/item/clothing/under/chameleon") //Chameleon Jumpsuit
randomItems.Add("/obj/item/weapon/card/id/syndicate") //Agent ID Card
randomItems.Add("/obj/item/weapon/card/emag") //Cryptographic Sequencer
randomItems.Add("/obj/item/weapon/storage/syndie_kit/space") //Syndicate Space Suit
randomItems.Add("/obj/item/device/encryptionkey/binary") //Binary Translator Key
randomItems.Add("/obj/item/weapon/storage/syndie_kit/imp_freedom") //Freedom Implant
randomItems.Add("/obj/item/clothing/glasses/thermal") //Thermal Imaging Goggles
if(uses > 1)
/*
var/list/usrItems = usr.get_contents() //Checks to see if the user has a revolver before giving ammo
var/hasRevolver = 0
for(var/obj/I in usrItems) //Only add revolver ammo if the user has a gun that can shoot it
if(istype(I,/obj/item/weapon/gun/projectile))
hasRevolver = 1
if(hasRevolver) randomItems.Add("/obj/item/ammo_magazine/a357") //Revolver ammo
*/
randomItems.Add("/obj/item/ammo_magazine/a357") //Revolver ammo
randomItems.Add("/obj/item/clothing/shoes/syndigaloshes") //No-Slip Syndicate Shoes
randomItems.Add("/obj/item/weapon/plastique") //C4
if(uses > 0)
randomItems.Add("/obj/item/weapon/soap/syndie") //Syndicate Soap
randomItems.Add("/obj/item/weapon/storage/toolbox/syndicate") //Syndicate Toolbox
if(!randomItems)
del(randomItems)
return 0
else
href_list["buy_item"] = pick(randomItems)
switch(href_list["buy_item"]) //Ok, this gets a little messy, sorry.
if("/obj/item/weapon/circuitboard/teleporter")
uses -= 20
if("/obj/item/toy/syndicateballoon" , "/obj/item/weapon/storage/syndie_kit/imp_uplink" , "/obj/item/weapon/storage/box/syndicate")
uses -= 10
if("/obj/item/weapon/aiModule/syndicate" , "/obj/item/device/radio/beacon/syndicate")
uses -= 7
if("/obj/item/weapon/gun/projectile")
uses -= 6
if("/obj/item/weapon/gun/energy/crossbow" , "/obj/item/device/powersink")
uses -= 5
if("/obj/item/weapon/melee/energy/sword" , "/obj/item/clothing/mask/gas/voice" , "/obj/item/device/chameleon")
uses -= 4
if("/obj/item/weapon/storage/emp_kit" , "/obj/item/weapon/pen/paralysis" , "/obj/item/weapon/cartridge/syndicate" , "/obj/item/clothing/under/chameleon" , \
"/obj/item/weapon/card/id/syndicate" , "/obj/item/weapon/card/emag" , "/obj/item/weapon/storage/syndie_kit/space" , "/obj/item/device/encryptionkey/binary" , \
"/obj/item/weapon/storage/syndie_kit/imp_freedom" , "/obj/item/clothing/glasses/thermal")
uses -= 3
if("/obj/item/ammo_magazine/a357" , "/obj/item/clothing/shoes/syndigaloshes" , "/obj/item/weapon/plastique")
uses -= 2
if("/obj/item/weapon/soap/syndie" , "/obj/item/weapon/storage/toolbox/syndicate")
uses -= 1
del(randomItems)
return 1
*/
if(text2num(href_list["cost"]) > uses) // Not enough crystals for the item
return 0
+2 -2
View File
@@ -22,7 +22,7 @@
/obj/item/tape/engineering
name = "engineering tape"
desc = "A length of engineering tape. Better not cross it."
req_one_access = list(access_engine,access_atmospherics)
req_access = list(access_engine,access_atmospherics)
icon_base = "engineering"
/obj/item/taperoll/attack_self(mob/user as mob)
@@ -73,7 +73,7 @@
var/turf/T = get_turf(A)
var/obj/item/tape/P = new tape_type(T.x,T.y,T.z)
P.loc = locate(T.x,T.y,T.z)
P.icon_state = "door"
P.icon_state = "[src.icon_base]_door"
P.layer = 3.2
user << "\blue You finish placing the [src]."
+3 -2
View File
@@ -249,7 +249,7 @@
new /obj/item/device/flashlight/pen(src)
new /obj/item/clothing/gloves/latex(src)
new /obj/item/clothing/suit/bio_suit/cmo(src)
new /obj/item/clothing/head/bio_hood/general(src)
new /obj/item/clothing/head/bio_hood/cmo(src)
new /obj/item/clothing/suit/storage/labcoat/cmo(src)
new /obj/item/clothing/suit/storage/labcoat/cmoalt(src)
new /obj/item/clothing/shoes/brown(src)
@@ -432,6 +432,7 @@
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/clothing/under/det(src)
new /obj/item/weapon/camera_film(src)
/obj/item/wardrobe/officer
name = "\improper Security Officer Wardrobe"
@@ -538,7 +539,7 @@
new /obj/item/device/pda/quartermaster(src)
new /obj/item/device/radio/headset/headset_cargo(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/under/rank/cargo(src)
new /obj/item/clothing/under/rank/cargotech(src)
/obj/item/wardrobe/mining
name = "\improper Shaft Miner Wardrobe"
+22 -14
View File
@@ -380,23 +380,31 @@
return "I couldn't find [name]'s PDA."
// send message
pda.tnote += "<i><b>&larr; From [eliza.callsign]:</b></i><br>[object]<br>"
if(!istype(eliza.speaker.loc.loc, /obj/item/device/pda))//Looking if we are in a PDA
pda.tnote += "<i><b>&larr; From [eliza.callsign]:</b></i><br>[object]<br>"
if(prob(15) && eliza.speaker) //Give the AI a chance of intercepting the message
var/who = eliza.speaker
if(prob(50))
who = "[eliza.speaker:master] via [eliza.speaker]"
for(var/mob/living/silicon/ai/ai in world)
ai.show_message("<i>Intercepted message from <b>[who]</b>: [object]</i>")
if(prob(15) && eliza.speaker) //Give the AI a chance of intercepting the message
var/who = eliza.speaker
if(prob(50))
who = "[eliza.speaker:master] via [eliza.speaker]"
for(var/mob/living/silicon/ai/ai in world)
ai.show_message("<i>Intercepted message from <b>[who]</b>: [object]</i>")
if (!pda.silent)
playsound(pda.loc, 'twobeep.ogg', 50, 1)
for (var/mob/O in hearers(3, pda.loc))
O.show_message(text("\icon[pda] *[pda.ttone]*"))
pda.overlays = null
pda.overlays += image('pda.dmi', "pda-r")
if (!pda.silent)
playsound(pda.loc, 'twobeep.ogg', 50, 1)
for (var/mob/O in hearers(3, pda.loc))
O.show_message(text("\icon[pda] *[pda.ttone]*"))
pda.overlays = null
pda.overlays += image('pda.dmi', "pda-r")
else
var/list/href_list = list()
href_list["src"] = "\ref[eliza.speaker.loc.loc]"
href_list["choice"] = "Message"
href_list["target"] = "\ref[pda]"
href_list["pAI_mess"] = "\"[object]\" \[Via pAI Unit\]"
var/obj/item/device/pda/pda_im_in = eliza.speaker.loc.loc
pda_im_in.Topic("src=\ref[eliza.speaker.loc.loc];choice=Message;target=\ref[pda];pAI_mess=\"[object] \[Via pAI Unit\]",href_list)
return "Told [name], [object]."
/datum/text_parser/keyword/yes
+165
View File
@@ -0,0 +1,165 @@
/*
TODO:
give money an actual use (QM stuff, vending machines)
send money to people (might be worth attaching money to custom database thing for this, instead of being in the ID)
log transactions
*/
/obj/machinery/atm
name = "\improper NanoTrasen Automatic Teller Machine"
desc = "For all your monetary needs!"
icon = 'terminals.dmi'
icon_state = "atm"
anchored = 1
use_power = 1
idle_power_usage = 10
var
obj/item/weapon/card/id/card
obj/item/weapon/spacecash/cashes = list()
inserted = 0
accepted = 0
pincode = 0
attackby(var/obj/A, var/mob/user)
if(istype(A,/obj/item/weapon/spacecash))
cashes += A
user.drop_item()
A.loc = src
inserted += A:worth
return
if(istype(A,/obj/item/weapon/coin))
if(istype(A,/obj/item/weapon/coin/iron))
cashes += A
user.drop_item()
A.loc = src
inserted += 1
return
if(istype(A,/obj/item/weapon/coin/silver))
cashes += A
user.drop_item()
A.loc = src
inserted += 10
return
if(istype(A,/obj/item/weapon/coin/gold))
cashes += A
user.drop_item()
A.loc = src
inserted += 50
return
if(istype(A,/obj/item/weapon/coin/plasma))
cashes += A
user.drop_item()
A.loc = src
inserted += 2
return
if(istype(A,/obj/item/weapon/coin/diamond))
cashes += A
user.drop_item()
A.loc = src
inserted += 300
return
user << "You insert your [A.name] in ATM"
..()
attack_hand(var/mob/user)
if(istype(user, /mob/living/silicon))
user << "\red Artificial unit recognized. Artificial units do not currently receive monetary compensation, as per NanoTrasen regulation #1005."
return
if(!(stat && NOPOWER) && ishuman(user))
var/dat
user.machine = src
if(!accepted)
if(scan(user))
pincode = input(usr,"Enter a pin-code") as num
if(card.checkaccess(pincode,usr))
accepted = 1
// usr << sound('nya.mp3')
else
dat = null
dat += "<h1>NanoTrasen Automatic Teller Machine</h1><br/>"
dat += "For all your monetary needs!<br/><br/>"
dat += "Welcome, [card.registered_name]. You have [card.money] credits deposited.<br>"
dat += "Current inserted item value: [inserted] credits.<br><br>"
dat += "Please, select action<br>"
dat += "<a href=\"?src=\ref[src]&with=1\">Withdraw Physical Credits</a><br/>"
dat += "<a href=\"?src=\ref[src]&eca=1\">Eject Inserted Items</a><br/>"
dat += "<a href=\"?src=\ref[src]&ins=1\">Convert Inserted Items to Credits</a><br/>"
dat += "<a href=\"?src=\ref[src]&lock=1\">Lock ATM</a><br/>"
user << browse(dat,"window=atm")
onclose(user,"close")
proc
withdraw(var/mob/user)
if(accepted)
var/amount = input("How much would you like to withdraw?", "Amount", 0) in list(1,10,20,50,100,200,500,1000, 0)
if(amount == 0)
return
if(card.money >= amount)
card.money -= amount
switch(amount)
if(1)
new /obj/item/weapon/spacecash(loc)
if(10)
new /obj/item/weapon/spacecash/c10(loc)
if(20)
new /obj/item/weapon/spacecash/c20(loc)
if(50)
new /obj/item/weapon/spacecash/c50(loc)
if(100)
new /obj/item/weapon/spacecash/c100(loc)
if(200)
new /obj/item/weapon/spacecash/c200(loc)
if(500)
new /obj/item/weapon/spacecash/c500(loc)
if(1000)
new /obj/item/weapon/spacecash/c1000(loc)
else
user << "\red Error: Insufficient funds."
return
scan(var/mob/user)
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(H.wear_id)
if(istype(H.wear_id, /obj/item/weapon/card/id))
card = H.wear_id
return 1
if(istype(H.wear_id,/obj/item/device/pda))
var/obj/item/device/pda/P = H.wear_id
if(istype(P.id,/obj/item/weapon/card/id))
card = P.id
return 1
return 0
return 0
insert()
if(accepted)
card.money += inserted
inserted = 0
Topic(href,href_list)
if (usr.machine==src && get_dist(src, usr) <= 1 || istype(usr, /mob/living/silicon/ai))
if(href_list["eca"])
if(accepted)
for(var/obj/item/weapon/spacecash/M in cashes)
M.loc = loc
inserted = 0
if(!cashes)
cashes = null
if(href_list["with"] && card)
withdraw(usr)
if(href_list["ins"] && card)
if(accepted)
card.money += inserted
inserted = 0
if(href_list["lock"])
card = null
accepted = 0
usr.machine = null
usr << browse(null,"window=atm")
src.updateUsrDialog()
else
usr.machine = null
usr << browse(null,"window=atm")
+6 -2
View File
@@ -485,8 +485,8 @@ proc/process_ghost_teleport_locs()
//PRISON
/area/prison
name = "Prison Wing"
icon_state = "security"
name = "Prison Station"
icon_state = "brig"
/area/prison/arrival_airlock
name = "Prison Station Airlock"
@@ -1058,6 +1058,10 @@ proc/process_ghost_teleport_locs()
name = "Brig"
icon_state = "brig"
/area/security/prison
name = "Prison Wing"
icon_state = "security"
/area/security/warden
name = "Warden"
icon_state = "Warden"
+14 -4
View File
@@ -88,7 +88,7 @@
/obj/structure/bedsheetbin
name = "linen bin"
desc = "A bin for containing bedsheets. It looks rather cosy."
desc = "A small wire mesh bin full of extra bedsheets and cleaning supplies for the beds. Smells of lilacs and has a faint undertone of disinfectant."
icon = 'items.dmi'
icon_state = "bedbin"
var/amount = 23.0
@@ -232,7 +232,7 @@
var/mob/living/carbon/monkey/target = null
/obj/effect/sign/securearea
desc = "A warning sign which reads 'SECURE AREA'"
desc = "A large yellow warning sign which reads 'SECURE AREA', it appears to have been painted onto the wall like that."
name = "SECURE AREA"
icon = 'decals.dmi'
icon_state = "securearea"
@@ -250,7 +250,7 @@
density = 0
/obj/effect/sign/biohazard
desc = "A warning sign which reads 'BIOHAZARD'"
desc = "A warning sign which reads 'BIOHAZARD', you think it'd be a good idea to ensure you have a properly sealed hazardsuit on."
name = "BIOHAZARD"
icon = 'decals.dmi'
icon_state = "bio"
@@ -259,7 +259,7 @@
density = 0
/obj/effect/sign/electricshock
desc = "A warning sign which reads 'HIGH VOLTAGE'"
desc = "A warning sign which reads 'HIGH VOLTAGE', it looks like it'd be a wise decision to stay away from here."
name = "HIGH VOLTAGE"
icon = 'decals.dmi'
icon_state = "shock"
@@ -792,12 +792,21 @@
/obj/structure/stool/bed/chair/comfy/teal
icon_state = "comfychair_teal"
/obj/structure/stool/bed/chair/office
anchored = 0
/obj/structure/stool/bed/chair/comfy/black
icon_state = "comfychair_black"
/obj/structure/stool/bed/chair/comfy/lime
icon_state = "comfychair_lime"
/obj/structure/stool/bed/chair/office/Move()
..()
if(buckled_mob)
if(buckled_mob.buckled == src)
buckled_mob.loc = src.loc
buckled_mob.dir = src.dir
/obj/structure/stool/bed/chair/office/light
icon_state = "officechair_white"
@@ -813,6 +822,7 @@
density = 1
anchored = 1.0
layer = 2.8
var/dented = 0
New()
..()
+1 -4
View File
@@ -123,15 +123,12 @@
icon_state = "security_det"
/obj/machinery/computer/lockdown
/*
name = "Lockdown Control"
desc = "Used to control blast doors."
icon_state = "lockdown"
circuit = "/obj/item/weapon/circuitboard/lockdown"
var/connectedDoorIds[0]
var/department = ""
var/connected_doors[0][0]
*/
var/department //each department has a hardcoded list of possible door networks
/obj/machinery/computer/crew
name = "Crew monitoring computer"
+3
View File
@@ -1679,6 +1679,9 @@
reagents = R
R.my_atom = src
/obj/item/weapon/grown/proc/changePotency(newValue) //-QualityVan
potency = newValue
/obj/item/weapon/grown/log
name = "tower-cap log"
desc = "It's better than bad, it's good!"
-32
View File
@@ -225,38 +225,6 @@
idle_power_usage = 10
active_power_usage = 400
/obj/machinery/door_control
name = "remote door-control"
desc = "It controls doors, remotely."
icon = 'stationobjs.dmi'
icon_state = "doorctrl0"
desc = "A remote control-switch for a door."
var/id = null
var/range = 10
var/normaldoorcontrol = 0
var/desiredstate = 0 // Zero is closed, 1 is open.
var/specialfunctions = 1
/*
Bitflag, 1= open
2= idscan,
4= bolts
8= shock
16= door safties
*/
var/exposedwires = 0
var/wires = 3
/*
Bitflag, 1=checkID
2=Network Access
*/
anchored = 1.0
use_power = 1
idle_power_usage = 2
active_power_usage = 4
/obj/machinery/driver_button
name = "mass driver button"
icon = 'objects.dmi'
+52 -47
View File
@@ -129,8 +129,59 @@
desc = "It's a very robust satchel to wear on your back."
icon_state = "satchel"
/obj/item/weapon/storage/backpack/satchel/withwallet
New()
..()
new /obj/item/weapon/storage/wallet/random( src )
// Belt Bags/Satchels
/obj/item/weapon/storage/backpack/satchel_norm
name = "satchel"
desc = "A trendy looking satchel."
icon_state = "satchel-norm"
/obj/item/weapon/storage/backpack/satchel_eng
name = "industrial satchel"
desc = "A tough satchel with extra pockets."
icon_state = "satchel-eng"
/obj/item/weapon/storage/backpack/satchel_med
name = "medical satchel"
desc = "A sterile satchel used in medical departments."
icon_state = "satchel-med"
/obj/item/weapon/storage/backpack/satchel_vir
name = "virologist satchel"
desc = "A sterile satchel with virologist colours."
icon_state = "satchel-vir"
/obj/item/weapon/storage/backpack/satchel_chem
name = "chemist satchel"
desc = "A sterile satchel with chemist colours."
icon_state = "satchel-chem"
/obj/item/weapon/storage/backpack/satchel_gen
name = "geneticist satchel"
desc = "A sterile satchel with geneticist colours."
icon_state = "satchel-gen"
/obj/item/weapon/storage/backpack/satchel_tox
name = "scientist satchel"
desc = "Useful for holding research materials."
icon_state = "satchel-tox"
/obj/item/weapon/storage/backpack/satchel_sec
name = "security satchel"
desc = "A robust satchel for security related needs."
icon_state = "satchel-sec"
/obj/item/weapon/storage/backpack/satchel_hyd
name = "hydroponics satchel"
desc = "A green satchel for plant related work."
icon_state = "satchel_hyd"
/obj/item/weapon/storage/backpack/bandolier
name = "bandolier"
@@ -211,6 +262,7 @@
desc = "It can hold a few small and personal things."
storage_slots = 4
icon_state = "wallet"
w_class = 2
can_hold = list(
"/obj/item/weapon/spacecash",
"/obj/item/weapon/card",
@@ -615,50 +667,3 @@
R.amount = R.max_amount
return
// Belt Bags/Satchels
/obj/item/weapon/storage/backpack/satchel_norm
name = "satchel"
desc = "A trendy looking satchel."
icon_state = "satchel-norm"
/obj/item/weapon/storage/backpack/satchel_eng
name = "industrial satchel"
desc = "A tough satchel with extra pockets."
icon_state = "satchel-eng"
/obj/item/weapon/storage/backpack/satchel_med
name = "medical satchel"
desc = "A sterile satchel used in medical departments."
icon_state = "satchel-med"
/obj/item/weapon/storage/backpack/satchel_vir
name = "virologist satchel"
desc = "A sterile satchel with virologist colours."
icon_state = "satchel-vir"
/obj/item/weapon/storage/backpack/satchel_chem
name = "chemist satchel"
desc = "A sterile satchel with chemist colours."
icon_state = "satchel-chem"
/obj/item/weapon/storage/backpack/satchel_gen
name = "geneticist satchel"
desc = "A sterile satchel with geneticist colours."
icon_state = "satchel-gen"
/obj/item/weapon/storage/backpack/satchel_tox
name = "scientist satchel"
desc = "Useful for holding research materials."
icon_state = "satchel-tox"
/obj/item/weapon/storage/backpack/satchel_sec
name = "security satchel"
desc = "A robust satchel for security related needs."
icon_state = "satchel-sec"
/obj/item/weapon/storage/backpack/satchel_hyd
name = "hydroponics satchel"
desc = "A green satchel for plant related work."
icon_state = "satchel_hyd"
+10 -17
View File
@@ -76,6 +76,8 @@
name = "Arts and Crafts supplies"
contains = list("/obj/item/weapon/storage/crayonbox",
"/obj/item/weapon/camera_test",
"/obj/item/weapon/camera_film",
"/obj/item/weapon/camera_film",
"/obj/item/weapon/storage/photo_album",
"/obj/item/weapon/packageWrap",
"/obj/item/weapon/reagent_containers/glass/paint/red",
@@ -756,7 +758,8 @@
containername = "Secruity Barriers crate"
group = "Security"
/datum/supply_packs/hats/
/datum/supply_packs/randomised
var/num_contained = 3 //number of items picked to be contained in a randomised crate
contains = list("/obj/item/clothing/head/collectable/chef",
"/obj/item/clothing/head/collectable/paper",
"/obj/item/clothing/head/collectable/tophat",
@@ -783,32 +786,22 @@
"/obj/item/clothing/head/collectable/petehat")
name = "Collectable hat crate!"
cost = 200
containertype = "/obj/structure/closet/crate/hat"
containertype = "/obj/structure/closet/crate"
containername = "Collectable hats crate! Brought to you by Bass.inc!"
group = "Clothing"
/datum/supply_packs/hats/New()
/datum/supply_packs/randomised/New()
var/list/tempContains = list()
for(var/i = 0,i<min(3,contains.len),i++)
for(var/i = 0,i<num_contained,i++)
tempContains += pick(contains)
contains = tempContains
..()
/datum/supply_packs/contraband
/datum/supply_packs/randomised/contraband
num_contained = 5
contains = list("/obj/item/weapon/contraband/poster","/obj/item/weapon/cigpacket/dromedaryco") //We randomly pick 5 items from this list through the constructor, look below
name = "Contraband crate"
cost = 30
containertype = "/obj/structure/closet/crate/contraband"
containertype = "/obj/structure/closet/crate"
containername = "Contraband crate"
contraband = 1
group = "NanoTrasen Contraband Storage"
/datum/supply_packs/contraband/New()
var/list/tempContains = list()
for(1 to 5)
if(!contains || !contains.len)
break //Sanity checking.
tempContains += pick(contains)
contains = tempContains
..()
+54 -3
View File
@@ -159,7 +159,7 @@
ammo = 30
/obj/item/weapon/spacecash
name = "space cash"
name = "stack of credits"
desc = "It's worth 1 credit."
gender = PLURAL
icon = 'items.dmi'
@@ -175,6 +175,7 @@
var/access = list()
access = access_crate_cash
var/worth = 1
var/amount = 1
/obj/item/weapon/spacecash/c10
icon_state = "spacecash10"
@@ -211,6 +212,51 @@
access = access_crate_cash
desc = "It's worth 1000 credits."
worth = 1000
/obj/item/weapon/spacecash/attack_self(var/mob/user)
var/dat = "<HEAD><TITLE>Space cash stack</TITLE></HEAD>"
dat += "Credit amount - [worth * amount]<br>"
dat += "<a href='?src=\ref[src];takemoney=1'>Take amount</a><br>"
user << browse(dat,"window=money")
/obj/item/weapon/spacecash/Topic(href, href_list)
if(href_list["takemoney"])
var/a = 1
a = input(usr,"How much you want take?") as num
if((a > src.amount) || (a < 0))
usr << "\red You don't have that many credits."
return
src.amount -= a
var/obj/item/weapon/spacecash/S
if(a <= 0)
return
switch(src.worth)
if(1)
S = new /obj/item/weapon/spacecash(get_turf(src))
if(10)
S = new /obj/item/weapon/spacecash/c10(get_turf(src))
if(20)
S = new /obj/item/weapon/spacecash/c20(get_turf(src))
if(50)
S = new /obj/item/weapon/spacecash/c50(get_turf(src))
if(100)
S = new /obj/item/weapon/spacecash/c100(get_turf(src))
if(200)
S = new /obj/item/weapon/spacecash/c200(get_turf(src))
if(500)
S = new /obj/item/weapon/spacecash/c500(get_turf(src))
if(1000)
S = new /obj/item/weapon/spacecash/c1000(get_turf(src))
S.amount = a
if(src.amount == 0)
del(src)
/obj/item/weapon/spacecash/attackby(var/obj/I, var/mob/user)
if(!I)
return
if(istype(I,src))
src.amount += I:amount
user << "You add [I:amount] credits to stack."
del(I)
/obj/item/device/mass_spectrometer
desc = "A hand-held mass spectrometer which identifies trace chemicals in a blood sample."
@@ -573,11 +619,12 @@
item_state = "card-id"
var/access = list()
var/registered_name = null // The name registered_name on the card
var/pin = 0
var/money = 0
var/assignment = null
var/over_jumpsuit = 1 // If set to 0, it won't display on top of the mob's jumpsuit
var/dorm = 0 // determines if this ID has claimed a dorm already
var/obj/item/weapon/credit_card/card
var/blood_type = "\[UNSET\]"
var/dna_hash = "\[UNSET\]"
var/fingerprint_hash = "\[UNSET\]"
@@ -862,6 +909,10 @@
/obj/item/weapon/handcuffs/cyborg
dispenser = 1
/obj/item/weapon/handcuffs/cable
name = "cable restraints"
desc = "Looks like some cables tied together. Could be used to tie something up."
icon_state = "cuff_red"
/obj/item/weapon/locator
name = "locator"
+4
View File
@@ -838,6 +838,7 @@ Turf and target are seperate in case you want to teleport some distance from a t
var/list/names = list()
var/list/creatures = list()
var/list/namecounts = list()
for(var/mob/M in mobs)
var/name = M.name
if (name in names)
@@ -846,13 +847,16 @@ Turf and target are seperate in case you want to teleport some distance from a t
else
names.Add(name)
namecounts[name] = 1
if (M.real_name && M.real_name != M.name)
name += " \[[M.original_name? M.original_name : M.real_name]\]"
if (M.stat == 2)
if(istype(M, /mob/dead/observer/))
name += " \[ghost\]"
else
name += " \[dead\]"
creatures[name] = M
return creatures
+3 -14
View File
@@ -67,7 +67,6 @@ proc/countJob(rank)
slot_r_store = 16
slot_s_store = 17
slot_in_backpack = 18
slot_h_store = 19
/mob/living/carbon/human/proc/equip_in_one_of_slots(obj/item/W, list/slots, del_on_fail = 1)
for (var/slot in slots)
@@ -86,9 +85,6 @@ proc/countJob(rank)
if(slot == s_store && !src.wear_suit)
del(W)
return
if(slot == h_store && !src.head)
del(W)
return
switch(slot)
if(slot_back)
if(!src.back)
@@ -167,10 +163,6 @@ proc/countJob(rank)
if(B.contents.len < B.storage_slots && W.w_class <= B.max_w_class)
W.loc = B
equipped = 1
if(slot_h_store)
if(!src.h_store)
src.h_store = W
equipped = 1
if(equipped)
W.layer = 20
@@ -179,19 +171,16 @@ proc/countJob(rank)
del(W)
return equipped
/proc/AutoUpdateAI(obj/subject)
/*
/proc/AutoUpdateAI(obj/subject) // Needed for AI's to not have to click on every computer after every change.
if (subject!=null)
for(var/mob/living/silicon/ai/M in world)
if ((M.client && M.machine == subject))
subject.attack_ai(M)
*/
/proc/AutoUpdateTK(obj/subject)
/* if (subject!=null)
/proc/AutoUpdateTK(obj/subject) // Commented where used due to lag.
if (subject!=null)
for(var/obj/item/tk_grab/T in world)
if (T.host)
var/mob/M = T.host
if(M.client && M.machine == subject)
subject.attack_hand(M)
*/
+9 -3
View File
@@ -3,22 +3,28 @@
Announce()
for (var/obj/machinery/power/apc/temp_apc in world)
if(istype(get_area(temp_apc), /area/security/prison))
temp_apc.overload_lighting()
if(istype(get_area(temp_apc), /area/security/brig))
temp_apc.overload_lighting()
// for (var/obj/machinery/computer/prison_shuttle/temp_shuttle in world)
// temp_shuttle.prison_break()
for (var/obj/structure/closet/secure_closet/security/temp_closet in world)
if(istype(get_area(temp_closet), /area/security/brig))
for (var/obj/structure/closet/secure_closet/brig/temp_closet in world)
if(istype(get_area(temp_closet), /area/security/prison))
temp_closet.locked = 0
temp_closet.icon_state = temp_closet.icon_closed
for (var/obj/machinery/door/airlock/security/temp_airlock in world)
if(istype(get_area(temp_airlock), /area/security/prison))
temp_airlock.prison_open()
if(istype(get_area(temp_airlock), /area/security/brig))
temp_airlock.prison_open()
for (var/obj/machinery/door/airlock/glass/glass_security/temp_glassairlock in world)
if(istype(get_area(temp_glassairlock), /area/security/prison))
temp_glassairlock.prison_open()
if(istype(get_area(temp_glassairlock), /area/security/brig))
temp_glassairlock.prison_open()
for (var/obj/machinery/door_timer/temp_timer in world)
if(istype(get_area(temp_timer), /area/security/brig))
temp_timer.releasetime = 1
sleep(150)
command_alert("Glitch in imprisonment subroutines detected on [station_name()]. Recommend station AI involvement.", "Security Alert")
command_alert("Glitch in imprisonment subroutines detected on [station_name()]. Recommend station AI involvement.", "Security Alert")
+3 -4
View File
@@ -45,7 +45,6 @@ Stealth and Camouflage Items;
/obj/item/clothing/shoes/syndigaloshes:2:No-Slip Syndicate Shoes;
/obj/item/weapon/card/id/syndicate:3:Agent ID card;
/obj/item/clothing/mask/gas/voice:4:Voice Changer;
/obj/item/clothing/glasses/thermal:4:Thermal Imaging Glasses;
/obj/item/device/chameleon:4:Chameleon-Projector;
/obj/item/weapon/stamperaser:1:Stamp Remover and Forger;
Whitespace:Seperator;
@@ -56,11 +55,12 @@ Devices and Tools;
/obj/item/device/encryptionkey/traitor:3:Traitor Radio Key;
/obj/item/device/encryptionkey/binary:3:Binary Translator Key;
/obj/item/weapon/storage/syndie_kit/space:3:Space Suit;
/obj/item/clothing/glasses/thermal:3:Thermal Imaging Glasses;
/obj/item/weapon/aiModule/syndicate:7:Hacked AI Upload Module;
/obj/item/weapon/plastique:2:C-4 (Destroys walls);
/obj/item/weapon/syndie/c4explosive:4:Low Power Explosive Charge, with Detonator;
/obj/item/device/powersink:5:Powersink (DANGER!);
/obj/machinery/singularity_beacon/syndicate:7:Singularity Beacon (DANGER!);
/obj/item/device/radio/beacon/syndicate:7:Singularity Beacon (DANGER!);
/obj/item/weapon/circuitboard/teleporter:10:Teleporter Circuit Board;
Whitespace:Seperator;
Implants;
@@ -70,8 +70,7 @@ Implants;
/obj/item/weapon/storage/syndie_kit/imp_uplink:10:Uplink Implant (Contains 5 Telecrystals);
Whitespace:Seperator;
Badassery;
/obj/item/toy/syndicateballoon:10:For showing that You Are The BOSS (Useless Balloon);
Whitespace:Seperator;"}
/obj/item/toy/syndicateballoon:10:For showing that You Are The BOSS (Useless Balloon);"}
// Items removed from above:
/*
@@ -71,7 +71,7 @@
sleep(10 * 60 * 20) // 30 minutes
command_alert("Diagnosis suite failure detected. Running backup diagnosis tool.", "Anomaly Alert")
sleep(100)
command_alert("AI unit diagnosis failed. Unable to detect morality cores. Disabling of unit recommended.", "Anomaly Alert")
command_alert("Nanotrasen has received reports that some AI cores may have been tampered with. You are advised to monitor your assigned AI for any abberant bahavior, and are authorized to take corrective action, should it be necessary.", "Security Alert")
..()
+2 -2
View File
@@ -94,7 +94,7 @@
traitor.objectives += block_objective
else
for(var/datum/objective/o in SelectObjectives((traitor.current:wear_id ? traitor.current:wear_id:assignment : traitor.assigned_role), traitor))
for(var/datum/objective/o in SelectObjectives((istype(traitor.current:wear_id, /obj/item/weapon/card/id) ? traitor.current:wear_id:assignment : traitor.assigned_role), traitor))
o.owner = traitor
traitor.objectives += o
return
@@ -238,7 +238,7 @@
if (!R && traitor_mob.w_uniform && istype(traitor_mob.belt, /obj/item/device/radio))
R = traitor_mob.belt
loc = "on your belt"
if (!R && istype(traitor_mob.l_ear, /obj/item/device/radio) || prob(10))
if (!R && istype(traitor_mob.l_ear, /obj/item/device/radio))
R = traitor_mob.l_ear
loc = "on your head"
if (!R && istype(traitor_mob.r_ear, /obj/item/device/radio))
+2 -4
View File
@@ -11,10 +11,10 @@
#define ui_storage1 "SOUTH-1,4"
#define ui_storage2 "SOUTH-1,5"
#define ui_sstore1 "SOUTH+1,4"
#define ui_hstore1 "SOUTH+1,5"
#define ui_hstore1 "SOUTH+1,6"
#define ui_resist "EAST+1,SOUTH-1"
#define ui_gloves "SOUTH,5"
#define ui_glasses "SOUTH+1,6"
#define ui_glasses "SOUTH+1,5"
#define ui_lear "SOUTH,7"
#define ui_rear "SOUTH,6"
#define ui_head "SOUTH+1,2"
@@ -68,7 +68,6 @@ obj/hud/New(var/type = 0)
if(mymob:r_ear) mymob:r_ear:screen_loc = ui_rear
if(mymob:s_store) mymob:s_store:screen_loc = ui_sstore1
if(mymob:glasses) mymob:glasses:screen_loc = ui_glasses
if(mymob:h_store) mymob:h_store:screen_loc = ui_hstore1
else
if(istype(mymob, /mob/living/carbon/human))
if(mymob:shoes) mymob:shoes:screen_loc = null
@@ -77,7 +76,6 @@ obj/hud/New(var/type = 0)
if(mymob:r_ear) mymob:r_ear:screen_loc = null
if(mymob:s_store) mymob:s_store:screen_loc = null
if(mymob:glasses) mymob:glasses:screen_loc = null
if(mymob:h_store) mymob:h_store:screen_loc = null
/obj/hud/var/show_otherinventory = 1
+49 -41
View File
@@ -82,28 +82,29 @@
/obj/var/list/req_access = null
/obj/var/req_access_txt = "0"
/obj/var/list/req_one_access = null
/obj/var/req_one_access_txt = "0"
/obj/var/list/req_combined_access = null
/obj/var/req_combined_access_txt = "0"
/obj/New()
//NOTE: If a room requires more than one access (IE: Morgue + medbay) set the req_acesss_txt to "5;6" if it requires 5 and 6
if(src.req_access_txt)
if(req_access_txt)
var/list/req_access_str = dd_text2list(req_access_txt,";")
if(!req_access)
req_access = list()
for(var/x in req_access_str)
var/n = text2num(x)
if(n)
req_access += n
req_access |= n
if(src.req_one_access_txt)
var/list/req_one_access_str = dd_text2list(req_one_access_txt,";")
if(!req_one_access)
req_one_access = list()
for(var/x in req_one_access_str)
if(req_combined_access_txt)
var/list/req_access_str = dd_text2list(req_combined_access_txt,";")
if(!req_combined_access)
req_combined_access = list()
for(var/x in req_access_str)
var/n = text2num(x)
if(n)
req_one_access += n
req_combined_access |= n
..()
@@ -133,40 +134,47 @@
var/obj/item/device/pda/pda = I
I = pda.id
if(!src.req_access && !src.req_one_access) //no requirements
if(!req_access) //no requirements
return 1
if(!istype(src.req_access, /list)) //something's very wrong
return 1
var/list/L = src.req_access
if(!L.len && (!src.req_one_access || !src.req_one_access.len)) //no requirements
if(!istype(req_access, /list)) //something's very wrong
return 1
if(!req_access.len) //no requirements
if(!req_combined_access || !islist(req_combined_access) || !req_combined_access.len)
return 1
if(!I || !istype(I, /obj/item/weapon/card/id) || !I.access) //not ID or no access
return 0
if(src.req_one_access && src.req_one_access.len)
for(var/req in src.req_one_access)
if(req in I.access) //has an access from the single access list
return 1
for(var/req in src.req_access)
if(!(req in I.access)) //doesn't have this access - Leave like this DMTG
return 0
return 1
for(var/req in req_access)
if(req in I.access) //has an access from the single access list
return 1
if(req_combined_access && req_combined_access.len)
for(var/req in req_combined_access)
if(!req in I.access)
return 0
return 1
return 0
/obj/proc/check_access_list(var/list/L)
if(!src.req_access && !src.req_one_access) return 1
if(!istype(src.req_access, /list)) return 1
if(!src.req_access.len && (!src.req_one_access || !src.req_one_access.len)) return 1
if(!L) return 0
if(!istype(L, /list)) return 0
if(src.req_one_access && src.req_one_access.len)
for(var/req in src.req_one_access)
if(req in L) //has an access from the single access list
return 1
for(var/req in src.req_access)
if(!(req in L)) //doesn't have this access - Leave like this DMTG
return 0
return 1
if(!req_access)
return 1
if(!istype(req_access, /list))
return 1
if(!req_access.len)
if(!req_combined_access || !islist(req_combined_access) || !req_combined_access.len)
return 1
if(!L)
return 0
if(!istype(L, /list))
return 0
for(var/req in req_access)
if(req in L) //has an access from the single access list
return 1
if(req_combined_access && req_combined_access.len)
for(var/req in req_combined_access)
if(!req in L)
return 0
return 1
return 0
/proc/get_access(job)
@@ -207,9 +215,9 @@
access_tox, access_tox_storage, access_chemistry, access_medical, access_genetics, access_engine,
access_emergency_storage, access_change_ids, access_ai_upload, access_eva, access_heads,
access_all_personal_lockers, access_tech_storage, access_maint_tunnels, access_bar, access_janitor,
access_crematorium, access_kitchen, access_robotics, access_cargo, access_cargo_bot, access_hydroponics, access_lawyer,
access_theatre, access_research, access_mining, access_heads_vault, access_mining_station,
access_hop, access_RC_announce, access_keycard_auth)
access_crematorium, access_kitchen, access_robotics, access_cargo, access_cargo_bot, access_mailsorting, access_qm, access_hydroponics, access_lawyer,
access_theatre, access_chapel_office, access_library, access_research, access_mining, access_heads_vault, access_mining_station,
access_clown, access_mime, access_hop, access_RC_announce, access_keycard_auth)
if("Atmospheric Technician")
return list(access_atmospherics, access_maint_tunnels, access_emergency_storage)
if("Bartender")
@@ -231,7 +239,7 @@
if("Shaft Miner")
return list(access_mining, access_mint, access_mining_station)
if("Quartermaster")
return list(access_maint_tunnels, access_mailsorting, access_cargo, access_cargo_bot, access_qm, access_mint, access_mining)
return list(access_maint_tunnels, access_mailsorting, access_cargo, access_cargo_bot, access_qm, access_mint, access_mining, access_mining_station)
if("Chief Engineer")
return list(access_engine, access_engine_equip, access_tech_storage, access_maint_tunnels,
access_teleporter, access_external_airlocks, access_atmospherics, access_emergency_storage, access_eva,
+2 -1
View File
@@ -122,7 +122,7 @@
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_if_possible(new /obj/item/device/radio/headset/headset_cargo(H), H.slot_ears)
H.equip_if_possible(new /obj/item/clothing/under/rank/cargo(H), H.slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/under/rank/cargotech(H), H.slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/black(H), H.slot_shoes)
H.equip_if_possible(new /obj/item/device/pda/quartermaster(H), H.slot_belt)
return 1
@@ -146,6 +146,7 @@
if(H.backbag == 2) H.equip_if_possible(new /obj/item/weapon/storage/backpack/industrial (H), H.slot_back)
if(H.backbag == 3) H.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel(H), H.slot_back)
if(H.backbag == 4) H.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel_eng(H), H.slot_back)
H.equip_if_possible(new /obj/item/device/pda/shaftminer(H), H.slot_belt)
H.equip_if_possible(new /obj/item/clothing/under/rank/miner(H), H.slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/black(H), H.slot_shoes)
if(H.backbag == 1)
+1 -1
View File
@@ -119,7 +119,7 @@
if(H.backbag == 4) H.equip_if_possible(new /obj/item/weapon/storage/backpack/satchel_norm(H), H.slot_back)
H.equip_if_possible(new /obj/item/clothing/under/rank/roboticist(H), H.slot_w_uniform)
H.equip_if_possible(new /obj/item/clothing/shoes/black(H), H.slot_shoes)
H.equip_if_possible(new /obj/item/device/pda/engineering(H), H.slot_belt)
H.equip_if_possible(new /obj/item/device/pda/roboticist(H), H.slot_belt)
H.equip_if_possible(new /obj/item/clothing/suit/storage/labcoat(H), H.slot_wear_suit)
H.equip_if_possible(new /obj/item/clothing/gloves/black(H), H.slot_gloves)
H.equip_if_possible(new /obj/item/weapon/storage/toolbox/mechanical(H), H.slot_l_hand)
+1 -1
View File
@@ -93,7 +93,7 @@
faction = "Station"
total_positions = 1
spawn_positions = 1
supervisors = "the chief medical officer"
supervisors = "the chief medical officer and research director"
selection_color = "#ffeef0"
-2
View File
@@ -104,8 +104,6 @@
H.equip_if_possible(new /obj/item/device/detective_scanner(H), H.slot_in_backpack)
H.equip_if_possible(new /obj/item/weapon/reagent_containers/food/drinks/dflask(H.back), H.slot_in_backpack)
H.equip_if_possible(new /obj/item/weapon/lighter/zippo(H), H.slot_l_store)
// H.equip_if_possible(new /obj/item/weapon/reagent_containers/food/snacks/candy_corn(H), H.slot_h_store)
// No... just no. --SkyMarshal
var/datum/organ/external/O = H.organs[pick(H.organs)]
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(O)
O.implant += L
+5
View File
@@ -304,6 +304,11 @@ var/global/datum/controller/occupations/job_master
C.assignment = title
C.name = "[C.registered_name]'s ID Card ([C.assignment])"
C.access = get_access(rank)
C.pin = rand(1000,9999)
C.money = 10 * rand(50,200)
H << "<b>\blue Your station account has [C.money] credits. The pin-code is [C.pin].</b>"
if(H.mind)
H.mind.memory += "Your pin-code is - [C.pin]<br>"
H.equip_if_possible(C, H.slot_wear_id)
if(!H.equip_if_possible(new /obj/item/weapon/pen(H), H.slot_r_store))
H.equip_if_possible(new /obj/item/weapon/pen(H), H.slot_ears)
+4 -1
View File
@@ -175,7 +175,10 @@ obj/machinery/access_button
icon_state = "access_button_off"
attack_hand(mob/user)
if(radio_connection)
if(!allowed(user))
user << "\red Access Denied"
else if(radio_connection)
var/datum/signal/signal = new
signal.transmission_method = 1 //radio signal
signal.data["tag"] = master_tag
+2
View File
@@ -23,6 +23,8 @@ var/global/list/autolathe_recipes = list( \
new /obj/item/weapon/kitchenknife(), \
new /obj/item/weapon/scalpel(), \
new /obj/item/weapon/circular_saw(), \
new /obj/item/weapon/reagent_containers/glass/beaker(), \
new /obj/item/weapon/reagent_containers/glass/large(), \
new /obj/item/ammo_casing/shotgun/blank(), \
new /obj/item/ammo_casing/shotgun/beanbag(), \
new /obj/item/ammo_magazine/c38(), \
+14 -7
View File
@@ -98,19 +98,15 @@
usr:cameraFollow = target
usr << "Now tracking target on camera." //Unidentifieds are no longer screamed at you.
if (usr.machine == null)
if (usr.machine == null && client.eye != eyeobj)
usr.machine = usr
spawn (0)
if(client.eye == eyeobj)
if(checkcameravis(target))
eyeobj.loc = target.loc
else
usr << "Target is not on or near any active cameras on the station."
return
while (usr:cameraFollow == target)
if (usr:cameraFollow == null)
return
else if (istype(target, /mob/living/carbon/human))
if(istype(target:wear_id, /obj/item/weapon/card/id/syndicate))
usr << "Follow camera mode terminated."
@@ -134,6 +130,17 @@
sleep(40) //because we're sleeping another second after this (a few lines down)
continue
else if(client.eye == eyeobj)
if(checkcameravis(target))
eyeobj.loc = target.loc
sleep(50)
continue
else
usr << "Target is not on or near any active cameras on the station."
usr:cameraFollow = null
return
var/obj/machinery/camera/C = usr:current
if ((C && istype(C, /obj/machinery/camera)) || C==null)
@@ -8,7 +8,7 @@
var/list/holographic_items = list()
var/damaged = 0
var/last_change = 0
var/safety = 1
attack_ai(var/mob/user as mob)
return src.attack_hand(user)
@@ -35,7 +35,11 @@
dat += "Please ensure that only holographic weapons are used in the holodeck if a combat simulation has been loaded.<BR>"
if(emagged)
if(!safety)
if(issilicon(user) && (emagged))
dat += "<font color=red>ERROR: SAFETY PROTOCOLS UNRESPONSIVE</font><BR>"
else if(issilicon(user) && (!emagged))
dat += "<A href='?src=\ref[src];AIrelock=1'>(<font color=red>Enable Safety Protocols?</font>)</A><BR>"
dat += "<A href='?src=\ref[src];burntest=1'>(<font color=red>Begin Atmospheric Burn Simulation</font>)</A><BR>"
dat += "Ensure the holodeck is empty before testing.<BR>"
dat += "<BR>"
@@ -43,12 +47,11 @@
dat += "Ensure the holodeck is empty before testing.<BR>"
dat += "<BR>"
dat += "Safety Protocols are <font color=red> DISABLED </font><BR>"
else
else if(safety)
if(issilicon(user))
dat += "<A href='?src=\ref[src];AIoverride=1'>(<font color=red>Override Safety Protocols?</font>)</A><BR>"
dat += "<A href='?src=\ref[src];AIoverride=1'>(<font color=red>Disable Safety Protocols?</font>)</A><BR>"
dat += "<BR>"
dat += "Safety Protocols are <font color=green> ENABLED </font><BR>"
user << browse(dat, "window=computer;size=400x500")
onclose(user, "computer")
@@ -101,7 +104,13 @@
else if(href_list["AIoverride"])
if(!issilicon(usr)) return
emagged = 1
safety = 0
log_admin("[usr] ([usr.ckey]) disabled Holodeck Safeties.")
message_admins("[usr] ([usr.ckey]) disabled Holodeck Safeties.")
else if(href_list["AIrelock"])
if(!issilicon(usr)) return
safety = 1
src.add_fingerprint(usr)
src.updateUsrDialog()
@@ -141,8 +150,11 @@
if(istype(D, /obj/item/weapon/card/emag) && !emagged)
playsound(src.loc, 'sparks4.ogg', 75, 1)
emagged = 1
safety = 0
user << "\blue You vastly increase projector power and override the safety and security protocols."
user << "Warning. Automatic shutoff and derezing protocols have been corrupted. Please call Nanotrasen maintence and do not use the simulator."
log_admin("[user] ([user.ckey]) emagged Holodeck Safeties.")
message_admins("[user] ([user.ckey]) emagged Holodeck Safeties.")
src.updateUsrDialog()
return
@@ -340,7 +352,64 @@
if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = W
if(G.state<2)
user << "\red You need a better grip to do that!"
if(ishuman(G.affecting))
var/mob/living/carbon/human/H = G.affecting
var/datum/organ/external/affecting = H.get_organ("head")
//Fucking hacky, but whatever.
var/obj/machinery/computer/HolodeckControl/HC = locate() in world
if(istype(HC) && HC.safety) //If the computer exists, and the safety is active...
if(prob(25))
add_blood(G.affecting)
H.halloss += rand(10, 15)
G.assailant.visible_message("\red \The [G.assailant] smashes \the [H]'s head on \the [src] with enough force to engage \the [src]'s safeties!",\
"\red You smash \the [H]'s head on \the [src] with enough force to engage \the [src]'s safeties!",\
"\red You hear a whine as \the [src]'s engage.")
else
H.halloss += rand(5, 10)
G.assailant.visible_message("\red \The [G.assailant] smashes \the [H]'s head on \the [src]!",\
"\red You smash \the [H]'s head on \the [src]!",\
"\red You hear a whine as \the [src]'s is hit by something dense.")
H.UpdateDamageIcon()
H.updatehealth()
playsound(src.loc, 'tablehit1.ogg', 50, 1, -3)
else //Lets do REAL DAMAGE, YEAH!
G.affecting.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been smashed on a table by [G.assailant.name] ([G.assailant.ckey])</font>")
G.assailant.attack_log += text("\[[time_stamp()]\] <font color='red'>Smashed [G.affecting.name] ([G.affecting.ckey]) on a table.</font>")
log_admin("ATTACK: [G.assailant] ([G.assailant.ckey]) smashed [G.affecting] ([G.affecting.ckey]) on a table.")
message_admins("ATTACK: [G.assailant] ([G.assailant.ckey]) smashed [G.affecting] ([G.affecting.ckey]) on a table.")
log_attack("<font color='red'>[G.assailant] ([G.assailant.ckey]) smashed [G.affecting] ([G.affecting.ckey]) on a table.</font>")
if(prob(25))
add_blood(G.affecting)
affecting.take_damage(rand(10,15), 0)
H.Weaken(2)
if(prob(20)) // One chance in 20 to DENT THE TABLE
affecting.take_damage(rand(0,5), 0) //Extra damage
if(dented)
G.assailant.visible_message("\red \The [G.assailant] smashes \the [H]'s head on \the [src] with enough force to further deform \the [src]!\nYou wish you could unhear that sound.",\
"\red You smash \the [H]'s head on \the [src] with enough force to leave another dent!\n[prob(50)?"That was a satisfying noise." : "That sound will haunt your nightmares"]",\
"\red You hear the nauseating crunch of bone and gristle on solid metal and the squeal of said metal deforming.")
else
dented = 1
G.assailant.visible_message("\red \The [G.assailant] smashes \the [H]'s head on \the [src] so hard it left a dent!\nYou wish you could unhear that sound.",\
"\red You smash \the [H]'s head on \the [src] with enough force to leave a dent!\n[prob(5)?"That was a satisfying noise." : "That sound will haunt your nightmares"]",\
"\red You hear the nauseating crunch of bone and gristle on solid metal and the squeal of said metal deforming.")
else if(prob(50))
G.assailant.visible_message("\red [G.assailant] smashes \the [H]'s head on \the [src], [H.gender == MALE? "his" : "her"] bone and cartilage making a loud crunch!",\
"\red You smash \the [H]'s head on \the [src], [H.gender == MALE? "his" : "her"] bone and cartilage making a loud crunch!",\
"\red You hear the nauseating crunch of bone and gristle on solid metal, the noise echoing through the room.")
else
G.assailant.visible_message("\red [G.assailant] smashes \the [H]'s head on \the [src], [H.gender == MALE? "his" : "her"] nose smashed and face bloodied!",\
"\red You smash \the [H]'s head on \the [src], [H.gender == MALE? "his" : "her"] nose smashed and face bloodied!",\
"\red You hear the nauseating crunch of bone and gristle on solid metal and the gurgling gasp of someone who is trying to breathe through their own blood.")
else
affecting.take_damage(rand(5,10), 0)
G.assailant.visible_message("\red [G.assailant] smashes \the [H]'s head on \the [src]!",\
"\red You smash \the [H]'s head on \the [src]!",\
"\red You hear the nauseating crunch of bone and gristle on solid metal.")
H.UpdateDamageIcon()
H.updatehealth()
playsound(src.loc, 'tablehit1.ogg', 50, 1, -3)
return
G.affecting.loc = src.loc
G.affecting.Weaken(5)
+12 -11
View File
@@ -257,7 +257,7 @@
if(istype(P, /obj/item/weapon/circuitboard) && !circuit)
var/obj/item/weapon/circuitboard/B = P
if(B.board_type == "computer")
if(B.build_path != "")
if(B.build_path != "" && !isnull(B.build_path))
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
user << "\blue You place the circuit board inside the frame."
src.icon_state = "1"
@@ -324,13 +324,14 @@
if(istype(P, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "\blue You connect the monitor."
var/B = new src.circuit.build_path ( src.loc )
if(circuit.powernet) B:powernet = circuit.powernet
if(circuit.id) B:id = circuit.id
if(circuit.records) B:records = circuit.records
if(circuit.frequency) B:frequency = circuit.frequency
if(istype(circuit,/obj/item/weapon/circuitboard/supplycomp))
var/obj/machinery/computer/supplycomp/SC = B
var/obj/item/weapon/circuitboard/supplycomp/C = circuit
SC.can_order_contraband = C.contraband_enabled
del(src)
if(circuit && circuit.build_path)
var/B = new circuit.build_path (loc)
if(circuit.powernet) B:powernet = circuit.powernet
if(circuit.id) B:id = circuit.id
if(circuit.records) B:records = circuit.records
if(circuit.frequency) B:frequency = circuit.frequency
if(istype(circuit,/obj/item/weapon/circuitboard/supplycomp))
var/obj/machinery/computer/supplycomp/SC = B
var/obj/item/weapon/circuitboard/supplycomp/C = circuit
SC.can_order_contraband = C.contraband_enabled
del(src)
@@ -59,7 +59,7 @@
if (I && istype(I))
if(src.check_access(I))
authenticated = 1
if(20 in I.access)
if((access_hop in I.access) || (access_captain in I.access))
authenticated = 2
if("logout")
authenticated = 0
@@ -71,7 +71,7 @@
var/obj/item/device/pda/pda = I
I = pda.id
if (I && istype(I))
if(access_captain in I.access)
if((access_hop in I.access) || (access_captain in I.access))
var/old_level = security_level
if(!tmp_alertlevel) tmp_alertlevel = SEC_LEVEL_GREEN
if(tmp_alertlevel < SEC_LEVEL_GREEN) tmp_alertlevel = SEC_LEVEL_GREEN
+71 -49
View File
@@ -1,56 +1,58 @@
//this computer displays status and remotely activates multiple shutters / blast doors
//might even make it able to lock / electrify area doors, later
//todo: lock / electrify specified area doors? might be a bit gamebreaking
/obj/machinery/computer/lockdown
name = "Lockdown Control"
//for reference
/*name = "Lockdown Control"
desc = "Used to control blast doors."
icon_state = "lockdown"
circuit = "/obj/item/weapon/circuitboard/lockdown"
var/connectedDoorIds[0][0]
var/department = ""
var/connected_doors[0][0]
///obj/machinery/door/poddoor
var/connected_doors[0][0]
var/department*/
New()
..()
//only load blast doors for map-defined departments for the moment
//door networks are hardcoded here.
switch(department)
if("SinguloEngineering-Antiqua")
connectedDoorIds.Add("Engineering Primary Access")
connectedDoorIds.Add("Engineering Secondary Access")
connectedDoorIds.Add("Fore Maintenance Access")
connectedDoorIds.Add("Aft Maintenance Access")
connectedDoorIds.Add("Particle Accelerator Rad Shielding")
connectedDoorIds.Add("Foreward Emitter Array Rad Shielding")
connectedDoorIds.Add("Aftward Emitter Array Rad Shielding")
connectedDoorIds.Add("Starboard Observation Rad Shielding")
connectedDoorIds.Add("Atmospheric Storage Rad Shielding")
connectedDoorIds.Add("Construction Storage Rad Shielding")
connectedDoorIds.Add("Engineering Secure Storage")
if("RustEngineering-Antiqua")
connectedDoorIds.Add("Port vessel entry")
connectedDoorIds.Add("Starboard vessel entry")
connectedDoorIds.Add("Central aft shell access")
connectedDoorIds.Add("Port aft shell access")
connectedDoorIds.Add("Starboard aft shell access")
if("Medbay-Exodus")
connectedDoorIds.Add("Genetics Outer Shutters")
connectedDoorIds.Add("Genetics Inner Shutters")
connectedDoorIds.Add("Chemistry Outer Shutters")
connectedDoorIds.Add("Observation Shutters")
connectedDoorIds.Add("Patient Room 1 Shutters")
connectedDoorIds.Add("Patient Room 2 Shutters")
connectedDoorIds.Add("Patient Room 3 Shutters")
if("Engineering")
//Antiqua SinguloEngineering
connected_doors.Add("Engineering Primary Access")
connected_doors.Add("Engineering Secondary Access")
connected_doors.Add("Fore Maintenance Access")
connected_doors.Add("Aft Maintenance Access")
connected_doors.Add("Particle Accelerator Rad Shielding")
connected_doors.Add("Foreward Emitter Array Rad Shielding")
connected_doors.Add("Aftward Emitter Array Rad Shielding")
connected_doors.Add("Starboard Observation Rad Shielding")
connected_doors.Add("Atmospheric Storage Rad Shielding")
connected_doors.Add("Construction Storage Rad Shielding")
connected_doors.Add("Engineering Secure Storage")
//Antiqua RustEngineering
connected_doors.Add("Port vessel entry")
connected_doors.Add("Starboard vessel entry")
connected_doors.Add("Central aft shell access")
connected_doors.Add("Port aft shell access")
connected_doors.Add("Starboard aft shell access")
if("Medbay")
//Exodus Medbay
connected_doors.Add("Genetics Outer Shutters")
connected_doors.Add("Genetics Inner Shutters")
connected_doors.Add("Chemistry Outer Shutters")
connected_doors.Add("Observation Shutters")
connected_doors.Add("Patient Room 1 Shutters")
connected_doors.Add("Patient Room 2 Shutters")
connected_doors.Add("Patient Room 3 Shutters")
//loop through the world, grabbing all the relevant doors
spawn(1)
for(var/networkId in connectedDoorIds)
//world << "\blue Creating [networkId]"
for(var/obj/machinery/door/poddoor/D in world)
if(D.id == networkId)
connected_doors.Add(D)
//world << "\blue Added [D]"
for(var/obj/machinery/door/poddoor/D in world)
if(D.lockdownNetwork in connected_doors)
var/list/L = connected_doors[D.lockdownNetwork]
L.Add(D)
attack_ai(mob/user)
attack_hand(user)
@@ -95,20 +97,36 @@
return
if( href_list["close_all"] )
for(var/obj/machinery/door/poddoor/D in connected_doors)
if(D.id == href_list["netId"])
if(!D.density)
spawn(0)
D.close()
if(href_list["networkTag"] == "all")
for(var/netTag in connected_doors)
for(var/obj/machinery/door/poddoor/D in connected_doors[netTag])
if(D.doorTag == href_list["doorTag"])
if(!D.density)
spawn(0)
D.close()
else if(href_list["networkTag"] in connected_doors)
for(var/obj/machinery/door/poddoor/D in connected_doors[href_list["networkTag"]])
if(D.doorTag == href_list["doorTag"])
if(!D.density)
spawn(0)
D.close()
src.updateDialog()
return
if( href_list["open_all"] )
for(var/obj/machinery/door/poddoor/D in connected_doors)
if(D.id == href_list["netId"])
if(D.density)
spawn(0)
D.open()
if(href_list["networkTag"] == "all")
for(var/netTag in connected_doors)
for(var/obj/machinery/door/poddoor/D in connected_doors[netTag])
if(D.doorTag == href_list["doorTag"])
if(D.density)
spawn(0)
D.open()
else if(href_list["networkTag"] in connected_doors)
for(var/obj/machinery/door/poddoor/D in connected_doors[href_list["networkTag"]])
if(D.doorTag == href_list["doorTag"])
if(D.density)
spawn(0)
D.open()
src.updateDialog()
return
@@ -126,12 +144,16 @@
var/t = "<B>Lockdown Control</B><BR>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
t += "<table border=1>"
for(var/curNetId in connectedDoorIds)
for(var/curNetId in connected_doors)
var/list/L = connected_doors[curNetId]
if(L.len == 0)
continue
t += "<tr>"
t += "<td><b>" + curNetId + "<b></td>"
t += "<td><b><a href='?src=\ref[src];open_all=1;netId=[curNetId]'>Open All</a> / <a href='?src=\ref[src];close_all=0;netId=[curNetId]'>Close All</a></b></td>"
t += "<td><b><a href='?src=\ref[src];open_all=1;networkTag=[curNetId]'>Open All</a> / <a href='?src=\ref[src];close_all=1;networkTag=[curNetId]'>Close All</a></b></td>"
t += "</tr>"
for(var/obj/machinery/door/poddoor/D in connected_doors)
for(var/obj/machinery/door/poddoor/D in connected_doors[curNetId])
if(D.id == curNetId )
t += "<tr>"
t += "<td> [D.networkTag]</td>"
+7
View File
@@ -86,6 +86,8 @@
background = "'background-color:#CD853F;'"
if("Released")
background = "'background-color:#3BB9FF;'"
if("Deceased")
background = "'background-color:#CD853F;'"
if("None")
background = "'background-color:#00FF7F;'"
if("")
@@ -171,6 +173,8 @@
background = "'background-color:#CD853F;'"
if("Released")
background = "'background-color:#3BB9FF;'"
if("Deceased")
background = "'background-color:#CD853F;'"
if("None")
background = "'background-color:#00FF7F;'"
if("")
@@ -472,6 +476,7 @@ What a mess.*/
temp += "<li><a href='?src=\ref[src];choice=Change Criminal Status;criminal2=incarcerated'>Incarcerated</a></li>"
temp += "<li><a href='?src=\ref[src];choice=Change Criminal Status;criminal2=parolled'>Parolled</a></li>"
temp += "<li><a href='?src=\ref[src];choice=Change Criminal Status;criminal2=released'>Released</a></li>"
temp += "<li><a href='?src=\ref[src];choice=Change Criminal Status;criminal2=deceased'>Deceased</a></li>"
temp += "</ul>"
if("rank")
var/list/L = list( "Head of Personnel", "Captain", "AI" )
@@ -525,6 +530,8 @@ What a mess.*/
active2.fields["criminal"] = "Parolled"
if("released")
active2.fields["criminal"] = "Released"
if("deceased")
active2.fields["criminal"] = "Deceased"
if ("Delete Record (Security) Execute")
if (active2)
+37 -4
View File
@@ -1,3 +1,35 @@
/obj/machinery/door_control
name = "remote door-control"
desc = "It controls doors, remotely."
icon = 'stationobjs.dmi'
icon_state = "doorctrl0"
desc = "A remote control-switch for a door."
var/id = null
var/range = 10
var/normaldoorcontrol = 0
var/desiredstate = 0 // Zero is closed, 1 is open.
var/specialfunctions = 1
/*
Bitflag, 1= open
2= idscan,
4= bolts
8= shock
16= door safties
*/
var/exposedwires = 0
var/wires = 3
/*
Bitflag, 1=checkID
2=Network Access
*/
anchored = 1.0
use_power = 1
idle_power_usage = 2
active_power_usage = 4
/obj/machinery/door_control/attack_ai(mob/user as mob)
if(wires & 2)
return src.attack_hand(user)
@@ -31,6 +63,7 @@
return
if(!allowed(user) && (wires & 1))
user << "\red Access Denied"
flick("doorctrl-denied",src)
return
@@ -49,8 +82,8 @@
if(specialfunctions & IDSCAN)
D.aiDisabledIdScanner = 1
if(specialfunctions & BOLTS)
spawn(5)
D.locked = 1
D.locked = 1
D.update_icon()
if(specialfunctions & SHOCK)
D.secondsElectrified = -1
@@ -63,8 +96,8 @@
if(specialfunctions & IDSCAN)
D.aiDisabledIdScanner = 0
if(specialfunctions & BOLTS)
spawn(5)
D.locked = 0
D.locked = 0
D.update_icon()
if(specialfunctions & SHOCK)
D.secondsElectrified = 0
+15
View File
@@ -195,10 +195,21 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
doortype = 17
glass = 1
glass_research
name = "Research Airlock"
icon = 'doorsciglass.dmi'
opacity = 0
doortype = 20
glass = 1
glass_mining
name = "Maintenance Hatch"
icon = 'doorminingglass.dmi'
opacity = 0
doortype = 22
glass = 1
centcom
name = "Airlock"
@@ -419,7 +430,11 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
if(15) new/obj/structure/door_assembly/door_assembly_eng/glass( src.loc ) //issue 301 -mysthic
if(16) new/obj/structure/door_assembly/door_assembly_sec/glass( src.loc )
if(17) new/obj/structure/door_assembly/door_assembly_med/glass( src.loc )
if(18) new/obj/structure/door_assembly/door_assembly_min( src.loc )
if(19) new/obj/structure/door_assembly/door_assembly_atmo( src.loc )
if(20) new/obj/structure/door_assembly/door_assembly_research( src.loc )
if(21) new/obj/structure/door_assembly/door_assembly_research( src.loc )
if(22) new/obj/structure/door_assembly/door_assembly_min/glass( src.loc )
var/obj/item/weapon/airlock_electronics/ae
if (!electronics)
ae = new/obj/item/weapon/airlock_electronics( src.loc )
+5 -4
View File
@@ -3,6 +3,8 @@
desc = "A type of powerful blast door."
icon = 'rapid_pdoor.dmi'
icon_state = "pdoor1"
var/lockdownNetwork
var/doorTag
var/id = 1.0
var/networkTag = ""
@@ -28,7 +30,7 @@
return
return
/obj/machinery/door/poddoor/open()
/obj/machinery/door/poddoor/open(var/closeafterdelay = 0)
if (src.operating == 1) //doors can still open when emag-disabled
return
if (!ticker)
@@ -44,8 +46,8 @@
if(operating == 1) //emag again
src.operating = 0
if(autoclose)
spawn(150)
if(closeafterdelay)
spawn(50)
autoclose()
return 1
@@ -64,7 +66,6 @@
src.operating = 0
return
/obj/machinery/door/poddoor/two_tile_hor/open()
if (src.operating == 1) //doors can still open when emag-disabled
return
+19 -19
View File
@@ -1,5 +1,5 @@
/obj/machinery/hydroponics
name = "Hydroponics Tray"
name = "hydroponics tray"
icon = 'hydroponics.dmi'
icon_state = "hydrotray3"
density = 1
@@ -404,7 +404,7 @@ obj/machinery/hydroponics/proc/mutateweed() // If the weeds gets the mutagent in
src.updateicon()
src.visible_message("\red The mutated weeds in [src] spawned a \blue [src.myseed.plantname]!")
else
usr << "The few weeds in the tray seem to react, but only for a moment..."
usr << "The few weeds in the [src] seem to react, but only for a moment..."
return
@@ -441,7 +441,7 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
O.reagents.remove_reagent("water", b_amount)
src.waterlevel += b_amount
playsound(src.loc, 'slosh.ogg', 25, 1)
user << "You fill the tray with [b_amount] units of water."
user << "You fill the [src] with [b_amount] units of water."
// Toxicity dilutation code. The more water you put in, the lesser the toxin concentration.
src.toxic -= round(b_amount/4)
@@ -449,7 +449,7 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
src.toxic = 0
else if(src.waterlevel >= 100)
user << "\red The hydroponics tray is already full."
user << "\red The [src] is already full."
else
user << "\red The bucket is not filled with water."
src.updateicon()
@@ -460,7 +460,7 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
src.nutrilevel = 10
src.yieldmod = myNut.yieldmod
src.mutmod = myNut.mutmod
user << "You replace the nutrient solution in the tray"
user << "You replace the nutrient solution in the [src]."
del(O)
src.updateicon()
@@ -661,7 +661,7 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
src.updateicon()
else
user << "\red The tray already has seeds in it!"
user << "\red The [src] already has seeds in it!"
else if (istype(O, /obj/item/device/analyzer/plant_analyzer))
if(src.planted && src.myseed)
@@ -709,7 +709,7 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
else if (istype(O, /obj/item/weapon/minihoe)) // The minihoe
//var/deweeding
if(src.weedlevel > 0)
user.visible_message("\red [user] starts uprooting the weeds.", "\red You remove the weeds from the tray.")
user.visible_message("\red [user] starts uprooting the weeds.", "\red You remove the weeds from the [src].")
src.weedlevel = 0
else
user << "\red This plot is completely devoid of weeds. It doesn't need uprooting."
@@ -723,7 +723,7 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
src.weedlevel = 0
if (src.toxic > 100 ) // Make sure it won't go overoboard
src.toxic = 100
user << "You apply the weedkiller solution into the tray"
user << "You apply the weedkiller solution into the [src]."
playsound(src.loc, 'spray3.ogg', 50, 1, -6)
del(O)
src.updateicon()
@@ -737,7 +737,7 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
src.pestlevel = 0
if (src.toxic > 100 ) // Make sure it won't go overoboard
src.toxic = 100
user << "You apply the pestkiller solution into the tray"
user << "You apply the pestkiller solution into the [src]."
playsound(src.loc, 'spray3.ogg', 50, 1, -6)
del(O)
src.updateicon()
@@ -754,22 +754,22 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
else if(src.dead)
src.planted = 0
src.dead = 0
usr << text("You remove the dead plant from the tray")
usr << text("You remove the dead plant from the [src].")
del(src.myseed)
src.updateicon()
else
if(src.planted && !src.dead)
usr << text("The hydroponics tray has \blue [src.myseed.plantname] \black planted")
usr << text("The [src] has \blue [src.myseed.plantname] \black planted.")
if(src.health <= (src.myseed.endurance / 2))
usr << text("The plant looks unhealthy")
else
usr << text("The hydroponics tray is empty")
usr << text("The [src] is empty.")
usr << text("Water: [src.waterlevel]/100")
usr << text("Nutrient: [src.nutrilevel]/10")
if(src.weedlevel >= 5) // Visual aid for those blind
usr << text("The tray is filled with weeds!")
usr << text("The [src] is filled with weeds!")
if(src.pestlevel >= 5) // Visual aid for those blind
usr << text("The tray is filled with tiny worms!")
usr << text("The [src] is filled with tiny worms!")
usr << text ("") // Empty line for readability.
/obj/item/seeds/proc/harvest(mob/user = usr)
@@ -820,7 +820,7 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
var/t_amount = 0
while ( t_amount < (yield * parent.yieldmod ))
var/obj/item/weapon/reagent_containers/food/snacks/grown/t_prod = new produce(user.loc, potency) // User gets a consumable
var/obj/item/weapon/grown/t_prod = new produce(user.loc, potency) // User gets a consumable -QualityVan
t_prod.seed = mypath
t_prod.species = species
t_prod.lifespan = lifespan
@@ -828,7 +828,7 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
t_prod.maturation = maturation
t_prod.production = production
t_prod.yield = yield
t_prod.potency = potency
t_prod.changePotency(potency) // -QualityVan
t_prod.plant_type = plant_type
t_amount++
@@ -840,7 +840,7 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
var/t_amount = 0
while ( t_amount < (yield * parent.yieldmod ))
var/obj/item/weapon/reagent_containers/food/snacks/grown/t_prod = new produce(user.loc, potency) // User gets a consumable
var/obj/item/weapon/grown/t_prod = new produce(user.loc, potency) // User gets a consumable -QualityVan
t_prod.seed = mypath
t_prod.species = species
t_prod.lifespan = lifespan
@@ -848,7 +848,7 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
t_prod.maturation = maturation
t_prod.production = production
t_prod.yield = yield
t_prod.potency = potency
t_prod.changePotency(potency) // -QualityVan
t_prod.plant_type = plant_type
t_amount++
@@ -977,7 +977,7 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
harvest = 0
lastproduce = src.age
if((yieldmod * myseed.yield) <= 0)
user << text("\red You fail to harvest anything useful")
user << text("\red You fail to harvest anything useful.")
else
user << text("You harvest from the [src.myseed.plantname]")
if(myseed.oneharvest)
-4
View File
@@ -677,10 +677,6 @@ var/list/obj/machinery/newscaster/allCasters = list() //list that will contain r
var/scribble=""
var/scribble_page = null
/*obj/item/weapon/newspaper/attack_hand(mob/user as mob)
..()
world << "derp"*/
obj/item/weapon/newspaper/attack_self(mob/user as mob)
if(ishuman(user))
var/mob/living/carbon/human/human_user = user
+3 -3
View File
@@ -59,9 +59,9 @@ datum/controller/game_controller
setupgenetics()
for(var/i = 0, i < max_secret_rooms, i++)
make_mining_asteroid_secret()
// for(var/i = 0, i < max_secret_rooms, i++)
// make_mining_asteroid_secret()
// Because energy cutlasses, facehuggers, and empty rooms are silly. FOR NOW. - Erthilo
syndicate_code_phrase = generate_code_phrase()//Sets up code phrase for traitors, for the round.
syndicate_code_response = generate_code_phrase()
+3 -3
View File
@@ -32,7 +32,7 @@
A.yo = targloc.y - curloc.y
A.xo = targloc.x - curloc.x
chassis.use_power(energy_drain)
A.process()
A.fired()
chassis.log_message("Fired from [src.name], targeting [target].")
do_after_cooldown()
return
@@ -215,7 +215,7 @@
A.yo = targloc.y - curloc.y
A.xo = targloc.x - curloc.x
set_ready_state(0)
A.process()
A.fired()
log_message("Fired from [src.name], targeting [target].")
do_after_cooldown()
return
@@ -256,7 +256,7 @@
A.current = curloc
A.yo = targloc.y - curloc.y
A.xo = targloc.x - curloc.x
A.process()
A.fired()
sleep(2)
set_ready_state(0)
log_message("Fired from [src.name], targeting [target].")
+7 -9
View File
@@ -1,19 +1,17 @@
/obj/structure/closet/secure_closet/cargotech
name = "Cargo Technician's Locker"
req_access = list(access_cargo)
//icon_state = "secureeng1"
//icon_closed = "secureeng"
//icon_locked = "secureeng1"
//icon_opened = "toolclosetopen"
//icon_broken = "secureengbroken"
//icon_off = "secureengoff"
//Needs proper sprites
icon_state = "securecargo1"
icon_closed = "securecargo"
icon_locked = "securecargo1"
icon_opened = "securecargoopen"
icon_broken = "securecargobroken"
icon_off = "securecargooff"
New()
..()
sleep(2)
new /obj/item/clothing/under/rank/cargo(src)
new /obj/item/clothing/under/rank/cargotech(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/device/radio/headset/headset_cargo(src)
new /obj/item/clothing/gloves/black(src)
@@ -16,7 +16,8 @@
new /obj/item/clothing/under/rank/hydroponics(src)
new /obj/item/clothing/suit/storage/apron(src)
new /obj/item/clothing/under/rank/hydroponics(src)
new /obj/item/clothing/head/helmet/greenbandana(src)
new /obj/item/device/analyzer/plant_analyzer(src)
new /obj/item/clothing/head/helmet/greenbandana(src)
new /obj/item/weapon/minihoe(src)
new /obj/item/weapon/hatchet(src)
return
@@ -72,6 +72,20 @@
new /obj/item/device/pda/medical(src)
new /obj/item/weapon/storage/firstaid/regular(src)
new /obj/item/device/flashlight/pen(src)
switch(pick(list("blue", "green", "purple")))
if ("blue")
new /obj/item/clothing/under/rank/medical/blue(src)
if ("green")
new /obj/item/clothing/under/rank/medical/green(src)
if ("purple")
new /obj/item/clothing/under/rank/medical/purple(src)
switch(pick(list("blue", "green", "purple")))
if ("blue")
new /obj/item/clothing/under/rank/medical/blue(src)
if ("green")
new /obj/item/clothing/under/rank/medical/green(src)
if ("purple")
new /obj/item/clothing/under/rank/medical/purple(src)
new /obj/item/weapon/cartridge/medical(src)
new /obj/item/device/radio/headset/headset_med(src)
return
+1 -1
View File
@@ -26,7 +26,7 @@
..()
spawn(4)
contents = list()
new /obj/item/weapon/storage/backpack/satchel( src )
new /obj/item/weapon/storage/backpack/satchel/withwallet( src )
new /obj/item/device/radio/headset( src )
return
+8 -8
View File
@@ -31,12 +31,12 @@
/obj/structure/closet/secure_closet/hop
name = "Head of Personnel"
req_access = list(access_hop)
icon_state = "capsecure1"
icon_closed = "capsecure"
icon_locked = "capsecure1"
icon_opened = "capsecureopen"
icon_broken = "capsecurebroken"
icon_off = "capsecureoff"
icon_state = "hopsecure1"
icon_closed = "hopsecure"
icon_locked = "hopsecure1"
icon_opened = "hopsecureopen"
icon_broken = "hopsecurebroken"
icon_off = "hopsecureoff"
New()
..()
@@ -144,9 +144,9 @@
new /obj/item/device/pda/security(src)
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/weapon/storage/belt/security(src)
new /obj/item/weapon/flashbang(src)
new /obj/item/weapon/pepperspray(src)
new /obj/item/device/flash(src)
new /obj/item/weapon/pepperspray(src)
new /obj/item/weapon/flashbang(src)
new /obj/item/weapon/melee/baton(src)
new /obj/item/clothing/glasses/sunglasses/sechud(src)
return
+16 -4
View File
@@ -110,6 +110,9 @@
default_cartridge = /obj/item/weapon/cartridge/quartermaster
icon_state = "pda-q"
/obj/item/device/pda/shaftminer
icon_state = "pda-miner"
/obj/item/device/pda/syndicate
default_cartridge = /obj/item/weapon/cartridge/syndicate
icon_state = "pda-syn"
@@ -129,6 +132,11 @@
//default_cartridge = /obj/item/weapon/cartridge/botanist
icon_state = "pda-hydro"
/obj/item/device/pda/roboticist
icon_state = "pda-robot"
desc = "A portable microcomputer by Thinktronic Systems, LTD. This is model is a special edition with a transparent case."
note = "Congratulations, your station has chosen the Thinktronic 5230 Personal Data Assistant Deluxe Special Turbo Edition!"
/obj/item/device/pda/librarian
icon_state = "pda-libb"
desc = "A portable microcomputer by Thinktronic Systems, LTD. This is model is a WGW-11 series e-reader."
@@ -500,11 +508,15 @@
U << browse(null, "window=pda")
return
if("Message")
var/t = input(U, "Please enter message", name, null) as text
t = copytext(sanitize(t), 1, MAX_MESSAGE_LEN)
var/t
if(!href_list["pAI_mess"])
t = input(U, "Please enter message", name, null) as text
t = copytext(sanitize(t), 1, MAX_MESSAGE_LEN)
else
t = href_list["pAI_mess"]
if (!t)
return
if (!in_range(src, U) && loc != U)
if (!in_range(src, U) && loc != U && !href_list["pAI_mess"])
return
var/obj/item/device/pda/P = locate(href_list["target"])
@@ -697,7 +709,7 @@
honkamt--
playsound(loc, 'bikehorn.ogg', 30, 1)
if(U.machine == src)//Final safety.
if(U.machine == src && !href_list["pAI_mess"])//Final safety.
attack_self(U)//It auto-closes the menu prior if the user is not in range and so on.
else
U.machine = null
+15 -1
View File
@@ -72,12 +72,18 @@ obj/structure/door_assembly
door_assembly_min
name = "Mining Airlock Assembly"
icon_state = "door_as_min1"
glass_base_icon_state = "door_as_gmin"
glass_type = /obj/machinery/door/airlock/glass/glass_mining
airlock_type = /obj/machinery/door/airlock/mining
anchored = 1
density = 1
state = 1
glass = 0
glass
glass = 1
icon_state = "door_as_gmin1"
door_assembly_atmo
name = "Atmospherics Airlock Assembly"
icon_state = "door_as_atmo1"
@@ -90,12 +96,18 @@ obj/structure/door_assembly
door_assembly_research
name = "Research Airlock Assembly"
icon_state = "door_as_res1"
glass_base_icon_state = "door_as_gres"
glass_type = /obj/machinery/door/airlock/glass/glass_research
airlock_type = /obj/machinery/door/airlock/research
anchored = 1
density = 1
state = 1
glass = 0
glass
glass = 1
icon_state = "door_as_gres1"
door_assembly_med
name = "Medical Airlock Assembly"
icon_state = "door_as_med1"
@@ -243,6 +255,8 @@ obj/structure/door_assembly
del(src)
else
W.loc = src.loc
//del(W)
else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
playsound(src.loc, 'Crowbar.ogg', 100, 1)
var/turf/T = get_turf(user)
@@ -266,7 +280,7 @@ obj/structure/door_assembly
if(do_after(user, 40))
if(G)
if(G.amount>=1)
user << "\blue You installed glass windows into the airlock assembly!"
user << "\blue You installed glass windows the airlock assembly!"
G.use(1)
src.glass = 1
src.name = "Near finished Window Airlock Assembly"
+10 -8
View File
@@ -411,15 +411,16 @@ steam.start() -- spawns the effect
var/obj/R = new /obj()
R.reagents = new/datum/reagents(500)
R.reagents.my_atom = R
reagents.trans_to(R, reagents.total_volume/divisor)
for(var/atom/A in view(1, src))
if(reagents.has_reagent("radium")||reagents.has_reagent("uranium")||reagents.has_reagent("carbon")||reagents.has_reagent("thermite"))//Prevents unholy radium spam by reducing the number of 'greenglows' down to something reasonable -Sieve
if(prob(5))
if(reagents)
reagents.trans_to(R, reagents.total_volume/divisor)
for(var/atom/A in view(1, src))
if(reagents.has_reagent("radium")||reagents.has_reagent("uranium")||reagents.has_reagent("carbon")||reagents.has_reagent("thermite"))//Prevents unholy radium spam by reducing the number of 'greenglows' down to something reasonable -Sieve
if(prob(5))
R.reagents.reaction(A)
del(R)
else if(R && R.reagents)
R.reagents.reaction(A)
del(R)
else
R.reagents.reaction(A)
del(R)
return
/obj/effect/effect/chem_smoke/HasEntered(mob/living/carbon/M as mob )
@@ -1033,7 +1034,8 @@ steam.start() -- spawns the effect
user << "\blue You hit the metal foam to no effect."
CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
if(air_group) return 0
if(!istype(mover))
return 0
return !density
+32 -3
View File
@@ -63,7 +63,10 @@
O.place = "handcuff"
M.requests += O
spawn( 0 )
playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
if(istype(src, /obj/item/weapon/handcuffs/cable))
playsound(src.loc, 'cablecuff.ogg', 30, 1, -2)
else
playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
O.process()
return
else
@@ -77,7 +80,10 @@
O.place = "handcuff"
M.requests += O
spawn( 0 )
playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
if(istype(src, /obj/item/weapon/handcuffs/cable))
playsound(src.loc, 'cablecuff.ogg', 30, 1, -2)
else
playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
O.process()
return
return
@@ -117,6 +123,7 @@
if (!safety)
if (src.reagents.total_volume < 1)
usr << "\red the [src] is empty."
return
if (world.time < src.last_use + 20)
@@ -128,6 +135,28 @@
var/direction = get_dir(src,target)
if(usr.buckled && isobj(usr.buckled) && !usr.buckled.anchored )
spawn(0)
var/obj/B = usr.buckled
var/movementdirection = turn(direction,180)
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(1)
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(1)
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(1)
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(2)
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(2)
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(3)
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(3)
B.Move(get_step(usr,movementdirection), movementdirection)
sleep(3)
B.Move(get_step(usr,movementdirection), movementdirection)
var/turf/T = get_turf(target)
var/turf/T1 = get_step(T,turn(direction, 90))
var/turf/T2 = get_step(T,turn(direction, -90))
@@ -372,7 +401,7 @@
if(M:brain_op_stage == 4.0)
for(var/mob/O in viewers(M, null))
if(O == (user || M))
if(O == user || O == M)
continue
if(M == user)
O.show_message(text("\red [user] inserts [src] into his head!"), 1)
+25 -3
View File
@@ -38,7 +38,7 @@
/obj/item/weapon/camera_test
name = "camera"
icon = 'items.dmi'
desc = "A one use - polaroid camera. 10 photos left."
desc = "A polaroid camera. It has 30 photos left."
icon_state = "camera"
item_state = "electropack"
w_class = 2.0
@@ -47,6 +47,7 @@
throwforce = 5
throw_speed = 4
throw_range = 10
var/pictures_max = 30
var/pictures_left = 30
var/can_use = 1
@@ -60,6 +61,13 @@
var/icon/img //Big photo image
var/scribble //Scribble on the back.
/obj/item/weapon/camera_film
name = "film cartridge"
icon = 'items.dmi'
desc = "A camera film cartridge. Insert it into a camera to reload it."
icon_state = "film"
item_state = "electropack"
w_class = 1.0
/obj/item/weapon/photo/attack_self(var/mob/user as mob)
..()
@@ -145,9 +153,11 @@
if (can_use)
can_use = 0
icon_state = "camera_off"
usr << "\red You turn the camera off."
else
can_use = 1
icon_state = "camera"
usr << "\blue You turn the camera on."
/obj/item/weapon/camera_test/proc/get_mobs(turf/the_turf as turf)
var/mob_detail
@@ -206,7 +216,7 @@
playsound(src.loc, pick('polaroid1.ogg','polaroid2.ogg'), 75, 1, -3)
pictures_left--
src.desc = "A one use - polaroid camera. [pictures_left] photos left."
src.desc = "A polaroid camera. It has [pictures_left] photos left."
user << "\blue [pictures_left] photos left."
can_use = 0
icon_state = "camera_off"
@@ -214,4 +224,16 @@
can_use = 1
icon_state = "camera"
/obj/item/weapon/camera_test/attackby(A as obj, mob/user as mob)
if (istype(A, /obj/item/weapon/camera_film))
if (src.pictures_left >= pictures_max)
user << "\blue It's already full!"
return 1
else
del(A)
src.pictures_left = src.pictures_max
src.desc = "A polaroid camera. It has [pictures_left] photos left."
user << text("\blue You reload the camera film!",)
user.update_clothing()
return 1
return
@@ -107,6 +107,12 @@ FINGERPRINT CARD
else
..()
/obj/item/weapon/card/id/proc/checkaccess(p,var/mob/user)
if(p == pin)
user << "\green Access granted"
return 1
user << "\red Access denied"
return 0
// FINGERPRINT HOLDER
@@ -97,6 +97,10 @@ Craftables (Cob pipes, potato batteries, pumpkinheads)
usr << "All the leaves have fallen off the nettle from violent whacking."
del(src)
/obj/item/weapon/grown/nettle/changePotency(newValue) //-QualityVan
potency = newValue
force = round((5+potency/5), 1)
// Deathnettle
@@ -137,6 +141,10 @@ Craftables (Cob pipes, potato batteries, pumpkinheads)
usr << "All the leaves have fallen off the deathnettle from violent whacking."
del(src)
/obj/item/weapon/grown/deathnettle/changePotency(newValue) //-QualityVan
potency = newValue
force = round((5+potency/2.5), 1)
//Crafting
/obj/item/weapon/corncob/attackby(obj/item/weapon/W as obj, mob/user as mob)
+2 -2
View File
@@ -164,10 +164,10 @@ KNIFE
playsound(M, 'trayhit2.ogg', 50, 1) //sound playin'
return //it always returns, but I feel like adding an extra return just for safety's sakes. EDIT; Oh well I won't :3
var/mob/living/carbon/human/H = M ///////////////////////////////////// /Let's have this ready for later.
var/mob/living/carbon/human/H = M // Let's have this ready for later.
if(!(user.zone_sel.selecting == ("eyes" || "head"))) //////////////hitting anything else other than the eyes
if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "head") //hitting anything else other than the eyes
if(prob(33))
src.add_blood(H)
var/turf/location = H.loc
@@ -1,4 +1,6 @@
/obj/item/robot_parts/l_arm/attack(mob/living/carbon/human/M as mob, mob/living/carbon/user as mob)
/obj/item/robot_parts/attack(mob/living/carbon/human/M as mob, mob/living/carbon/user as mob)
var/limbloc = null
if(!istype(M))
return ..()
@@ -8,230 +10,59 @@
if(!istype(M, /mob/living/carbon/human))
return ..()
if(user.zone_sel.selecting == "l_arm")
var/mob/living/carbon/human/H = M
var/datum/organ/external/S = H.organs[user.zone_sel.selecting]
if(S.destroyed)
if(!S.attachable)
user << "\red The wound is not ready for a replacement!"
return 0
if((user.zone_sel.selecting == "l_arm") && (istype(src, /obj/item/robot_parts/l_arm)))
limbloc = "l_hand"
else if((user.zone_sel.selecting == "r_arm") && (istype(src, /obj/item/robot_parts/r_arm)))
limbloc = "r_hand"
else if((user.zone_sel.selecting == "r_leg") && (istype(src, /obj/item/robot_parts/r_leg)))
limbloc = "r_foot"
else if((user.zone_sel.selecting == "l_leg") && (istype(src, /obj/item/robot_parts/l_leg)))
limbloc = "l_foot"
else
user << "\red That doesn't fit there!"
return ..()
var/mob/living/carbon/human/H = M
var/datum/organ/external/S = H.organs[user.zone_sel.selecting]
if(S.destroyed)
if(!S.attachable)
user << "\red The wound is not ready for a replacement!"
return 0
if(M != user)
M.visible_message( \
"\red [user] is beginning to attach \the [src] where [H]'s [S.display_name] used to be.", \
"\red [user] begins to attach \the [src] where your [S.display_name] used to be.")
else
M.visible_message( \
"\red [user] begins to attach a robotic limb where \his [S.display_name] used to be with [src].", \
"\red You begin to attach \the [src] where your [S.display_name] used to be.")
if(do_mob(user, H, 100))
if(M != user)
M.visible_message( \
"\red [user] is beginning to attach a robotic limb where [H]'s [S.display_name] used to be with [src].", \
"\red [user] begins to attach a robotic limb where [S.display_name] used to be with [src].")
"\red [user] finishes attaching [H]'s new [S.display_name].", \
"\red [user] finishes attaching your new [S.display_name].")
else
M.visible_message( \
"\red [user] begins to attach a robotic limb where \his [S.display_name] used to be with [src].", \
"\red You begin to attach a robotic limb where your [S.display_name] used to be with [src].")
"\red [user] finishes attaching \his new [S.display_name].", \
"\red You finish attaching your new [S.display_name].")
if(do_mob(user, H, 100))
if(M != user)
M.visible_message( \
"\red [user] finishes attaching [H]'s new [S.display_name].", \
"\red [user] finishes attaching your new [S.display_name].")
else
M.visible_message( \
"\red [user] finishes attaching \his new [S.display_name].", \
"\red You finish attaching your new [S.display_name].")
if(H == user && prob(25))
user << "\red You mess up!"
S.take_damage(15)
if(H == user && prob(25))
user << "\red You mess up!"
S.take_damage(15)
S.broken = 0
S.attachable = 0
S.destroyed = 0
S.robot = 1
var/datum/organ/external/T = H.organs[limbloc]
T.attachable = 0
T.destroyed = 0
T.broken = 0
T.robot = 1
del(src)
M.update_body()
M.updatehealth()
M.UpdateDamageIcon()
S.broken = 0
S.attachable = 0
S.destroyed = 0
S.robot = 1
var/datum/organ/external/T = H.organs["l_hand"]
T.attachable = 0
T.destroyed = 0
T.broken = 0
T.robot = 1
user.drop_item()
M.update_body()
M.updatehealth()
M.UpdateDamageIcon()
return 1
else
user << "\red That doesn't fit there!."
return ..()
/obj/item/robot_parts/r_arm/attack(mob/living/carbon/human/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return ..()
if(!((locate(/obj/machinery/optable, M.loc) && M.resting) || (locate(/obj/structure/stool/bed/roller, M.loc) && (M.buckled || M.lying || M.weakened || M.stunned || M.paralysis || M.sleeping || M.stat)) && prob(75) || (locate(/obj/structure/table/, M.loc) && (M.lying || M.weakened || M.stunned || M.paralysis || M.sleeping || M.stat) && prob(66))))
return ..()
if(!istype(M, /mob/living/carbon/human))
return ..()
if(user.zone_sel.selecting == "r_arm")
var/mob/living/carbon/human/H = M
var/datum/organ/external/S = H.organs[user.zone_sel.selecting]
if(S.destroyed)
if(!S.attachable)
user << "\red The wound is not ready for a replacement!"
return 0
if(M != user)
M.visible_message( \
"\red [user] is beginning to attach a robotic limb where [H]'s [S.display_name] used to be with [src].", \
"\red [user] begins to attach a robotic limb where [S.display_name] used to be with [src].")
else
M.visible_message( \
"\red [user] begins to attach a robotic limb where \his [S.display_name] used to be with [src].", \
"\red You begin to attach a robotic limb where your [S.display_name] used to be with [src].")
if(do_mob(user, H, 100))
if(M != user)
M.visible_message( \
"\red [user] finishes attaching [H]'s new [S.display_name].", \
"\red [user] finishes attaching your new [S.display_name].")
else
M.visible_message( \
"\red [user] finishes attaching \his new [S.display_name].", \
"\red You finish attaching your new [S.display_name].")
if(H == user && prob(25))
user << "\red You mess up!"
S.take_damage(15)
S.broken = 0
S.attachable = 0
S.destroyed = 0
S.robot = 1
var/datum/organ/external/T = H.organs["r_hand"]
T.attachable = 0
T.destroyed = 0
T.broken = 0
T.robot = 1
user.drop_item()
M.update_body()
M.updatehealth()
M.UpdateDamageIcon()
return 1
else
user << "\red That doesn't fit there!."
return ..()
/obj/item/robot_parts/l_leg/attack(mob/living/carbon/human/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return ..()
if(!((locate(/obj/machinery/optable, M.loc) && M.resting) || (locate(/obj/structure/stool/bed/roller, M.loc) && (M.buckled || M.lying || M.weakened || M.stunned || M.paralysis || M.sleeping || M.stat)) && prob(75) || (locate(/obj/structure/table/, M.loc) && (M.lying || M.weakened || M.stunned || M.paralysis || M.sleeping || M.stat) && prob(66))))
return ..()
if(!istype(M, /mob/living/carbon/human))
return ..()
if(user.zone_sel.selecting == "l_leg")
var/mob/living/carbon/human/H = M
var/datum/organ/external/S = H.organs[user.zone_sel.selecting]
if(S.destroyed)
if(!S.attachable)
user << "\red The wound is not ready for a replacement!"
return 0
if(M != user)
M.visible_message( \
"\red [user] is beginning to attach a robotic limb where [H]'s [S.display_name] used to be with [src].", \
"\red [user] begins to attach a robotic limb where [S.display_name] used to be with [src].")
else
M.visible_message( \
"\red [user] begins to attach a robotic limb where \his [S.display_name] used to be with [src].", \
"\red You begin to attach a robotic limb where your [S.display_name] used to be with [src].")
if(do_mob(user, H, 100))
if(M != user)
M.visible_message( \
"\red [user] finishes attaching [H]'s new [S.display_name].", \
"\red [user] finishes attaching your new [S.display_name].")
else
M.visible_message( \
"\red [user] finishes attaching \his new [S.display_name].", \
"\red You finish attaching your new [S.display_name].")
if(H == user && prob(25))
user << "\red You mess up!"
S.take_damage(15)
S.broken = 0
S.attachable = 0
S.destroyed = 0
S.robot = 1
var/datum/organ/external/T = H.organs["l_foot"]
T.attachable = 0
T.destroyed = 0
T.broken = 0
T.robot = 1
user.drop_item()
M.update_body()
M.updatehealth()
M.UpdateDamageIcon()
return 1
else
user << "\red That doesn't fit there!."
return ..()
/obj/item/robot_parts/r_leg/attack(mob/living/carbon/human/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return ..()
if(!((locate(/obj/machinery/optable, M.loc) && M.resting) || (locate(/obj/structure/stool/bed/roller, M.loc) && (M.buckled || M.lying || M.weakened || M.stunned || M.paralysis || M.sleeping || M.stat)) && prob(75) || (locate(/obj/structure/table/, M.loc) && (M.lying || M.weakened || M.stunned || M.paralysis || M.sleeping || M.stat) && prob(66))))
return ..()
if(!istype(M, /mob/living/carbon/human))
return ..()
if(user.zone_sel.selecting == "r_leg")
var/mob/living/carbon/human/H = M
var/datum/organ/external/S = H.organs[user.zone_sel.selecting]
if(S.destroyed)
if(!S.attachable)
user << "\red The wound is not ready for a replacement!"
return 0
if(M != user)
M.visible_message( \
"\red [user] is beginning to attach a robotic limb where [H]'s [S.display_name] used to be with [src].", \
"\red [user] begins to attach a robotic limb where [S.display_name] used to be with [src].")
else
M.visible_message( \
"\red [user] begins to attach a robotic limb where \his [S.display_name] used to be with [src].", \
"\red You begin to attach a robotic limb where your [S.display_name] used to be with [src].")
if(do_mob(user, H, 100))
if(M != user)
M.visible_message( \
"\red [user] finishes attaching [H]'s new [S.display_name].", \
"\red [user] finishes attaching your new [S.display_name].")
else
M.visible_message( \
"\red [user] finishes attaching \his new [S.display_name].", \
"\red You finish attaching your new [S.display_name].")
if(H == user && prob(25))
user << "\red You mess up!"
S.take_damage(15)
S.broken = 0
S.attachable = 0
S.destroyed = 0
S.robot = 1
var/datum/organ/external/T = H.organs["r_foot"]
T.attachable = 0
T.destroyed = 0
T.broken = 0
T.robot = 1
user.drop_item()
M.update_body()
M.updatehealth()
M.UpdateDamageIcon()
return 1
else
user << "\red That doesn't fit there!."
return ..()
return 1
@@ -16,6 +16,14 @@ RACK PARTS
new /obj/item/stack/sheet/metal( src.loc )
//SN src = null
del(src)
if (istype(W, /obj/item/stack/rods))
if (W:amount >= 4)
new /obj/item/weapon/table_parts/reinforced( user.loc )
user << "\blue You reinforce the [name]."
W:use(4)
del(src)
else if (W:amount < 4)
user << "\red You need at least four rods to do this."
/obj/item/weapon/table_parts/attack_self(mob/user as mob)
var/obj/structure/table/T = new /obj/structure/table( user.loc )
@@ -29,8 +37,6 @@ RACK PARTS
new /obj/item/stack/sheet/wood( src.loc )
//SN src = null
del(src)
else
..()
/obj/item/weapon/table_parts/wood/attack_self(mob/user as mob)
new /obj/structure/table/woodentable( user.loc )
@@ -40,9 +46,9 @@ RACK PARTS
// REINFORCED TABLE PARTS
/obj/item/weapon/table_parts/reinforced/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/wrench))
new /obj/item/stack/sheet/plasteel( src.loc )
new /obj/item/stack/sheet/metal( src.loc )
new /obj/item/stack/rods( src.loc )
//SN src = null
del(src)
+12 -1
View File
@@ -323,4 +323,15 @@ WELDINGTOOOL
New()
if(prob(50))
icon_state = "cutters-y"
icon_state = "cutters-y"
/obj/item/weapon/wirecutters/attack(mob/M as mob, mob/user as mob)
if((M.handcuffed) && (istype(M:handcuffed, /obj/item/weapon/handcuffs/cable)))
M.visible_message("You cut \the [M]'s restraints with \the [src]!",\
"\The [usr] cuts \the [M]'s restraints with \the [src]!",\
"You hear cable being cut.")
M.handcuffed = null
M.update_clothing()
return
else
..()
+16 -1
View File
@@ -6,7 +6,6 @@
var/code = "electronic"
origin_tech = "bluespace=1"
/obj/item/device/radio/beacon/hear_talk()
return
@@ -32,3 +31,19 @@
proc/digest_delay()
spawn(600)
del(src)
// SINGULO BEACON SPAWNER
/obj/item/device/radio/beacon/syndicate
name = "suspicious beacon"
desc = "A label on it reads: <i>Activate to have a singularity beacon teleported to your location</i>."
origin_tech = "bluespace=1;syndicate=7"
/obj/item/device/radio/beacon/syndicate/attack_self(mob/user as mob)
if(user)
user << "\blue Locked In"
new /obj/machinery/singularity_beacon/syndicate( user.loc )
playsound(src, 'pop.ogg', 100, 1, 1)
del(src)
return
-1
View File
@@ -103,7 +103,6 @@ var/global/list/datum/stack_recipe/metal_recipes = list ( \
// /datum/stack_recipe/New(title, result_type, req_amount, res_amount, max_res_amount, time, one_per_turf, on_floor = 0)
var/global/list/datum/stack_recipe/plasteel_recipes = list ( \
new/datum/stack_recipe("table parts", /obj/item/weapon/table_parts/reinforced, 2), \
new/datum/stack_recipe("AI core", /obj/structure/AIcore, 4, one_per_turf = 1), \
)
+27
View File
@@ -118,6 +118,8 @@
return
/obj/structure/stool/bed/chair/New()
if(anchored)
src.verbs -= /atom/movable/verb/pull
if(src.dir == NORTH)
src.layer = FLY_LAYER
..()
@@ -151,6 +153,18 @@
icon_state = "down"
anchored = 0
/obj/item/roller
name = "roller bed"
desc = "A collapsed roller bed that can be carried around."
icon = 'rollerbed.dmi'
icon_state = "folded"
w_class = 4.0 // Can't be put in backpacks. Oh well.
attack_self(mob/user)
var/obj/structure/stool/bed/roller/R = new /obj/structure/stool/bed/roller(user.loc)
R.add_fingerprint(user)
del(src)
//obj/structure/stool/bed/roller/Move()
/obj/structure/stool/bed/Move()
..()
@@ -181,7 +195,20 @@
buckled_mob.pixel_y = 0
buckled_mob.anchored = 0
buckled_mob.buckled = null
buckled_mob = null
density = 0
icon_state = "down"
..()
return
/obj/structure/stool/bed/roller/MouseDrop(over_object, src_location, over_location)
..()
if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
if(!ishuman(usr)) return
if(buckled_mob) return 0
visible_message("[usr] collapses \the [src.name]")
new/obj/item/roller(get_turf(src))
spawn(0)
del(src)
return
+1
View File
@@ -149,6 +149,7 @@
"/obj/item/weapon/melee/baton",
"/obj/item/weapon/melee/classic_baton",
"/obj/item/weapon/camera_test",
"/obj/item/weapon/camera_film",
"/obj/item/weapon/cigpacket",
"/obj/item/weapon/zippo",
"/obj/item/device/taperecorder",
+32 -12
View File
@@ -63,7 +63,7 @@
if(istype(W,/obj/item/weapon/evidencebag) && src.loc != user)
return
if(src.contents.len >= 2)
user << "You have nowhere to place that"
user << "\red There's nowhere to place that!"
return
user.u_equip(W)
W.loc = src
@@ -84,42 +84,62 @@
if (src.loc == user)
if (user.s_active)
user.s_active.close(user)
view_inv(user)
orient2hud(user)
src.show_to(user)
else
..()
for(var/mob/M in range(1))
if (M.s_active == src)
src.close(M)
src.orient2hud(user)
src.add_fingerprint(user)
return
/obj/item/clothing/suit/storage/proc/orient2hud(mob/user as mob)
if (src == user.l_hand)
src.orient_objs(3, 5, 3, 3)
src.orient_objs(3, 4, 3, 3)
else if (src == user.r_hand)
src.orient_objs(1, 5, 1, 3)
src.orient_objs(1, 4, 1, 3)
else if (istype(user,/mob/living/carbon/human) && src == user:wear_suit)
src.orient_objs(1, 3, 3, 3)
src.orient_objs(1, 3, 2, 3)
else
src.orient_objs(4, 4, 4, 2)
src.orient_objs(4, 3, 4, 2)
return
/obj/item/clothing/suit/storage/proc/orient_objs(tx, ty, mx, my)
var/cx = tx
var/cy = ty
src.boxes.screen_loc = text("[],[] to [],[]", tx, ty, mx, my)
src.boxes.screen_loc = "[tx],[ty] to [mx],[my]"
for(var/obj/O in src.contents)
O.screen_loc = text("[],[]", cx, cy)
O.screen_loc = "[cx],[cy]"
O.layer = 20
cx++
if (cx > mx)
cx = tx
cy--
//Foreach goto(56)
src.closer.screen_loc = text("[],[]", mx+1, my)
src.closer.screen_loc = "[mx+1],[my]"
return
/obj/item/clothing/suit/storage/proc/show_to(mob/user as mob)
for(var/obj/item/weapon/mousetrap/MT in src)
if(MT.armed)
for(var/mob/O in viewers(user, null))
if(O == user)
user.show_message(text("\red <B>You reach into the [src.name], but there was a live mousetrap in there!</B>"), 1)
else
user.show_message(text("\red <B>[user] reaches into the [src.name] and sets off a hidden mousetrap!</B>"), 1)
MT.loc = user.loc
MT.triggered(user, user.hand ? "l_hand" : "r_hand")
MT.layer = OBJ_LAYER
return
user.client.screen -= src.boxes
user.client.screen -= src.closer
user.client.screen -= src.contents
user.client.screen += src.boxes
user.client.screen += src.closer
user.client.screen += src.contents
user.s_active = src
return
/*/obj/item/clothing/suit/storage/New()
src.boxes = new /obj/screen/storage( )
+2 -18
View File
@@ -29,6 +29,7 @@
icon_opened = "trashcartopen"
icon_closed = "trashcart"
/*these aren't needed anymore
/obj/structure/closet/crate/hat
desc = "A crate filled with Valuable Collector's Hats!."
name = "Hat Crate"
@@ -39,15 +40,6 @@
icon_closed = "crate"
/obj/structure/closet/crate/contraband
name = "Contraband crate"
desc = "A random assortment of items manufactured by providers NOT listed under Nanotrasen's whitelist."
icon = 'storage.dmi'
icon_state = "crate"
density = 1
icon_opened = "crateopen"
icon_closed = "crate"
/obj/structure/closet/crate/poster
name = "Poster crate"
desc = "A random assortment of posters manufactured by providers NOT listed under Nanotrasen's whitelist."
icon = 'storage.dmi'
@@ -55,15 +47,7 @@
density = 1
icon_opened = "crateopen"
icon_closed = "crate"
/obj/structure/closet/crate/cigarettes
name = "DromedaryCo cigarettes crate"
desc = "A crate of cigarettes manufactured by the notorious DromedaryCo company."
icon = 'storage.dmi'
icon_state = "crate"
density = 1
icon_opened = "crateopen"
icon_closed = "crate"
*/
/obj/structure/closet/crate/medical
desc = "A medical crate."
+27 -2
View File
@@ -207,6 +207,19 @@
/obj/item/weapon/storage/attack_hand(mob/user as mob)
playsound(src.loc, "rustle", 50, 1, -5)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.l_store == src && !H.get_active_hand())
H.put_in_hand(src)
H.l_store = null
return
if(H.r_store == src && !H.get_active_hand())
H.put_in_hand(src)
H.r_store = null
return
src.orient2hud(user)
if (src.loc == user)
if (user.s_active)
user.s_active.close(user)
@@ -216,7 +229,6 @@
for(var/mob/M in range(1))
if (M.s_active == src)
src.close(M)
src.orient2hud(user)
src.add_fingerprint(user)
return
@@ -316,7 +328,7 @@
/obj/item/weapon/storage/box/syndicate/New()
..()
switch (pickweight(list("bloodyspai" = 1, "stealth" = 1, "screwed" = 1, "guns" = 1, "freedom" = 1)))
switch (pickweight(list("bloodyspai" = 1, "stealth" = 1, "screwed" = 1, "guns" = 1, "freedom" = 1, "hacker" = 1, "lordsingulo" = 1)))
if ("bloodyspai")
new /obj/item/clothing/under/chameleon(src)
new /obj/item/clothing/mask/gas/voice(src)
@@ -352,6 +364,19 @@
U.imp = new /obj/item/weapon/implant/uplink(U)
return
if ("hacker")
new /obj/item/weapon/aiModule/syndicate(src)
new /obj/item/weapon/card/emag(src)
new /obj/item/device/encryptionkey/binary(src)
return
if ("lordsingulo")
new /obj/item/device/radio/beacon/syndicate(src)
new /obj/item/clothing/suit/space/syndicate(src)
new /obj/item/clothing/head/helmet/space/syndicate(src)
new /obj/item/weapon/card/emag(src)
return
/obj/item/weapon/storage/dice/New()
new /obj/item/weapon/dice( src )
new /obj/item/weapon/dice/d20( src )
+41 -1
View File
@@ -149,7 +149,47 @@ TABLE AND RACK OBJECT INTERATIONS
if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = W
if(G.state<2)
user << "\red You need a better grip to do that!"
if(ishuman(G.affecting))
G.affecting.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been smashed on a table by [G.assailant.name] ([G.assailant.ckey])</font>")
G.assailant.attack_log += text("\[[time_stamp()]\] <font color='red'>Smashed [G.affecting.name] ([G.affecting.ckey]) on a table.</font>")
log_admin("ATTACK: [G.assailant] ([G.assailant.ckey]) smashed [G.affecting] ([G.affecting.ckey]) on a table.")
message_admins("ATTACK: [G.assailant] ([G.assailant.ckey]) smashed [G.affecting] ([G.affecting.ckey]) on a table.")
log_attack("<font color='red'>[G.assailant] ([G.assailant.ckey]) smashed [G.affecting] ([G.affecting.ckey]) on a table.</font>")
var/mob/living/carbon/human/H = G.affecting
var/datum/organ/external/affecting = H.get_organ("head")
if(prob(25))
add_blood(G.affecting)
affecting.take_damage(rand(10,15), 0)
H.Weaken(2)
if(prob(20)) // One chance in 20 to DENT THE TABLE
affecting.take_damage(rand(0,5), 0) //Extra damage
if(dented)
G.assailant.visible_message("\red \The [G.assailant] smashes \the [H]'s head on \the [src] with enough force to further deform \the [src]!\nYou wish you could unhear that sound.",\
"\red You smash \the [H]'s head on \the [src] with enough force to leave another dent!\n[prob(50)?"That was a satisfying noise." : "That sound will haunt your nightmares"]",\
"\red You hear the nauseating crunch of bone and gristle on solid metal and the squeal of said metal deforming.")
else
dented = 1
G.assailant.visible_message("\red \The [G.assailant] smashes \the [H]'s head on \the [src] so hard it left a dent!\nYou wish you could unhear that sound.",\
"\red You smash \the [H]'s head on \the [src] with enough force to leave a dent!\n[prob(5)?"That was a satisfying noise." : "That sound will haunt your nightmares"]",\
"\red You hear the nauseating crunch of bone and gristle on solid metal and the squeal of said metal deforming.")
else if(prob(50))
G.assailant.visible_message("\red [G.assailant] smashes \the [H]'s head on \the [src], [H.gender == MALE? "his" : "her"] bone and cartilage making a loud crunch!",\
"\red You smash \the [H]'s head on \the [src], [H.gender == MALE? "his" : "her"] bone and cartilage making a loud crunch!",\
"\red You hear the nauseating crunch of bone and gristle on solid metal, the noise echoing through the room.")
else
G.assailant.visible_message("\red [G.assailant] smashes \the [H]'s head on \the [src], [H.gender == MALE? "his" : "her"] nose smashed and face bloodied!",\
"\red You smash \the [H]'s head on \the [src], [H.gender == MALE? "his" : "her"] nose smashed and face bloodied!",\
"\red You hear the nauseating crunch of bone and gristle on solid metal and the gurgling gasp of someone who is trying to breathe through their own blood.")
else
affecting.take_damage(rand(5,10), 0)
G.assailant.visible_message("\red [G.assailant] smashes \the [H]'s head on \the [src]!",\
"\red You smash \the [H]'s head on \the [src]!",\
"\red You hear the nauseating crunch of bone and gristle on solid metal.")
H.UpdateDamageIcon()
H.updatehealth()
playsound(src.loc, 'tablehit1.ogg', 50, 1, -3)
return
G.affecting.loc = src.loc
G.affecting.Weaken(5)
+256
View File
@@ -0,0 +1,256 @@
//todo: flushing, flushing heads, showers actually cleaning people
/obj/structure/toilet
name = "toilet"
desc = "The HT-451, a torque rotation-based, waste disposal unit for small matter. This one seems remarkably clean."
icon = 'watercloset.dmi'
icon_state = "toilet0"
density = 0
anchored = 1
var/open = 0
/obj/structure/toilet/New()
open = round(rand(0, 1))
update_icon()
/obj/structure/toilet/attack_hand()
open = !open
update_icon()
/obj/structure/toilet/update_icon()
icon_state = "toilet[open]"
/obj/structure/urinal
name = "urinal"
desc = "The HU-452, an experimental urinal."
icon = 'watercloset.dmi'
icon_state = "urinal"
density = 0
anchored = 1
/obj/structure/shower
name = "shower"
desc = "The HS-451. Installed in the 2550s by the Nanotrasen Hygiene Division."
icon = 'watercloset.dmi'
icon_state = "shower"
density = 0
anchored = 1
var/on = 0
var/obj/effect/mist/mymist = null
var/ismist = 0 //needs a var so we can make it linger~
//add heat controls? when emagged, you can freeze to death in it?
/obj/effect/mist
name = "mist"
icon = 'watercloset.dmi'
icon_state = "mist"
layer = MOB_LAYER + 1
mouse_opacity = 0
/obj/structure/shower/attack_hand(mob/M as mob)
on = !on
update_icon()
if(on && M.loc == loc)
wash(M)
/obj/structure/shower/attackby(mob/M as mob)
attack_hand(M)
/obj/structure/shower/update_icon()
overlays = null
if(mymist)
del(mymist)
if(on)
overlays += image('watercloset.dmi', src, "water", MOB_LAYER + 1, dir)
if(!ismist)
spawn(50)
if(src && on)
ismist = 1
mymist = new /obj/effect/mist(loc)
else
ismist = 1
mymist = new /obj/effect/mist(loc)
else if(ismist)
ismist = 1
mymist = new /obj/effect/mist(loc)
spawn(250)
if(src && !on)
del(mymist)
ismist = 0
/obj/structure/shower/HasEntered(atom/movable/O as obj|mob)
..()
wash(O)
//Yes, showers are super powerful as far as washing goes.
/obj/structure/shower/proc/wash(atom/movable/O as obj|mob)
..()
if(!on) return
O.clean_blood()
if(istype(O, /mob/living/carbon))
var/mob/living/carbon/monkey = O //it's not necessarily a monkey, but >accurate varnames
if(monkey.r_hand)
monkey.r_hand.clean_blood()
if(monkey.l_hand)
monkey.l_hand.clean_blood()
if(monkey.wear_mask)
monkey.wear_mask.clean_blood()
if(istype(O, /mob/living/carbon/human))
var/mob/living/carbon/human/washer = O
if(washer.head)
washer.head.clean_blood()
if(washer.w_uniform)
washer.w_uniform.clean_blood()
if(washer.wear_suit)
washer.wear_suit.clean_blood()
if(washer.shoes)
washer.shoes.clean_blood()
if(washer.gloves)
washer.gloves.clean_blood()
if(washer.head)
washer.head.clean_blood()
if(loc)
var/turf/tile = get_turf(loc)
loc.clean_blood()
for(var/obj/effect/rune/R in tile)
del(R)
for(var/obj/effect/decal/cleanable/R in tile)
del(R)
for(var/obj/effect/overlay/R in tile)
del(R)
/obj/item/weapon/bikehorn/rubberducky
name = "rubber ducky"
desc = "Rubber ducky you're so fine, you make bathtime lots of fuuun. Rubber ducky I'm awfully fooooond of yooooouuuu~" //thanks doohl
icon = 'watercloset.dmi'
icon_state = "rubberducky"
item_state = "rubberducky"
/obj/structure/sink
name = "sink"
icon = 'watercloset.dmi'
icon_state = "sink"
desc = "A sink used for washing one's hands and face."
anchored = 1
var/busy = 0 //Something's being washed at the moment
/obj/structure/sink/attack_hand(mob/M as mob)
if(isrobot(M) || isAI(M))
return
if(busy)
M << "\red Someone's already washing here."
return
var/turf/location = M.loc
if(!isturf(location)) return
usr << "\blue You start washing your hands."
busy = 1
sleep(40)
busy = 0
if(M.loc != location) return //Person has moved away from the sink
if(istype(M, /mob/living/carbon))
var/mob/living/carbon/C = M
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/washer = C
if(washer.gloves) //if they have gloves
washer.gloves.clean_blood() //clean the gloves
else //and if they don't,
washer.clean_blood() //wash their hands (a mob being bloody means they are 'red handed')
else
C.clean_blood() //other things that can't wear gloves should just wash the mob.
for(var/mob/V in viewers(src, null))
V.show_message(text("\blue [M] washes their hands using \the [src]."))
/obj/structure/sink/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(busy)
user << "\red Someone's already washing here."
return
if (istype(O, /obj/item/weapon/reagent_containers/glass/bucket))
O:reagents.add_reagent("water", 70)
user.visible_message( \
"\blue [user] fills the [O] using \the [src].", \
"\blue You fill the [O] using \the [src].")
return
if (istype(O, /obj/item/weapon/reagent_containers/glass) || istype(O,/obj/item/weapon/reagent_containers/food/drinks))
O:reagents.add_reagent("water", 10)
user.visible_message( \
"\blue [user] fills the [O] using \the [src].", \
"\blue You fill the [O] using \the [src].")
return
else if (istype(O, /obj/item/weapon/melee/baton))
var/obj/item/weapon/melee/baton/B = O
if (B.charges > 0 && B.status == 1)
flick("baton_active", src)
user.Stun(10)
user.stuttering = 10
user.Weaken(10)
if(isrobot(user))
var/mob/living/silicon/robot/R = user
R.cell.charge -= 20
else
B.charges--
user.visible_message( \
"[user] was stunned by his wet [O].", \
"\red You have wet \the [O], it shocks you!")
return
var/turf/location = user.loc
if(!isturf(location)) return
var/obj/item/I = O
if(!I || !istype(I,/obj/item)) return
usr << "\blue You start washing \the [I]."
busy = 1
sleep(40)
busy = 0
if(user.loc != location) return //User has moved
if(!I) return //Item's been destroyed while washing
if(user.get_active_hand() != I) return //Person has switched hands or the item in their hands
O.clean_blood()
user.visible_message( \
"\blue [user] washes \a [I] using \the [src].", \
"\blue You wash \a [I] using \the [src].")
/obj/structure/sink/kitchen
name = "kitchen sink"
icon_state = "sink_alt"
/obj/structure/sink/puddle //splishy splashy ^_^
name = "puddle"
icon_state = "puddle"
/obj/structure/sink/puddle/attack_hand(mob/M as mob)
icon_state = "puddle-splash"
..()
icon_state = "puddle"
/obj/structure/sink/puddle/attackby(var/obj/item/O as obj, var/mob/user as mob)
icon_state = "puddle-splash"
..()
icon_state = "puddle"
+37 -42
View File
@@ -79,6 +79,7 @@
src.health = max(0, src.health - tforce)
if (src.health <= 7 && !reinf)
src.anchored = 0
update_nearby_icons()
step(src, get_dir(AM, src))
if (src.health <= 0)
new /obj/item/weapon/shard( src.loc )
@@ -201,22 +202,12 @@
usr << ( state==1? "You have unfastened the window from the frame." : "You have fastened the window to the frame." )
else if(reinf && state == 0)
anchored = !anchored
for(var/obj/structure/window/w in range(src,1))
if (w.anchored)
w.relativewindow()
src.relativewindow()
update_nearby_icons()
playsound(src.loc, 'Screwdriver.ogg', 75, 1)
user << (src.anchored ? "You have fastened the frame to the floor." : "You have unfastened the frame from the floor.")
else if(!reinf)
src.anchored = !( src.anchored )
for(var/obj/structure/window/w in range(src,1))
if (w.anchored)
w.relativewindow()
src.relativewindow()
update_nearby_icons()
playsound(src.loc, 'Screwdriver.ogg', 75, 1)
user << (src.anchored ? "You have fastened the window to the floor." : "You have unfastened the window.")
else if(istype(W, /obj/item/weapon/crowbar) && reinf && state <=1)
@@ -232,12 +223,7 @@
playsound(src.loc, 'Glasshit.ogg', 75, 1)
if (src.health <= 7)
src.anchored = 0
for(var/obj/structure/window/w in range(src,1))
if (w.anchored)
w.relativewindow()
src.relativewindow()
update_nearby_icons()
step(src, get_dir(user, src))
if (src.health <= 0)
if (src.dir == SOUTHWEST)
@@ -328,10 +314,7 @@
icon_state = "window"
update_nearby_tiles(need_rebuild=1)
relativewindow()
for(var/obj/structure/window/w in range(src,1))
if (w.anchored)
w.relativewindow()
update_nearby_icons()
return
@@ -339,10 +322,11 @@
density = 0
update_nearby_tiles()
for(var/obj/structure/window/w in range(src,1))
w.relativewindow()
playsound(src, "shatter", 70, 1)
update_nearby_icons()
..()
/obj/structure/window/Move()
@@ -355,6 +339,7 @@
return
//This proc has to do with airgroups and atmos, it has nothing to do with smoothwindows, that's update_nearby_tiles().
/obj/structure/window/proc/update_nearby_tiles(need_rebuild)
if(!air_master) return 0
@@ -378,30 +363,40 @@
return 1
//checks if this window is full-tile one
/obj/structure/window/proc/is_fulltile()
return (src.dir == SOUTHWEST || src.dir == SOUTHEAST || src.dir == NORTHWEST || src.dir == NORTHEAST)
if(dir in list(5,6,9,10))
return 1
return 0
//This proc is used to update the icons of nearby windows. It should not be confused with update_nearby_tiles(), which is an atmos proc!
/obj/structure/window/proc/update_nearby_icons()
src.update_icon()
for(var/direction in cardinal)
for(var/obj/structure/window/W in get_step(src,direction) )
W.update_icon()
//merges adjacent full-tile windows into one (blatant ripoff from game/smoothwall.dm)
/obj/structure/window/proc/relativewindow()
/obj/structure/window/update_icon()
//A little cludge here, since I don't know how it will work with slim windows. Most likely VERY wrong.
//this way it will only update full-tile ones
if (!is_fulltile())
return
var/junction = 0 //will be used to determine from which side the window is connected to other windows
if (src.anchored)
for(var/obj/structure/window/W in orange(src,1))
if (W.anchored && W.density && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
if (abs(src.x-W.x)-abs(src.y-W.y) ) //doesn't count windows, placed diagonally to src
junction |= get_dir(src,W)
if (istype(src,/obj/structure/window/basic))
src.icon_state = "window[junction]"
else if (istype(src,/obj/structure/window/reinforced))
if (istype(src,/obj/structure/window/reinforced/tinted))
//This spawn is here so windows get properly updated when one gets deleted.
spawn(2)
if(!src) return
if (!is_fulltile())
return
var/junction = 0 //will be used to determine from which side the window is connected to other windows
if (src.anchored)
for(var/obj/structure/window/W in orange(src,1))
if (W.anchored && W.density && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
if (abs(src.x-W.x)-abs(src.y-W.y) ) //doesn't count windows, placed diagonally to src
junction |= get_dir(src,W)
if (opacity)
src.icon_state = "twindow[junction]"
else
src.icon_state = "rwindow[junction]"
return
if (reinf)
src.icon_state = "rwindow[junction]"
else
src.icon_state = "window[junction]"
return
+3 -1
View File
@@ -1,4 +1,3 @@
/obj/structure/shuttle
name = "shuttle"
icon = 'shuttle.dmi'
@@ -11,6 +10,9 @@
opacity = 0
anchored = 1
CanPass(atom/movable/mover, turf/target, height, air_group)
if(!height || air_group) return 0
else return ..()
/obj/structure/shuttle/engine
name = "engine"
+1
View File
@@ -11,6 +11,7 @@
s["ai"] = config.allow_ai
s["host"] = host ? host : null
s["players"] = list()
s["admins"] = 0
var/n = 0
for(var/client/C)
+45 -44
View File
@@ -353,51 +353,52 @@ obj/machinery/computer/forensic_scanning
scan_data = null
updateDialog()
return
scan_process = 0
scan_name = scanning.name
scan_data = "<u>[scanning]</u><br><br>"
if (scanning.blood_DNA)
scan_data += "Blood Found:<br>"
for(var/blood in scanning.blood_DNA)
scan_data += "Blood type: [scanning.blood_DNA[blood]]\nDNA: [blood]<br><br>"
else
scan_data += "No Blood Found<br><br>"
if(!scanning.fingerprints)
scan_data += "No Fingerprints Found<br><br>"
else
var/list/L = scanning.fingerprints
scan_data += "Isolated [L.len] Fingerprints. Loaded into database.<br>"
add_data(scanning)
if(scanning)
scan_process = 0
scan_name = scanning.name
scan_data = "<u>[scanning]</u><br><br>"
if (scanning.blood_DNA)
scan_data += "Blood Found:<br>"
for(var/blood in scanning.blood_DNA)
scan_data += "Blood type: [scanning.blood_DNA[blood]]\nDNA: [blood]<br><br>"
else
scan_data += "No Blood Found<br><br>"
if(!scanning.fingerprints)
scan_data += "No Fingerprints Found<br><br>"
else
var/list/L = scanning.fingerprints
scan_data += "Isolated [L.len] Fingerprints. Loaded into database.<br>"
add_data(scanning)
if(!scanning.suit_fibers)
/*if(istype(scanning,/obj/item/device/detective_scanner))
var/obj/item/device/detective_scanner/scanner = scanning
if(scanner.stored_name)
scan_data += "Fibers/Materials Data - [scanner.stored_name]:<br>"
for(var/data in scanner.stored_fibers)
scan_data += "- [data]<br>"
else
scan_data += "No Fibers/Materials Data<br>"
else*/
scan_data += "No Fibers/Materials Located<br>"
else
/*if(istype(scanning,/obj/item/device/detective_scanner))
var/obj/item/device/detective_scanner/scanner = scanning
if(scanner.stored_name)
scan_data += "Fibers/Materials Data - [scanner.stored_name]:<br>"
for(var/data in scanner.stored_fibers)
scan_data += "- [data]<br>"
else
scan_data += "No Fibers/Materials Data<br>"*/
if(!scanning.suit_fibers)
/*if(istype(scanning,/obj/item/device/detective_scanner))
var/obj/item/device/detective_scanner/scanner = scanning
if(scanner.stored_name)
scan_data += "Fibers/Materials Data - [scanner.stored_name]:<br>"
for(var/data in scanner.stored_fibers)
scan_data += "- [data]<br>"
else
scan_data += "No Fibers/Materials Data<br>"
else*/
scan_data += "No Fibers/Materials Located<br>"
else
/*if(istype(scanning,/obj/item/device/detective_scanner))
var/obj/item/device/detective_scanner/scanner = scanning
if(scanner.stored_name)
scan_data += "Fibers/Materials Data - [scanner.stored_name]:<br>"
for(var/data in scanner.stored_fibers)
scan_data += "- [data]<br>"
else
scan_data += "No Fibers/Materials Data<br>"*/
scan_data += "Fibers/Materials Found:<br>"
for(var/data in scanning.suit_fibers)
scan_data += "- [data]<br>"
if(istype(scanning,/obj/item/device/detective_scanner))
scan_data += "<br><b>Data transfered from Scanner to Database.</b><br>"
add_data_scanner(scanning)
else if(!scanning.fingerprints)
scan_data += "<br><b><a href='?src=\ref[src];operation=add'>Add to Database?</a></b><br>"
scan_data += "Fibers/Materials Found:<br>"
for(var/data in scanning.suit_fibers)
scan_data += "- [data]<br>"
if(istype(scanning,/obj/item/device/detective_scanner))
scan_data += "<br><b>Data transfered from Scanner to Database.</b><br>"
add_data_scanner(scanning)
else if(!scanning.fingerprints)
scan_data += "<br><b><a href='?src=\ref[src];operation=add'>Add to Database?</a></b><br>"
else
temp = "Scan Failed: No Object"
@@ -467,7 +468,7 @@ obj/machinery/computer/forensic_scanning
if(!blood[main_blood])
blood[main_blood] = atom_blood_DNA[blood]
return 1
var/list/templist[2]
var/list/templist[3]
templist[1] = atom_suit_fibers
templist[2] = atom_blood_DNA
templist[3] = atom_name
+4 -10
View File
@@ -2267,8 +2267,7 @@ var/global/BSACooldown = 0
if("maint_access_engiebrig")
for(var/obj/machinery/door/airlock/maintenance/M in world)
if (access_maint_tunnels in M.req_access)
M.req_access = list()
M.req_one_access = list(access_brig,access_engine)
M.req_access = list(access_brig,access_engine)
message_admins("[key_name_admin(usr)] made all maint doors engineering and brig access-only.")
if("infinite_sec")
var/datum/job/J = job_master.GetJob("Security Officer")
@@ -2729,17 +2728,12 @@ var/global/BSACooldown = 0
dat += "<center><B>Voting</B></center><hr>\n"
if(lvl > 0)
// if(lvl >= 2 )
dat += {"
<A href='?src=\ref[src];votekill=1'>Abort Vote</A><br>
<A href='?src=\ref[src];vmode=1'>Start Vote</A><br>
<A href='?src=\ref[src];voteres=1'>Toggle Voting</A><br>
"}
// if(lvl >= 3 )
// if(lvl >= 5)
// if(lvl == 6 )
usr << browse(dat, "window=admin2;size=210x160")
return
@@ -2751,11 +2745,11 @@ var/global/BSACooldown = 0
/obj/admins/proc/vmode()
set category = "Server"
set name = "Start Vote"
set desc="Starts vote"
set hidden = 1 // It doesn't have a cancel button, so it shouldn't be autocompleted. Should be started via Voting() instead
if (!usr.client.holder)
return
var/confirm = alert("What vote would you like to start?", "Vote", "Restart", "Custom Vote", "Change Game Mode", "Cancel")
var/confirm = alert("What vote would you like to start?", "Vote", "Restart", "Custom Vote", "Change Game Mode")
switch(confirm)
if("Cancel")
return
+6 -4
View File
@@ -220,6 +220,7 @@
verbs += /client/proc/jumptokey
verbs += /client/proc/jumptomob
verbs += /client/proc/jumptoturf
verbs += /client/proc/Open_Minimap
verbs += /client/proc/cmd_admin_delete
verbs += /client/proc/cmd_admin_add_freeform_ai_law
verbs += /client/proc/cmd_admin_add_random_ai_law
@@ -291,8 +292,9 @@
verbs += /client/proc/everyone_random
verbs += /client/proc/only_one
verbs += /client/proc/deadmin_self
verbs += /client/proc/giveruntimelog //used by coders to retrieve runtime logs
verbs += /client/proc/cinematic //used by coders to retrieve runtime logs
verbs += /client/proc/giveruntimelog //used by coders to retrieve runtime logs
verbs += /client/proc/cinematic //show a cinematic sequence
verbs += /client/proc/startSinglo //Used to prevent the station from losing power while testing stuff out.
verbs += /client/proc/enable_debug_verbs
verbs += /client/proc/kill_air
verbs += /client/proc/callprocgen
@@ -890,8 +892,8 @@
switch(alert("You sure you wish to edit this mob's appearance?",,"Yes","No"))
if("No")
return
if(istype(M,/mob/living/carbon/human/tajaran))
usr << "\red Tajarans do not have an editable appearance... yet!"
if(istype(M,/mob/living/carbon/human/tajaran) || istype(M,/mob/living/carbon/human/birdman))
usr << "\red Humanoid aliens do not have an editable appearance... yet!"
else
var/new_facial = input("Please select facial hair color.", "Character Generation") as color
if(new_facial)
+7 -3
View File
@@ -95,20 +95,24 @@
else
alert("Admin jumping disabled")
/client/proc/Getmob(var/mob/M)
/client/proc/Getmob(var/mob/M in world)
set category = "Admin"
set name = "Get Mob"
set desc = "Mob to teleport"
if(!src.holder)
src << "Only administrators may use this command."
return
if(config.allow_admin_jump)
if(!M || !istype(M))
var/mobs = getmobs()
var/selection = input("Please, select a player!", "Admin Jumping", null, null) as null|anything in mobs
M = mobs[selection]
if(!istype(M))
if(!selection)
return
M = mobs[selection]
var/mob/A = src.mob
var/turf/T = get_turf(A)
if(T && isturf(T))
+5 -1
View File
@@ -461,7 +461,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
set name = "Del-All"
// to prevent REALLY stupid deletions
var/blocked = list(/obj, /mob, /mob/living, /mob/living/carbon, /mob/living/carbon/human)
var/blocked = list(/obj, /mob, /mob/living, /mob/living/carbon, /mob/living/carbon/human, /mob/dead, /mob/dead/observer, /mob/living/silicon, /mob/living/silicon/robot, /mob/living/silicon/ai)
var/hsbitem = input(usr, "Choose an object to delete.", "Delete:") as null|anything in typesof(/obj) + typesof(/mob) - blocked
if(hsbitem)
for(var/atom/O in world)
@@ -902,6 +902,10 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
/client/proc/startSinglo()
set category = "Debug"
set name = "Start Singularity"
set desc = "Sets up the singularity and all machines to get power flowing through the station"
if(alert("Are you sure? This will start up the engine. Should only be used during debug!",,"Yes","No") != "Yes")
return
+64 -57
View File
@@ -102,7 +102,9 @@ datum
reagent_state = LIQUID
color = "#C80000" // rgb: 200, 0, 0
on_mob_life(var/mob/living/M)
if(istype(M, /mob/living/carbon/human) && blood_incompatible(data["blood_type"],M.dna.b_type))
if(!data || !data["blood_type"])
..()
else if(istype(M, /mob/living/carbon/human) && blood_incompatible(data["blood_type"],M.dna.b_type))
M.adjustToxLoss(rand(0.5,1.5))
M.adjustOxyLoss(rand(1,1.5))
..()
@@ -694,10 +696,11 @@ datum
id = "sugar"
description = "The organic compound commonly known as table sugar and sometimes called saccharose. This white, odorless, crystalline powder has a pleasing, sweet taste."
reagent_state = SOLID
nutriment_factor = 1 * REAGENTS_METABOLISM
color = "#808080" // rgb: 128, 128, 128
on_mob_life(var/mob/living/M as mob)
M:nutrition += 1
M:nutrition += nutriment_factor
..()
return
@@ -2234,7 +2237,6 @@ datum
M:nutrition += nutriment_factor
if(!M) M = holder.my_atom
if(M:getOxyLoss() && prob(30)) M:adjustOxyLoss(-1)
M:nutrition++
..()
return
@@ -2250,7 +2252,6 @@ datum
M:nutrition += nutriment_factor
if(!M) M = holder.my_atom
if(M:getFireLoss() && prob(20)) M:heal_organ_damage(0,1)
M:nutrition++
..()
return
@@ -2266,7 +2267,6 @@ datum
M:nutrition += nutriment_factor
if(!M) M = holder.my_atom
if(M:getToxLoss() && prob(20)) M:adjustToxLoss(-1)
M:nutrition++
..()
return
@@ -2418,12 +2418,13 @@ datum
id = "milk"
description = "An opaque white liquid produced by the mammary glands of mammals."
reagent_state = LIQUID
nutriment_factor = 1.5 * REAGENTS_METABOLISM
color = "#DFDFDF" // rgb: 223, 223, 223
on_mob_life(var/mob/living/M as mob)
M:nutrition += nutriment_factor
if(!M) M = holder.my_atom
if(M:getBruteLoss() && prob(20)) M:heal_organ_damage(1,0)
M:nutrition++
..()
return
@@ -2432,12 +2433,13 @@ datum
id = "soymilk"
description = "An opaque white liquid made from soybeans."
reagent_state = LIQUID
nutriment_factor = 1.2 * REAGENTS_METABOLISM
color = "#DFDFC7" // rgb: 223, 223, 199
on_mob_life(var/mob/living/M as mob)
M:nutrition += nutriment_factor
if(!M) M = holder.my_atom
if(M:getBruteLoss() && prob(20)) M:heal_organ_damage(1,0)
M:nutrition++
..()
return
@@ -2541,13 +2543,14 @@ datum
id = "cola"
description = "A refreshing beverage."
reagent_state = LIQUID
nutriment_factor = 1 * REAGENTS_METABOLISM
color = "#100800" // rgb: 16, 8, 0
on_mob_life(var/mob/living/M as mob)
M:drowsyness = max(0,M:drowsyness-5)
if (M.bodytemperature > 310)//310 is the normal bodytemp. 310.055
M.bodytemperature = max(310, M.bodytemperature-5)
M:nutrition += 1
M:nutrition += nutriment_factor
..()
return
@@ -2556,6 +2559,7 @@ datum
id = "nuka_cola"
description = "Cola, cola never changes."
reagent_state = LIQUID
nutriment_factor = 1 * REAGENTS_METABOLISM
color = "#100800" // rgb: 16, 8, 0
on_mob_life(var/mob/living/M as mob)
@@ -2567,7 +2571,7 @@ datum
M:sleeping = max(0,M.sleeping-2)
if (M.bodytemperature > 310)//310 is the normal bodytemp. 310.055
M.bodytemperature = max(310, M.bodytemperature-5)
M:nutrition += 1
M:nutrition += nutriment_factor
..()
return
@@ -2576,6 +2580,7 @@ datum
id = "spacemountainwind"
description = "Blows right through you like a space wind."
reagent_state = LIQUID
nutriment_factor = 1 * REAGENTS_METABOLISM
color = "#102000" // rgb: 16, 32, 0
on_mob_life(var/mob/living/M as mob)
@@ -2585,7 +2590,7 @@ datum
if (M.bodytemperature > 310)
M.bodytemperature = max(310, M.bodytemperature-5)
M.make_jittery(1)
M:nutrition += 1
M:nutrition += nutriment_factor
..()
return
@@ -2594,13 +2599,14 @@ datum
id = "dr_gibb"
description = "A delicious blend of 42 different flavours"
reagent_state = LIQUID
nutriment_factor = 1 * REAGENTS_METABOLISM
color = "#102000" // rgb: 16, 32, 0
on_mob_life(var/mob/living/M as mob)
M:drowsyness = max(0,M:drowsyness-6)
if (M.bodytemperature > 310)
M.bodytemperature = max(310, M.bodytemperature-5) //310 is the normal bodytemp. 310.055
M:nutrition += 1
M:nutrition += nutriment_factor
..()
return
@@ -2609,12 +2615,13 @@ datum
id = "space_up"
description = "Tastes like a hull breach in your mouth."
reagent_state = LIQUID
nutriment_factor = 1 * REAGENTS_METABOLISM
color = "#202800" // rgb: 32, 40, 0
on_mob_life(var/mob/living/M as mob)
if (M.bodytemperature > 310)
M.bodytemperature = max(310, M.bodytemperature-8) //310 is the normal bodytemp. 310.055
M:nutrition += 1
M:nutrition += nutriment_factor
..()
return
@@ -2623,12 +2630,13 @@ datum
description = "A tangy substance made of 0.5% natural citrus!"
id = "lemon_lime"
reagent_state = LIQUID
nutriment_factor = 1 * REAGENTS_METABOLISM
color = "#878F00" // rgb: 135, 40, 0
on_mob_life(var/mob/living/M as mob)
if (M.bodytemperature > 310)
M.bodytemperature = max(310, M.bodytemperature-8) //310 is the normal bodytemp. 310.055
M:nutrition += 1
M:nutrition += nutriment_factor
..()
return
@@ -2662,6 +2670,7 @@ datum
id = "ethanol"
description = "A well-known alcohol with a variety of applications."
reagent_state = LIQUID
nutriment_factor = 0 //So alcohol can fill you up! If they want to.
color = "#404030" // rgb: 64, 64, 48
var
dizzy_adj = 3
@@ -2673,6 +2682,7 @@ datum
pass_out = 325 //amount absorbed after which mob starts passing out
on_mob_life(var/mob/living/M as mob)
M:nutrition += nutriment_factor
if(!src.data) data = 1
src.data++
@@ -2704,13 +2714,13 @@ datum
name = "Beer"
id = "beer"
description = "An alcoholic beverage made from malted grains, hops, yeast, and water."
nutriment_factor = 2 * REAGENTS_METABOLISM
color = "#664300" // rgb: 102, 67, 0
// slur_start = 25 //amount absorbed after which mob starts slurring
// confused_start = 40 //amount absorbed after which mob starts confusing directions //This is quite silly - Erthilo
on_mob_life(var/mob/living/M as mob)
..()
M:jitteriness = max(M:jitteriness-3,0)
M:nutrition += 2
return
whiskey
@@ -2799,13 +2809,13 @@ datum
color = "#102000" // rgb: 16, 32, 0
on_mob_life(var/mob/living/M as mob)
M:nutrition += nutriment_factor
M:drowsyness = max(0,M:drowsyness-7)
if(!M:sleeping_willingly)
M:sleeping = max(0,M.sleeping-2)
if (M.bodytemperature > 310)
M.bodytemperature = max(310, M.bodytemperature-5)
M.make_jittery(1)
M:nutrition += 1
return
@@ -2949,9 +2959,11 @@ datum
id = "doctorsdelight"
description = "A gulp a day keeps the MediBot away. That's probably for the best."
reagent_state = LIQUID
nutriment_factor = 1 * REAGENTS_METABOLISM
color = "#664300" // rgb: 102, 67, 0
on_mob_life(var/mob/living/M as mob)
M:nutrition += nutriment_factor
if(!M) M = holder.my_atom
if(M:getOxyLoss() && prob(50)) M:adjustOxyLoss(-2)
if(M:getBruteLoss() && prob(60)) M:heal_organ_damage(2,0)
@@ -3111,99 +3123,103 @@ datum
description = "A spicy Vodka! Might be a little hot for the little guys!"
reagent_state = LIQUID
color = "#664300" // rgb: 102, 67, 0
on_mob_life(var/mob/living/M as mob)
..()
if (M.bodytemperature < 360)
M.bodytemperature = min(360, M.bodytemperature+50) //310 is the normal bodytemp. 310.055
return
devilskiss
name = "Devils Kiss"
id = "devilskiss"
description = "Creepy time!"
reagent_state = LIQUID
color = "#A68310" // rgb: 166, 131, 16
red_mead
name = "Red Mead"
id = "red_mead"
description = "The true Viking drink! Even though it has a strange red color."
reagent_state = LIQUID
color = "#664300" // rgb: 102, 67, 0
mead
name = "Mead"
id = "mead"
description = "A Vikings drink, though a cheap one."
reagent_state = LIQUID
color = "#664300" // rgb: 102, 67, 0
iced_beer
name = "Iced Beer"
id = "iced_beer"
description = "A beer which is so cold the air around it freezes."
reagent_state = LIQUID
color = "#664300" // rgb: 102, 67, 0
on_mob_life(var/mob/living/M as mob)
..()
if (M.bodytemperature < 270)
M.bodytemperature = min(270, M.bodytemperature-40) //310 is the normal bodytemp. 310.055
return
grog
name = "Grog"
id = "grog"
description = "Watered down rum, NanoTrasen approves!"
reagent_state = LIQUID
color = "#664300" // rgb: 102, 67, 0
aloe
name = "Aloe"
id = "aloe"
description = "So very, very, very good."
reagent_state = LIQUID
color = "#664300" // rgb: 102, 67, 0
andalusia
name = "Andalusia"
id = "andalusia"
description = "A nice, strange named drink."
reagent_state = LIQUID
color = "#664300" // rgb: 102, 67, 0
alliescocktail
name = "Allies Cocktail"
id = "alliescocktail"
description = "A drink made from your allies."
reagent_state = LIQUID
color = "#664300" // rgb: 102, 67, 0
acid_spit
name = "Acid Spit"
id = "acidspit"
description = "A drink by Nanotrasen. Made from live aliens."
reagent_state = LIQUID
color = "#365000" // rgb: 54, 80, 0
amasec
name = "Amasec"
id = "amasec"
description = "Official drink of the Imperium."
reagent_state = LIQUID
color = "#664300" // rgb: 102, 67, 0
on_mob_life(var/mob/living/M as mob)
..()
M.stunned = 4
return
neurotoxin
name = "Neurotoxin"
id = "neurotoxin"
description = "A strong neurotoxin that puts the subject into a death-like state."
reagent_state = LIQUID
color = "#2E2E61" // rgb: 46, 46, 97
on_mob_life(var/mob/living/M as mob)
..()
if(!M) M = holder.my_atom
M:adjustOxyLoss(0.5)
M:adjustOxyLoss(0.5)
@@ -3224,52 +3240,38 @@ datum
description = "A drink from Mime Heaven."
nutriment_factor = 1 * REAGENTS_METABOLISM
color = "#664300" // rgb: 102, 67, 0
changelingsting
name = "Changeling Sting"
id = "changelingsting"
description = "A stingy drink."
reagent_state = LIQUID
color = "#2E6671" // rgb: 46, 102, 113
on_mob_life(var/mob/living/M as mob)
if(!data) data = 1
data++
M.dizziness +=5
if(data >= 55 && data <115)
if (!M.slurring) M.slurring = 1
M.slurring += 5
else if(data >= 115 && prob(33))
M.confused = max(M:confused+15,15)
..()
M.dizziness +=5
return
irishcarbomb
name = "Irish Car Bomb"
id = "irishcarbomb"
description = "Mmm, tastes like chocolate cake..."
reagent_state = LIQUID
color = "#2E6671" // rgb: 46, 102, 113
on_mob_life(var/mob/living/M as mob)
if(!data) data = 1
data++
M.dizziness +=5
if(data >= 55 && data <115)
if (!M.slurring) M.slurring = 1
M.slurring += 5
else if(data >= 115 && prob(33))
M.confused = max(M:confused+15,15)
..()
M.dizziness +=5
return
syndicatebomb
name = "Syndicate Bomb"
id = "syndicatebomb"
description = "A Syndicate bomb"
reagent_state = LIQUID
color = "#2E6671" // rgb: 46, 102, 113
erikasurprise
name = "Erika Surprise"
id = "erikasurprise"
@@ -3277,6 +3279,12 @@ datum
reagent_state = LIQUID
color = "#2E6671" // rgb: 46, 102, 113
driestmartini
name = "Driest Martini"
id = "driestmartini"
description = "Only for the experienced. You think you see sand floating in the glass."
nutriment_factor = 1 * REAGENTS_METABOLISM
color = "#2E6671" // rgb: 46, 102, 113
//ALCHOHOL end
@@ -3350,10 +3358,12 @@ datum
id = "soy_latte"
description = "A nice and tasty beverage while you are reading your hippie books."
reagent_state = LIQUID
color = "#664300" // rgb: 102, 67, 0
on_mob_life(var/mob/living/M as mob)
..()
M:nutrition += nutriment_factor
M.dizziness = max(0,M.dizziness-5)
M:drowsyness = max(0,M:drowsyness-3)
M:sleeping = 0
@@ -3361,7 +3371,6 @@ datum
M.bodytemperature = min(310, M.bodytemperature+5)
M.make_jittery(5)
if(M:getBruteLoss() && prob(20)) M:heal_organ_damage(1,0)
M:nutrition++
..()
return
@@ -3370,10 +3379,10 @@ datum
id = "cafe_latte"
description = "A nice, strong and tasty beverage while you are reading."
reagent_state = LIQUID
nutriment_factor = 1 * REAGENTS_METABOLISM
color = "#664300" // rgb: 102, 67, 0
on_mob_life(var/mob/living/M as mob)
..()
M.dizziness = max(0,M.dizziness-5)
M:drowsyness = max(0,M:drowsyness-3)
M:sleeping = 0
@@ -3381,8 +3390,6 @@ datum
M.bodytemperature = min(310, M.bodytemperature+5)
M.make_jittery(5)
if(M:getBruteLoss() && prob(20)) M:heal_organ_damage(1,0)
M:nutrition++
..()
return
hippies_delight
@@ -3416,4 +3423,4 @@ datum
holder.remove_reagent(src.id, 0.2)
data++
..()
return
return
+19 -18
View File
@@ -1012,7 +1012,6 @@ datum
required_reagents = list("gin" = 2, "tonic" = 1)
result_amount = 3
cuba_libre
name = "Cuba Libre"
id = "cubalibre"
@@ -1034,12 +1033,11 @@ datum
required_reagents = list("vodka" = 2, "vermouth" = 1)
result_amount = 3
white_russian
name = "White Russian"
id = "whiterussian"
result = "whiterussian"
required_reagents = list("vodka" = 3, "cream" = 1, "kahlua" = 1)
required_reagents = list("blackrussian" = 3, "cream" = 2)
result_amount = 5
whiskey_cola
@@ -1221,15 +1219,15 @@ datum
name = "Singulo"
id = "singulo"
result = "singulo"
required_reagents = list("vodka" = 5, "radium" = 1, "acid" = 1, "wine" = 5)
required_reagents = list("vodka" = 5, "radium" = 1, "wine" = 5)
result_amount = 10
/* alliescocktail
alliescocktail
name = "Allies Cocktail"
id = "alliescocktail"
result = "alliescocktail"
required_reagents = list("gin" = 1, "vermouth" = 1)
result_amount = 2*/
required_reagents = list("martini" = 1, "vodka" = 1)
result_amount = 2
demonsblood
name = "Demons Blood"
@@ -1256,11 +1254,11 @@ datum
name = "Barefoot"
id = "barefoot"
result = "barefoot"
required_reagents = list("vodka" = 1, "cream" = 1, "vermouth" = 1, "whiskey" = 1)
result_amount = 4
required_reagents = list("berryjuice" = 1, "cream" = 1, "vermouth" = 1)
result_amount = 3
////DRINKS THAT REQUIRE IMPROVED SPRITES BELOW:: -Agouri/////
////DRINKS THAT REQUIRED IMPROVED SPRITES BELOW:: -Agouri/////
sbiten
name = "Sbiten"
@@ -1344,7 +1342,7 @@ datum
name = "Aloe"
id = "aloe"
result = "aloe"
required_reagents = list("cream" = 1, "whiskey" = 1)
required_reagents = list("cream" = 1, "whiskey" = 1, "watermelonjuice" = 1)
result_amount = 2
andalusia
@@ -1372,15 +1370,15 @@ datum
name = "Irish Car Bomb"
id = "irishcarbomb"
result = "irishcarbomb"
required_reagents = list("ale" = 1, "cream" = 1, "whiskey" = 1)
result_amount = 3
required_reagents = list("ale" = 1, "irishcream" = 1)
result_amount = 2
syndicatebomb
name = "Syndicate Bomb"
id = "syndicatebomb"
result = "syndicatebomb"
required_reagents = list("beer" = 1, "cola" = 1, "whiskey" = 1)
result_amount = 3
required_reagents = list("beer" = 1, "whiskeycola" = 1)
result_amount = 2
erikasurprise
name = "Erika Surprise"
@@ -1389,7 +1387,6 @@ datum
required_reagents = list("ale" = 1, "limejuice" = 1, "whiskey" = 1, "banana" = 1, "ice" = 1)
result_amount = 5
devilskiss
name = "Devils Kiss"
id = "devilskiss"
@@ -1418,6 +1415,10 @@ datum
required_reagents = list("nothing" = 1, "cream" = 1, "sugar" = 1)
result_amount = 3
driestmartini
name = "Driest Martini"
id = "driestmartini"
result = "driestmartini"
required_reagents = list("nothing" = 1, "gin" = 1)
result_amount = 2
+27 -3
View File
@@ -616,10 +616,26 @@
for(var/mob/living/carbon/M in D.loc)
if(!istype(M,/mob/living/carbon)) continue
if(M == user) continue
//Syring gune attack logging by Yvarov
var/R
for(var/datum/reagent/A in D.reagents.reagent_list)
R += A.id + " ("
R += num2text(A.volume) + "),"
if (istype(M, /mob))
M.attack_log += "\[[time_stamp()]\] <b>[user]/[user.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>syringegun</b> ([R])"
user.attack_log += "\[[time_stamp()]\] <b>[user]/[user.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>syringegun</b> ([R])"
log_attack("<font color='red'>[user] ([user.ckey]) shot [M] ([M.ckey]) with a syringegun ([R])</font>")
log_admin("ATTACK: [user] ([user.ckey]) shot [M] ([M.ckey]) with a syringegun ([R]).")
message_admins("ATTACK: [user] ([user.ckey]) shot [M] ([M.ckey]) with a syringegun ([R]).")
else
M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>syringegun</b> ([R])"
log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a <b>syringegun</b> ([R])</font>")
log_admin("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a <b>syringegun</b> ([R]).")
message_admins("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a <b>syringegun</b> ([R]).")
D.reagents.trans_to(M, 15)
M.take_organ_damage(5)
for(var/mob/O in viewers(world.view, D))
O.show_message(text("\red [] was hit by the syringe!", M), 1)
O.show_message(text("\red [] is hit by the syringe!", M.name), 1)
del(D)
if(D)
@@ -1936,6 +1952,8 @@
icon = 'chemical.dmi'
icon_state = "beaker0"
item_state = "beaker"
m_amt = 0
g_amt = 500
pickup(mob/user)
on_reagent_change(user)
@@ -2015,6 +2033,8 @@
icon = 'chemical.dmi'
icon_state = "beakerlarge"
item_state = "beaker"
m_amt = 0
g_amt = 5000
volume = 100
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50,100)
@@ -2290,7 +2310,7 @@
/obj/item/weapon/reagent_containers/glass/bottle/pacid
name = "Polytrinic Acid Bottle"
desc = "A small bottle. Contains a small amount of Polytronic Acid"
desc = "A small bottle. Contains a small amount of Polytrinic Acid"
icon = 'chemical.dmi'
icon_state = "bottle17"
New()
@@ -3572,7 +3592,7 @@
desc = "Creepy time!"
if("changelingsting")
icon_state = "changelingsting"
name = "Changeling sting"
name = "Changeling Sting"
desc = "A stingy drink."
if("irishcarbomb")
icon_state = "irishcarbomb"
@@ -3586,6 +3606,10 @@
icon_state = "erikasurprise"
name = "Erika Surprise"
desc = "The surprise is, it's green!"
if("driestmartini")
icon_state = "driestmartini"
name = "Driest Martini"
desc = "Only for the experienced. You think you see sand floating in the glass."
else
icon_state ="glass_brown"
name = "Glass of ..what?"
+32 -10
View File
@@ -273,7 +273,7 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
/obj/item/clothing/under/rank/medical
desc = "It's made of a special fiber that provides minor protection against biohazards. it has a cross on the chest denoting that the wearer is trained medical personnel."
desc = "It's made of a special fiber that provides minor protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel."
name = "medical doctor's jumpsuit"
icon_state = "medical"
item_state = "w_suit"
@@ -281,12 +281,32 @@
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
//SKRUBS
/obj/item/clothing/under/rank/medical/blue
name = "medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in baby blue."
icon_state = "scrubsblue"
color = "scrubsblue"
/obj/item/clothing/under/rank/medical/green
name = "medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in dark green."
icon_state = "scrubsgreen"
color = "scrubsgreen"
/obj/item/clothing/under/rank/medical/purple
name = "medical scrubs"
desc = "It's made of a special fiber that provides minor protection against biohazards. This one is in deep purple."
icon_state = "scrubspurple"
color = "scrubspurple"
/obj/item/clothing/under/rank/chief_medical_officer
desc = "It's a jumpsuit worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection."
name = "chief medical officer's jumpsuit"
icon_state = "medical"
icon_state = "cmo"
item_state = "w_suit"
color = "medical"
color = "cmo"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 10, rad = 0)
@@ -301,17 +321,17 @@
/obj/item/clothing/under/rank/cargo
name = "quartermaster's jumpsuit"
desc = "It's a jumpsuit worn by the quartermaster. It's specially designed to prevent back injuries caused by heavy lifting."
icon_state = "lightbrown"
desc = "It's a jumpsuit worn by the quartermaster. It's specially designed to prevent back injuries caused by pushing paper."
icon_state = "qm"
item_state = "lb_suit"
color = "cargo"
color = "qm"
/obj/item/clothing/under/rank/cargotech
name = "cargotech's jumpsuit"
desc = "<i>'Shooooorts! They're comfy and easy to wear!'</i>"
name = "cargo technician's jumpsuit"
desc = "Shooooorts! They're comfy and easy to wear!"
icon_state = "cargotech"
item_state = "cargotech"
color = "cargotech"
item_state = "lb_suit"
color = "cargo"
/obj/item/clothing/under/rank/mailman
name = "mailman's jumpsuit"
@@ -532,6 +552,7 @@
armor = list(melee = 100, bullet = 100, laser = 100,energy = 100, bomb = 100, bio = 100, rad = 100)
// Cheerleader outfits or something
/obj/item/clothing/under/cheerleader
name = "cheerleader uniform"
desc = "Looks breezy."
@@ -552,6 +573,7 @@
/obj/item/clothing/under/cheerleader/white
icon_state = "white_cheer"
color = "white_cheer"
//End of cheerleaders
/obj/item/clothing/under/captainmal
+3
View File
@@ -62,6 +62,9 @@
/obj/item/clothing/suit/bio_suit/cmo
icon_state = "bio_cmo"
/obj/item/clothing/head/bio_hood/cmo
icon_state = "bio_cmo"
/obj/item/clothing/suit/bio_suit/plaguedoctorsuit
name = "Plague doctor suit"
+5 -5
View File
@@ -1,14 +1,14 @@
/obj/item/clothing/head/bomb_hood
name = "bomb hood"
desc = "Use in case of bomb."
desc = "A hood that protect from explosions. Also provides moderate protection."
icon_state = "bombsuit"
flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
armor = list(melee = 10, bullet = 10, laser = 10, energy = 10, bomb = 100, bio = 0, rad = 0)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
/obj/item/clothing/suit/bomb_suit
name = "bomb suit"
desc = "A suit designed for safety when handling explosives."
desc = "A suit used for safely disposing explosives. Also provides moderate protection."
icon_state = "bombsuit"
item_state = "bombsuit"
w_class = 4//bulky item
@@ -17,8 +17,8 @@
heat_transfer_coefficient = 0.30
flags = FPRINT | TABLEPASS
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
slowdown = 2
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
slowdown = 3.5 //To compensate for the extra armour.
armor = list(melee = 10, bullet = 10, laser = 10, energy = 10, bomb = 100, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT
+20 -1
View File
@@ -46,6 +46,12 @@
icon_state = "steve_johnson_1"
item_state = "steve_johnson_1"
/obj/item/fluff/david_fanning_1 //sicktrigger: David Fanning
name = "golden scalpel"
desc = "A fine surgical cutting tool covered in thin gold leaf. Does not seem able to cut anything."
icon_state = "david_fanning_1"
item_state = "david_fanning_1"
//////////////////////////////////
////////// Usable Items //////////
//////////////////////////////////
@@ -118,13 +124,19 @@
icon_state = "orangecamera"
pictures_left = 30
/obj/item/weapon/card/id/fluff/lifetime //fastler: Fastler Greay; it seemed like something multiple people would have
name = "Lifetime ID Card"
desc = "A modified ID card given only to those people who have devoted their lives to the better interests of NanoTrasen. It sparkles blue."
icon = 'custom_items.dmi'
icon_state = "lifetimeid"
/obj/item/weapon/reagent_containers/food/drinks/flask/fluff/shinyflask //lexusjjss: Lexus Langg & Zachary Tomlinson
name = "shiny flask"
desc = "A shiny metal flask. It appears to have a Greek symbol inscribed on it."
icon = 'custom_items.dmi'
icon_state = "shinyflask"
volume = 50
//////////////////////////////////
//////////// Clothing ////////////
//////////////////////////////////
@@ -176,6 +188,13 @@
icon = 'custom_items.dmi'
icon_state = "taryn_kifer_1"
/obj/item/clothing/head/fluff/enos_adlai_1 //roaper: Enos Adlai
name = "comfy cap"
desc = "Because when you're the toughest Mother Hubbard on the station, nobody's criticizing your fashion sense."
icon = 'custom_items.dmi'
icon_state = "enos_adlai_1"
flags = FPRINT|TABLEPASS
//////////// Suits ////////////
/obj/item/clothing/suit/storage/labcoat/fluff/pink //spaceman96: Trenna Seber
@@ -29,25 +29,7 @@
handle_regular_hud_updates()
if (src.stat == 2 || src.mutations & XRAY)
src.sight |= SEE_TURFS
src.sight |= SEE_MOBS
src.sight |= SEE_OBJS
src.see_in_dark = 8
src.see_invisible = 2
else if (src.stat != 2)
src.sight |= SEE_MOBS
src.sight |= SEE_TURFS
src.sight &= ~SEE_OBJS
src.see_in_dark = 5
src.see_invisible = 2
if (src.sleep)
src.sleep.icon_state = text("sleep[]", src.sleeping > 0 ? 1 : 0)
src.sleep.overlays = null
if(src.sleeping_willingly)
src.sleep.overlays += icon(src.sleep.icon, "sleep_willing")
if (src.rest) src.rest.icon_state = text("rest[]", src.resting)
..() //-Yvarov
if (src.healths)
if (src.stat != 2)
@@ -86,7 +68,7 @@
if(src.sleeping)
Paralyse(3)
if (prob(10) && health) spawn(0) emote("snore")
//if (prob(10) && health) spawn(0) emote("snore") Invalid Emote
if(!src.sleeping_willingly)
src.sleeping--
@@ -29,25 +29,7 @@
handle_regular_hud_updates()
if (src.stat == 2 || src.mutations & XRAY)
src.sight |= SEE_TURFS
src.sight |= SEE_MOBS
src.sight |= SEE_OBJS
src.see_in_dark = 8
src.see_invisible = 2
else if (src.stat != 2)
src.sight |= SEE_MOBS
src.sight &= SEE_TURFS
src.sight &= ~SEE_OBJS
src.see_in_dark = 7
src.see_invisible = 3
if (src.sleep)
src.sleep.icon_state = text("sleep[]", src.sleeping > 0 ? 1 : 0)
src.sleep.overlays = null
if(src.sleeping_willingly)
src.sleep.overlays += icon(src.sleep.icon, "sleep_willing")
if (src.rest) src.rest.icon_state = text("rest[]", src.resting)
..() //-Yvarov
if (src.healths)
if (src.stat != 2)
@@ -87,7 +69,7 @@
if(src.sleeping)
Paralyse(3)
if (prob(10) && health) spawn(0) emote("snore")
//if (prob(10) && health) spawn(0) emote("snore") Invalid Emote
if(!src.sleeping_willingly)
src.sleeping--
@@ -404,7 +404,7 @@
if(src.sleeping)
Paralyse(3)
if (prob(10) && health) spawn(0) emote("snore")
//if (prob(10) && health) emote("snore") //Invalid emote for aliens, but it might be worth making sleep noticeable somehow -Yvarov
if(!src.sleeping_willingly)
src.sleeping--
@@ -32,25 +32,7 @@
handle_regular_hud_updates()
if (src.stat == 2 || src.mutations & XRAY)
src.sight |= SEE_TURFS
src.sight |= SEE_MOBS
src.sight |= SEE_OBJS
src.see_in_dark = 8
src.see_invisible = 2
else if (src.stat != 2)
src.sight |= SEE_MOBS
src.sight |= SEE_TURFS
src.sight &= ~SEE_OBJS
src.see_in_dark = 8
src.see_invisible = 2
if (src.sleep)
src.sleep.icon_state = text("sleep[]", src.sleeping > 0 ? 1 : 0)
src.sleep.overlays = null
if(src.sleeping_willingly)
src.sleep.overlays += icon(src.sleep.icon, "sleep_willing")
if (src.rest) src.rest.icon_state = text("rest[]", src.resting)
..() //-Yvarov
if (src.healths)
if (src.stat != 2)
@@ -88,7 +70,7 @@
if(src.sleeping)
Paralyse(3)
if (prob(10) && health) spawn(0) emote("snore")
//if (prob(10) && health) spawn(0) emote("snore") Invalid Emote
if(!src.sleeping_willingly)
src.sleeping--
@@ -327,7 +327,7 @@
if(sleeping)
Paralyse(3)
if (prob(10) && health) spawn(0) emote("snore")
//if (prob(10) && health) spawn(0) emote("snore") Invalid Emote
if(!src.sleeping_willingly)
src.sleeping--
@@ -116,7 +116,10 @@
//handcuffed?
if (src.handcuffed)
msg += "[t_He] [t_is] \icon[src.handcuffed] handcuffed!\n"
if(istype(src.handcuffed, /obj/item/weapon/handcuffs/cable))
msg += "<span class='warning'>[t_He] [t_is] \icon[src.handcuffed] restrained with cable!</span>\n"
else
msg += "<span class='warning'>[t_He] [t_is] \icon[src.handcuffed] handcuffed!</span>\n"
//belt
if (src.belt)
@@ -206,14 +206,6 @@
using.layer = 19
src.other += using
using = new src.h_type( src )
using.name = "hat storage"
using.icon = ui_style
using.icon_state = "hair"
using.screen_loc = ui_hstore1
using.layer = 19
src.other += using
using = new src.h_type( src )
using.name = "resist"
using.icon = ui_style
+36 -48
View File
@@ -39,7 +39,6 @@
var/obj/item/weapon/r_store = null
var/obj/item/weapon/l_store = null
var/obj/item/weapon/s_store = null
var/obj/item/weapon/h_store = null
var/icon/stand_icon = null
var/icon/lying_icon = null
@@ -481,15 +480,6 @@
glasses = null
else if (W == head)
var/obj/item/prev_head = W
W = h_store
if (W)
u_equip(W)
if (client)
client.screen -= W
if (W)
W.loc = loc
W.dropped(src)
W.layer = initial(W.layer)
head = null
if(prev_head && (prev_head.flags & BLOCKHAIR))
// rebuild face
@@ -524,8 +514,6 @@
l_store = null
else if (W == s_store)
s_store = null
else if (W == h_store)
h_store = null
else if (W == back)
back = null
else if (W == handcuffed)
@@ -756,22 +744,6 @@
u_equip(W)
s_store = W
if("hat storage")
if (h_store)
if (emptyHand)
h_store.DblClick()
return
var/confirm
if (head)
if (istype(W, /obj/item/weapon/pen))
confirm = 1
if (istype(head) && is_type_in_list(W, head.allowed)) // NOTE: head is /obj/item/clothing/head/ and parer hat is not /obj/item/clothing/ and does not have "allowed" --rastaf0
confirm = 1
if (!confirm) return
else
u_equip(W)
h_store = W
update_clothing()
return
@@ -1087,9 +1059,6 @@
overlays += image("icon" = 'belt_mirror.dmi', "icon_state" = text("[][]", t1, (!( lying ) ? null : "2")), "layer" = MOB_LAYER)
s_store.screen_loc = ui_sstore1
if (h_store)
h_store.screen_loc = ui_hstore1
if(client) hud_used.other_update() //Update the screenloc of the items on the 'other' inventory bar
//to hide / show them.
if (client)
@@ -1210,10 +1179,11 @@
if (handcuffed)
pulling = null
var/h1 = handcuffed.icon_state
if (!lying)
overlays += image("icon" = 'mob.dmi', "icon_state" = "handcuff1", "layer" = MOB_LAYER)
overlays += image("icon" = 'mob.dmi', "icon_state" = "[h1]1", "layer" = MOB_LAYER)
else
overlays += image("icon" = 'mob.dmi', "icon_state" = "handcuff2", "layer" = MOB_LAYER)
overlays += image("icon" = 'mob.dmi', "icon_state" = "[h1]2", "layer" = MOB_LAYER)
if (client)
client.screen -= contents
@@ -1620,6 +1590,8 @@
if("dnainjector")
message = text("\red <B>[] is trying to inject [] with the []!</B>", source, target, item)
if("mask")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their mask removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) mask</font>")
if(istype(target.wear_mask, /obj/item/clothing)&&!target.wear_mask:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.wear_mask, target)
else
@@ -1627,60 +1599,84 @@
/* if("headset")
message = text("\red <B>[] is trying to take off \a [] from []'s face!</B>", source, target.w_radio, target) */
if("l_hand")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their left hand item removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) left hand item</font>")
message = text("\red <B>[] is trying to take off \a [] from []'s left hand!</B>", source, target.l_hand, target)
if("r_hand")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their right hand item removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) right hand item</font>")
message = text("\red <B>[] is trying to take off \a [] from []'s right hand!</B>", source, target.r_hand, target)
if("gloves")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their gloves removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) gloves</font>")
if(istype(target.gloves, /obj/item/clothing)&&!target.gloves:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.gloves, target)
else
message = text("\red <B>[] is trying to take off the [] from []'s hands!</B>", source, target.gloves, target)
if("eyes")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their eyewear removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) eyewear</font>")
if(istype(target.glasses, /obj/item/clothing)&&!target.glasses:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.glasses, target)
else
message = text("\red <B>[] is trying to take off the [] from []'s eyes!</B>", source, target.glasses, target)
if("l_ear")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their left ear item removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) left ear item</font>")
if(istype(target.l_ear, /obj/item/clothing)&&!target.l_ear:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.l_ear, target)
else
message = text("\red <B>[] is trying to take off the [] from []'s left ear!</B>", source, target.l_ear, target)
if("r_ear")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their right ear item removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) right ear item</font>")
if(istype(target.r_ear, /obj/item/clothing)&&!target.r_ear:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.r_ear, target)
else
message = text("\red <B>[] is trying to take off the [] from []'s right ear!</B>", source, target.r_ear, target)
if("head")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their hat removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) hat</font>")
if(istype(target.head, /obj/item/clothing)&&!target.head:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.head, target)
else
message = text("\red <B>[] is trying to take off the [] from []'s head!</B>", source, target.head, target)
if("shoes")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their shoes removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) shoes</font>")
if(istype(target.shoes, /obj/item/clothing)&&!target.shoes:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.shoes, target)
else
message = text("\red <B>[] is trying to take off the [] from []'s feet!</B>", source, target.shoes, target)
if("belt")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their belt item removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) belt item</font>")
message = text("\red <B>[] is trying to take off the [] from []'s belt!</B>", source, target.belt, target)
if("suit")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their suit removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) suit</font>")
if(istype(target.wear_suit, /obj/item/clothing)&&!target.wear_suit:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.wear_suit, target)
else
message = text("\red <B>[] is trying to take off \a [] from []'s body!</B>", source, target.wear_suit, target)
if("back")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their back item removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) back item</font>")
message = text("\red <B>[] is trying to take off \a [] from []'s back!</B>", source, target.back, target)
if("handcuff")
message = text("\red <B>[] is trying to unhandcuff []!</B>", source, target)
if("uniform")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their uniform removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) uniform</font>")
if(istype(target.w_uniform, /obj/item/clothing)&&!target.w_uniform:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.w_uniform, target)
else
message = text("\red <B>[] is trying to take off \a [] from []'s body!</B>", source, target.w_uniform, target)
if("s_store")
message = text("\red <B>[] is trying to take off \a [] from []'s suit!</B>", source, target.s_store, target)
if("h_store")
message = text("\red <B>[] is trying to empty []'s hat!</B>", source, target)
if("pockets")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their pockets emptied by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to empty [target.name]'s ([target.ckey]) pockets</font>")
for(var/obj/item/weapon/mousetrap/MT in list(target.l_store, target.r_store))
if(MT.armed)
for(var/mob/O in viewers(target, null))
@@ -1701,10 +1697,14 @@
//SN src = null
del(src)
return
message = text("\red <B>[] is trying perform CPR on []!</B>", source, target)
message = text("\red <B>[] is trying to perform CPR on []!</B>", source, target)
if("id")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their ID removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) ID</font>")
message = text("\red <B>[] is trying to take off [] from []'s uniform!</B>", source, target.wear_id, target)
if("internal")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their internals toggled by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to toggle [target.name]'s ([target.ckey]) internals</font>")
if (target.internal)
message = text("\red <B>[] is trying to remove []'s internals</B>", source, target)
else
@@ -2127,17 +2127,6 @@ It can still be worn/put on as normal.
item.layer = 20
target.back = item
item.loc = target
if("h_store")
if (target.h_store)
var/obj/item/W = target.h_store
target.u_equip(W)
if (target.client)
target.client.screen -= W
if (W)
W.loc = target.loc
W.dropped(target)
W.layer = initial(W.layer)
W.add_fingerprint(source)
if("handcuff")
if (target.handcuffed)
var/obj/item/W = target.handcuffed
@@ -2288,7 +2277,6 @@ It can still be worn/put on as normal.
<BR>[(handcuffed ? text("<A href='?src=\ref[src];item=handcuff'>Handcuffed</A>") : text("<A href='?src=\ref[src];item=handcuff'>Not Handcuffed</A>"))]
<BR>[(internal ? text("<A href='?src=\ref[src];item=internal'>Remove Internal</A>") : "")]
<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
<BR><A href='?src=\ref[src];item=h_store'>Empty Hat</A>
<BR><A href='?src=\ref[user];refresh=1'>Refresh</A>
<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>
<BR>"}
+6 -4
View File
@@ -980,10 +980,16 @@
if (stunned > 0)
AdjustStunned(-1)
stat = 0
if (weakened > 0)
AdjustWeakened(-1)
lying = 1
stat = 0
if(resting)
lying = 1
stat = 0
if (paralysis > 0)
handle_dreams()
AdjustParalysis(-1)
@@ -1003,10 +1009,6 @@
if(!sleeping_willingly)
sleeping--
if(resting)
lying = 1
stat = 0
var/h = hand
hand = 0
drop_item()
+7 -7
View File
@@ -3,10 +3,10 @@
..()
// While I'm doing a terriblly lazy way of initalizing things, why don't I make it so people's preferences tag along with them. This could be useful in fixing the fucking cloned-as-unknown thing, making me not have to dynamically load them during tensioner, and of course, storing metadata.
if(!src.storedpreferences)
src.storedpreferences = new
storedpreferences.savefile_load(src, 0)
//Whoever wrote this should go suck a choad. This was causing runtimes, asshat. IN ADDITION, YOU PUT IT IN THE LIFE PROC YOU ASSHAT
// if(!src.storedpreferences)
// src.storedpreferences = new
// storedpreferences.savefile_load(src, 0)
@@ -281,8 +281,8 @@
density = 1
else
density = !lying
//Bullshit ERP horseshit causing runtimes. Eat a dick.
/*
/mob/living/proc/Examine_OOC()
set name = "Examine Meta-Info (OOC)"
set category = "OOC"
@@ -300,7 +300,7 @@
else
usr << "OOC Metadata is not supported by this server!"
return
return*/
/mob/living/attack_animal(mob/M)
attack_paw(M) // treat it like a normal non-human attack

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