diff --git a/code/defines/obj.dm b/code/defines/obj.dm
index 2aa379fd695..66b16cbf4b9 100644
--- a/code/defines/obj.dm
+++ b/code/defines/obj.dm
@@ -115,6 +115,7 @@
var/t_loc = null
var/obj/item/item = null
var/place = null
+ var/internalloc = null
/obj/effect/equip_e/human
name = "human"
diff --git a/code/game/jobs/access.dm b/code/game/jobs/access.dm
index 38861503bba..86bc3f013a5 100644
--- a/code/game/jobs/access.dm
+++ b/code/game/jobs/access.dm
@@ -491,14 +491,25 @@
return
var/jobName
+ var/list/accesses = list()
if(istype(src, /obj/item/device/pda))
if(src:id)
jobName = src:id:assignment
+ accesses = src:id:access
if(istype(src, /obj/item/weapon/card/id))
jobName = src:assignment
+ accesses = src:access
if(jobName in get_all_jobs())
return jobName
+
+ var/centcom = 0
+ for(var/i = 1, i <= accesses.len, i++)
+ if(accesses[i] > 100)
+ centcom = 1
+ break
+ if(centcom)
+ return "centcom"
else
- return "Unknown"
\ No newline at end of file
+ return "Unknown"
diff --git a/code/game/machinery/OpTable.dm b/code/game/machinery/OpTable.dm
index 306431524df..d4e4ea682ab 100644
--- a/code/game/machinery/OpTable.dm
+++ b/code/game/machinery/OpTable.dm
@@ -1,6 +1,6 @@
/obj/machinery/optable
- name = "Operating table"
- desc = "Used for advanced medical procedures."
+ name = "Operating Table"
+ desc = "Used for advanced medical procedures. Apparently this includes the clown."
icon = 'surgery.dmi'
icon_state = "table2-idle"
density = 1
@@ -10,139 +10,77 @@
active_power_usage = 5
var/mob/living/carbon/victim = null
var/strapped = 0.0
+ var/updatesicon = 1
var/obj/machinery/computer/operating/computer = null
var/id = 0.0
-/obj/machinery/optable/New()
- ..()
- for(var/obj/machinery/computer/operating/O in world)
- if(src.id == O.id)
- src.computer = O
- spawn(100)
- process()
+ New()
+ ..()
+ if(id)
+ for(var/obj/machinery/computer/operating/O in world)
+ if(src.id == O.id)
+ src.computer = O
-/obj/machinery/optable/ex_act(severity)
-
- switch(severity)
- if(1.0)
- //SN src = null
- del(src)
- return
- if(2.0)
- if (prob(50))
+ ex_act(severity)
+ switch(severity)
+ if(1.0)
//SN src = null
del(src)
return
- if(3.0)
- if (prob(25))
- src.density = 0
- else
- return
-
-/obj/machinery/optable/blob_act()
- if(prob(75))
- del(src)
-
-/obj/machinery/optable/hand_p(mob/user as mob)
-
- return src.attack_paw(user)
- return
-
-/obj/machinery/optable/attack_paw(mob/user as mob)
- if ((usr.mutations & HULK))
- usr << text("\blue You destroy the operating table.")
- for(var/mob/O in oviewers())
- if ((O.client && !( O.blinded )))
- O << text("\red [usr] destroys the operating table.")
- src.density = 0
- del(src)
- if (!( locate(/obj/machinery/optable, user.loc) ))
- step(user, get_dir(user, src))
- if (user.loc == src.loc)
- user.layer = TURF_LAYER
- for(var/mob/M in viewers(user, null))
- M.show_message("The monkey hides under the table!", 1)
- //Foreach goto(69)
- return
-
-/obj/machinery/optable/attack_hand(mob/user as mob)
- if ((usr.mutations & HULK))
- usr << text("\blue You destroy the table.")
- for(var/mob/O in oviewers())
- if ((O.client && !( O.blinded )))
- O << text("\red [usr] destroys the table.")
- src.density = 0
- del(src)
- return
-
-/obj/machinery/optable/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
- if(air_group || (height==0)) return 1
-
- if(istype(mover) && mover.checkpass(PASSTABLE))
- return 1
- else
- return 0
-
-
-/obj/machinery/optable/MouseDrop_T(obj/O as obj, mob/user as mob)
-
- if ((!( istype(O, /obj/item/weapon) ) || user.equipped() != O))
+ if(2.0)
+ if (prob(50))
+ //SN src = null
+ del(src)
+ return
+ if(3.0)
+ if (prob(25))
+ src.density = 0
+ else
return
- user.drop_item()
- if (O.loc != src.loc)
- step(O, get_dir(O, src))
- return
-/obj/machinery/optable/proc/check_victim()
- if(locate(/mob/living/carbon, src.loc))
- var/mob/M = locate(/mob/living/carbon, src.loc)
- if(M.resting)
- src.victim = M
- icon_state = "table2-active"
+ blob_act()
+ if(prob(75))
+ del(src)
+
+ hand_p(mob/user as mob)
+ return src.attack_paw(user)
+ return
+
+ attack_paw(mob/user as mob)
+ if ((usr.mutations & HULK))
+ usr << text("\blue You destroy the operating table.")
+ for(var/mob/O in oviewers())
+ if ((O.client && !( O.blinded )))
+ O << text("\red [usr] destroys the operating table.")
+ src.density = 0
+ del(src)
+ if (!( locate(/obj/machinery/optable, user.loc) ))
+ step(user, get_dir(user, src))
+ if (user.loc == src.loc)
+ user.layer = TURF_LAYER
+ for(var/mob/M in viewers(user, null))
+ M.show_message("The monkey hides under the table!", 1)
+ //Foreach goto(69)
+ return
+
+ attack_hand(mob/user as mob)
+ if ((usr.mutations & HULK))
+ usr << text("\blue You destroy the table.")
+ for(var/mob/O in oviewers())
+ if ((O.client && !( O.blinded )))
+ O << text("\red [usr] destroys the table.")
+ src.density = 0
+ del(src)
+ return
+
+ CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
+ if(air_group || (height==0)) return 1
+
+ if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
- src.victim = null
- icon_state = "table2-idle"
- return 0
-
-/obj/machinery/optable/process()
- check_victim()
-
-/obj/machinery/optable/attackby(obj/item/weapon/W as obj, mob/user as mob)
-
- if (istype(W, /obj/item/weapon/grab))
- if(ismob(W:affecting))
- var/mob/M = W:affecting
- if (M.client)
- M.client.perspective = EYE_PERSPECTIVE
- M.client.eye = src
- M.resting = 1
- M.loc = src.loc
- for (var/mob/C in viewers(src))
- C.show_message("\red [M] has been laid on the operating table by [user].", 3)
- for(var/obj/O in src)
- O.loc = src.loc
- src.add_fingerprint(user)
- icon_state = "table2-active"
- src.victim = M
- del(W)
- return
- user.drop_item()
- if(W && W.loc)
- W.loc = src.loc
- return
-
-/obj/machinery/optable/portable
- name = "Mobile operating table"
- desc = "Used for advanced medical procedures. Seems to be movable, neat."
- icon = 'rollerbed.dmi'
- icon_state = "up"
- density = 1
- anchored = 0
-
- New()
- ..()
- processing_objects.Remove(src)
+ else
+ return 0
MouseDrop_T(obj/O as obj, mob/user as mob)
if ((!( istype(O, /obj/item/weapon) ) || user.equipped() != O))
@@ -152,9 +90,24 @@
step(O, get_dir(O, src))
return
+ proc/check_victim()
+ if(locate(/mob/living/carbon, src.loc))
+ var/mob/M = locate(/mob/living/carbon, src.loc)
+ if(M.resting)
+ src.victim = M
+ if(updatesicon)
+ icon_state = "table2-active"
+ return 1
+ src.victim = null
+ if(updatesicon)
+ icon_state = "table2-idle"
+ processing_objects.Remove(src)
+ return 0
+
+ process()
+ check_victim()
+
attackby(obj/item/weapon/W as obj, mob/user as mob)
- if(!anchored)
- return
if (istype(W, /obj/item/weapon/grab))
if(ismob(W:affecting))
var/mob/M = W:affecting
@@ -168,6 +121,8 @@
for(var/obj/O in src)
O.loc = src.loc
src.add_fingerprint(user)
+ if(updatesicon)
+ icon_state = "table2-active"
src.victim = M
processing_objects.Add(src)
del(W)
@@ -177,15 +132,23 @@
W.loc = src.loc
return
- check_victim()
- if(locate(/mob/living/carbon/human, src.loc))
- var/mob/M = locate(/mob/living/carbon/human, src.loc)
- if(M.resting)
- src.victim = M
- return 1
- src.victim = null
- processing_objects.Remove(src)
- return 0
+/obj/machinery/optable/portable
+ name = "mobile operating Table"
+ desc = "Used for advanced medical procedures. Seems to be movable, neat."
+ icon = 'rollerbed.dmi'
+ icon_state = "up"
+ density = 1
+ anchored = 0
+ id = null
+ updatesicon = 0
+
+ New()
+ ..()
+
+ attackby(obj/item/weapon/W as obj, mob/user as mob)
+ if(!anchored)
+ return
+ return ..()
verb/make_deployable()
set category = "Object"
diff --git a/code/game/machinery/telecomms/broadcaster.dm b/code/game/machinery/telecomms/broadcaster.dm
index fcfa830ebef..91ae88093ea 100644
--- a/code/game/machinery/telecomms/broadcaster.dm
+++ b/code/game/machinery/telecomms/broadcaster.dm
@@ -62,7 +62,7 @@
machinetype = 6
heatgen = 0
var/intercept = 0 // if nonzero, broadcasts all messages to syndicate channel
- var/syndi = 1 //If 1, it goes to syndicate frequency. Else, goes to deathsquad
+ var/syndi = 1 //If 1, it goes to syndicate frequency. Else, goes to deathsquad/Response Team
receive_signal(datum/signal/signal)
@@ -210,7 +210,7 @@
// --- Broadcast to response team radio! ---
- else if(data == 3)
+ else if(data == 4)
var/datum/radio_frequency/syndicateconnection = radio_controller.return_frequency(1439)
for (var/obj/item/device/radio/R in syndicateconnection.devices["[RADIO_CHAT]"])
diff --git a/code/game/machinery/telecomms/machine_interactions.dm b/code/game/machinery/telecomms/machine_interactions.dm
index 8c1108ef89b..2fc5a6c975c 100644
--- a/code/game/machinery/telecomms/machine_interactions.dm
+++ b/code/game/machinery/telecomms/machine_interactions.dm
@@ -77,6 +77,9 @@
newpath = text2path(I)
var/obj/item/s = new newpath
s.loc = user.loc
+ if(istype(P, /obj/item/weapon/cable_coil))
+ var/obj/item/weapon/cable_coil/A = P
+ A.amount = 1
// Drop a circuit board too
C.loc = user.loc
@@ -113,13 +116,16 @@
dat += "
Network: [network]"
dat += "
Prefabrication: [autolinkers.len ? "TRUE" : "FALSE"]"
dat += "
Linked Network Entities:
"
+
+ var/i = 0
for(var/obj/machinery/telecomms/T in links)
- dat += "- \ref[T] [T.name] ([T.id]) (X)
"
+ i++
+ dat += "- \ref[T] [T.name] ([T.id]) \[X\]
"
dat += "
"
dat += "
Filtering Frequencies: "
- var/i = 0
+ i = 0
if(length(freq_listening))
for(var/x in freq_listening)
i++
@@ -197,6 +203,16 @@
temp = "-% Removed frequency filter [x] %-"
freq_listening.Remove(x)
+ if(href_list["unlink"])
+
+ var/obj/machinery/telecomms/T = links[text2num(href_list["unlink"])]
+ temp = "-% Removed \ref[T] [T.name] from linked entities. %-"
+
+ // Remove link entries from both T and src.
+ if(src in T.links)
+ T.links.Remove(src)
+ links.Remove(T)
+
if(href_list["link"])
if(P.buffer)
@@ -222,13 +238,6 @@
temp = "-% Buffer successfully flushed. %-"
P.buffer = null
- if(href_list["remove"])
-
- temp = "-% Link successfully removed. %-"
- for(var/obj/machinery/telecomms/T in links)
- if(T.id == href_list["remove"])
- src.links.Remove(T)
- break
usr.machine = src
src.add_fingerprint(usr)
diff --git a/code/game/objects/items/weapons/implants/implant.dm b/code/game/objects/items/weapons/implants/implant.dm
index 8029addbfe3..9283f50e04c 100644
--- a/code/game/objects/items/weapons/implants/implant.dm
+++ b/code/game/objects/items/weapons/implants/implant.dm
@@ -283,13 +283,8 @@ the implant may become unstable and either pre-maturely inject the subject or si
if(M.stat == 2)
var/turf/t = get_turf(M)
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null)
- var/mob/living/carbon/human/G = new /mob/living/carbon/human(null)
- G.real_name = "[mobname]'s death alarm"
- G.name = "[mobname]'s death alarm"
- G.universal_speak = 1
- a.talk_into(G,"[mobname] has died in [t.loc.name]!")
+ a.autosay("[mobname] has died in [t.loc.name]!", "[mobname]'s Death Alarm")
del(a)
- del(G)
processing_objects.Remove(src)
diff --git a/code/game/objects/radio/radio.dm b/code/game/objects/radio/radio.dm
index 1643c38ec3c..37d459777d7 100644
--- a/code/game/objects/radio/radio.dm
+++ b/code/game/objects/radio/radio.dm
@@ -183,6 +183,121 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
updateDialog()
add_fingerprint(usr)
+/obj/item/device/radio/proc/autosay(var/message, var/from, var/channel)
+ var/datum/radio_frequency/connection = null
+ if(channel && channels && channels.len > 0)
+ if (channel == "department")
+ //world << "DEBUG: channel=\"[channel]\" switching to \"[channels[1]]\""
+ channel = channels[1]
+ connection = secure_radio_connections[channel]
+ else
+ connection = radio_connection
+ channel = null
+ if (!istype(connection))
+ return
+
+ if(subspace_transmission)
+ // First, we want to generate a new radio signal
+ var/datum/signal/signal = new
+ signal.transmission_method = 2 // 2 would be a subspace transmission.
+ // transmission_method could probably be enumerated through #define. Would be neater.
+
+ // --- Finally, tag the actual signal with the appropriate values ---
+ signal.data = list(
+ // Identity-associated tags:
+ "mob" = new /mob/living/silicon/ai(src), // store a reference to the mob
+ "mobtype" = /mob/living/silicon/ai, // the mob's type
+ "realname" = from, // the mob's real name
+ "name" = from, // the mob's display name
+ "job" = "Automated Announcement", // the mob's job
+ "key" = "none", // the mob's key
+ "vmessage" = "*garbled automated announcement*", // the message to display if the voice wasn't understood
+ "vname" = "synthesized voice", // the name to display if the voice wasn't understood
+ "vmask" = 0, // 1 if the mob is using a voice gas mask
+
+ // We store things that would otherwise be kept in the actual mob
+ // so that they can be logged even AFTER the mob is deleted or something
+
+ // Other tags:
+ "compression" = rand(45,50), // compressed radio signal
+ "message" = message, // the actual sent message
+ "connection" = connection, // the radio connection to use
+ "radio" = src, // stores the radio used for transmission
+ "slow" = 0, // how much to sleep() before broadcasting - simulates net lag
+ "traffic" = 0 // dictates the total traffic sum that the signal went through
+ )
+ signal.frequency = connection.frequency // Quick frequency set
+
+ //#### Sending the signal to all subspace receivers ####//
+ for(var/obj/machinery/telecomms/receiver/R in world)
+ R.receive_signal(signal)
+
+ // Allinone can act as receivers.
+ for(var/obj/machinery/telecomms/allinone/R in world)
+ R.receive_signal(signal)
+
+ // Receiving code can be located in Telecommunications.dm
+ return
+
+
+ /* ###### Intercoms and station-bounced radios ###### */
+
+ var/filter_type = 2
+
+ /* --- Intercoms can only broadcast to other intercoms, but bounced radios can broadcast to bounced radios and intercoms --- */
+ if(istype(src, /obj/item/device/radio/intercom))
+ filter_type = 1
+
+
+ var/datum/signal/signal = new
+ signal.transmission_method = 2
+
+
+ /* --- Try to send a normal subspace broadcast first */
+
+ signal.data = list(
+
+ "mob" = new /mob/living/silicon/ai(src), // store a reference to the mob
+ "mobtype" = /mob/living/silicon/ai, // the mob's type
+ "realname" = from, // the mob's real name
+ "name" = from, // the mob's display name
+ "job" = "Automated Announcement", // the mob's job
+ "key" = "none", // the mob's key
+ "vmessage" = "*garbled automated announcement*", // the message to display if the voice wasn't understood
+ "vname" = "synthesized voice", // the name to display if the voice wasn't understood
+ "vmask" = 0, // 1 if the mob is using a voice gas mask
+
+ // We store things that would otherwise be kept in the actual mob
+ // so that they can be logged even AFTER the mob is deleted or something
+
+ // Other tags:
+ "compression" = 0, // compressed radio signal
+ "message" = message, // the actual sent message
+ "connection" = connection, // the radio connection to use
+ "radio" = src, // stores the radio used for transmission
+ "slow" = 0, // how much to sleep() before broadcasting - simulates net lag
+ "traffic" = 0 // dictates the total traffic sum that the signal went through
+ )
+ signal.frequency = connection.frequency // Quick frequency set
+
+ for(var/obj/machinery/telecomms/receiver/R in world)
+ R.receive_signal(signal)
+
+
+ sleep(rand(10,25)) // wait a little...
+
+ if(signal.data["done"])
+ del(signal) // delete the signal - we're done here.
+ return
+
+ // Oh my god; the comms are down or something because the signal hasn't been broadcasted yet.
+ // Send a mundane broadcast with limited targets:
+
+ Broadcast_Message(connection, new /mob/living/silicon/ai(src), 0, "*garbled automated announcement*",
+ src, message, from, "Automated Announcement", from, "synthesized voice",
+ filter_type, signal.data["compression"])
+ return
+
/obj/item/device/radio/talk_into(mob/M as mob, message, channel)
if(GLOBAL_RADIO_TYPE == 1) // NEW RADIO SYSTEMS: By Doohl
diff --git a/code/game/response_team.dm b/code/game/response_team.dm
index 56fa9855282..87901a232a7 100644
--- a/code/game/response_team.dm
+++ b/code/game/response_team.dm
@@ -22,14 +22,12 @@ client/verb/JoinResponseTeam()
var/new_name = input(usr, "Pick a name","Name") as null|text
if(!new_name) return
- var/gender = alert(usr, "Pick a gender","Gender","Male","Female")
-
- var/mob/living/carbon/human/new_commando = create_response_team(L, leader_selected, new_name, gender)
+ var/mob/living/carbon/human/new_commando = create_response_team(L, leader_selected, new_name)
new_commando.mind.key = usr.key
new_commando.key = usr.key
- new_commando << "\blue You are [!leader_selected?"member":"LEADER"] of an armed response team in CentComm's service. Something went down on [station_name()] and they're now on code red. Go in there and fix the problem."
+ new_commando << "\blue You are [!leader_selected?" a member":" the LEADER"] of an armed response team in CentComm's service. Something went down on [station_name()] and they're now on code red. Go in there and fix the problem."
new_commando << "You should first gear up and discuss a plan with your team. More members may be joining, don't move out before you're ready."
else
@@ -75,30 +73,105 @@ proc/trigger_armed_response_team()
send_emergency_team = 1
-/client/proc/create_response_team(obj/spawn_location, leader_selected = 0, commando_name, gender)
+/client/proc/create_response_team(obj/spawn_location, leader_selected = 0, commando_name)
- var/mob/living/carbon/human/new_commando = new(spawn_location.loc)
- new_commando.gender = ((gender == "Male") ? MALE : FEMALE)
+ var/mob/living/carbon/human/M = new(spawn_location.loc)
- var/datum/preferences/A = new()//Randomize appearance for the commando.
- A.randomize_appearance_for(new_commando)
+ var/new_facial = input("Please select facial hair color.", "Character Generation") as color
+ if(new_facial)
+ M.r_facial = hex2num(copytext(new_facial, 2, 4))
+ M.g_facial = hex2num(copytext(new_facial, 4, 6))
+ M.b_facial = hex2num(copytext(new_facial, 6, 8))
- new_commando.real_name = commando_name
- new_commando.age = !leader_selected ? rand(23,35) : rand(35,45)
+ var/new_hair = input("Please select hair color.", "Character Generation") as color
+ if(new_facial)
+ M.r_hair = hex2num(copytext(new_hair, 2, 4))
+ M.g_hair = hex2num(copytext(new_hair, 4, 6))
+ M.b_hair = hex2num(copytext(new_hair, 6, 8))
- new_commando.dna.ready_dna(new_commando)//Creates DNA.
+ var/new_eyes = input("Please select eye color.", "Character Generation") as color
+ if(new_eyes)
+ M.r_eyes = hex2num(copytext(new_eyes, 2, 4))
+ M.g_eyes = hex2num(copytext(new_eyes, 4, 6))
+ M.b_eyes = hex2num(copytext(new_eyes, 6, 8))
+
+ var/new_tone = input("Please select skin tone level: 1-220 (1=albino, 35=caucasian, 150=black, 220='very' black)", "Character Generation") as text
+
+ if (new_tone)
+ M.s_tone = max(min(round(text2num(new_tone)), 220), 1)
+ M.s_tone = -M.s_tone + 35
+
+ // hair
+ var/list/all_hairs = typesof(/datum/sprite_accessory/hair) - /datum/sprite_accessory/hair
+ var/list/hairs = list()
+
+ // loop through potential hairs
+ for(var/x in all_hairs)
+ var/datum/sprite_accessory/hair/H = new x // create new hair datum based on type x
+ hairs.Add(H.name) // add hair name to hairs
+ del(H) // delete the hair after it's all done
+
+ var/new_style = input("Please select hair style", "Character Generation") as null|anything in hairs
+
+ // if new style selected (not cancel)
+ if (new_style)
+ M.h_style = new_style
+
+ for(var/x in all_hairs) // loop through all_hairs again. Might be slightly CPU expensive, but not significantly.
+ var/datum/sprite_accessory/hair/H = new x // create new hair datum
+ if(H.name == new_style)
+ M.hair_style = H // assign the hair_style variable a new hair datum
+ break
+ else
+ del(H) // if hair H not used, delete. BYOND can garbage collect, but better safe than sorry
+
+ // facial hair
+ var/list/all_fhairs = typesof(/datum/sprite_accessory/facial_hair) - /datum/sprite_accessory/facial_hair
+ var/list/fhairs = list()
+
+ for(var/x in all_fhairs)
+ var/datum/sprite_accessory/facial_hair/H = new x
+ fhairs.Add(H.name)
+ del(H)
+
+ new_style = input("Please select facial style", "Character Generation") as null|anything in fhairs
+
+ if(new_style)
+ M.f_style = new_style
+ for(var/x in all_fhairs)
+ var/datum/sprite_accessory/facial_hair/H = new x
+ if(H.name == new_style)
+ M.facial_hair_style = H
+ break
+ else
+ del(H)
+
+ var/new_gender = alert(usr, "Please select gender.", "Character Generation", "Male", "Female")
+ if (new_gender)
+ if(new_gender == "Male")
+ M.gender = MALE
+ else
+ M.gender = FEMALE
+ M.update_body()
+ M.update_face()
+ M.update_clothing()
+
+ M.real_name = commando_name
+ M.age = !leader_selected ? rand(23,35) : rand(35,45)
+
+ M.dna.ready_dna(M)//Creates DNA.
//Creates mind stuff.
- new_commando.mind = new
- new_commando.mind.current = new_commando
- new_commando.mind.original = new_commando
- new_commando.mind.assigned_role = "MODE"
- new_commando.mind.special_role = "Response Team"
- if(!(new_commando.mind in ticker.minds))
- ticker.minds += new_commando.mind//Adds them to regular mind list.
- new_commando.equip_strike_team(leader_selected)
+ M.mind = new
+ M.mind.current = M
+ M.mind.original = M
+ M.mind.assigned_role = "MODE"
+ M.mind.special_role = "Response Team"
+ if(!(M.mind in ticker.minds))
+ ticker.minds += M.mind//Adds them to regular mind list.
+ M.equip_strike_team(leader_selected)
del(spawn_location)
- return new_commando
+ return M
/mob/living/carbon/human/proc/equip_strike_team(leader_selected = 0)
@@ -117,10 +190,10 @@ proc/trigger_armed_response_team()
camera.c_tag = real_name
//Basic Uniform
- equip_if_possible(new /obj/item/clothing/under/color/black(src), slot_w_uniform)
+ equip_if_possible(new /obj/item/clothing/under/syndicate/tacticool(src), slot_w_uniform)
equip_if_possible(new /obj/item/device/flashlight(src), slot_l_store)
equip_if_possible(new /obj/item/weapon/clipboard(src), slot_r_store)
- equip_if_possible(new /obj/item/weapon/gun/energy/taser(src), slot_belt)
+ equip_if_possible(new /obj/item/weapon/gun/energy/gun(src), slot_belt)
//Glasses
equip_if_possible(new /obj/item/clothing/glasses/sunglasses/sechud(src), slot_glasses)
@@ -144,7 +217,10 @@ proc/trigger_armed_response_team()
var/obj/item/weapon/card/id/W = new(src)
W.name = "[real_name]'s ID Card"
W.icon_state = "centcom"
- W.access = get_access("Head of Personnel")
+ if(leader_selected)
+ W.access = get_access("Captain")
+ else
+ W.access = get_access("Head of Personnel")
W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)//Let's add their alloted CentCom access.
W.assignment = "Emergency Response Team"
W.registered = real_name
diff --git a/code/game/specops_shuttle.dm b/code/game/specops_shuttle.dm
index 29179a7e17a..f05c6326cab 100644
--- a/code/game/specops_shuttle.dm
+++ b/code/game/specops_shuttle.dm
@@ -2,6 +2,7 @@
#define SPECOPS_MOVETIME 600 //Time to station is milliseconds. 60 seconds, enough time for everyone to be on the shuttle before it leaves.
#define SPECOPS_STATION_AREATYPE "/area/shuttle/specops/station" //Type of the spec ops shuttle area for station
#define SPECOPS_DOCK_AREATYPE "/area/shuttle/specops/centcom" //Type of the spec ops shuttle area for dock
+#define SPECOPS_RETURN_DELAY 6000 //Time between the shuttle is capable of moving.
var/specops_shuttle_moving_to_station = 0
var/specops_shuttle_moving_to_centcom = 0
@@ -18,18 +19,16 @@ var/specops_shuttle_timeleft = 0
var/temp = null
var/hacked = 0
var/allowedtocall = 0
+ var/specops_shuttle_timereset = 0
-/proc/specops_process()
- var/area/centcom/control/cent_com = locate()//To find announcer. This area should exist for this proc to work.
- var/area/centcom/specops/special_ops = locate()//Where is the specops area located?
- var/mob/living/silicon/decoy/announcer = locate() in cent_com//We need a fake AI to announce some stuff below. Otherwise it will be wonky.
+/proc/specops_return()
+ var/obj/item/device/radio/intercom/announcer = new /obj/item/device/radio/intercom(null)//We need a fake AI to announce some stuff below. Otherwise it will be wonky.
+ announcer.config(list("Response Team" = 0))
var/message_tracker[] = list(0,1,2,3,5,10,30,45)//Create a a list with potential time values.
- var/message = "THE SPECIAL OPERATIONS SHUTTLE IS PREPARING FOR LAUNCH"//Initial message shown.
+ var/message = "THE SPECIAL OPERATIONS SHUTTLE IS PREPARING TO RETURN"//Initial message shown.
if(announcer)
- announcer.say(message)
- message = "ARMORED SQUAD TAKE YOUR POSITION ON GRAVITY LAUNCH PAD"
- announcer.say(message)
+ announcer.autosay(message, "A.L.I.C.E.", "Response Team")
while(specops_shuttle_time - world.timeofday > 0)
var/ticksleft = specops_shuttle_time - world.timeofday
@@ -45,7 +44,76 @@ var/specops_shuttle_timeleft = 0
message = "ALERT: [rounded_time_left] SECOND[(rounded_time_left!=1)?"S":""] REMAIN"
if(rounded_time_left==0)
message = "ALERT: TAKEOFF"
- announcer.say(message)
+ announcer.autosay(message, "A.L.I.C.E.", "Response Team")
+ message_tracker -= rounded_time_left//Remove the number from the list so it won't be called again next cycle.
+ //Should call all the numbers but lag could mean some issues. Oh well. Not much I can do about that.
+
+ sleep(5)
+
+ specops_shuttle_moving_to_station = 0
+ specops_shuttle_moving_to_centcom = 0
+
+ specops_shuttle_at_station = 1
+
+ var/area/start_location = locate(/area/shuttle/specops/station)
+ var/area/end_location = locate(/area/shuttle/specops/centcom)
+
+ var/list/dstturfs = list()
+ var/throwy = world.maxy
+
+ for(var/turf/T in end_location)
+ dstturfs += T
+ if(T.y < throwy)
+ throwy = T.y
+
+ // hey you, get out of the way!
+ for(var/turf/T in dstturfs)
+ // find the turf to move things to
+ var/turf/D = locate(T.x, throwy - 1, 1)
+ //var/turf/E = get_step(D, SOUTH)
+ for(var/atom/movable/AM as mob|obj in T)
+ AM.Move(D)
+ if(istype(T, /turf/simulated))
+ del(T)
+
+ start_location.move_contents_to(end_location)
+
+ for(var/turf/T in get_area_turfs(end_location) )
+ var/mob/M = locate(/mob) in T
+ M << "\red You have arrived at Central Command. Operation has ended!"
+
+ for(var/obj/machinery/computer/specops_shuttle/S in world)
+ S.specops_shuttle_timereset = world.time + SPECOPS_RETURN_DELAY
+
+ del(announcer)
+
+/proc/specops_process()
+ var/area/centcom/specops/special_ops = locate()//Where is the specops area located?
+ var/obj/item/device/radio/intercom/announcer = new /obj/item/device/radio/intercom(null)//We need a fake AI to announce some stuff below. Otherwise it will be wonky.
+ announcer.config(list("Response Team" = 0))
+
+ var/message_tracker[] = list(0,1,2,3,5,10,30,45)//Create a a list with potential time values.
+ var/message = "THE SPECIAL OPERATIONS SHUTTLE IS PREPARING FOR LAUNCH"//Initial message shown.
+ if(announcer)
+ announcer.autosay(message, "A.L.I.C.E.", "Response Team")
+ message = "ARMORED SQUAD TAKE YOUR POSITION ON GRAVITY LAUNCH PAD"
+ announcer.autosay(message, "A.L.I.C.E.", "Response Team")
+
+ while(specops_shuttle_time - world.timeofday > 0)
+ var/ticksleft = specops_shuttle_time - world.timeofday
+
+ if(ticksleft > 1e5)
+ specops_shuttle_time = world.timeofday + 10 // midnight rollover
+ specops_shuttle_timeleft = (ticksleft / 10)
+
+ //All this does is announce the time before launch.
+ if(announcer)
+ var/rounded_time_left = round(specops_shuttle_timeleft)//Round time so that it will report only once, not in fractions.
+ if(rounded_time_left in message_tracker)//If that time is in the list for message announce.
+ message = "ALERT: [rounded_time_left] SECOND[(rounded_time_left!=1)?"S":""] REMAIN"
+ if(rounded_time_left==0)
+ message = "ALERT: TAKEOFF"
+ announcer.autosay(message, "A.L.I.C.E.", "Response Team")
message_tracker -= rounded_time_left//Remove the number from the list so it won't be called again next cycle.
//Should call all the numbers but lag could mean some issues. Oh well. Not much I can do about that.
@@ -155,9 +223,18 @@ var/specops_shuttle_timeleft = 0
var/mob/M = locate(/mob) in T
M << "\red You have arrived to [station_name]. Commence operation!"
+ for(var/obj/machinery/computer/specops_shuttle/S in world)
+ S.specops_shuttle_timereset = world.time + SPECOPS_RETURN_DELAY
+
+ del(announcer)
+
/proc/specops_can_move()
- if(specops_shuttle_moving_to_station || specops_shuttle_moving_to_centcom) return 0
- else return 1
+ if(specops_shuttle_moving_to_station || specops_shuttle_moving_to_centcom)
+ return 0
+ for(var/obj/machinery/computer/specops_shuttle/S in world)
+ if(world.time <= S.specops_shuttle_timereset)
+ return 0
+ return 1
/obj/machinery/computer/specops_shuttle/attack_ai(var/mob/user as mob)
return attack_hand(user)
@@ -190,7 +267,7 @@ var/specops_shuttle_timeleft = 0
else
dat += {"
Special Operations Shuttle
\nLocation: [specops_shuttle_moving_to_station || specops_shuttle_moving_to_centcom ? "Departing for [station_name] in ([specops_shuttle_timeleft] seconds.)":specops_shuttle_at_station ? "Station":"Dock"]
- [specops_shuttle_moving_to_station || specops_shuttle_moving_to_centcom ? "\n*The Special Ops. shuttle is already leaving.*
\n
":specops_shuttle_at_station ? "\nShuttle Offline
\n
":"\nDepart to [station_name]
\n
"]
+ [specops_shuttle_moving_to_station || specops_shuttle_moving_to_centcom ? "\n*The Special Ops. shuttle is already leaving.*
\n
":specops_shuttle_at_station ? "\nShuttle standing by...
\n
":"\nDepart to [station_name]
\n
"]
\nClose"}
user << browse(dat, "window=computer;size=575x450")
@@ -207,8 +284,23 @@ var/specops_shuttle_timeleft = 0
if (href_list["sendtodock"])
if(!specops_shuttle_at_station|| specops_shuttle_moving_to_station || specops_shuttle_moving_to_centcom) return
- usr << "\blue Central Command will not allow the Special Operations shuttle to return."
- return
+ if (!specops_can_move())
+ usr << "\blue Central Command will not allow the Special Operations shuttle to return yet."
+ if(world.time <= specops_shuttle_timereset)
+ if (((world.time - specops_shuttle_timereset)/10) > 60)
+ usr << "\blue [-((world.time - specops_shuttle_timereset)/10)/60] minutes remain!"
+ usr << "\blue [-(world.time - specops_shuttle_timereset)/10] seconds remain!"
+ return
+
+ usr << "\blue The Special Operations shuttle will arrive at Central Command in [(SPECOPS_MOVETIME/10)] seconds."
+
+ temp += "Shuttle departing.
OK"
+ updateUsrDialog()
+
+ specops_shuttle_moving_to_centcom = 1
+ specops_shuttle_time = world.timeofday + SPECOPS_MOVETIME
+ spawn(0)
+ specops_return()
else if (href_list["sendtostation"])
if(specops_shuttle_at_station || specops_shuttle_moving_to_station || specops_shuttle_moving_to_centcom) return
diff --git a/code/modules/admin/verbs/debug.dm b/code/modules/admin/verbs/debug.dm
index 7f2942be4b0..2c3aa31f76e 100644
--- a/code/modules/admin/verbs/debug.dm
+++ b/code/modules/admin/verbs/debug.dm
@@ -480,6 +480,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
"assassin",
"death commando",
"syndicate commando",
+ "response team",
"centcom official",
"centcom commander",
"special ops officer",
@@ -677,6 +678,9 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if("syndicate commando")
M.equip_syndicate_commando()
+ if("response team")
+ M.equip_strike_team()
+
if("centcom official")
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom_officer(M), M.slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/black(M), M.slot_shoes)
@@ -686,7 +690,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
var/obj/item/clothing/glasses/sunglasses/V = new(M)
V.loc = K
M.equip_if_possible(K, M.slot_wear_suit)
- M.equip_if_possible(new /obj/item/weapon/gun/energy(M), M.slot_s_store)
+ M.equip_if_possible(new /obj/item/weapon/gun/energy/gun(M), M.slot_s_store)
var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name
diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm
index 60500eef49a..a8f7ee216f5 100644
--- a/code/modules/mob/living/carbon/human/human.dm
+++ b/code/modules/mob/living/carbon/human/human.dm
@@ -2118,11 +2118,11 @@ It can still be worn/put on as normal.
if (!( istype(target.wear_mask, /obj/item/clothing/mask) ))
return
else
- if (istype(target.back, /obj/item/weapon/tank))
+ if (istype(target.back, /obj/item/weapon/tank) && (internalloc == "back" || !internalloc))
target.internal = target.back
- else if (istype(target.s_store, /obj/item/weapon/tank))
+ else if (istype(target.s_store, /obj/item/weapon/tank) && (internalloc == "store" || !internalloc))
target.internal = target.s_store
- else if (istype(target.belt, /obj/item/weapon/tank))
+ else if (istype(target.belt, /obj/item/weapon/tank) && (internalloc == "belt" || !internalloc))
target.internal = target.belt
if (target.internal)
for(var/mob/M in viewers(target, 1))
@@ -2160,14 +2160,14 @@ It can still be worn/put on as normal.
Right Ear: [(r_ear ? r_ear : "Nothing")]
Head: [(head ? head : "Nothing")]
Shoes: [(shoes ? shoes : "Nothing")]
-
Belt: [(belt ? belt : "Nothing")]
+
Belt: [(belt ? belt : "Nothing")] [(istype(wear_mask, /obj/item/clothing/mask) && istype(belt, /obj/item/weapon/tank) && !( internal )) ? text(" Set Internal", src) : ""]
Uniform: [(w_uniform ? w_uniform : "Nothing")]
(Exo)Suit: [(wear_suit ? wear_suit : "Nothing")]
-
Back: [(back ? back : "Nothing")]
+
Back: [(back ? back : "Nothing")][(istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/weapon/tank) && !( internal )) ? text(" Set Internal", src) : ""]
ID: [(wear_id ? wear_id : "Nothing")]
-
Suit Storage: [(s_store ? s_store : "Nothing")]
+
Suit Storage: [(s_store ? s_store : "Nothing")] [(istype(wear_mask, /obj/item/clothing/mask) && istype(s_store, /obj/item/weapon/tank) && !( internal )) ? text(" Set Internal", src) : ""]
[(handcuffed ? text("Handcuffed") : text("Not Handcuffed"))]
-
[(internal ? text("Remove Internal") : ((istype(wear_mask, /obj/item/clothing/mask) && (istype(back, /obj/item/weapon/tank) || istype(belt, /obj/item/weapon/tank) || istype(s_store, /obj/item/weapon/tank)) && !( internal )) ? text(" Set Internal", src) : ""))]
+
[(internal ? text("Remove Internal") : "")]
Empty Pockets
Empty Hat
Refresh
@@ -2341,6 +2341,8 @@ It can still be worn/put on as normal.
O.s_loc = usr.loc
O.t_loc = loc
O.place = href_list["item"]
+ if(href_list["loc"])
+ O.internalloc = href_list["loc"]
requests += O
spawn( 0 )
O.process()
diff --git a/code/modules/mob/new_player/new_player.dm b/code/modules/mob/new_player/new_player.dm
index af2c6097c03..6d3ac0648ee 100644
--- a/code/modules/mob/new_player/new_player.dm
+++ b/code/modules/mob/new_player/new_player.dm
@@ -270,15 +270,9 @@
proc/AnnounceArrival(var/mob/living/carbon/human/character, var/rank)
if (ticker.current_state == GAME_STATE_PLAYING)
- var/ailist[] = list()
- for (var/mob/living/silicon/ai/A in world)
- if (!A.stat)
- ailist += A
- if (ailist.len)
- var/mob/living/silicon/ai/announcer = pick(ailist)
- if(character.mind)
- if((character.mind.assigned_role != "Cyborg") && (character.mind.special_role != "MODE"))
- announcer.say("[character.real_name] has signed up as [rank].")
+ var/obj/item/device/radio/intercom/a = new /obj/item/device/radio/intercom(null)
+ a.autosay("[character.real_name] has arrived on the station.", "Arrivals Announcement Computer")
+ del(a)
proc/ManifestLateSpawn(var/mob/living/carbon/human/H, icon/H_icon) // Attempted fix to add late joiners to various databases -- TLE
diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm
index 92ba2cb0c05..5c759614b59 100644
--- a/code/modules/projectiles/gun.dm
+++ b/code/modules/projectiles/gun.dm
@@ -37,6 +37,18 @@
for(var/obj/O in contents)
O.emp_act(severity)
+ attack(mob/living/M as mob, mob/living/user as mob, def_zone)
+ if (M == user && user.zone_sel.selecting == "mouth" && load_into_chamber())
+ M.visible_message("\red [user] sticks their gun in their mouth, ready to pull the trigger...")
+ if(!do_after(user, 40))
+ M.visible_message("\blue [user] decided life was worth living")
+ return
+ M.visible_message("\red [user] pulls the trigger.")
+ M.apply_damage(70, BRUTE, "head")
+ M.apply_damage(110, BRUTE, "chest")
+ return
+ else
+ return ..()
afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)//TODO: go over this
if(flag) return //we're placing gun on a table or in backpack
diff --git a/code/stylesheet.dm b/code/stylesheet.dm
index 0cc4bfb71e9..077a64b60da 100644
--- a/code/stylesheet.dm
+++ b/code/stylesheet.dm
@@ -94,7 +94,8 @@ h1, h2, h3, h4, h5, h6
.comradio
{
- color: #ACA82D;
+ color:#FF9900;
+ text-decoration: underline;
}
.syndradio
diff --git a/icons/mob/hud.dmi b/icons/mob/hud.dmi
index 8fe609fbb67..e7425bb46c3 100644
Binary files a/icons/mob/hud.dmi and b/icons/mob/hud.dmi differ