Merge branch 'master' into wizard-mmi-fix

This commit is contained in:
SteelSlayer
2019-08-15 09:05:36 -04:00
committed by GitHub
419 changed files with 16895 additions and 4777 deletions
+11
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@@ -50,6 +50,7 @@ var/list/ghostteleportlocs = list()
icon_state = "start"
requires_power = FALSE
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
hide_attacklogs = TRUE
/area/adminconstruction
@@ -57,6 +58,7 @@ var/list/ghostteleportlocs = list()
icon_state = "start"
requires_power = FALSE
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
hide_attacklogs = TRUE
/area/space
icon_state = "space"
@@ -522,6 +524,7 @@ var/list/ghostteleportlocs = list()
icon_state = "thunder"
requires_power = FALSE
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
hide_attacklogs = TRUE
/area/tdome/arena_source
@@ -1400,10 +1403,12 @@ var/list/ghostteleportlocs = list()
name = "\improper Prison Wing"
icon_state = "sec_prison_perma"
fast_despawn = TRUE
can_get_auto_cryod = FALSE
/area/security/prison
name = "\improper Prison Wing"
icon_state = "sec_prison"
can_get_auto_cryod = FALSE
/area/security/prison/prison_break()
for(var/obj/structure/closet/secure_closet/brig/temp_closet in src)
@@ -1432,14 +1437,17 @@ var/list/ghostteleportlocs = list()
/area/security/execution
name = "\improper Execution"
icon_state = "execution"
can_get_auto_cryod = FALSE
/area/security/processing
name = "\improper Prisoner Processing"
icon_state = "prisonerprocessing"
can_get_auto_cryod = FALSE
/area/security/interrogation
name = "\improper Interrogation"
icon_state = "interrogation"
can_get_auto_cryod = FALSE
/area/security/seceqstorage
name = "\improper Security Equipment Storage"
@@ -1456,6 +1464,7 @@ var/list/ghostteleportlocs = list()
/area/security/interrogationobs
name = "\improper Interrogation Observation"
icon_state = "security"
can_get_auto_cryod = FALSE
/area/security/evidence
name = "\improper Evidence Room"
@@ -1464,6 +1473,7 @@ var/list/ghostteleportlocs = list()
/area/security/prisonlockers
name = "\improper Prisoner Lockers"
icon_state = "sec_prison_lockers"
can_get_auto_cryod = FALSE
/area/security/medbay
name = "\improper Security Medbay"
@@ -1472,6 +1482,7 @@ var/list/ghostteleportlocs = list()
/area/security/prisonershuttle
name = "\improper Security Prisoner Shuttle"
icon_state = "security"
can_get_auto_cryod = FALSE
/area/security/warden
name = "\improper Warden's Office"
+3 -1
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@@ -33,7 +33,7 @@
var/static_equip
var/static_light = FALSE
var/static_environ
var/has_gravity = TRUE
var/list/apc = list()
var/no_air = null
@@ -64,6 +64,8 @@
'sound/ambience/ambigen12.ogg','sound/ambience/ambigen14.ogg')
var/fast_despawn = FALSE
var/can_get_auto_cryod = TRUE
var/hide_attacklogs = FALSE // For areas such as thunderdome, lavaland syndiebase, etc which generate a lot of spammy attacklogs. Reduces log priority.
/area/Initialize(mapload)
GLOB.all_areas += src
+2 -1
View File
@@ -16,7 +16,7 @@
icon_state = "dk_yellow"
/area/ruin/powered/golem_ship
name = "Free Golem Ship"
name = "Free Golem Landing"
icon_state = "dk_yellow"
/area/ruin/powered/greed
@@ -37,6 +37,7 @@
icon_state = "dk_yellow"
ambientsounds = list('sound/ambience/ambidanger.ogg', 'sound/ambience/ambidanger2.ogg')
report_alerts = FALSE
hide_attacklogs = TRUE
/area/ruin/unpowered/syndicate_lava_base/engineering
name = "Syndicate Lavaland Engineering"
+1 -1
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@@ -361,7 +361,7 @@
fingerprintshidden += text("\[[time_stamp()]\] (Wearing gloves). Real name: [], Key: []",H.real_name, H.key)
fingerprintslast = H.ckey
return 0
if(!( fingerprints ))
if(!fingerprints)
if(fingerprintslast != H.ckey)
//Add the list if it does not exist.
if(!fingerprintshidden)
+4 -2
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@@ -219,7 +219,7 @@
// Previously known as HasEntered()
// This is automatically called when something enters your square
/atom/movable/Crossed(atom/movable/AM)
/atom/movable/Crossed(atom/movable/AM, oldloc)
SEND_SIGNAL(src, COMSIG_MOVABLE_CROSSED, AM)
/atom/movable/Bump(atom/A, yes) //the "yes" arg is to differentiate our Bump proc from byond's, without it every Bump() call would become a double Bump().
@@ -245,7 +245,9 @@
if(destination)
destination.Entered(src)
for(var/atom/movable/AM in destination)
AM.Crossed(src)
if(AM == src)
continue
AM.Crossed(src, old_loc)
var/turf/oldturf = get_turf(old_loc)
var/turf/destturf = get_turf(destination)
var/old_z = (oldturf ? oldturf.z : null)
+15 -1
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@@ -437,4 +437,18 @@ var/global/list/bad_blocks[0]
var/datum/species/S = data["species"]
species = new S
b_type = data["b_type"]
real_name = data["real_name"]
real_name = data["real_name"]
/datum/dna/proc/transfer_identity(mob/living/carbon/human/destination)
if(!istype(destination))
return
// We manually set the species to ensure all proper species change procs are called.
destination.set_species(species.type, retain_damage = TRUE)
var/datum/dna/new_dna = Clone()
new_dna.species = destination.dna.species
destination.dna = new_dna
destination.dna.species.handle_dna(destination) // Handle DNA has to be re-called as the DNA was changed.
destination.UpdateAppearance()
domutcheck(destination, null, MUTCHK_FORCED)
+14 -5
View File
@@ -14,7 +14,6 @@ var/list/blob_nodes = list()
required_enemies = 1
recommended_enemies = 1
restricted_jobs = list("Cyborg", "AI")
free_golems_disabled = TRUE
var/declared = 0
var/burst = 0
@@ -43,9 +42,11 @@ var/list/blob_nodes = list()
for(var/j = 0, j < cores_to_spawn, j++)
if(!possible_blobs.len)
break
var/datum/mind/blob = pick(possible_blobs)
infected_crew += blob
blob.special_role = SPECIAL_ROLE_BLOB
update_blob_icons_added(blob)
blob.restricted_roles = restricted_jobs
log_game("[key_name(blob)] has been selected as a Blob")
possible_blobs -= blob
@@ -67,8 +68,11 @@ var/list/blob_nodes = list()
var/datum/mind/blobmind = blob.mind
if(!istype(blobmind))
return 0
infected_crew += blobmind
blobmind.special_role = SPECIAL_ROLE_BLOB
update_blob_icons_added(blobmind)
log_game("[key_name(blob)] has been selected as a Blob")
greet_blob(blobmind)
to_chat(blob, "<span class='userdanger'>You feel very tired and bloated! You don't have long before you burst!</span>")
@@ -186,16 +190,21 @@ var/list/blob_nodes = list()
return ..()
/datum/game_mode/blob/proc/stage(var/stage)
switch(stage)
if(0)
send_intercept(1)
declared = 1
if(1)
event_announcement.Announce("Confirmed outbreak of level 5 biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert", 'sound/AI/outbreak5.ogg')
if(2)
send_intercept(2)
return
/datum/game_mode/proc/update_blob_icons_added(datum/mind/mob_mind)
var/datum/atom_hud/antag/antaghud = huds[ANTAG_HUD_BLOB]
antaghud.join_hud(mob_mind.current)
set_antag_hud(mob_mind.current, "hudblob")
/datum/game_mode/proc/update_blob_icons_removed(datum/mind/mob_mind)
var/datum/atom_hud/antag/antaghud = huds[ANTAG_HUD_BLOB]
antaghud.leave_hud(mob_mind.current)
set_antag_hud(mob_mind.current, null)
+3 -2
View File
@@ -25,7 +25,8 @@
if(blob_nodes.len)
var/list/nodes = list()
for(var/i = 1; i <= blob_nodes.len; i++)
nodes["Blob Node #[i]"] = blob_nodes[i]
var/obj/structure/blob/node/B = blob_nodes[i]
nodes["Blob Node #[i] ([get_location_name(B)])"] = B
var/node_name = input(src, "Choose a node to jump to.", "Node Jump") in nodes
var/obj/structure/blob/node/chosen_node = nodes[node_name]
if(chosen_node)
@@ -388,7 +389,7 @@
set name = "Blob Broadcast"
set desc = "Speak with your blob spores and blobbernauts as your mouthpieces. This action is free."
var/speak_text = input(usr, "What would you like to say with your minions?", "Blob Broadcast", null) as text
var/speak_text = clean_input("What would you like to say with your minions?", "Blob Broadcast", null)
if(!speak_text)
return
+1 -1
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@@ -142,7 +142,7 @@
take_damage(Proj.damage, Proj.damage_type)
return 0
/obj/structure/blob/Crossed(var/mob/living/L)
/obj/structure/blob/Crossed(var/mob/living/L, oldloc)
..()
L.blob_act(src)
-1
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@@ -43,7 +43,6 @@ var/global/list/all_cults = list()
required_players = 30
required_enemies = 3
recommended_enemies = 4
free_golems_disabled = TRUE
var/datum/mind/sacrifice_target = null
var/finished = 0
+1 -1
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@@ -42,7 +42,7 @@
for(var/mob/M in GLOB.player_list)
if(iscultist(M))
to_chat(M, my_message)
else if(M in GLOB.dead_mob_list)
else if((M in GLOB.dead_mob_list) && !isnewplayer(M))
to_chat(M, "<span class='cultspeech'> <a href='?src=[M.UID()];follow=[user.UID()]'>(F)</a> [my_message] </span>")
log_say("(CULT) [message]", user)
+1 -1
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@@ -271,7 +271,7 @@ var/list/blacklisted_pylon_turfs = typecacheof(list(
return
return
/obj/effect/gateway/Crossed(AM as mob|obj)
/obj/effect/gateway/Crossed(AM as mob|obj, oldloc)
spawn(0)
return
return
+2 -3
View File
@@ -494,9 +494,8 @@ var/list/teleport_runes = list()
/obj/effect/rune/narsie/New()
..()
cultist_name = "Summon [SSticker.cultdat.entity_name]"
cultist_desc = "tears apart dimensional barriers, calling forth [SSticker.cultdat.entity_title3]. Requires 9 invokers."
cultist_name = "Summon [SSticker.cultdat ? SSticker.cultdat.entity_name : "your god"]"
cultist_desc = "tears apart dimensional barriers, calling forth [SSticker.cultdat ? SSticker.cultdat.entity_title3 : "your god"]. Requires 9 invokers."
/obj/effect/rune/narsie/check_icon()
return
+15
View File
@@ -1,4 +1,5 @@
/obj/item/paper/talisman
icon = 'icons/obj/paper.dmi'
icon_state = "paper_talisman"
var/cultist_name = "talisman"
var/cultist_desc = "A basic talisman. It serves no purpose."
@@ -7,6 +8,9 @@
var/uses = 1
var/health_cost = 0 //The amount of health taken from the user when invoking the talisman
/obj/item/paper/talisman/update_icon()//overriding this so the update_icon doesn't turn them into normal looking paper
SEND_SIGNAL(src, COMSIG_OBJ_UPDATE_ICON)
/obj/item/paper/talisman/examine(mob/user)
if(iscultist(user) || user.stat == DEAD)
to_chat(user, "<b>Name:</b> [cultist_name]")
@@ -49,6 +53,7 @@
//Supply Talisman: Has a few unique effects. Granted only to starter cultists.
/obj/item/paper/talisman/supply
cultist_name = "Supply Talisman"
icon_state = "supply"
cultist_desc = "A multi-use talisman that can create various objects. Intended to increase the cult's strength early on."
invocation = null
uses = 3
@@ -117,6 +122,7 @@
//Rite of Translocation: Same as rune
/obj/item/paper/talisman/teleport
cultist_name = "Talisman of Teleportation"
icon_state = "teleport"
cultist_desc = "A single-use talisman that will teleport a user to a random rune of the same keyword."
invocation = "Sas'so c'arta forbici!"
health_cost = 5
@@ -159,6 +165,7 @@
/obj/item/paper/talisman/summon_tome
cultist_name = "Talisman of Tome Summoning"
icon_state = "tome"
cultist_desc = "A one-use talisman that will call an untranslated tome from the archives of a cult."
invocation = "N'ath reth sh'yro eth d'raggathnor!"
health_cost = 1
@@ -173,6 +180,7 @@
/obj/item/paper/talisman/true_sight
cultist_name = "Talisman of Veiling"
icon_state = "veil"
cultist_desc = "A multi-use talisman that hides nearby runes. On its second use, will reveal nearby runes."
invocation = "Kla'atu barada nikt'o!"
health_cost = 1
@@ -197,6 +205,7 @@
//Rite of False Truths: Same as rune
/obj/item/paper/talisman/make_runes_fake
cultist_name = "Talisman of Disguising"
icon_state = "disguising"
cultist_desc = "A talisman that will make nearby runes appear fake."
invocation = "By'o nar'nar!"
@@ -212,6 +221,7 @@
//Rite of Disruption: Weaker than rune
/obj/item/paper/talisman/emp
cultist_name = "Talisman of Electromagnetic Pulse"
icon_state = "emp"
cultist_desc = "A talisman that will cause a moderately-sized electromagnetic pulse."
invocation = "Ta'gh fara'qha fel d'amar det!"
health_cost = 5
@@ -226,6 +236,7 @@
//Rite of Disorientation: Stuns and inhibit speech on a single target for quite some time
/obj/item/paper/talisman/stun
cultist_name = "Talisman of Stunning"
icon_state = "stunning"
cultist_desc = "A talisman that will stun and inhibit speech on a single target. To use, attack target directly."
invocation = "Dream sign:Evil sealing talisman!"
health_cost = 10
@@ -271,6 +282,7 @@
//Rite of Arming: Equips cultist armor on the user, where available
/obj/item/paper/talisman/armor
cultist_name = "Talisman of Arming"
icon_state = "arming"
cultist_desc = "A talisman that will equip the invoker with cultist equipment if there is a slot to equip it to."
invocation = "N'ath reth sh'yro eth draggathnor!"
@@ -301,6 +313,7 @@
//Talisman of Horrors: Breaks the mind of the victim with nightmarish hallucinations
/obj/item/paper/talisman/horror
cultist_name = "Talisman of Horrors"
icon_state = "horror"
cultist_desc = "A talisman that will break the mind of the victim with nightmarish hallucinations."
invocation = "Lo'Nab Na'Dm!"
@@ -316,6 +329,7 @@
//Talisman of Fabrication: Creates a construct shell out of 25 metal sheets.
/obj/item/paper/talisman/construction
cultist_name = "Talisman of Construction"
icon_state = "construction"
cultist_desc = "Use this talisman on at least twenty-five metal sheets to create an empty construct shell or on plasteel to make runed metal"
invocation = "Ethra p'ni dedol!"
uses = 25
@@ -360,6 +374,7 @@
//Talisman of Shackling: Applies special cuffs directly from the talisman
/obj/item/paper/talisman/shackle
cultist_name = "Talisman of Shackling"
icon_state = "shackling"
cultist_desc = "Use this talisman on a victim to handcuff them with dark bindings."
invocation = "In'totum Lig'abis!"
uses = 4
-8
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@@ -27,7 +27,6 @@
var/recommended_enemies = 0
var/newscaster_announcements = null
var/ert_disabled = 0
var/free_golems_disabled = FALSE
var/uplink_welcome = "Syndicate Uplink Console:"
var/uplink_uses = 20
@@ -81,7 +80,6 @@
// feedback_set_details("revision","[revdata.revision]")
feedback_set_details("server_ip","[world.internet_address]:[world.port]")
generate_station_goals()
check_free_golems()
start_state = new /datum/station_state()
start_state.count()
return 1
@@ -513,12 +511,6 @@ proc/display_roundstart_logout_report()
var/datum/station_goal/G = V
G.print_result()
/datum/game_mode/proc/check_free_golems() //check config and gamemode for free golems setting and run the prob to check if the round will have free golems spawned or not
if((config.unrestricted_free_golems || !free_golems_disabled) && prob(config.prob_free_golems))
for(var/obj/effect/landmark/free_golem_spawn/L in GLOB.landmarks_list)
if(isturf(L.loc))
new /obj/effect/mob_spawn/human/golem/adamantine(L.loc)
/datum/game_mode/proc/update_eventmisc_icons_added(datum/mind/mob_mind)
var/datum/atom_hud/antag/antaghud = huds[ANTAG_HUD_EVENTMISC]
antaghud.join_hud(mob_mind.current)
@@ -545,7 +545,7 @@
light_color = LIGHT_COLOR_CYAN
health = 10
/obj/structure/swarmer/trap/Crossed(var/atom/movable/AM)
/obj/structure/swarmer/trap/Crossed(var/atom/movable/AM, oldloc)
if(isliving(AM))
var/mob/living/L = AM
if(!istype(L, /mob/living/simple_animal/hostile/swarmer))
@@ -42,7 +42,7 @@
do_teleport(M, M, 10)
new /obj/effect/temp_visual/guardian/phase/out(get_turf(M))
/mob/living/simple_animal/hostile/guardian/fire/Crossed(AM as mob|obj)
/mob/living/simple_animal/hostile/guardian/fire/Crossed(AM as mob|obj, oldloc)
..()
collision_ignite(AM)
@@ -103,7 +103,7 @@
invisibility = 1
/obj/item/effect/snare/Crossed(AM as mob|obj)
/obj/item/effect/snare/Crossed(AM as mob|obj, oldloc)
if(isliving(AM))
var/turf/snare_loc = get_turf(loc)
if(spawner)
-1
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@@ -12,7 +12,6 @@ proc/issyndicate(mob/living/M as mob)
required_players = 30 // 30 players - 5 players to be the nuke ops = 25 players remaining
required_enemies = 5
recommended_enemies = 5
free_golems_disabled = TRUE
var/const/agents_possible = 5 //If we ever need more syndicate agents.
+7 -4
View File
@@ -165,10 +165,13 @@
var/targetitem = input("Select item to search for.", "Item Mode Select","") as null|anything in item_names
if(!targetitem)
return
var/list/obj/item/target_candidates = get_all_of_type(item_paths[targetitem], subtypes = TRUE)
for(var/obj/item/candidate in target_candidates)
if(!is_admin_level(candidate.loc.z))
target = candidate
var/list/target_candidates = get_all_of_type(item_paths[targetitem], subtypes = TRUE)
for(var/obj/item/candidate in target_candidates)
if(!is_admin_level((get_turf(candidate)).z))
target = candidate
break
if(!target)
to_chat(usr, "<span class='warning'>Failed to locate [targetitem]!</span>")
return
+6 -2
View File
@@ -25,6 +25,8 @@ var/list/potential_theft_objectives = subtypesof(/datum/theft_objective) - /datu
/datum/objective/proc/is_invalid_target(datum/mind/possible_target)
if(possible_target == owner)
return TARGET_INVALID_IS_OWNER
if(possible_target in owner.targets)
return TARGET_INVALID_IS_TARGET
if(!ishuman(possible_target.current))
return TARGET_INVALID_NOT_HUMAN
if(!possible_target.current.stat == DEAD)
@@ -52,7 +54,6 @@ var/list/potential_theft_objectives = subtypesof(/datum/theft_objective) - /datu
if(possible_targets.len > 0)
target = pick(possible_targets)
/datum/objective/assassinate
martyr_compatible = 1
@@ -361,9 +362,12 @@ var/list/potential_theft_objectives = subtypesof(/datum/theft_objective) - /datu
var/datum/theft_objective/O = new thefttype
if(owner.assigned_role in O.protected_jobs)
continue
if(O in owner.targets)
continue
if(O.flags & 2)
continue
steal_target=O
steal_target = O
explanation_text = "Steal [steal_target]. One was last seen in [get_location()]. "
if(islist(O.protected_jobs) && O.protected_jobs.len)
explanation_text += "It may also be in the possession of the [jointext(O.protected_jobs, ", ")]."
+7
View File
@@ -87,6 +87,7 @@
yandere_one.owner = traitor
traitor.objectives += yandere_one
yandere_one.find_target()
traitor.targets += yandere_one.target
objective_count++
var/datum/objective/maroon/yandere_two = new
yandere_two.owner = traitor
@@ -99,6 +100,7 @@
kill_objective.owner = traitor
kill_objective.find_target()
traitor.objectives += kill_objective
traitor.targets += kill_objective.target
var/datum/objective/survive/survive_objective = new
survive_objective.owner = traitor
@@ -124,26 +126,31 @@
destroy_objective.owner = traitor
destroy_objective.find_target()
traitor.objectives += destroy_objective
traitor.targets += destroy_objective.target
else if(prob(5))
var/datum/objective/debrain/debrain_objective = new
debrain_objective.owner = traitor
debrain_objective.find_target()
traitor.objectives += debrain_objective
traitor.targets += debrain_objective.target
else if(prob(30))
var/datum/objective/maroon/maroon_objective = new
maroon_objective.owner = traitor
maroon_objective.find_target()
traitor.objectives += maroon_objective
traitor.targets += maroon_objective.target
else
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = traitor
kill_objective.find_target()
traitor.objectives += kill_objective
traitor.targets += kill_objective.target
else
var/datum/objective/steal/steal_objective = new
steal_objective.owner = traitor
steal_objective.find_target()
traitor.objectives += steal_objective
traitor.targets += steal_objective.steal_target
if(is_hijacker && objective_count <= config.traitor_objectives_amount) //Don't assign hijack if it would exceed the number of objectives set in config.traitor_objectives_amount
if(!(locate(/datum/objective/hijack) in traitor.objectives))
+13 -3
View File
@@ -261,8 +261,10 @@
for(var/mob/living/carbon/C in hearers(4))
if(C == user)
continue
if(ishuman(C) && (C:l_ear || C:r_ear) && istype((C:l_ear || C:r_ear), /obj/item/clothing/ears/earmuffs))
continue
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(istype(H.l_ear, /obj/item/clothing/ears/earmuffs) || istype(H.r_ear, /obj/item/clothing/ears/earmuffs))
continue
if(!affects(C))
continue
to_chat(C, "<span class='warning'><font size='3'><b>You hear a ear piercing shriek and your senses dull!</font></b></span>")
@@ -347,8 +349,16 @@
SSticker.mode.vampire_enthralled.Add(H.mind)
SSticker.mode.vampire_enthralled[H.mind] = user.mind
H.mind.special_role = SPECIAL_ROLE_VAMPIRE_THRALL
to_chat(H, "<span class='danger'>You have been Enthralled by [user]. Follow [user.p_their()] every command.</span>")
var/datum/objective/protect/serve_objective = new
serve_objective.owner = user.mind
serve_objective.target = H.mind
serve_objective.explanation_text = "You have been Enthralled by [user]. Follow [user.p_their()] every command."
H.mind.objectives += serve_objective
to_chat(H, "<span class='biggerdanger'>You have been Enthralled by [user]. Follow [user.p_their()] every command.</span>")
to_chat(user, "<span class='warning'>You have successfully Enthralled [H]. <i>If [H.p_they()] refuse[H.p_s()] to do as you say just adminhelp.</i></span>")
H.Stun(2)
add_attack_logs(user, H, "Vampire-thralled")
+10
View File
@@ -906,3 +906,13 @@
spellname = "sacred flame"
icon_state ="booksacredflame"
desc = "Become one with the flames that burn within... and invite others to do so as well."
/obj/item/spellbook/oneuse/random
icon_state = "random_book"
/obj/item/spellbook/oneuse/random/initialize()
. = ..()
var/static/banned_spells = list(/obj/item/spellbook/oneuse/mime, /obj/item/spellbook/oneuse/mime/fingergun, /obj/item/spellbook/oneuse/mime/fingergun/fake, /obj/item/spellbook/oneuse/mime/greaterwall)
var/real_type = pick(subtypesof(/obj/item/spellbook/oneuse) - banned_spells)
new real_type(loc)
qdel(src)
+1 -1
View File
@@ -7,8 +7,8 @@
required_players = 20
required_enemies = 1
recommended_enemies = 1
free_golems_disabled = TRUE
var/use_huds = 1
var/finished = 0
var/but_wait_theres_more = 0
+19 -18
View File
@@ -601,28 +601,29 @@ proc/get_all_job_icons() //For all existing HUD icons
return GLOB.joblist + list("Prisoner")
/obj/proc/GetJobName() //Used in secHUD icon generation
var/obj/item/card/id/I
var/assignmentName = "Unknown"
var/rankName = "Unknown"
if(istype(src, /obj/item/pda))
var/obj/item/pda/P = src
I = P.id
assignmentName = P.ownjob
rankName = P.ownrank
else if(istype(src, /obj/item/card/id))
I = src
var/obj/item/card/id/I = src
assignmentName = I.assignment
rankName = I.rank
if(I)
var/job_icons = get_all_job_icons()
var/centcom = get_all_centcom_jobs()
var/job_icons = get_all_job_icons()
var/centcom = get_all_centcom_jobs()
if(I.assignment in centcom) //Return with the NT logo if it is a Centcom job
return "Centcom"
if(I.rank in centcom)
return "Centcom"
if(I.assignment in job_icons) //Check if the job has a hud icon
return I.assignment
if(I.rank in job_icons)
return I.rank
else
return
if(assignmentName in centcom) //Return with the NT logo if it is a Centcom job
return "Centcom"
if(rankName in centcom)
return "Centcom"
if(assignmentName in job_icons) //Check if the job has a hud icon
return assignmentName
if(rankName in job_icons)
return rankName
return "Unknown" //Return unknown if none of the above apply
+31
View File
@@ -193,7 +193,38 @@
backpack = /obj/item/storage/backpack/explorer
satchel = /obj/item/storage/backpack/explorer
/datum/outfit/job/mining/equipped
name = "Shaft Miner"
suit = /obj/item/clothing/suit/hooded/explorer
mask = /obj/item/clothing/mask/gas/explorer
glasses = /obj/item/clothing/glasses/meson
suit_store = /obj/item/tank/emergency_oxygen
internals_slot = slot_s_store
backpack_contents = list(
/obj/item/flashlight/seclite=1,\
/obj/item/kitchen/knife/combat/survival=1,
/obj/item/mining_voucher=1,
/obj/item/t_scanner/adv_mining_scanner/lesser=1,
/obj/item/gun/energy/kinetic_accelerator=1,\
/obj/item/stack/marker_beacon/ten=1
)
backpack = /obj/item/storage/backpack/explorer
satchel = /obj/item/storage/backpack/explorer
/datum/outfit/job/miner/equipped/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
..()
if(visualsOnly)
return
if(istype(H.wear_suit, /obj/item/clothing/suit/hooded))
var/obj/item/clothing/suit/hooded/S = H.wear_suit
S.ToggleHood()
/datum/outfit/job/miner/equipped/hardsuit
name = "Shaft Miner (Equipment + Hardsuit)"
suit = /obj/item/clothing/suit/space/hardsuit/mining
mask = /obj/item/clothing/mask/breath
//Griff //BS12 EDIT
+1 -1
View File
@@ -99,7 +99,7 @@
icon_state = "table2-idle"
return 0
/obj/machinery/optable/Crossed(atom/movable/AM)
/obj/machinery/optable/Crossed(atom/movable/AM, oldloc)
. = ..()
if(iscarbon(AM) && LAZYLEN(injected_reagents))
to_chat(AM, "<span class='danger'>You feel a series of tiny pricks!</span>")
+1 -1
View File
@@ -357,7 +357,7 @@
return O:id_tag in sensors
/obj/machinery/computer/general_air_control/linkWith(mob/user, obj/O, link/context)
sensors[O:id_tag] = reject_bad_name(input(user, "Choose a sensor label:", "Sensor Label") as text|null, allow_numbers=1)
sensors[O:id_tag] = reject_bad_name(clean_input(user, "Choose a sensor label:", "Sensor Label"), allow_numbers=1)
return 1
/obj/machinery/computer/general_air_control/large_tank_control
@@ -334,9 +334,6 @@
/obj/item/circuitboard/white_ship
name = "circuit Board (White Ship)"
build_path = /obj/machinery/computer/shuttle/white_ship
/obj/item/circuitboard/golem_ship
name = "circuit Board (Golem Ship)"
build_path = /obj/machinery/computer/shuttle/golem_ship
/obj/item/circuitboard/shuttle/syndicate
name = "circuit board (Syndicate Shuttle)"
build_path = /obj/machinery/computer/shuttle/syndicate
@@ -346,7 +343,9 @@
/obj/item/circuitboard/shuttle/syndicate/drop_pod
name = "circuit board (Syndicate Drop Pod)"
build_path = /obj/machinery/computer/shuttle/syndicate/drop_pod
/obj/item/circuitboard/shuttle/golem_ship
name = "circuit Board (Golem Ship)"
build_path = /obj/machinery/computer/shuttle/golem_ship
/obj/item/circuitboard/HolodeckControl
name = "Circuit board (Holodeck Control)"
@@ -156,7 +156,7 @@
message_cooldown = 0
if("callshuttle")
var/input = input(usr, "Please enter the reason for calling the shuttle.", "Shuttle Call Reason.","") as text|null
var/input = clean_input("Please enter the reason for calling the shuttle.", "Shuttle Call Reason.","")
if(!input || ..() || !is_authenticated(usr))
SSnanoui.update_uis(src)
return
@@ -217,11 +217,11 @@
setMenuState(usr,COMM_SCREEN_STAT)
if("setmsg1")
stat_msg1 = input("Line 1", "Enter Message Text", stat_msg1) as text|null
stat_msg1 = clean_input("Line 1", "Enter Message Text", stat_msg1)
setMenuState(usr,COMM_SCREEN_STAT)
if("setmsg2")
stat_msg2 = input("Line 2", "Enter Message Text", stat_msg2) as text|null
stat_msg2 = clean_input("Line 2", "Enter Message Text", stat_msg2)
setMenuState(usr,COMM_SCREEN_STAT)
if("nukerequest")
+1 -1
View File
@@ -466,7 +466,7 @@
active2.fields["comments"] -= active2.fields["comments"][index]
if(href_list["search"])
var/t1 = input("Search String: (Name, DNA, or ID)", "Med. records", null, null) as text
var/t1 = clean_input("Search String: (Name, DNA, or ID)", "Med. records", null, null)
if(!t1 || ..())
return 1
active1 = null
+5 -5
View File
@@ -281,7 +281,7 @@
auth = 0
screen = 0
else
var/dkey = trim(input(usr, "Please enter the decryption key.") as text|null)
var/dkey = trim(clean_input("Please enter the decryption key."))
if(dkey && dkey != "")
if(src.linkedServer.decryptkey == dkey)
auth = 1
@@ -332,7 +332,7 @@
message = noserver
else
if(auth)
var/dkey = trim(input(usr, "Please enter the decryption key.") as text|null)
var/dkey = trim(clean_input("Please enter the decryption key."))
if(dkey && dkey != "")
if(src.linkedServer.decryptkey == dkey)
var/newkey = trim(input(usr,"Please enter the new key (3 - 16 characters max):"))
@@ -395,7 +395,7 @@
//Select Your Name
if("Sender")
customsender = input(usr, "Please enter the sender's name.") as text|null
customsender = clean_input("Please enter the sender's name.")
//Select Receiver
if("Recepient")
@@ -414,11 +414,11 @@
//Enter custom job
if("RecJob")
customjob = input(usr, "Please enter the sender's job.") as text|null
customjob = clean_input("Please enter the sender's job.")
//Enter message
if("Message")
custommessage = input(usr, "Please enter your message.") as text|null
custommessage = clean_input("Please enter your message.")
custommessage = sanitize(copytext(custommessage, 1, MAX_MESSAGE_LEN))
//Send message
+1 -1
View File
@@ -398,7 +398,7 @@
switch(href_list["field"])
if("name")
if(istype(active1, /datum/data/record))
var/t1 = reject_bad_name(input("Please input name:", "Secure. records", active1.fields["name"], null) as text)
var/t1 = reject_bad_name(clean_input("Please input name:", "Secure. records", active1.fields["name"], null))
if(!t1 || !length(trim(t1)) || ..() || active1 != a1)
return 1
active1.fields["name"] = t1
+1 -1
View File
@@ -245,7 +245,7 @@
switch(href_list["field"])
if("name")
if(istype(active1, /datum/data/record))
var/t1 = reject_bad_name(input("Please input name:", "Secure. records", active1.fields["name"], null) as text)
var/t1 = reject_bad_name(clean_input("Please input name:", "Secure. records", active1.fields["name"], null))
if(!t1 || !length(trim(t1)) || incapable || active1 != a1)
return 1
active1.fields["name"] = t1
+26 -1
View File
@@ -311,6 +311,7 @@ About the new airlock wires panel:
/obj/machinery/door/airlock/update_icon(state=0, override=0)
if(operating && !override)
return
check_unres()
icon_state = density ? "closed" : "open"
switch(state)
if(0)
@@ -333,7 +334,6 @@ About the new airlock wires panel:
var/image/sparks_overlay
var/image/note_overlay
var/notetype = note_type()
switch(state)
if(AIRLOCK_CLOSED)
frame_overlay = get_airlock_overlay("closed", icon)
@@ -621,6 +621,31 @@ About the new airlock wires panel:
if(user)
attack_ai(user)
/obj/machinery/door/airlock/proc/check_unres() //unrestricted sides. This overlay indicates which directions the player can access even without an ID
if(hasPower() && unres_sides)
if(unres_sides & NORTH)
var/image/I = image(icon='icons/obj/doors/airlocks/station/overlays.dmi', icon_state="unres_n") //layer=src.layer+1
I.pixel_y = 32
set_light(l_range = 1, l_power = 1, l_color = "#00FF00")
add_overlay(I)
if(unres_sides & SOUTH)
var/image/I = image(icon='icons/obj/doors/airlocks/station/overlays.dmi', icon_state="unres_s") //layer=src.layer+1
I.pixel_y = -32
set_light(l_range = 1, l_power = 1, l_color = "#00FF00")
add_overlay(I)
if(unres_sides & EAST)
var/image/I = image(icon='icons/obj/doors/airlocks/station/overlays.dmi', icon_state="unres_e") //layer=src.layer+1
I.pixel_x = 32
set_light(l_range = 1, l_power = 1, l_color = "#00FF00")
add_overlay(I)
if(unres_sides & WEST)
var/image/I = image(icon='icons/obj/doors/airlocks/station/overlays.dmi', icon_state="unres_w") //layer=src.layer+1
I.pixel_x = -32
set_light(l_range = 1, l_power = 1, l_color = "#00FF00")
add_overlay(I)
else
set_light(0)
/obj/machinery/door/airlock/CanPass(atom/movable/mover, turf/target, height=0)
if(isElectrified() && density && istype(mover, /obj/item))
var/obj/item/I = mover
@@ -11,6 +11,8 @@
var/list/conf_access = null
var/one_access = 0 //if set to 1, door would receive req_one_access instead of req_access
var/const/max_brain_damage = 60 // Maximum brain damage a mob can have until it can't use the electronics
var/unres_sides = 0
var/unres_direction = null
/obj/item/airlock_electronics/attack_self(mob/user)
if(!ishuman(user) && !isrobot(user))
@@ -23,14 +25,22 @@
return
var/t1 = text("<B>Access control</B><br>\n")
t1 += "<hr>"
t1 += "<B> Unrestricted Access Settings</B><br>"
var/list/Directions = list("North","South",,"East",,,,"West")
for(var/direction in cardinal)
if (unres_direction && unres_direction == direction)
t1 += "<a style='color: red' href='?src=[UID()];unres_direction=[direction]'>[Directions[direction]]</a><br>"
else
t1 += "<a href='?src=[UID()];unres_direction=[direction]'>[Directions[direction]]</a><br>"
t1 += "<hr>"
t1 += "Access requirement is set to "
t1 += one_access ? "<a style='color: green' href='?src=[UID()];one_access=1'>ONE</a><hr>" : "<a style='color: red' href='?src=[UID()];one_access=1'>ALL</a><hr>"
t1 += conf_access == null ? "<font color=red>All</font><br>" : "<a href='?src=[UID()];access=all'>All</a><br>"
t1 += "<br>"
var/list/accesses = get_all_accesses()
for(var/acc in accesses)
var/aname = get_access_desc(acc)
@@ -64,6 +74,14 @@
if(href_list["access"])
toggle_access(href_list["access"])
if(href_list["unres_direction"])
unres_direction = text2num(href_list["unres_direction"])
if (unres_sides == unres_direction)
unres_sides = 0
unres_direction = null
else
unres_sides = unres_direction
attack_self(usr)
+10 -1
View File
@@ -28,7 +28,7 @@
var/real_explosion_block //ignore this, just use explosion_block
var/heat_proof = FALSE // For rglass-windowed airlocks and firedoors
var/emergency = FALSE
var/unres_sides = 0 //Unrestricted sides. A bitflag for which direction (if any) can open the door with no access
//Multi-tile doors
var/width = 1
@@ -55,6 +55,10 @@
..()
update_dir()
/obj/machinery/door/power_change()
..()
update_icon()
/obj/machinery/door/proc/update_dir()
if(width > 1)
if(dir in list(EAST, WEST))
@@ -175,10 +179,15 @@
/obj/machinery/door/allowed(mob/M)
if(emergency)
return TRUE
if(unrestricted_side(M))
return TRUE
if(!requiresID())
return FALSE // Intentional. machinery/door/requiresID() always == 1. airlocks, however, == 0 if ID scan is disabled. Yes, this var is poorly named.
return ..()
/obj/machinery/door/proc/unrestricted_side(mob/M) //Allows for specific side of airlocks to be unrestrected (IE, can exit maint freely, but need access to enter)
return get_dir(src, M) & unres_sides
/obj/machinery/door/proc/try_to_weld(obj/item/weldingtool/W, mob/user)
return
@@ -76,6 +76,21 @@
name = "Airlock Controller"
tag_secure = 1
/obj/machinery/embedded_controller/radio/airlock/airlock_controller/Initialize(mapload, given_id_tag, given_frequency, given_tag_exterior_door, given_tag_interior_door, given_tag_airpump, given_tag_chamber_sensor)
if(given_id_tag)
id_tag = given_id_tag
if(given_frequency)
set_frequency(given_frequency)
if(given_tag_exterior_door)
tag_exterior_door = given_tag_exterior_door
if(given_tag_interior_door)
tag_interior_door = given_tag_interior_door
if(given_tag_airpump)
tag_airpump = given_tag_airpump
if(given_tag_chamber_sensor)
tag_chamber_sensor = given_tag_chamber_sensor
..()
/obj/machinery/embedded_controller/radio/airlock/airlock_controller/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
@@ -129,7 +144,6 @@
name = "Access Controller"
tag_secure = 1
/obj/machinery/embedded_controller/radio/airlock/access_controller/update_icon()
if(on && program)
if(program.memory["processing"])
+1 -3
View File
@@ -553,9 +553,7 @@ Class Procs:
threatcount += 2
if(check_records || check_arrest)
var/perpname = perp.name
if(id)
perpname = id.registered_name
var/perpname = perp.get_visible_name(TRUE)
var/datum/data/record/R = find_security_record("name", perpname)
if(check_records && !R)
+3 -3
View File
@@ -409,10 +409,10 @@ GLOBAL_DATUM_INIT(nttc_config, /datum/nttc_configuration, new())
// if(href_list["table"] && href_list["table"] in tables)
// if(requires_unlock[href_list["table"]] && !source.unlocked)
// return
// var/new_key = input(user, "Provide a key for the new row.", "New Row") as text|null
// var/new_key = clean_input(user, "Provide a key for the new row.", "New Row")
// if(!new_key)
// return
// var/new_value = input(user, "Provide a new value for the key [new_key]", "New Row") as text|null
// var/new_value = clean_input(user, "Provide a new value for the key [new_key]", "New Row")
// if(new_value == null)
// return
// if(word_blacklist.Find(new_value)) //uh oh, they tried to be naughty
@@ -439,7 +439,7 @@ GLOBAL_DATUM_INIT(nttc_config, /datum/nttc_configuration, new())
if(href_list["array"] && href_list["array"] in arrays)
if(requires_unlock[href_list["array"]] && !source.unlocked)
return
var/new_value = input(user, "Provide a value for the new index.", "New Index") as text|null
var/new_value = clean_input(user, "Provide a value for the new index.", "New Index")
if(new_value == null)
return
var/list/array = vars[href_list["array"]]
+1 -2
View File
@@ -1083,6 +1083,7 @@
premium = list(/obj/item/clothing/mask/cigarette/cigar/havana = 2,
/obj/item/storage/fancy/cigarettes/cigpack_robustgold = 1,
/obj/item/lighter/zippo = 3)
prices = list()
/obj/machinery/vending/cigarette/New()
..()
@@ -1131,7 +1132,6 @@
product_ads = "Go save some lives!;The best stuff for your medbay.;Only the finest tools.;Natural chemicals!;This stuff saves lives.;Don't you want some?"
icon_state = "wallmed"
icon_deny = "wallmed-deny"
req_access = list(access_medical)
density = FALSE //It is wall-mounted, and thus, not dense. --Superxpdude
products = list(/obj/item/stack/medical/bruise_pack = 2, /obj/item/stack/medical/ointment = 2, /obj/item/reagent_containers/hypospray/autoinjector = 4, /obj/item/healthanalyzer = 1)
contraband = list(/obj/item/reagent_containers/syringe/charcoal = 4, /obj/item/reagent_containers/syringe/antiviral = 4, /obj/item/reagent_containers/food/pill/tox = 1)
@@ -1142,7 +1142,6 @@
desc = "Wall-mounted Medical Equipment dispenser."
icon_state = "wallmed"
icon_deny = "wallmed-deny"
req_access = list(access_medical)
density = FALSE //It is wall-mounted, and thus, not dense. --Superxpdude
products = list(/obj/item/reagent_containers/hypospray/autoinjector = 5, /obj/item/reagent_containers/syringe/charcoal = 3, /obj/item/stack/medical/bruise_pack = 3,
/obj/item/stack/medical/ointment = 3, /obj/item/healthanalyzer = 3)
+45 -37
View File
@@ -13,26 +13,28 @@
/obj/machinery/wish_granter/attack_hand(mob/living/carbon/user)
. = ..()
if(.)
return
return ..()
if(charges <= 0)
to_chat(user, "The Wish Granter lies silent.")
return
to_chat(user, "<span class='warning'>The Wish Granter lies silent.</span>")
return TRUE
else if(!ishuman(user))
to_chat(user, "You feel a dark stirring inside of the Wish Granter, something you want nothing of. Your instincts are better than any man's.")
to_chat(user, "<span class='warning'>You feel a dark stirring inside of the Wish Granter, something you want nothing of. Your instincts are better than any man's..</span>")
return
else if(is_special_character(user))
to_chat(user, "Even to a heart as dark as yours, you know nothing good will come of this. Something instinctual makes you pull away.")
to_chat(user, "<span class='warning'>Even to a heart as dark as yours, you know nothing good will come of this. Something instinctual makes you pull away.</span>")
else if(!insisting)
to_chat(user, "Your first touch makes the Wish Granter stir, listening to you. Are you really sure you want to do this?")
to_chat(user, "<span class='warning'>Your first touch makes the Wish Granter stir, listening to you. Are you really sure you want to do this?</span>")
insisting = TRUE
else
to_chat(user, "You speak. [pick("I want the station to disappear", "Humanity is corrupt, mankind must be destroyed", "I want to be rich", "I want to rule the world", "I want immortality.")]. The Wish Granter answers.")
to_chat(user, "Your head pounds for a moment, before your vision clears. You are the avatar of the Wish Granter, and your power is LIMITLESS! And it's all yours. You need to make sure no one can take it from you. No one can know, first.")
to_chat(user, "<span class='notice'>You speak. [pick("I want the station to disappear", "Humanity is corrupt, mankind must be destroyed", "I want to be rich", "I want to rule the world", "I want immortality.")]. The Wish Granter answers.</span>")
to_chat(user, "<span class='notice'>Your head pounds for a moment, before your vision clears. You are the avatar of the Wish Granter, and your power is LIMITLESS! And it's all yours. You need to make sure no one can take it from you. No one can know, first.</span>")
charges--
insisting = FALSE
@@ -46,37 +48,43 @@
var/list/types = list()
/obj/machinery/wish_granter/super/attack_hand(mob/living/carbon/user)
. = ..()
if(.)
return ..()
if(!ishuman(user))
to_chat(user, "You feel a dark stirring inside of the Wish Granter, something you want nothing of. Your instincts are better than any man's.")
return
else if(is_special_character(user) || jobban_isbanned(user, ROLE_TRAITOR) || jobban_isbanned(user, "Syndicate"))
to_chat(user, "Something instinctual makes you pull away.")
return
to_chat(user, "<span class='warning'>You feel a dark stirring inside of the Wish Granter, something you want nothing of. Your instincts are better than any man's.</warning>")
return TRUE
if(is_special_character(user) || jobban_isbanned(user, ROLE_TRAITOR) || jobban_isbanned(user, "Syndicate"))
to_chat(user, "<span class='warning'>Something instinctual makes you pull away.</span>")
return TRUE
to_chat(user, "<span class='notice'>Your touch makes the Wish Granter stir. Are you really sure you want to do this?</span>")
for(var/supname in GLOB.all_superheroes)
types += supname
var/wish
if(types.len == 1)
wish = pick(types)
else
to_chat(user, "Your touch makes the Wish Granter stir. Are you really sure you want to do this?")
for(var/supname in GLOB.all_superheroes)
types += supname
var/wish
if(types.len == 1)
wish = pick(types)
else
wish = input("You want to become...","Wish") as null|anything in types
wish = input("You want to become...", "Wish") as null|anything in types
if(!src || !wish || user.stat == DEAD || (get_dist(src, user) > 4)) //another check after the input to check if someone already used it, closed it, or if they're dead, or if they ran off
return
if(!wish || user.stat == DEAD || (get_dist(src, user) > 4)) // Another check after the input to check if someone already used it, closed it, or if they're dead, or if they ran off.
return
var/datum/superheroes/S = GLOB.all_superheroes[wish]
if(S.activated)
to_chat(user,"<span class='warning'>There can only be one! Pick something else!</span>")
return
var/datum/superheroes/S = GLOB.all_superheroes[wish]
if(S.activated)
to_chat(user,"<span class='warning'>There can only be one! Pick something else!</span>")
return
S.create(user)
S.activated = TRUE //sets this superhero as taken so we don't have duplicates
playsound(src.loc, 'sound/effects/bamf.ogg', 50, 1)
visible_message("<span class='notice'>The wishgranter fades into mist..</span>")
add_attack_logs(null, user, "Became [GLOB.all_superheroes[wish]]")
notify_ghosts("[GLOB.all_superheroes[wish]] has appeared in [get_area(user)].", source = user)
qdel(src)
S.create(user)
S.activated = TRUE //sets this superhero as taken so we don't have duplicates
playsound(src.loc, 'sound/effects/bamf.ogg', 50, 1)
visible_message("<span class='notice'>The wishgranter fades into mist..</span>")
add_attack_logs(null, user, "Became [GLOB.all_superheroes[wish]]")
notify_ghosts("[GLOB.all_superheroes[wish]] has appeared in [get_area(user)].", source = user)
qdel(src)
+1
View File
@@ -23,6 +23,7 @@
infra_luminosity = 15 //byond implementation is bugged.
force = 5
armor = list(melee = 20, bullet = 10, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
var/ruin_mecha = FALSE //if the mecha starts on a ruin, don't automatically give it a tracking beacon to prevent metagaming.
var/initial_icon = null //Mech type for resetting icon. Only used for reskinning kits (see custom items)
var/can_move = 0 // time of next allowed movement
var/mob/living/carbon/occupant = null
+2 -1
View File
@@ -3,4 +3,5 @@
/obj/mecha/working/New()
..()
trackers += new /obj/item/mecha_parts/mecha_tracking(src)
if(!ruin_mecha)
trackers += new /obj/item/mecha_parts/mecha_tracking(src)
@@ -88,7 +88,7 @@ var/global/list/image/splatter_cache = list()
return TRUE
//Add "bloodiness" of this blood's type, to the human's shoes
/obj/effect/decal/cleanable/blood/Crossed(atom/movable/O)
/obj/effect/decal/cleanable/blood/Crossed(atom/movable/O, oldloc)
if(!off_floor && ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
@@ -29,7 +29,7 @@ var/global/list/image/fluidtrack_cache = list()
blood_state = BLOOD_STATE_HUMAN //the icon state to load images from
/obj/effect/decal/cleanable/blood/footprints/Crossed(atom/movable/O)
/obj/effect/decal/cleanable/blood/footprints/Crossed(atom/movable/O, oldloc)
if(ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
+4 -4
View File
@@ -345,7 +345,7 @@ steam.start() -- spawns the effect
return 1
/obj/effect/effect/bad_smoke/Crossed(mob/living/carbon/M as mob )
/obj/effect/effect/bad_smoke/Crossed(mob/living/carbon/M as mob, oldloc)
..()
if(istype(M, /mob/living/carbon))
if(M.internal != null && M.wear_mask && (M.wear_mask.flags & AIRTIGHT))
@@ -569,7 +569,7 @@ steam.start() -- spawns the effect
M.coughedtime = 0
return
/obj/effect/effect/sleep_smoke/Crossed(mob/living/carbon/M as mob )
/obj/effect/effect/sleep_smoke/Crossed(mob/living/carbon/M as mob, oldloc)
..()
if(istype(M, /mob/living/carbon))
if(M.internal != null && M.wear_mask && (M.wear_mask.flags & AIRTIGHT))
@@ -672,7 +672,7 @@ steam.start() -- spawns the effect
R.updatehealth()
return
/obj/effect/effect/mustard_gas/Crossed(mob/living/carbon/human/R as mob )
/obj/effect/effect/mustard_gas/Crossed(mob/living/carbon/human/R as mob, oldloc)
..()
if(istype(R, /mob/living/carbon/human))
if(R.internal != null && usr.wear_mask && (R.wear_mask.flags & AIRTIGHT) && R.wear_suit != null && !istype(R.wear_suit, /obj/item/clothing/suit/storage/labcoat) && !istype(R.wear_suit, /obj/item/clothing/suit/straight_jacket) && !istype(R.wear_suit, /obj/item/clothing/suit/straight_jacket && !istype(R.wear_suit, /obj/item/clothing/suit/armor)))
@@ -984,7 +984,7 @@ steam.start() -- spawns the effect
qdel(src)
/obj/structure/foam/Crossed(var/atom/movable/AM)
/obj/structure/foam/Crossed(var/atom/movable/AM, oldloc)
if(metal)
return
@@ -94,7 +94,7 @@
spawn(5)
qdel(src)
/obj/effect/particle_effect/foam/Crossed(atom/movable/AM)
/obj/effect/particle_effect/foam/Crossed(atom/movable/AM, oldloc)
if(metal)
return
@@ -52,7 +52,7 @@
steps--
return 1
/obj/effect/particle_effect/smoke/Crossed(mob/living/M)
/obj/effect/particle_effect/smoke/Crossed(mob/living/M, oldloc)
if(!istype(M))
return
smoke_mob(M)
@@ -207,4 +207,4 @@
return 1
/datum/effect_system/smoke_spread/sleeping
effect_type = /obj/effect/particle_effect/smoke/sleeping
effect_type = /obj/effect/particle_effect/smoke/sleeping
@@ -67,6 +67,23 @@
/obj/effect/mapping_helpers/no_lava
icon_state = "no_lava"
/obj/effect/mapping_helpers/airlock
layer = DOOR_HELPER_LAYER
/obj/effect/mapping_helpers/airlock/unres
name = "airlock unresctricted side helper"
icon_state = "airlock_unres_helper"
/obj/effect/mapping_helpers/airlock/unres/Initialize(mapload)
if(!mapload)
log_world("### MAP WARNING, [src] spawned outside of mapload!")
return
var/obj/machinery/door/airlock/airlock = locate(/obj/machinery/door/airlock) in src.loc
if(airlock)
airlock.unres_sides ^= dir
else
log_world("### MAP WARNING, [src] failed to find an airlock at [AREACOORD(src)]")
..()
/obj/effect/mapping_helpers/no_lava/New()
var/turf/T = get_turf(src)
T.flags |= NO_LAVA_GEN
+1 -1
View File
@@ -11,7 +11,7 @@
/obj/effect/mine/proc/mineEffect(mob/living/victim)
to_chat(victim, "<span class='danger'>*click*</span>")
/obj/effect/mine/Crossed(AM as mob|obj)
/obj/effect/mine/Crossed(AM as mob|obj, oldloc)
if(!isliving(AM))
return
var/mob/living/M = AM
+4 -5
View File
@@ -3,7 +3,6 @@
desc = "Looks unstable. Best to test it with the clown."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "portal"
density = TRUE
unacidable = TRUE
anchored = TRUE
@@ -17,9 +16,6 @@
var/can_multitool_to_remove = FALSE
var/ignore_tele_proof_area_setting = FALSE
/obj/effect/portal/Bumped(mob/M as mob|obj)
teleport(M)
/obj/effect/portal/New(loc, turf/target, creator = null, lifespan = 300)
..()
@@ -49,10 +45,13 @@
/obj/effect/portal/singularity_act()
return
/obj/effect/portal/Crossed(atom/movable/AM)
/obj/effect/portal/Crossed(atom/movable/AM, oldloc)
if(isobserver(AM))
return ..()
if(target && (get_turf(oldloc) == get_turf(target)))
return ..()
if(!teleport(AM))
return ..()
@@ -0,0 +1,345 @@
/*
Spawners for mappers. Just plonk one down of the desired size and it will place the machinery for you. The red arrow things indicate where the chamber is.
This spawner places pipe leading up to the interior door, you will need to finish it off yourself with a connector, canister, and pipe connecting the two. It also assumes you already put in wall and floor.
*/
#define HALF_X round((tiles_in_x_direction - 1) * 0.5) //These are required so that the airlock can be in the middle of the chamber wall
#define HALF_Y round((tiles_in_y_direction - 1) * 0.5)
#define CHAMBER_LONG 1
#define CHAMBER_SQUARE 2
#define CHAMBER_BIGGER 3
#define DOOR_NORMAL_PLACEMENT 1
#define DOOR_FLIPPED_PLACEMENT 2
#define AIRPUMP_TAG "[id_to_link]_pump"
#define SENSOR_TAG "[id_to_link]_sensor"
#define OUTER_DOOR_TAG "[id_to_link]_outer"
#define INNER_DOOR_TAG "[id_to_link]_inner"
/obj/effect/spawner/airlock
name = "1 by 1 airlock spawner (interior north, exterior south)"
desc = "If you can see this, there's probably a missing airlock here. Better tell an admin and report this on the github."
icon = 'icons/obj/airlock_spawner.dmi'
icon_state = "1x1_N_to_S"
layer = SPLASHSCREEN_PLANE //So we absolutely always appear above everything else. We delete ourself after spawning so this is fine
var/interior_direction = NORTH //This is also the direction the spawner will send the pipe
var/exterior_direction = SOUTH
var/opposite_interior_direction //We're checking these often enough for them to merit their own vars
var/interior_direction_cw
var/interior_direction_ccw
var/north_or_south_interior //Used a bit everywhere for locational stuff
var/north_or_south_exterior //Likewise
var/tiles_in_x_direction = 1
var/tiles_in_y_direction = 1
var/id_to_link
var/radio_frequency = 1379
var/required_access = list(access_external_airlocks)
var/door_name = "external access"
var/door_type = /obj/machinery/door/airlock/external/glass
var/one_door_interior //For square airlocks, if you set this then a) only one door will spawn, and b) you can choose if the door should go opposite to how it normally goes. Please use the define
var/one_door_exterior //See above
/obj/effect/spawner/airlock/Initialize()
..()
forceMove(locate(x + 1, y + 1, z)) //Needs to move because our icon_state implies we are one turf to the northeast, when we're not
opposite_interior_direction = turn(interior_direction, 180) //Do it this way (instead of setting it directly) to avoid code mishaps
interior_direction_cw = turn(interior_direction, 90)
interior_direction_ccw = turn(interior_direction, 270)
if(interior_direction == NORTH || interior_direction == SOUTH)
north_or_south_interior = TRUE
if(exterior_direction == NORTH || exterior_direction == SOUTH)
north_or_south_exterior = TRUE
id_to_link = "[UID()]" //We want unique IDs, this will give us a unique ID
var/turf/turf_interior = get_airlock_location(interior_direction)
var/turf/turf_exterior = get_airlock_location(exterior_direction)
handle_door_creation(turf_interior, TRUE, one_door_interior)
handle_door_creation(turf_exterior, FALSE, one_door_exterior)
handle_pipes_creation(turf_interior)
handle_control_placement()
qdel(src)
/obj/effect/spawner/airlock/proc/get_airlock_location(desired_direction) //Finds a turf to place an airlock and returns it, this turf will be in the middle of the relevant wall
var/turf/T
switch(desired_direction)
if(NORTH)
T = locate(x + HALF_X, y + tiles_in_y_direction, z)
if(SOUTH)
T = locate(x + HALF_X, y - 1, z)
if(EAST)
T = locate(x + tiles_in_x_direction, y + HALF_Y, z)
if(WEST)
T = locate(x - 1, y + HALF_Y, z)
return T
/obj/effect/spawner/airlock/proc/handle_door_creation(turf/T, is_this_an_interior_airlock, one_door_only) //Creates a door (or two) and also creates a button
var/obj/machinery/door/airlock/A
if(one_door_only != DOOR_FLIPPED_PLACEMENT)
A = new door_type(T)
handle_door_stuff(A, is_this_an_interior_airlock)
var/obj/machinery/access_button/the_button = spawn_button(T, is_this_an_interior_airlock ? interior_direction : exterior_direction)
if(one_door_only == DOOR_NORMAL_PLACEMENT) //We only need one door, we are done
return
if(!(tiles_in_x_direction % 2) && (is_this_an_interior_airlock && north_or_south_interior || !is_this_an_interior_airlock && north_or_south_exterior)) //Handle extra airlock for aesthetics
A = new door_type(get_step(T, EAST))
handle_door_stuff(A, is_this_an_interior_airlock)
if(one_door_only == DOOR_FLIPPED_PLACEMENT)
the_button.forceMove(get_step(the_button, EAST))
else if(!(tiles_in_y_direction % 2) && (is_this_an_interior_airlock && !north_or_south_interior || !is_this_an_interior_airlock && !north_or_south_exterior)) //Handle extra airlock for aesthetics
A = new door_type(get_step(T, NORTH))
handle_door_stuff(A, is_this_an_interior_airlock)
if(one_door_only == DOOR_FLIPPED_PLACEMENT)
the_button.forceMove(get_step(the_button, NORTH))
/obj/effect/spawner/airlock/proc/handle_door_stuff(obj/machinery/door/airlock/A, is_this_an_interior_airlock) //This sets up the door vars correctly and then locks it before first use
A.set_frequency(radio_frequency)
A.id_tag = is_this_an_interior_airlock ? INNER_DOOR_TAG : OUTER_DOOR_TAG
A.req_access = required_access
A.name = door_name
A.lock()
/obj/effect/spawner/airlock/proc/spawn_button(turf/T, some_direction)
var/obj/machinery/access_button/the_button = new(T)
the_button.master_tag = id_to_link
the_button.set_frequency(radio_frequency)
switch(some_direction)
if(NORTH)
the_button.pixel_x -= 25
the_button.pixel_y = 7
if(EAST)
the_button.pixel_x = 7
the_button.pixel_y = -25
if(SOUTH)
the_button.pixel_x -= 25
the_button.pixel_y -= 7
if(WEST)
the_button.pixel_x -= 7
the_button.pixel_y -= 25
the_button.req_access = required_access
return the_button
/obj/effect/spawner/airlock/proc/handle_control_placement() //Stick the sensor and controller on the same bit of wall, this will ONLY be unsuitable if airlocks are on both the south and west turfs
var/turf/T = get_turf(src)
var/obj/machinery/airlock_sensor/AS = new(T)
var/obj/machinery/embedded_controller/radio/airlock/airlock_controller/AC = new(T, id_to_link, radio_frequency, OUTER_DOOR_TAG, INNER_DOOR_TAG, AIRPUMP_TAG, SENSOR_TAG)
AC.req_access = required_access
AS.id_tag = SENSOR_TAG
AS.set_frequency(radio_frequency)
if(interior_direction != WEST && exterior_direction != WEST) //If west wall is free, place stuff there
AC.pixel_x -= 25
AC.pixel_y += 9
AS.pixel_x -= 25
AS.pixel_y -= 9
else if(interior_direction != SOUTH && exterior_direction != SOUTH) //If south wall is free, place stuff there
AC.pixel_x += 9
AC.pixel_y -= 25
AS.pixel_x -= 9
AS.pixel_y -= 25
else //Send them over to the other side of the chamber
T = locate(x + tiles_in_x_direction - 1, y + tiles_in_y_direction - 1, z)
AC.forceMove(T)
AS.forceMove(T)
AC.pixel_x += 25
AC.pixel_y += 9
AS.pixel_x += 25
AS.pixel_y -= 9
/obj/effect/spawner/airlock/proc/handle_pipes_creation(turf/T) //This places all required piping down, then properly initializes it. T is the turf that the interior airlock occupies
var/turf/below_T = get_step(T, opposite_interior_direction)
var/two_way_pipe = interior_direction | opposite_interior_direction
var/chamber_shape //This determines the layout of the chamber and therefore how many vents should be present
if(tiles_in_x_direction == 2 && tiles_in_y_direction == 2)
chamber_shape = CHAMBER_SQUARE
else if(tiles_in_x_direction > 1 && tiles_in_y_direction > 1)
chamber_shape = CHAMBER_BIGGER
else
chamber_shape = CHAMBER_LONG
pipe_creation_helper(/obj/machinery/atmospherics/pipe/simple/visible, T, interior_direction, two_way_pipe)
switch(chamber_shape)
if(CHAMBER_LONG) //Easy enough, place a single vent
pipe_creation_helper(/obj/machinery/atmospherics/unary/vent_pump/high_volume,
below_T,
interior_direction)
if(CHAMBER_SQUARE) //We need a T-manifold and two vents for this
pipe_creation_helper(/obj/machinery/atmospherics/pipe/manifold/visible,
below_T,
north_or_south_interior ? WEST : SOUTH,
NORTH | EAST | (north_or_south_interior ? SOUTH : WEST))
pipe_creation_helper(/obj/machinery/atmospherics/unary/vent_pump/high_volume,
get_step(below_T, opposite_interior_direction),
interior_direction)
pipe_creation_helper(/obj/machinery/atmospherics/unary/vent_pump/high_volume,
north_or_south_interior ? EAST_OF_TURF(below_T) : NORTH_OF_TURF(below_T),
turn(interior_direction, interior_direction == SOUTH || interior_direction == EAST ? -90 : 90))
if(CHAMBER_BIGGER) //We need a central column of manifolds and a vent either side of each manifold
var/depth = north_or_south_interior ? tiles_in_y_direction : tiles_in_x_direction
var/turf/put_thing_here = below_T
for(var/i in 1 to depth)
if(i != depth)//We're placing more pipe later, so we need a 4-way manifold
pipe_creation_helper(/obj/machinery/atmospherics/pipe/manifold4w/visible, put_thing_here, interior_direction, NORTH | EAST | SOUTH | WEST)
else //We stop here, so place a T-manifold down
pipe_creation_helper(/obj/machinery/atmospherics/pipe/manifold/visible,
put_thing_here,
opposite_interior_direction,
interior_direction_cw | interior_direction | interior_direction_ccw)
pipe_creation_helper(/obj/machinery/atmospherics/unary/vent_pump/high_volume,
get_step(put_thing_here, interior_direction_cw),
interior_direction_ccw)
pipe_creation_helper(/obj/machinery/atmospherics/unary/vent_pump/high_volume,
get_step(put_thing_here, interior_direction_ccw),
interior_direction_cw)
put_thing_here = get_step(put_thing_here, opposite_interior_direction) //Now move the turf we're generating stuff from 1 forward
/obj/effect/spawner/airlock/proc/pipe_creation_helper(path, location, direction, initialization_directions) //Create some kind of atmospherics machinery and initialize it properly
var/obj/machinery/atmospherics/A = new path(location)
A.dir = direction
A.on_construction(A.dir, initialization_directions ? initialization_directions : A.dir)
if(istype(A, /obj/machinery/atmospherics/unary/vent_pump/high_volume))
var/obj/machinery/atmospherics/unary/vent_pump/high_volume/created_pump = A
created_pump.id_tag = AIRPUMP_TAG
created_pump.set_frequency(radio_frequency)
//Premade airlocks for mappers, probably won't need all of these but whatever
/obj/effect/spawner/airlock/s_to_n
name = "1 by 1 airlock spawner (interior south, exterior north)"
icon_state = "1x1_S_to_N"
interior_direction = SOUTH
exterior_direction = NORTH
/obj/effect/spawner/airlock/e_to_w
name = "1 by 1 airlock spawner (interior east, exterior west)"
icon_state = "1x1_E_to_W"
interior_direction = EAST
exterior_direction = WEST
/obj/effect/spawner/airlock/w_to_e
name = "1 by 1 airlock spawner (interior west, exterior east)"
icon_state = "1x1_W_to_E"
interior_direction = WEST
exterior_direction = EAST
/obj/effect/spawner/airlock/long //Long and thin
name = "long airlock spawner (interior north, exterior south)"
icon_state = "1x2_N_to_S"
tiles_in_y_direction = 2
/obj/effect/spawner/airlock/s_to_n/long
name = "long airlock spawner (interior south, exterior north)"
icon_state = "1x2_S_to_N"
tiles_in_y_direction = 2
/obj/effect/spawner/airlock/e_to_w/long
name = "long airlock spawner (interior east, exterior west)"
icon_state = "1x2_E_to_W"
tiles_in_x_direction = 2
/obj/effect/spawner/airlock/w_to_e/long
name = "long airlock spawner (interior west, exterior east)"
icon_state = "1x2_W_to_E"
tiles_in_x_direction = 2
/obj/effect/spawner/airlock/long/square //Square
name = "square airlock spawner (interior north, exterior south)"
icon_state = "2x2_N_to_S"
tiles_in_x_direction = 2
/obj/effect/spawner/airlock/s_to_n/long/square
name = "square airlock spawner (interior south, exterior north)"
icon_state = "2x2_S_to_N"
tiles_in_x_direction = 2
/obj/effect/spawner/airlock/e_to_w/long/square
name = "square airlock spawner (interior east, exterior west)"
icon_state = "2x2_E_to_W"
tiles_in_y_direction = 2
/obj/effect/spawner/airlock/w_to_e/long/square
name = "square airlock spawner (interior west, exterior east)"
icon_state = "2x2_W_to_E"
tiles_in_y_direction = 2
/obj/effect/spawner/airlock/long/square/e_to_s
name = "square airlock spawner (interior east, exterior south)"
icon_state = "2x2_E_to_S"
interior_direction = EAST
exterior_direction = SOUTH
/obj/effect/spawner/airlock/long/square/wide
name = "rectangular airlock spawner (interior north, exterior south)"
icon_state = "3x2_N_to_S"
tiles_in_x_direction = 3
/obj/effect/spawner/airlock/s_to_n/long/square/wide
name = "rectangular airlock spawner (interior south, exterior north)"
icon_state = "3x2_S_to_N"
tiles_in_x_direction = 3
/obj/effect/spawner/airlock/e_to_w/long/square/wide
name = "rectangular airlock spawner (interior east, exterior west)"
icon_state = "3x2_E_to_W"
tiles_in_y_direction = 3
/obj/effect/spawner/airlock/w_to_e/long/square/wide
name = "rectangular airlock spawner (interior west, exterior east)"
icon_state = "3x2_W_to_E"
tiles_in_y_direction = 3
/obj/effect/spawner/airlock/long/square/three
name = "3 by 3 square airlock spawner (interior north, exterior south)"
icon_state = "3x3_N_to_S"
interior_direction = NORTH
exterior_direction = SOUTH
tiles_in_x_direction = 3
tiles_in_y_direction = 3
/obj/effect/spawner/airlock/e_to_w/arrivals
required_access = null
/obj/effect/spawner/airlock/engineer
required_access = list(access_engine)
door_name = "engineering external access"
/obj/effect/spawner/airlock/e_to_w/engineer
required_access = list(access_engine)
door_name = "engineering external access"
/obj/effect/spawner/airlock/s_to_n/engineer
required_access = list(access_engine)
door_name = "engineering external access"
/obj/effect/spawner/airlock/long/engineer
required_access = list(access_engine)
door_name = "engineering external access"
/obj/effect/spawner/airlock/long/square/engine
required_access = list(access_engine)
door_name = "engine external access"
icon_state = "2x2_N_to_S_leftdoors"
door_type = /obj/machinery/door/airlock/external
one_door_interior = DOOR_NORMAL_PLACEMENT
one_door_exterior = DOOR_NORMAL_PLACEMENT
/obj/effect/spawner/airlock/long/square/engine/reversed
icon_state = "2x2_N_to_S_rightdoors"
one_door_interior = DOOR_FLIPPED_PLACEMENT
one_door_exterior = DOOR_FLIPPED_PLACEMENT
/obj/effect/spawner/airlock/w_to_e/long/square/wide/mining
door_name = "mining external access"
required_access = list(access_mining)
/obj/effect/spawner/airlock/long/square/wide/mining
door_name = "mining external access"
required_access = list(access_mining)
/obj/effect/spawner/airlock/e_to_w/minisat
door_name = "minisat external access"
required_access = list(access_minisat)
/obj/effect/spawner/airlock/long/square/e_to_s/telecoms
door_name = "telecoms external access"
required_access = list(access_tcomsat, access_external_airlocks)
door_type = /obj/machinery/door/airlock/external
/obj/effect/spawner/airlock/long/square/three/syndicate
name = "3 by 3 square airlock spawner (interior west, exterior north)"
icon_state = "3x3_W_to_N"
interior_direction = WEST
exterior_direction = NORTH
door_name = "ship external access"
req_access = list(access_syndicate)
door_type = /obj/machinery/door/airlock/external
#undef HALF_X
#undef HALF_Y
#undef CHAMBER_LONG
#undef CHAMBER_SQUARE
#undef CHAMBER_BIGGER
#undef DOOR_NORMAL_PLACEMENT
#undef DOOR_FLIPPED_PLACEMENT
#undef AIRPUMP_TAG
#undef SENSOR_TAG
#undef OUTER_DOOR_TAG
#undef INNER_DOOR_TAG
+139 -58
View File
@@ -1,23 +1,43 @@
/* Simple object type, calls a proc when "stepped" on by something */
/obj/effect/step_trigger
var/affect_ghosts = 0
var/stopper = 1 // stops throwers
invisibility = 101 // nope cant see this shit
anchored = 1
var/affect_ghosts = FALSE
var/stopper = TRUE // stops throwers
var/mobs_only = FALSE
invisibility = INVISIBILITY_ABSTRACT // nope cant see this shit
anchored = TRUE
/obj/effect/step_trigger/proc/Trigger(var/atom/movable/A)
return 0
return FALSE
/obj/effect/step_trigger/Crossed(H as mob|obj)
..()
/obj/effect/step_trigger/Crossed(var/H, oldloc)
. = ..()
if(!H)
return
if(istype(H, /mob/dead/observer) && !affect_ghosts)
if(isobserver(H) && !affect_ghosts)
return
if(!ismob(H) && mobs_only)
return
Trigger(H)
/obj/effect/step_trigger/singularity_act()
return
/obj/effect/step_trigger/singularity_pull()
return
/* Sends a message to mob when triggered*/
/obj/effect/step_trigger/message
var/message //the message to give to the mob
var/once = 1
mobs_only = TRUE
/obj/effect/step_trigger/message/Trigger(mob/M)
if(M.client)
to_chat(M, "<span class='info'>[message]</span>")
if(once)
qdel(src)
/* Tosses things in a certain direction */
@@ -30,57 +50,57 @@
var/nostop = 0 // if 1: will only be stopped by teleporters
var/list/affecting = list()
Trigger(var/atom/A)
if(!A || !istype(A, /atom/movable))
/obj/effect/step_trigger/thrower/Trigger(atom/A)
if(!A || !ismovableatom(A))
return
var/atom/movable/AM = A
var/curtiles = 0
var/stopthrow = 0
for(var/obj/effect/step_trigger/thrower/T in orange(2, src))
if(AM in T.affecting)
return
var/atom/movable/AM = A
var/curtiles = 0
var/stopthrow = 0
for(var/obj/effect/step_trigger/thrower/T in orange(2, src))
if(AM in T.affecting)
return
if(ismob(AM))
var/mob/M = AM
if(immobilize)
M.canmove = 0
if(isliving(AM))
var/mob/living/M = AM
if(immobilize)
M.canmove = FALSE
affecting.Add(AM)
while(AM && !stopthrow)
if(tiles)
if(curtiles >= tiles)
break
if(AM.z != src.z)
affecting.Add(AM)
while(AM && !stopthrow)
if(tiles)
if(curtiles >= tiles)
break
if(AM.z != src.z)
break
curtiles++
curtiles++
sleep(speed)
sleep(speed)
// Calculate if we should stop the process
if(!nostop)
for(var/obj/effect/step_trigger/T in get_step(AM, direction))
if(T.stopper && T != src)
stopthrow = 1
else
for(var/obj/effect/step_trigger/teleporter/T in get_step(AM, direction))
if(T.stopper)
stopthrow = 1
// Calculate if we should stop the process
if(!nostop)
for(var/obj/effect/step_trigger/T in get_step(AM, direction))
if(T.stopper && T != src)
stopthrow = 1
else
for(var/obj/effect/step_trigger/teleporter/T in get_step(AM, direction))
if(T.stopper)
stopthrow = 1
if(AM)
var/predir = AM.dir
step(AM, direction)
if(!facedir)
AM.dir = predir
if(AM)
var/predir = AM.dir
step(AM, direction)
if(!facedir)
AM.setDir(predir)
affecting.Remove(AM)
affecting.Remove(AM)
if(ismob(AM))
var/mob/M = AM
if(immobilize)
M.canmove = 1
if(isliving(AM))
var/mob/living/M = AM
if(immobilize)
M.canmove = TRUE
/* Stops things thrown by a thrower, doesn't do anything */
@@ -93,12 +113,11 @@
var/teleport_y = 0
var/teleport_z = 0
Trigger(var/atom/movable/A)
if(teleport_x && teleport_y && teleport_z)
/obj/effect/step_trigger/teleporter/Trigger(atom/movable/A)
if(teleport_x && teleport_y && teleport_z)
A.x = teleport_x
A.y = teleport_y
A.z = teleport_z
var/turf/T = locate(teleport_x, teleport_y, teleport_z)
A.forceMove(T)
/* Random teleporter, teleports atoms to locations ranging from teleport_x - teleport_x_offset, etc */
@@ -107,11 +126,73 @@
var/teleport_y_offset = 0
var/teleport_z_offset = 0
Trigger(var/atom/movable/A)
if(teleport_x && teleport_y && teleport_z)
if(teleport_x_offset && teleport_y_offset && teleport_z_offset)
/obj/effect/step_trigger/teleporter/random/Trigger(atom/movable/A)
if(teleport_x && teleport_y && teleport_z)
if(teleport_x_offset && teleport_y_offset && teleport_z_offset)
A.x = rand(teleport_x, teleport_x_offset)
A.y = rand(teleport_y, teleport_y_offset)
A.z = rand(teleport_z, teleport_z_offset)
var/turf/T = locate(rand(teleport_x, teleport_x_offset), rand(teleport_y, teleport_y_offset), rand(teleport_z, teleport_z_offset))
if (T)
A.forceMove(T)
/* Fancy teleporter, creates sparks and smokes when used */
/obj/effect/step_trigger/teleport_fancy
var/locationx
var/locationy
var/uses = 1 //0 for infinite uses
var/entersparks = 0
var/exitsparks = 0
var/entersmoke = 0
var/exitsmoke = 0
/obj/effect/step_trigger/teleport_fancy/Trigger(mob/M)
var/dest = locate(locationx, locationy, z)
M.Move(dest)
if(entersparks)
var/datum/effect_system/spark_spread/s = new
s.set_up(4, 1, src)
s.start()
if(exitsparks)
var/datum/effect_system/spark_spread/s = new
s.set_up(4, 1, dest)
s.start()
if(entersmoke)
var/datum/effect_system/smoke_spread/s = new
s.set_up(4, 1, src, 0)
s.start()
if(exitsmoke)
var/datum/effect_system/smoke_spread/s = new
s.set_up(4, 1, dest, 0)
s.start()
uses--
if(uses == 0)
qdel(src)
/* Simple sound player, Mapper friendly! */
/obj/effect/step_trigger/sound_effect
var/sound //eg. path to the sound, inside '' eg: 'growl.ogg'
var/volume = 100
var/freq_vary = 1 //Should the frequency of the sound vary?
var/extra_range = 0 // eg World.view = 7, extra_range = 1, 7+1 = 8, 8 turfs radius
var/happens_once = 0
var/triggerer_only = 0 //Whether the triggerer is the only person who hears this
/obj/effect/step_trigger/sound_effect/Trigger(atom/movable/A)
var/turf/T = get_turf(A)
if(!T)
return
if(triggerer_only && ismob(A))
var/mob/B = A
B.playsound_local(T, sound, volume, freq_vary)
else
playsound(T, sound, volume, freq_vary, extra_range)
if(happens_once)
qdel(src)
@@ -6,6 +6,10 @@
randomdir = 0
layer = ABOVE_NORMAL_TURF_LAYER
/obj/effect/temp_visual/ratvar/door
icon_state = "ratvardoorglow"
layer = CLOSED_DOOR_LAYER //above closed doors
/obj/effect/temp_visual/ratvar/door/window
icon_state = "ratvarwindoorglow"
layer = ABOVE_WINDOW_LAYER
@@ -16,9 +20,27 @@
/obj/effect/temp_visual/ratvar/beam/grille
layer = BELOW_OBJ_LAYER
/obj/effect/temp_visual/ratvar/beam/itemconsume
layer = HIGH_OBJ_LAYER
/obj/effect/temp_visual/ratvar/beam/falsewall
layer = OBJ_LAYER
/obj/effect/temp_visual/ratvar/beam/catwalk
layer = LATTICE_LAYER
/obj/effect/temp_visual/ratvar/wall
icon_state = "ratvarwallglow"
/obj/effect/temp_visual/ratvar/wall/false
layer = OBJ_LAYER
/obj/effect/temp_visual/ratvar/floor
icon_state = "ratvarfloorglow"
/obj/effect/temp_visual/ratvar/floor/catwalk
layer = LATTICE_LAYER
/obj/effect/temp_visual/ratvar/window
icon_state = "ratvarwindowglow"
layer = ABOVE_OBJ_LAYER
@@ -26,6 +48,10 @@
/obj/effect/temp_visual/ratvar/window/single
icon_state = "ratvarwindowglow_s"
/obj/effect/temp_visual/ratvar/gear
icon_state = "ratvargearglow"
layer = BELOW_OBJ_LAYER
/obj/effect/temp_visual/ratvar/grille
icon_state = "ratvargrilleglow"
layer = BELOW_OBJ_LAYER
+1 -1
View File
@@ -578,7 +578,7 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
/obj/item/proc/is_equivalent(obj/item/I)
return I == src
/obj/item/Crossed(atom/movable/AM)
/obj/item/Crossed(atom/movable/AM, oldloc)
. = ..()
if(prob(trip_chance) && ishuman(AM))
var/mob/living/carbon/human/H = AM
+3 -4
View File
@@ -4,6 +4,7 @@
/obj/item/storage/pill_bottle/happy
name = "Happy pills"
desc = "Highly illegal drug. When you want to see the rainbow."
wrapper_color = COLOR_PINK
/obj/item/storage/pill_bottle/happy/New()
..()
@@ -18,6 +19,7 @@
/obj/item/storage/pill_bottle/zoom
name = "Zoom pills"
desc = "Highly illegal drug. Trade brain for speed."
wrapper_color = COLOR_BLUE
/obj/item/storage/pill_bottle/zoom/New()
..()
@@ -49,15 +51,12 @@
adulterants--
reagents.add_reagent(pick_list("chemistry_tools.json", "CYBERPUNK_drug_adulterants"), 3)
/obj/item/storage/pill_bottle/random_drug_bottle
name = "pill bottle (???)"
desc = "Huh."
allow_wrap = FALSE
/obj/item/storage/pill_bottle/random_drug_bottle/New()
..()
for(var/i in 1 to 5)
new /obj/item/reagent_containers/food/pill/random_drugs(src)
+1
View File
@@ -50,6 +50,7 @@
to_chat(user, "<span class='danger'>[D]'s ID scan is disabled!</span>")
return
if(D.check_access(src.ID))
D.add_hiddenprint(user)
switch(mode)
if(WAND_OPEN)
if(D.density)
+1 -1
View File
@@ -34,7 +34,7 @@
A.UpdateButtonIcon()
/obj/item/voice_changer/proc/set_voice(mob/user)
var/chosen_voice = input(user, "What voice would you like to mimic? Leave this empty to use the voice on your ID card.", "Set Voice Changer", voice) as text
var/chosen_voice = clean_input("What voice would you like to mimic? Leave this empty to use the voice on your ID card.", "Set Voice Changer", voice, user)
if(!chosen_voice)
voice = null
to_chat(user, "<span class='notice'>You are now mimicking the voice on your ID card.</span>")
+1
View File
@@ -123,6 +123,7 @@
/obj/item/storage/pill_bottle/random_meds
name = "unlabelled pillbottle"
desc = "The sheer recklessness of this bottle's existence astounds you."
allow_wrap = FALSE
var/labelled = FALSE
/obj/item/storage/pill_bottle/random_meds/New()
+27 -22
View File
@@ -195,8 +195,6 @@
heal_burn = 25
//Medical Herbs//
/obj/item/stack/medical/bruise_pack/comfrey
name = "\improper Comfrey leaf"
singular_name = "Comfrey leaf"
@@ -217,48 +215,55 @@
color = "#4CC5C7"
heal_burn = 12
//Splints//
// Splints
/obj/item/stack/medical/splint
name = "medical splints"
singular_name = "medical splint"
icon_state = "splint"
unique_handling = 1
unique_handling = TRUE
self_delay = 100
var/other_delay = 0
/obj/item/stack/medical/splint/attack(mob/living/M, mob/user)
if(..())
return 1
return TRUE
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
var/limb = affecting.name
if(!(affecting.limb_name in list("l_arm", "r_arm", "l_hand", "r_hand", "l_leg", "r_leg", "l_foot", "r_foot")))
to_chat(user, "<span class='danger'>You can't apply a splint there!</span>")
return
return TRUE
if(affecting.status & ORGAN_SPLINTED)
to_chat(user, "<span class='danger'>[H]'s [limb] is already splinted!</span>")
if(alert(user, "Would you like to remove the splint from [H]'s [limb]?", "Removing.", "Yes", "No") == "Yes")
if(alert(user, "Would you like to remove the splint from [H]'s [limb]?", "Splint removal.", "Yes", "No") == "Yes")
affecting.status &= ~ORGAN_SPLINTED
H.handle_splints()
to_chat(user, "<span class='notice'>You remove the splint from [H]'s [limb].</span>")
return
if(M == user)
user.visible_message("<span class='notice'>[user] starts to apply [src] to [user.p_their()] [limb].</span>", \
"<span class='notice'>You start to apply [src] to your [limb].</span>", \
"<span class='notice'>You hear something being wrapped.</span>")
if(!do_mob(user, H, self_delay))
return
else
user.visible_message("<span class='green'>[user] applies [src] to [H]'s [limb].</span>", \
"<span class='green'>You apply [src] to [H]'s [limb].</span>", \
"<span class='green'>You hear something being wrapped.</span>")
return TRUE
if((M == user && self_delay > 0) || (M != user && other_delay > 0))
user.visible_message("<span class='notice'>[user] starts to apply [src] to [H]'s [limb].</span>", \
"<span class='notice'>You start to apply [src] to [H]'s [limb].</span>", \
"<span class='notice'>You hear something being wrapped.</span>")
if(M == user && !do_mob(user, H, self_delay))
return TRUE
else if(!do_mob(user, H, other_delay))
return TRUE
user.visible_message("<span class='notice'>[user] applies [src] to [H]'s [limb].</span>", \
"<span class='notice'>You apply [src] to [H]'s [limb].</span>")
affecting.status |= ORGAN_SPLINTED
affecting.splinted_count = H.step_count
H.handle_splints()
use(1)
/obj/item/stack/medical/splint/tribal
name = "tribal splints"
icon_state = "tribal_splint"
other_delay = 50
@@ -16,6 +16,7 @@
var/global/list/datum/stack_recipe/metal_recipes = list(
new /datum/stack_recipe("stool", /obj/structure/chair/stool, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("chair", /obj/structure/chair, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("shuttle seat", /obj/structure/chair/comfy/shuttle, 2, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("sofa (middle)", /obj/structure/chair/sofa, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("sofa (left)", /obj/structure/chair/sofa/left, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("sofa (right)", /obj/structure/chair/sofa/right, one_per_turf = 1, on_floor = 1),
@@ -216,6 +217,8 @@ var/global/list/datum/stack_recipe/cloth_recipes = list ( \
null, \
new/datum/stack_recipe("fingerless gloves", /obj/item/clothing/gloves/fingerless, 1), \
new/datum/stack_recipe("black gloves", /obj/item/clothing/gloves/color/black, 3), \
null, \
new/datum/stack_recipe("blindfold", /obj/item/clothing/glasses/sunglasses/blindfold, 3), \
)
/obj/item/stack/sheet/cloth
@@ -335,10 +338,13 @@ var/global/list/datum/stack_recipe/cult = list ( \
* Brass
*/
var/global/list/datum/stack_recipe/brass_recipes = list (\
new/datum/stack_recipe("wall gear", /obj/structure/clockwork/wall_gear, 3, time = 10, one_per_turf = TRUE, on_floor = TRUE), \
null,
new/datum/stack_recipe/window("brass windoor", /obj/machinery/door/window/clockwork, 2, time = 30, on_floor = TRUE, window_checks = TRUE), \
null,
new/datum/stack_recipe/window("directional brass window", /obj/structure/window/reinforced/clockwork, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe/window("fulltile brass window", /obj/structure/window/reinforced/clockwork/fulltile, 2, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe("brass chair", /obj/structure/chair/brass, 1, time = 0, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("brass table frame", /obj/structure/table_frame/brass, 1, time = 5, one_per_turf = TRUE, on_floor = TRUE), \
)
+1 -1
View File
@@ -31,7 +31,7 @@
if(S.merge_type == merge_type)
merge(S)
/obj/item/stack/Crossed(obj/O)
/obj/item/stack/Crossed(obj/O, oldloc)
if(amount >= max_amount || ismob(loc)) // Prevents unnecessary call. Also prevents merging stack automatically in a mob's inventory
return
if(istype(O, merge_type) && !O.throwing)
+2 -1
View File
@@ -208,6 +208,7 @@
origin_tech = null
attack_verb = list("attacked", "struck", "hit")
brightness_on = 0
sharp_when_wielded = FALSE // It's a toy
/obj/item/twohanded/dualsaber/toy/hit_reaction()
return 0
@@ -283,7 +284,7 @@
..()
pop_burst()
/obj/item/toy/snappop/Crossed(H as mob|obj)
/obj/item/toy/snappop/Crossed(H as mob|obj, oldloc)
if(ishuman(H) || issilicon(H)) //i guess carp and shit shouldn't set them off
var/mob/living/carbon/M = H
if(issilicon(H) || M.m_intent == MOVE_INTENT_RUN)
+34 -9
View File
@@ -4,6 +4,7 @@
icon = 'icons/obj/dice.dmi'
icon_state = "dicebag"
can_hold = list(/obj/item/dice)
allow_wrap = FALSE
/obj/item/storage/pill_bottle/dice/New()
..()
@@ -25,20 +26,34 @@
if(special_die == "100")
new /obj/item/dice/d100(src)
/obj/item/storage/pill_bottle/dice/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is gambling with death! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (OXYLOSS)
/obj/item/dice //depreciated d6, use /obj/item/dice/d6 if you actually want a d6
name = "die"
desc = "A die with six sides. Basic and servicable."
icon = 'icons/obj/dice.dmi'
icon_state = "d6"
w_class = WEIGHT_CLASS_TINY
var/sides = 6
var/result = null
var/list/special_faces = list() //entries should match up to sides var if used
/obj/item/dice/New()
result = rand(1, sides)
var/rigged = DICE_NOT_RIGGED
var/rigged_value
/obj/item/dice/Initialize(mapload)
. = ..()
if(!result)
result = roll(sides)
update_icon()
/obj/item/dice/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is gambling with death! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (OXYLOSS)
/obj/item/dice/d1
name = "d1"
desc = "A die with one side. Deterministic!"
@@ -117,11 +132,19 @@
. = ..()
/obj/item/dice/proc/diceroll(mob/user)
result = rand(1, sides)
var/fake_result = rand(1, sides)//Daredevil isn't as good as he used to be
result = roll(sides)
if(rigged != DICE_NOT_RIGGED && result != rigged_value)
if(rigged == DICE_BASICALLY_RIGGED && prob(Clamp(1/(sides - 1) * 100, 25, 80)))
result = rigged_value
else if(rigged == DICE_TOTALLY_RIGGED)
result = rigged_value
. = result
var/fake_result = roll(sides)//Daredevil isn't as good as he used to be
var/comment = ""
if(sides == 20 && result == 20)
comment = "Nat 20!"
comment = "NAT 20!"
else if(sides == 20 && result == 1)
comment = "Ouch, bad luck."
update_icon()
@@ -130,16 +153,18 @@
if(special_faces.len == sides)
result = special_faces[result]
if(user != null) //Dice was rolled in someone's hand
user.visible_message("<span class='notice'>[user] has thrown [src]. It lands on [result]. [comment]</span>", \
user.visible_message("[user] has thrown [src]. It lands on [result]. [comment]", \
"<span class='notice'>You throw [src]. It lands on [result]. [comment]</span>", \
"<span class='italics'>You hear [src] rolling, it sounds like a [fake_result].</span>")
else if(!throwing) //Dice was thrown and is coming to rest
else if(!src.throwing) //Dice was thrown and is coming to rest
visible_message("<span class='notice'>[src] rolls to a stop, landing on [result]. [comment]</span>")
/obj/item/dice/d20/e20/diceroll(mob/user as mob, thrown)
if(triggered)
return
..()
. = ..()
if(result == 1)
to_chat(user, "<span class='danger'>Rocks fall, you die.</span>")
user.gib()
@@ -166,7 +191,7 @@
/obj/item/dice/update_icon()
overlays.Cut()
overlays += "[src.icon_state][src.result]"
overlays += "[icon_state][result]"
/obj/item/storage/box/dice
name = "Box of dice"
@@ -48,9 +48,9 @@
/obj/item/grenade/plastic/receive_signal()
prime()
/obj/item/grenade/plastic/Crossed(atom/movable/AM)
/obj/item/grenade/plastic/Crossed(atom/movable/AM, oldloc)
if(nadeassembly)
nadeassembly.Crossed(AM)
nadeassembly.Crossed(AM, oldloc)
/obj/item/grenade/plastic/on_found(mob/finder)
if(nadeassembly)
@@ -239,9 +239,9 @@
if(nadeassembly)
nadeassembly.process_movement()
/obj/item/grenade/chem_grenade/Crossed(atom/movable/AM)
/obj/item/grenade/chem_grenade/Crossed(atom/movable/AM, oldloc)
if(nadeassembly)
nadeassembly.Crossed(AM)
nadeassembly.Crossed(AM, oldloc)
/obj/item/grenade/chem_grenade/on_found(mob/finder)
if(nadeassembly)
@@ -289,7 +289,7 @@
var/mob/last = get_mob_by_ckey(nadeassembly.fingerprintslast)
var/turf/T = get_turf(src)
var/area/A = get_area(T)
message_admins("grenade primed by an assembly, attached by [key_name_admin(M)][ADMIN_QUE(M,"(?)")] ([admin_jump_link(M)]) and last touched by [key_name_admin(last)][ADMIN_QUE(last,"(?)")] ([admin_jump_link(last)]) ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</a>. [contained]")
message_admins("grenade primed by an assembly, attached by [key_name_admin(M)] and last touched by [key_name_admin(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</a>. [contained]")
log_game("grenade primed by an assembly, attached by [key_name(M)] and last touched by [key_name(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] ([T.x], [T.y], [T.z]) [contained]")
update_mob()
@@ -419,7 +419,7 @@
var/mob/last = get_mob_by_ckey(nadeassembly.fingerprintslast)
var/turf/T = get_turf(src)
var/area/A = get_area(T)
message_admins("grenade primed by an assembly, attached by [key_name_admin(M)][ADMIN_QUE(M,"(?)")] ([ADMIN_FLW(M,"FLW")]) and last touched by [key_name_admin(last)][ADMIN_QUE(last,"(?)")] ([ADMIN_FLW(last,"FLW")]) ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</a>.")
message_admins("grenade primed by an assembly, attached by [key_name_admin(M)] and last touched by [key_name_admin(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</a>.")
log_game("grenade primed by an assembly, attached by [key_name(M)] and last touched by [key_name(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] ([T.x], [T.y], [T.z])")
else
addtimer(CALLBACK(src, .proc/prime), det_time)
+2 -2
View File
@@ -87,7 +87,7 @@
return
..()
/obj/item/restraints/legcuffs/beartrap/Crossed(AM as mob|obj)
/obj/item/restraints/legcuffs/beartrap/Crossed(AM as mob|obj, oldloc)
if(armed && isturf(src.loc))
if( (iscarbon(AM) || isanimal(AM)) && !istype(AM, /mob/living/simple_animal/parrot) && !istype(AM, /mob/living/simple_animal/hostile/construct) && !istype(AM, /mob/living/simple_animal/shade) && !istype(AM, /mob/living/simple_animal/hostile/viscerator))
var/mob/living/L = AM
@@ -193,6 +193,6 @@
/obj/item/restraints/legcuffs/bola/energy/throw_impact(atom/hit_atom)
if(iscarbon(hit_atom))
var/obj/item/restraints/legcuffs/beartrap/B = new /obj/item/restraints/legcuffs/beartrap/energy/cyborg(get_turf(hit_atom))
B.Crossed(hit_atom)
B.Crossed(hit_atom, null)
qdel(src)
..()
+1 -1
View File
@@ -67,7 +67,7 @@
else
return ..()
/obj/item/shard/Crossed(AM as mob|obj)
/obj/item/shard/Crossed(AM as mob|obj, oldloc)
if(isliving(AM))
var/mob/living/M = AM
if(M.incorporeal_move || M.flying || M.throwing)//you are incorporal or flying or being thrown ..no shard stepping!
@@ -398,7 +398,7 @@
new /obj/item/gun/projectile/automatic/shotgun/bulldog(src)
new /obj/item/ammo_box/magazine/m12g(src)
new /obj/item/ammo_box/magazine/m12g(src)
new /obj/item/clothing/glasses/thermal/syndi(src)
new /obj/item/clothing/glasses/chameleon/thermal(src)
/obj/item/storage/backpack/duffel/syndie/med/medicalbundle
desc = "A large duffel bag containing a tactical medkit, a Donksoft machine gun and a big jumbo box of riot darts."
@@ -254,10 +254,21 @@
var/applying_meds = FALSE //To Prevent spam clicking and generating runtimes from apply a deleting pill multiple times.
var/rapid_intake_message = "unscrews the cap on the pill bottle and begins dumping the entire contents down their throat!"
var/rapid_post_instake_message = "downs the entire bottle of pills in one go!"
var/allow_wrap = TRUE
var/wrapper_color = null
/obj/item/storage/pill_bottle/New()
..()
base_name = name
if(allow_wrap)
apply_wrap()
/obj/item/storage/pill_bottle/proc/apply_wrap()
if(wrapper_color)
overlays.Cut()
var/image/I = image(icon, "pillbottle_wrap")
I.color = wrapper_color
overlays += I
/obj/item/storage/pill_bottle/attack(mob/M, mob/user)
if(iscarbon(M) && contents.len)
@@ -274,6 +285,9 @@
else
return ..()
/obj/item/storage/pill_bottle/ert
wrapper_color = COLOR_MAROON
/obj/item/storage/pill_bottle/ert/New()
..()
new /obj/item/reagent_containers/food/pill/salicylic(src)
@@ -319,15 +333,18 @@
/obj/item/storage/pill_bottle/patch_pack
name = "Patch Pack"
desc = "It's a container for storing medical patches."
icon_state = "patch_pack"
can_hold = list(/obj/item/reagent_containers/food/pill/patch)
cant_hold = list()
rapid_intake_message = "flips the lid of the Patch Pack open and begins rapidly stamping patches on themselves!"
rapid_post_instake_message = "stamps the entire contents of the Patch Pack all over their entire body!"
allow_wrap = FALSE
/obj/item/storage/pill_bottle/charcoal
name = "Pill bottle (Charcoal)"
desc = "Contains pills used to counter toxins."
wrapper_color = COLOR_GREEN
New()
..()
@@ -342,6 +359,7 @@
/obj/item/storage/pill_bottle/painkillers
name = "Pill Bottle (Salicylic Acid)"
desc = "Contains various pills for minor pain relief."
wrapper_color = COLOR_RED
/obj/item/storage/pill_bottle/painkillers/New()
..()
@@ -354,8 +372,11 @@
new /obj/item/reagent_containers/food/pill/salicylic(src)
new /obj/item/reagent_containers/food/pill/salicylic(src)
/obj/item/storage/pill_bottle/fakedeath
allow_wrap = FALSE
/obj/item/storage/pill_bottle/fakedeath/New()
..()
new /obj/item/reagent_containers/food/pill/fakedeath(src)
new /obj/item/reagent_containers/food/pill/fakedeath(src)
new /obj/item/reagent_containers/food/pill/fakedeath(src)
new /obj/item/reagent_containers/food/pill/fakedeath(src)
@@ -116,15 +116,10 @@
/obj/item/storage/lockbox/medal/New()
..()
new /obj/item/clothing/accessory/medal/gold/heroism(src)
new /obj/item/clothing/accessory/medal/silver/security(src)
new /obj/item/clothing/accessory/medal/silver/valor(src)
new /obj/item/clothing/accessory/medal/nobel_science(src)
new /obj/item/clothing/accessory/medal/bronze_heart(src)
new /obj/item/clothing/accessory/medal/conduct(src)
new /obj/item/clothing/accessory/medal/conduct(src)
new /obj/item/clothing/accessory/medal/conduct(src)
new /obj/item/clothing/accessory/medal/gold/captain(src)
new /obj/item/clothing/accessory/medal/silver/leadership(src)
new /obj/item/clothing/accessory/medal/silver/valor(src)
new /obj/item/clothing/accessory/medal/heart(src)
/obj/item/storage/lockbox/t4
name = "lockbox (T4)"
@@ -20,7 +20,7 @@
if("thief") // 40TC
new /obj/item/gun/energy/kinetic_accelerator/crossbow(src) // 12TC
new /obj/item/chameleon(src) // 8TC
new /obj/item/clothing/glasses/thermal/syndi(src) // 6TC
new /obj/item/clothing/glasses/chameleon/thermal(src) // 6TC
new /obj/item/clothing/gloves/color/black/thief(src) // 6TC
new /obj/item/card/id/syndicate(src) // 2TC
new /obj/item/clothing/shoes/chameleon/noslip(src) // 2TC
@@ -108,7 +108,7 @@
new /obj/item/gun/projectile/automatic/sniper_rifle/syndicate/penetrator(src) // 16TC
new /obj/item/ammo_box/magazine/sniper_rounds/penetrator(src) // 5TC
new /obj/item/ammo_box/magazine/sniper_rounds/soporific(src) // 3TC
new /obj/item/clothing/glasses/thermal/syndi/sunglasses(src) // 6TC
new /obj/item/clothing/glasses/chameleon/thermal(src) // 6TC
new /obj/item/clothing/gloves/combat(src) // 0 TC
new /obj/item/clothing/under/suit_jacket/really_black(src) // 0 TC
new /obj/item/clothing/suit/storage/lawyer/blackjacket/armored(src) // 0TC
+6 -1
View File
@@ -28,12 +28,15 @@
var/force_wielded = 0
var/wieldsound = null
var/unwieldsound = null
var/sharp_when_wielded = FALSE
/obj/item/twohanded/proc/unwield(mob/living/carbon/user)
if(!wielded || !user)
return
wielded = FALSE
force = force_unwielded
if(sharp_when_wielded)
sharp = FALSE
var/sf = findtext(name," (Wielded)")
if(sf)
name = copytext(name, 1, sf)
@@ -66,6 +69,8 @@
return
wielded = TRUE
force = force_wielded
if(sharp_when_wielded)
sharp = TRUE
name = "[name] (Wielded)"
update_icon()
if(user)
@@ -224,7 +229,7 @@
origin_tech = "magnets=4;syndicate=5"
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 75
sharp = TRUE
sharp_when_wielded = TRUE // only sharp when wielded
light_power = 2
var/brightness_on = 2
var/colormap = list(red=LIGHT_COLOR_RED, blue=LIGHT_COLOR_LIGHTBLUE, green=LIGHT_COLOR_GREEN, purple=LIGHT_COLOR_PURPLE, rainbow=LIGHT_COLOR_WHITE)
+10 -2
View File
@@ -235,14 +235,22 @@
var/status = GROWING //can be GROWING, GROWN or BURST; all mutually exclusive
layer = MOB_LAYER
/obj/structure/alien/egg/grown
status = GROWN
icon_state = "egg"
/obj/structure/alien/egg/burst
status = BURST
icon_state = "egg_hatched"
/obj/structure/alien/egg/New()
new /obj/item/clothing/mask/facehugger(src)
..()
spawn(rand(MIN_GROWTH_TIME, MAX_GROWTH_TIME))
Grow()
if(status == BURST)
obj_integrity = integrity_failure
else if(status != GROWN)
spawn(rand(MIN_GROWTH_TIME, MAX_GROWTH_TIME))
Grow()
/obj/structure/alien/egg/attack_alien(mob/living/carbon/alien/user)
return attack_hand(user)
@@ -452,7 +452,7 @@
icon_closed = transparent ? "bluespacetrans" : "bluespace"
icon_state = opened ? icon_opened : icon_closed
/obj/structure/closet/bluespace/Crossed(atom/movable/AM)
/obj/structure/closet/bluespace/Crossed(atom/movable/AM, oldloc)
if(AM.density)
icon_state = opened ? "bluespaceopentrans" : "bluespacetrans"
@@ -38,6 +38,7 @@
new /obj/item/rpd(src)
new /obj/item/reagent_containers/food/drinks/mug/ce(src)
new /obj/item/organ/internal/cyberimp/eyes/meson(src)
new /obj/item/clothing/accessory/medal/engineering(src)
/obj/structure/closet/secure_closet/engineering_electrical
@@ -110,6 +110,7 @@
/obj/item/storage/pill_bottle/psychiatrist
name = "psychiatrist's pill bottle"
desc = "Contains various pills to calm or sedate patients."
wrapper_color = COLOR_PALE_BTL_GREEN
/obj/item/storage/pill_bottle/psychiatrist/New()
..()
@@ -193,6 +194,7 @@
new /obj/item/organ/internal/cyberimp/eyes/hud/medical(src)
new /obj/item/door_remote/chief_medical_officer(src)
new /obj/item/reagent_containers/food/drinks/mug/cmo(src)
new /obj/item/clothing/accessory/medal/medical(src)
/obj/structure/closet/secure_closet/animal
@@ -77,7 +77,7 @@
new /obj/item/door_remote/research_director(src)
new /obj/item/reagent_containers/food/drinks/mug/rd(src)
new /obj/item/organ/internal/cyberimp/eyes/hud/diagnostic(src)
new /obj/item/clothing/accessory/medal/science(src)
/obj/structure/closet/secure_closet/research_reagents
name = "research chemical storage closet"
@@ -60,7 +60,7 @@
new /obj/item/clothing/accessory/petcollar(src)
new /obj/item/door_remote/civillian(src)
new /obj/item/reagent_containers/food/drinks/mug/hop(src)
new /obj/item/clothing/accessory/medal/service(src)
/obj/structure/closet/secure_closet/hop2
name = "head of personnel's attire"
@@ -128,7 +128,7 @@
new /obj/item/door_remote/head_of_security(src)
new /obj/item/reagent_containers/food/drinks/mug/hos(src)
new /obj/item/organ/internal/cyberimp/eyes/hud/security(src)
new /obj/item/clothing/accessory/medal/security(src)
/obj/structure/closet/secure_closet/warden
name = "warden's locker"
@@ -464,4 +464,5 @@
new /obj/item/clothing/head/powdered_wig(src)
new /obj/item/gavelblock(src)
new /obj/item/gavelhammer(src)
new /obj/item/clothing/head/justice_wig(src)
new /obj/item/clothing/head/justice_wig(src)
new /obj/item/clothing/accessory/medal/legal(src)
@@ -226,6 +226,7 @@
door = new airlock_type(loc)
door.setDir(dir)
door.electronics = electronics
door.unres_sides = electronics.unres_sides
door.heat_proof = heat_proof_finished
if(electronics.one_access)
door.req_access = null
+71 -45
View File
@@ -9,19 +9,26 @@
/obj/structure/falsewall
name = "wall"
desc = "A huge chunk of metal used to seperate rooms."
anchored = 1
anchored = TRUE
icon = 'icons/turf/walls/wall.dmi'
icon_state = "wall"
var/mineral = "metal"
var/walltype = "metal"
var/opening = 0
density = 1
opacity = 1
var/mineral = /obj/item/stack/sheet/metal
var/mineral_amount = 2
var/walltype = /turf/simulated/wall
var/girder_type = /obj/structure/girder/displaced
var/opening = FALSE
density = TRUE
opacity = TRUE
can_deconstruct = TRUE
canSmoothWith = list(
/turf/simulated/wall,
/turf/simulated/wall/r_wall,
/obj/structure/falsewall,
/obj/structure/falsewall/brass,
/obj/structure/falsewall/reinforced, // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS. //because we do smooth with real r-walls now
/turf/simulated/wall/rust,
/turf/simulated/wall/r_wall/rust)
@@ -31,6 +38,10 @@
..()
air_update_turf(1)
/obj/structure/falsewall/ratvar_act()
new /obj/structure/falsewall/brass(loc)
qdel(src)
/obj/structure/falsewall/Destroy()
density = 0
air_update_turf(1)
@@ -124,18 +135,11 @@
/obj/structure/falsewall/proc/dismantle(mob/user)
user.visible_message("<span class='notice'>[user] dismantles the false wall.</span>", "<span class='warning'>You dismantle the false wall.</span>")
new /obj/structure/girder/displaced(loc)
if(mineral == "metal")
if(istype(src, /obj/structure/falsewall/reinforced))
new /obj/item/stack/sheet/plasteel(loc, 2)
else
new /obj/item/stack/sheet/metal(loc, 2)
else if(mineral == "wood")
new/obj/item/stack/sheet/wood(loc, 2)
else
var/P = text2path("/obj/item/stack/sheet/mineral/[mineral]")
new P(loc)
new P(loc)
if(can_deconstruct)
new girder_type(loc)
if(mineral_amount)
for(var/i in 1 to mineral_amount)
new mineral(loc)
playsound(src, 'sound/items/welder.ogg', 100, 1)
qdel(src)
@@ -148,7 +152,8 @@
desc = "A huge chunk of reinforced metal used to seperate rooms."
icon = 'icons/turf/walls/reinforced_wall.dmi'
icon_state = "r_wall"
walltype = "rwall"
walltype = /turf/simulated/wall/r_wall
mineral = /obj/item/stack/sheet/plasteel
/obj/structure/falsewall/reinforced/ChangeToWall(delete = 1)
var/turf/T = get_turf(src)
@@ -166,8 +171,8 @@
desc = "A wall with uranium plating. This is probably a bad idea."
icon = 'icons/turf/walls/uranium_wall.dmi'
icon_state = "uranium"
mineral = "uranium"
walltype = "uranium"
mineral = /obj/item/stack/sheet/mineral/uranium
walltype = /turf/simulated/wall/mineral/uranium
var/active = null
var/last_event = 0
canSmoothWith = list(/obj/structure/falsewall/uranium, /turf/simulated/wall/mineral/uranium)
@@ -201,8 +206,8 @@
desc = "A wall with gold plating. Swag!"
icon = 'icons/turf/walls/gold_wall.dmi'
icon_state = "gold"
mineral = "gold"
walltype = "gold"
mineral = /obj/item/stack/sheet/mineral/gold
walltype = /turf/simulated/wall/mineral/gold
canSmoothWith = list(/obj/structure/falsewall/gold, /turf/simulated/wall/mineral/gold)
/obj/structure/falsewall/silver
@@ -210,8 +215,8 @@
desc = "A wall with silver plating. Shiny."
icon = 'icons/turf/walls/silver_wall.dmi'
icon_state = "silver"
mineral = "silver"
walltype = "silver"
mineral = /obj/item/stack/sheet/mineral/silver
walltype = /turf/simulated/wall/mineral/silver
canSmoothWith = list(/obj/structure/falsewall/silver, /turf/simulated/wall/mineral/silver)
/obj/structure/falsewall/diamond
@@ -219,8 +224,8 @@
desc = "A wall with diamond plating. You monster."
icon = 'icons/turf/walls/diamond_wall.dmi'
icon_state = "diamond"
mineral = "diamond"
walltype = "diamond"
mineral = /obj/item/stack/sheet/mineral/diamond
walltype = /turf/simulated/wall/mineral/diamond
canSmoothWith = list(/obj/structure/falsewall/diamond, /turf/simulated/wall/mineral/diamond)
@@ -229,18 +234,18 @@
desc = "A wall with plasma plating. This is definately a bad idea."
icon = 'icons/turf/walls/plasma_wall.dmi'
icon_state = "plasma"
mineral = "plasma"
walltype = "plasma"
mineral = /obj/item/stack/sheet/mineral/plasma
walltype = /turf/simulated/wall/mineral/plasma
canSmoothWith = list(/obj/structure/falsewall/plasma, /turf/simulated/wall/mineral/plasma, /turf/simulated/wall/mineral/alien)
/obj/structure/falsewall/plasma/attackby(obj/item/W, mob/user, params)
if(is_hot(W) > 300)
message_admins("Plasma falsewall ignited by [key_name_admin(user)] in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Plasma falsewall ignited by [key_name(user)] in ([x],[y],[z])")
message_admins("Plasma falsewall ignited by [key_name_admin(user)] in [ADMIN_VERBOSEJMP(T)]")
log_game("Plasma falsewall ignited by [key_name(user)] in [AREACOORD(T)]")
investigate_log("was <font color='red'><b>ignited</b></font> by [key_name(user)]","atmos")
burnbabyburn()
return
..()
else
return ..()
/obj/structure/falsewall/plasma/proc/burnbabyburn(user)
playsound(src, 'sound/items/welder.ogg', 100, 1)
@@ -258,8 +263,8 @@
desc = "A strange-looking alien wall."
icon = 'icons/turf/walls/plasma_wall.dmi'
icon_state = "plasma"
mineral = "alien"
walltype = "alien"
mineral = /obj/item/stack/sheet/mineral/abductor
walltype = /turf/simulated/wall/mineral/abductor
canSmoothWith = list(/obj/structure/falsewall/alien, /turf/simulated/wall/mineral/alien)
@@ -268,16 +273,16 @@
desc = "A wall with bananium plating. Honk!"
icon = 'icons/turf/walls/bananium_wall.dmi'
icon_state = "bananium"
mineral = "clown"
walltype = "clown"
mineral = /obj/item/stack/sheet/mineral/bananium
walltype = /turf/simulated/wall/mineral/bananium
canSmoothWith = list(/obj/structure/falsewall/bananium, /turf/simulated/wall/mineral/bananium)
/obj/structure/falsewall/sandstone
name = "sandstone wall"
desc = "A wall with sandstone plating."
icon_state = "sandstone"
mineral = "sandstone"
walltype = "sandstone"
mineral = /obj/item/stack/sheet/mineral/sandstone
walltype = /turf/simulated/wall/mineral/sandstone
canSmoothWith = list(/obj/structure/falsewall/sandstone, /turf/simulated/wall/mineral/sandstone)
/obj/structure/falsewall/wood
@@ -285,8 +290,8 @@
desc = "A wall with wooden plating. Stiff."
icon = 'icons/turf/walls/wood_wall.dmi'
icon_state = "wood"
mineral = "wood"
walltype = "wood"
mineral = /obj/item/stack/sheet/wood
walltype = /turf/simulated/wall/mineral/wood
canSmoothWith = list(/obj/structure/falsewall/wood, /turf/simulated/wall/mineral/wood)
/obj/structure/falsewall/iron
@@ -294,8 +299,9 @@
desc = "A wall with rough metal plating."
icon = 'icons/turf/walls/iron_wall.dmi'
icon_state = "iron"
mineral = "metal"
walltype = "iron"
mineral = /obj/item/stack/rods
mineral_amount = 5
walltype = /turf/simulated/wall/mineral/iron
canSmoothWith = list(/obj/structure/falsewall/iron, /turf/simulated/wall/mineral/iron)
/obj/structure/falsewall/abductor
@@ -303,8 +309,8 @@
desc = "A wall with alien alloy plating."
icon = 'icons/turf/walls/abductor_wall.dmi'
icon_state = "abductor"
mineral = "abductor"
walltype = "abductor"
mineral = /obj/item/stack/sheet/mineral/abductor
walltype = /turf/simulated/wall/mineral/abductor
canSmoothWith = list(/obj/structure/falsewall/abductor, /turf/simulated/wall/mineral/abductor)
/obj/structure/falsewall/titanium
@@ -324,3 +330,23 @@
walltype = /turf/simulated/wall/mineral/plastitanium
smooth = SMOOTH_MORE
canSmoothWith = list(/turf/simulated/wall/mineral/plastitanium, /obj/machinery/door/airlock/shuttle, /obj/machinery/door/airlock, /obj/structure/window/full/shuttle, /obj/structure/shuttle/engine/heater)
/obj/structure/falsewall/brass
name = "clockwork wall"
desc = "A huge chunk of warm metal. The clanging of machinery emanates from within."
icon = 'icons/turf/walls/clockwork_wall.dmi'
icon_state = "clockwork_wall"
resistance_flags = FIRE_PROOF
unacidable = TRUE
mineral_amount = 1
canSmoothWith = list(/obj/effect/clockwork/overlay/wall, /obj/structure/falsewall/brass)
girder_type = /obj/structure/clockwork/wall_gear/displaced
walltype = /turf/simulated/wall/clockwork
mineral = /obj/item/stack/tile/brass
/obj/structure/falsewall/brass/New(loc)
..()
var/turf/T = get_turf(src)
new /obj/effect/temp_visual/ratvar/wall/false(T)
new /obj/effect/temp_visual/ratvar/beam/falsewall(T)
+16
View File
@@ -63,3 +63,19 @@
/obj/structure/fluff/drake_statue/falling //A variety of statue in disrepair; parts are broken off and a gemstone is missing
desc = "A towering basalt sculpture of a drake. Cracks run down its surface and parts of it have fallen off."
icon_state = "drake_statue_falling"
/obj/structure/fluff/divine
name = "Miracle"
icon = 'icons/obj/hand_of_god_structures.dmi'
anchored = TRUE
density = TRUE
/obj/structure/fluff/divine/nexus
name = "nexus"
desc = "It anchors a deity to this world. It radiates an unusual aura. It looks well protected from explosive shock."
icon_state = "nexus"
/obj/structure/fluff/divine/conduit
name = "conduit"
desc = "It allows a deity to extend their reach. Their powers are just as potent near a conduit as a nexus."
icon_state = "conduit"
+49
View File
@@ -32,6 +32,8 @@
if(resistance_flags & INDESTRUCTIBLE)
return
if(istype(C, /obj/item/wirecutters))
var/obj/item/wirecutters/W = C
playsound(loc, W.usesound, 50, 1)
to_chat(user, "<span class='notice'>Slicing [name] joints...</span>")
deconstruct()
else
@@ -58,6 +60,26 @@
if(current_size >= STAGE_FOUR)
qdel(src)
/obj/structure/lattice/clockwork
name = "cog lattice"
desc = "A lightweight support lattice. These hold the Justicar's station together."
icon = 'icons/obj/smooth_structures/lattice_clockwork.dmi'
/obj/structure/lattice/clockwork/Initialize(mapload)
. = ..()
ratvar_act()
/obj/structure/lattice/clockwork/ratvar_act()
if((x + y) % 2 != 0)
icon = 'icons/obj/smooth_structures/lattice_clockwork_large.dmi'
pixel_x = -9
pixel_y = -9
else
icon = 'icons/obj/smooth_structures/lattice_clockwork.dmi'
pixel_x = 0
pixel_y = 0
return TRUE
/obj/structure/lattice/catwalk
name = "catwalk"
desc = "A catwalk for easier EVA maneuvering and cable placement."
@@ -81,3 +103,30 @@
for(var/obj/structure/cable/C in T)
C.deconstruct()
..()
/obj/structure/lattice/catwalk/clockwork
name = "clockwork catwalk"
icon = 'icons/obj/smooth_structures/catwalk_clockwork.dmi'
canSmoothWith = list(/obj/structure/lattice,
/turf/simulated/floor,
/turf/simulated/wall,
/obj/structure/falsewall)
smooth = SMOOTH_MORE
/obj/structure/lattice/catwalk/clockwork/Initialize(mapload)
. = ..()
ratvar_act()
if(!mapload)
new /obj/effect/temp_visual/ratvar/floor/catwalk(loc)
new /obj/effect/temp_visual/ratvar/beam/catwalk(loc)
/obj/structure/lattice/catwalk/clockwork/ratvar_act()
if((x + y) % 2 != 0)
icon = 'icons/obj/smooth_structures/catwalk_clockwork_large.dmi'
pixel_x = -9
pixel_y = -9
else
icon = 'icons/obj/smooth_structures/catwalk_clockwork.dmi'
pixel_x = 0
pixel_y = 0
return TRUE
+24 -12
View File
@@ -6,7 +6,6 @@
icon_state = "mirror"
density = 0
anchored = 1
var/shattered = 0
var/list/ui_users = list()
/obj/structure/mirror/New(turf/T, newdir = SOUTH, building = FALSE)
@@ -23,7 +22,7 @@
pixel_x = 32
/obj/structure/mirror/attack_hand(mob/user)
if(shattered)
if(broken)
return
if(ishuman(user))
@@ -36,9 +35,9 @@
AC.ui_interact(user)
/obj/structure/mirror/proc/shatter()
if(shattered)
if(broken)
return
shattered = 1
broken = TRUE
icon_state = "mirror_broke"
playsound(src, "shatter", 70, 1)
desc = "Oh no, seven years of bad luck!"
@@ -46,7 +45,7 @@
/obj/structure/mirror/bullet_act(obj/item/projectile/Proj)
if(prob(Proj.damage * 2))
if(!shattered)
if(!broken)
shatter()
else
playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
@@ -58,7 +57,7 @@
if(isscrewdriver(I))
user.visible_message("<span class='notice'>[user] begins to unfasten [src].</span>", "<span class='notice'>You begin to unfasten [src].</span>")
if(do_after(user, 30 * I.toolspeed, target = src))
if(shattered)
if(broken)
user.visible_message("<span class='notice'>[user] drops the broken shards to the floor.</span>", "<span class='notice'>You drop the broken shards on the floor.</span>")
new /obj/item/shard(get_turf(user))
else
@@ -68,7 +67,7 @@
return
user.do_attack_animation(src)
if(shattered)
if(broken)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
return
@@ -85,7 +84,7 @@
if(islarva(user))
return
user.do_attack_animation(src)
if(shattered)
if(broken)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
return
user.visible_message("<span class='danger'>[user] smashes [src]!</span>")
@@ -100,7 +99,7 @@
if(M.melee_damage_upper <= 0)
return
M.do_attack_animation(src)
if(shattered)
if(broken)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
return
user.visible_message("<span class='danger'>[user] smashes [src]!</span>")
@@ -113,7 +112,7 @@
if(!S.is_adult)
return
user.do_attack_animation(src)
if(shattered)
if(broken)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
return
user.visible_message("<span class='danger'>[user] smashes [src]!</span>")
@@ -136,7 +135,7 @@
icon_state = "magic_mirror"
/obj/structure/mirror/magic/attack_hand(mob/user)
if(!ishuman(user))
if(!ishuman(user) || broken)
return
var/mob/living/carbon/human/H = user
@@ -154,6 +153,9 @@
H.dna.real_name = newname
if(H.mind)
H.mind.name = newname
if(newname)
curse(user)
if("Body")
var/list/race_list = list("Human", "Tajaran", "Skrell", "Unathi", "Diona", "Vulpkanin")
@@ -172,6 +174,7 @@
AC.whitelist = race_list
ui_users[user] = AC
AC.ui_interact(user)
if("Voice")
var/voice_choice = input(user, "Perhaps...", "Voice effects") as null|anything in list("Comic Sans", "Wingdings", "Swedish", "Chav")
var/voice_mutation
@@ -192,8 +195,17 @@
H.dna.SetSEState(voice_mutation, TRUE)
genemutcheck(H, voice_mutation, null, MUTCHK_FORCED)
if(voice_choice)
curse(user)
/obj/structure/mirror/magic/on_ui_close(mob/user)
curse(user)
/obj/structure/mirror/magic/attackby(obj/item/I, mob/living/user, params)
return
/obj/structure/mirror/magic/shatter()
return //can't be broken. it's magic, i ain't gotta explain shit
return //can't be broken. it's magic, i ain't gotta explain shit
/obj/structure/mirror/magic/proc/curse(mob/living/user)
return
@@ -28,6 +28,11 @@
W.setDir(dir)
qdel(src)
/obj/structure/chair/ratvar_act()
var/obj/structure/chair/brass/B = new(get_turf(src))
B.setDir(dir)
qdel(src)
/obj/structure/chair/Move(atom/newloc, direct)
..()
handle_rotation()
@@ -59,6 +64,12 @@
if(usr.incapacitated())
to_chat(usr, "<span class='warning'>You can't do that right now!</span>")
return
if(!usr.has_right_hand() && !usr.has_left_hand())
to_chat(usr, "<span class='warning'>You try to grab the chair, but you are missing both of your hands!</span>")
return
if(usr.get_active_hand() && usr.get_inactive_hand())
to_chat(usr, "<span class='warning'>You try to grab the chair, but your hands are already full!</span>")
return
if(!ishuman(usr))
return
usr.visible_message("<span class='notice'>[usr] grabs \the [src.name].</span>", "<span class='notice'>You grab \the [src.name].</span>")
@@ -146,35 +157,38 @@
name = "comfy chair"
desc = "It looks comfy."
icon_state = "comfychair"
color = rgb(255,255,255)
color = rgb(255, 255, 255)
burn_state = FLAMMABLE
burntime = 30
buildstackamount = 2
item_chair = null
var/image/armrest = null
/obj/structure/chair/comfy/New()
armrest = image("icons/obj/chairs.dmi", "comfychair_armrest")
/obj/structure/chair/comfy/Initialize(mapload)
armrest = GetArmrest()
armrest.layer = ABOVE_MOB_LAYER
return ..()
/obj/structure/chair/comfy/proc/GetArmrest()
return mutable_appearance('icons/obj/chairs.dmi', "comfychair_armrest")
/obj/structure/chair/comfy/Destroy()
QDEL_NULL(armrest)
return ..()
/obj/structure/chair/comfy/post_buckle_mob(mob/living/M)
..()
if(buckled_mob)
overlays += armrest
else
overlays -= armrest
. = ..()
update_armrest()
/obj/structure/chair/comfy/post_unbuckle_mob(mob/living/M)
..()
if(buckled_mob)
overlays -= armrest
. = ..()
update_armrest()
/obj/structure/chair/comfy/proc/update_armrest()
if(has_buckled_mobs())
add_overlay(armrest)
else
overlays += armrest
cut_overlay(armrest)
/obj/structure/chair/comfy/brown
color = rgb(141,70,0)
@@ -209,6 +223,14 @@
item_chair = null
buildstackamount = 5
/obj/structure/chair/comfy/shuttle
name = "shuttle seat"
desc = "A comfortable, secure seat. It has a more sturdy looking buckling system, for smoother flights."
icon_state = "shuttle_chair"
/obj/structure/chair/comfy/shuttle/GetArmrest()
return mutable_appearance('icons/obj/chairs.dmi', "shuttle_chair_armrest")
/obj/structure/chair/office/Bump(atom/A)
..()
if(!buckled_mob)
@@ -416,3 +438,41 @@
desc = "You sit in this. Either by will or force. Looks REALLY uncomfortable."
icon_state = "chairold"
item_chair = null
// Brass chair
/obj/structure/chair/brass
name = "brass chair"
desc = "A spinny chair made of brass. It looks uncomfortable."
icon_state = "brass_chair"
max_integrity = 150
buildstacktype = /obj/item/stack/tile/brass
buildstackamount = 1
item_chair = null
var/turns = 0
/obj/structure/chair/brass/Destroy()
STOP_PROCESSING(SSfastprocess, src)
. = ..()
/obj/structure/chair/brass/process()
setDir(turn(dir,-90))
playsound(src, 'sound/effects/servostep.ogg', 50, FALSE)
turns++
if(turns >= 8)
STOP_PROCESSING(SSfastprocess, src)
/obj/structure/chair/brass/ratvar_act()
return
/obj/structure/chair/brass/AltClick(mob/living/user)
turns = 0
if(!istype(user) || user.incapacitated() || !in_range(src, user))
return
if(!isprocessing)
user.visible_message("<span class='notice'>[user] spins [src] around, and Ratvarian technology keeps it spinning FOREVER.</span>", \
"<span class='notice'>Automated spinny chairs. The pinnacle of Ratvarian technology.</span>")
START_PROCESSING(SSfastprocess, src)
else
user.visible_message("<span class='notice'>[user] stops [src]'s uncontrollable spinning.</span>", \
"<span class='notice'>You grab [src] and stop its wild spinning.</span>")
STOP_PROCESSING(SSfastprocess, src)
+1 -1
View File
@@ -377,7 +377,7 @@
qdel(i)
. = ..()
/obj/structure/table/glass/Crossed(atom/movable/AM)
/obj/structure/table/glass/Crossed(atom/movable/AM, oldloc)
. = ..()
if(!can_deconstruct)
return
+1 -1
View File
@@ -363,7 +363,7 @@
qdel(mymist)
ismist = 0
/obj/machinery/shower/Crossed(atom/movable/O)
/obj/machinery/shower/Crossed(atom/movable/O, oldloc)
..()
wash(O)
if(ismob(O))
+37 -7
View File
@@ -111,18 +111,35 @@
/turf/simulated/floor/clockwork
name = "clockwork floor"
desc = "Tightly-pressed brass tiles. They emit minute vibration."
icon_state = "clockwork_floor"
icon_state = "plating"
baseturf = /turf/simulated/floor/clockwork
var/dropped_brass
var/uses_overlay = TRUE
var/obj/effect/clockwork/overlay/floor/realappearence
/turf/simulated/floor/clockwork/New()
..()
new /obj/effect/temp_visual/ratvar/floor(src)
new /obj/effect/temp_visual/ratvar/beam(src)
/turf/simulated/floor/clockwork/Initialize(mapload)
. = ..()
if(uses_overlay)
new /obj/effect/temp_visual/ratvar/floor(src)
new /obj/effect/temp_visual/ratvar/beam(src)
realappearence = new /obj/effect/clockwork/overlay/floor(src)
realappearence.linked = src
/turf/simulated/floor/clockwork/Destroy()
if(uses_overlay && realappearence)
QDEL_NULL(realappearence)
return ..()
/turf/simulated/floor/clockwork/ReplaceWithLattice()
. = ..()
for(var/obj/structure/lattice/L in src)
L.ratvar_act()
/turf/simulated/floor/clockwork/attackby(obj/item/I, mob/living/user, params)
if(iscrowbar(I))
user.visible_message("<span class='notice'>[user] begins slowly prying up [src]...</span>", "<span class='notice'>You begin painstakingly prying up [src]...</span>")
playsound(src, I.usesound, 20, 1)
if(!do_after(user, 70*I.toolspeed, target = src))
if(!do_after(user, 70 * I.toolspeed, target = src))
return 0
user.visible_message("<span class='notice'>[user] pries up [src]!</span>", "<span class='notice'>You pry up [src]!</span>")
playsound(src, I.usesound, 80, 1)
@@ -131,7 +148,11 @@
return ..()
/turf/simulated/floor/clockwork/make_plating()
new /obj/item/stack/tile/brass(src)
if(!dropped_brass)
new /obj/item/stack/tile/brass(src)
dropped_brass = TRUE
if(baseturf == type)
return
return ..()
/turf/simulated/floor/clockwork/narsie_act()
@@ -140,3 +161,12 @@
var/previouscolor = color
color = "#960000"
animate(src, color = previouscolor, time = 8)
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 8)
/turf/simulated/floor/clockwork/reebe
name = "cogplate"
desc = "Warm brass plating. You can feel it gently vibrating, as if machinery is on the other side."
icon_state = "reebe"
baseturf = /turf/simulated/floor/clockwork/reebe
uses_overlay = FALSE
planetary_atmos = TRUE
@@ -17,6 +17,14 @@
icon_plating = icon_state
update_icon()
/turf/simulated/floor/plating/damaged/New()
..()
break_tile()
/turf/simulated/floor/plating/burnt/New()
..()
burn_tile()
/turf/simulated/floor/plating/update_icon()
if(!..())
return
+2 -1
View File
@@ -22,6 +22,7 @@
heat_capacity = 312500 //a little over 5 cm thick , 312500 for 1 m by 2.5 m by 0.25 m plasteel wall
var/hardness = 40 //lower numbers are harder. Used to determine the probability of a hulk smashing through.
var/slicing_duration = 100
var/engraving //engraving on the wall
var/engraving_quality
@@ -340,7 +341,7 @@
to_chat(user, "<span class='notice'>You begin slicing through the outer plating.</span>")
playsound(src, WT.usesound, 100, 1)
if(do_after(user, 100 * WT.toolspeed, target = src) && WT && WT.isOn())
if(do_after(user, slicing_duration * WT.toolspeed, target = src) && WT && WT.isOn())
to_chat(user, "<span class='notice'>You remove the outer plating.</span>")
dismantle_wall()
else
@@ -69,4 +69,8 @@
desc = "A wall made out of smooth, cold stone."
icon = 'icons/turf/walls/hierophant_wall.dmi'
icon_state = "hierophant"
smooth = SMOOTH_TRUE
smooth = SMOOTH_TRUE
/turf/simulated/wall/indestructible/uranium
icon = 'icons/turf/walls/uranium_wall.dmi'
icon_state = "uranium"
+97
View File
@@ -50,3 +50,100 @@
desc = "A huge chunk of reinforced metal used to seperate rooms. It seems to have additional plating to protect against heat."
icon = 'icons/turf/walls/coated_reinforced_wall.dmi'
max_temperature = INFINITY
//Clockwork walls
/turf/simulated/wall/clockwork
name = "clockwork wall"
desc = "A huge chunk of warm metal. The clanging of machinery emanates from within."
explosion_block = 2
hardness = 10
slicing_duration = 80
sheet_type = /obj/item/stack/tile/brass
sheet_amount = 1
girder_type = /obj/structure/clockwork/wall_gear
baseturf = /turf/simulated/floor/clockwork/reebe
var/heated
var/obj/effect/clockwork/overlay/wall/realappearance
/turf/simulated/wall/clockwork/Initialize()
. = ..()
new /obj/effect/temp_visual/ratvar/wall(src)
new /obj/effect/temp_visual/ratvar/beam(src)
realappearance = new /obj/effect/clockwork/overlay/wall(src)
realappearance.linked = src
/turf/simulated/wall/clockwork/Destroy()
if(realappearance)
qdel(realappearance)
realappearance = null
return ..()
/turf/simulated/wall/clockwork/ReplaceWithLattice()
..()
for(var/obj/structure/lattice/L in src)
L.ratvar_act()
/turf/simulated/wall/clockwork/narsie_act()
..()
if(istype(src, /turf/simulated/wall/clockwork)) //if we haven't changed type
var/previouscolor = color
color = "#960000"
animate(src, color = previouscolor, time = 8)
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 8)
/turf/simulated/wall/clockwork/dismantle_wall(devastated=0, explode=0)
if(devastated)
devastate_wall()
ChangeTurf(baseturf)
else
playsound(src, 'sound/items/welder.ogg', 100, 1)
var/newgirder = break_wall()
if(newgirder) //maybe we want a gear!
transfer_fingerprints_to(newgirder)
ChangeTurf(baseturf)
for(var/obj/O in src) //Eject contents!
if(istype(O, /obj/structure/sign/poster))
var/obj/structure/sign/poster/P = O
P.roll_and_drop(src)
else
O.forceMove(src)
/turf/simulated/wall/clockwork/devastate_wall()
for(var/i in 1 to 2)
new/obj/item/clockwork/alloy_shards/large(src)
for(var/i in 1 to 2)
new/obj/item/clockwork/alloy_shards/medium(src)
for(var/i in 1 to 3)
new/obj/item/clockwork/alloy_shards/small(src)
/turf/simulated/wall/clockwork/attack_hulk(mob/living/user, does_attack_animation = 0)
..()
if(heated)
to_chat(user, "<span class='userdanger'>The wall is searing hot to the touch!</span>")
user.adjustFireLoss(5)
playsound(src, 'sound/machines/fryer/deep_fryer_emerge.ogg', 50, TRUE)
/turf/simulated/wall/clockwork/mech_melee_attack(obj/mecha/M)
..()
if(heated)
to_chat(M.occupant, "<span class='userdanger'>The wall's intense heat completely reflects your [M.name]'s attack!</span>")
M.take_damage(20, BURN)
/turf/simulated/wall/clockwork/proc/turn_up_the_heat()
if(!heated)
name = "superheated [name]"
visible_message("<span class='warning'>[src] sizzles with heat!</span>")
playsound(src, 'sound/machines/fryer/deep_fryer_emerge.ogg', 50, TRUE)
heated = TRUE
hardness = -100 //Lower numbers are tougher, so this makes the wall essentially impervious to smashing
slicing_duration = 150
animate(realappearance, color = "#FFC3C3", time = 5)
else
name = initial(name)
visible_message("<span class='notice'>[src] cools down.</span>")
heated = FALSE
hardness = initial(hardness)
slicing_duration = initial(slicing_duration)
animate(realappearance, color = initial(realappearance.color), time = 25)
+16
View File
@@ -229,3 +229,19 @@
setCloneLoss(100, FALSE)
updatehealth()
/mob/living/simple_animal/mouse/verb/suicide()
set hidden = 1
if(stat == DEAD)
to_chat(src, "You're already dead!")
return
if(suiciding)
to_chat(src, "You're already committing suicide! Be patient!")
return
var/confirm = alert("Are you sure you want to commit suicide?", "Confirm Suicide", "Yes", "No")
if(confirm == "Yes")
suiciding = TRUE
visible_message("<span class='danger'>[src] is playing dead permanently! It looks like [p_theyre()] trying to commit suicide.</span>")
adjustOxyLoss(max(100 - getBruteLoss(100), 0))