Revert "Revert "Saycode/language/species port from Bay""

This reverts commit d54579850c.

Conflicts:
	code/game/gamemodes/nuclear/nuclearbomb.dm
	code/game/objects/items/devices/radio/intercom.dm
	code/modules/mob/living/silicon/pai/pai.dm
This commit is contained in:
Markolie
2015-02-20 17:46:35 +01:00
parent f27b2dcd9b
commit d8d1670b68
109 changed files with 2955 additions and 2349 deletions
+7 -10
View File
@@ -161,19 +161,13 @@
<table class="request">
<tr>
<td class="radio">Transmit:</td>
<td><a href='byond://?src=\ref[src];wires=[WIRE_TRANSMIT]'>[(!radio.isWireCut(WIRE_TRANSMIT)) ? "<font color=#55FF55>En" : "<font color=#FF5555>Dis" ]abled</font></a>
<td><a href='byond://?src=\ref[src];wires=4'>[radio.broadcasting ? "<font color=#55FF55>En" : "<font color=#FF5555>Dis" ]abled</font></a>
</td>
</tr>
<tr>
<td class="radio">Receive:</td>
<td><a href='byond://?src=\ref[src];wires=[WIRE_RECEIVE]'>[(!radio.isWireCut(WIRE_RECEIVE)) ? "<font color=#55FF55>En" : "<font color=#FF5555>Dis" ]abled</font></a>
</td>
</tr>
<tr>
<td class="radio">Signal Pulser:</td>
<td><a href='byond://?src=\ref[src];wires=[WIRE_SIGNAL]'>[(!radio.isWireCut(WIRE_SIGNAL)) ? "<font color=#55FF55>En" : "<font color=#FF5555>Dis" ]abled</font></a>
<td><a href='byond://?src=\ref[src];wires=2'>[radio.listening ? "<font color=#55FF55>En" : "<font color=#FF5555>Dis" ]abled</font></a>
</td>
</tr>
@@ -265,8 +259,11 @@
removePersonality()
if(href_list["wires"])
var/t1 = text2num(href_list["wires"])
if(radio)
radio.wires.CutWireIndex(t1)
switch(t1)
if(4)
radio.ToggleBroadcast()
if(2)
radio.ToggleReception()
if(href_list["setlaws"])
var/newlaws = copytext(sanitize(input("Enter any additional directives you would like your pAI personality to follow. Note that these directives will not override the personality's allegiance to its imprinted master. Conflicting directives will be ignored.", "pAI Directive Configuration", pai.pai_laws) as message),1,MAX_MESSAGE_LEN)
if(newlaws)
@@ -127,7 +127,7 @@
/obj/item/device/radio/headset/heads/captain/alt
name = "\proper the captain's bowman headset"
desc = "The headset of the boss. Protects ears from flashbangs. \nChannels are as follows: :c - command, :s - security, :e - engineering, :u - supply, :v - service, :m - medical, :n - science."
desc = "The headset of the boss. Protects ears from flashbangs. \nChannels are as follows: :c - command, :s - security, :e - engineering, :u - supply, :zz - service, :m - medical, :n - science."
flags = EARBANGPROTECT
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
+226 -393
View File
@@ -1,8 +1,3 @@
var/GLOBAL_RADIO_TYPE = 1 // radio type to use
// 0 = old radios
// 1 = new radios (subspace technology)
/obj/item/device/radio
icon = 'icons/obj/radio.dmi'
name = "station bounced radio"
@@ -11,19 +6,18 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
item_state = "walkietalkie"
var/on = 1 // 0 for off
var/last_transmission
var/frequency = 1459 //common chat
var/frequency = PUB_FREQ //common chat
var/traitor_frequency = 0 //tune to frequency to unlock traitor supplies
var/canhear_range = 3 // the range which mobs can hear this radio from
var/obj/item/device/radio/patch_link = null
var/datum/wires/radio/wires = null
var/prison_radio = 0
var/b_stat = 0
var/broadcasting = 0
var/listening = 1
var/freerange = 0 // 0 - Sanitize frequencies, 1 - Full range
var/list/channels = list() //see communications.dm for full list. First channels is a "default" for :h
var/list/channels = list() //see communications.dm for full list. First channes is a "default" for :h
var/subspace_transmission = 0
var/syndie = 0//Holder to see if it's a syndicate encrypted radio
var/syndie = 0//Holder to see if it's a syndicate encrpyed radio
var/maxf = 1499
// "Example" = FREQ_LISTENING|FREQ_BROADCASTING
flags = CONDUCT
@@ -31,32 +25,31 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
throw_speed = 2
throw_range = 9
w_class = 2
g_amt = 25
m_amt = 75
var/const/TRANSMISSION_DELAY = 5 // only 2/second/radio
g_amt = 25
var/const/FREQ_LISTENING = 1
//FREQ_BROADCASTING = 2
var/prison_radio = 0
var/always_talk=0 // ALWAYS catch signals. Useful for covert listening devices.
/obj/item/device/radio
var/datum/radio_frequency/radio_connection
var/list/datum/radio_frequency/secure_radio_connections
var/list/datum/radio_frequency/secure_radio_connections = new
proc/set_frequency(new_frequency)
radio_controller.remove_object(src, frequency)
frequency = new_frequency
radio_connection = radio_controller.add_object(src, frequency, RADIO_CHAT)
/obj/item/device/radio/New()
wires = new(src)
if(prison_radio)
wires.CutWireIndex(WIRE_TRANSMIT)
secure_radio_connections = new
..()
wires = new(src)
if(radio_controller)
initialize()
if(prison_radio)
wires.CutWireIndex(WIRE_TRANSMIT)
/obj/item/device/radio/initialize()
@@ -117,9 +110,16 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
/obj/item/device/radio/proc/text_sec_channel(var/chan_name, var/chan_stat)
var/list = !!(chan_stat&FREQ_LISTENING)!=0
return {"
<B>[chan_name]</B>: <A href='byond://?src=\ref[src];ch_name=[chan_name];listen=[!list]'>[list ? "Engaged" : "Disengaged"]</A><BR>
<B>[chan_name]</B><br>
Speaker: <A href='byond://?src=\ref[src];ch_name=[chan_name];listen=[!list]'>[list ? "Engaged" : "Disengaged"]</A><BR>
"}
/obj/item/device/radio/proc/ToggleBroadcast()
broadcasting = !broadcasting && !(wires.IsIndexCut(WIRE_TRANSMIT) || wires.IsIndexCut(WIRE_SIGNAL))
/obj/item/device/radio/proc/ToggleReception()
listening = !listening && !(wires.IsIndexCut(WIRE_RECEIVE) || wires.IsIndexCut(WIRE_SIGNAL))
/obj/item/device/radio/Topic(href, href_list)
//..()
if (usr.stat || !on)
@@ -129,13 +129,6 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
usr << browse(null, "window=radio")
return
usr.set_machine(src)
if (href_list["open"])
var/mob/target = locate(href_list["open"])
var/mob/living/silicon/ai/A = locate(href_list["open2"])
if(A && target)
A.open_nearest_door(target)
return
if (href_list["track"])
var/mob/target = locate(href_list["track"])
var/mob/living/silicon/ai/A = locate(href_list["track2"])
@@ -143,23 +136,6 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
A.ai_actual_track(target)
return
else if (href_list["faketrack"])
var/mob/target = locate(href_list["track"])
var/mob/living/silicon/ai/A = locate(href_list["track2"])
if(A && target)
A:cameraFollow = target
A << text("Now tracking [] on camera.", target.name)
if (usr.machine == null)
usr.machine = usr
while (usr:cameraFollow == target)
usr << "Target is not on or near any active cameras on the station. We'll check again in 5 seconds (unless you use the cancel-camera verb)."
sleep(40)
continue
return
else if (href_list["freq"])
var/new_frequency = (frequency + text2num(href_list["freq"]))
if (!freerange || (frequency < 1200 || frequency > 1600))
@@ -171,16 +147,17 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
return
else if (href_list["talk"])
broadcasting = text2num(href_list["talk"])
ToggleBroadcast()
else if (href_list["listen"])
var/chan_name = href_list["ch_name"]
if (!chan_name)
listening = text2num(href_list["listen"])
ToggleReception()
else
if (channels[chan_name] & FREQ_LISTENING)
channels[chan_name] &= ~FREQ_LISTENING
else
channels[chan_name] |= FREQ_LISTENING
if (!( master ))
if (istype(loc, /mob))
interact(loc)
@@ -193,10 +170,7 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
updateDialog()
add_fingerprint(usr)
/obj/item/device/radio/proc/isWireCut(var/index)
return wires.IsIndexCut(index)
/obj/item/device/radio/proc/autosay(var/message, var/from, var/channel, var/zlevel = list(1)) //BS12 EDIT
/obj/item/device/radio/proc/autosay(var/message, var/from, var/channel, var/zlevel = config.contact_levels) //BS12 EDIT
var/datum/radio_frequency/connection = null
if(channel && channels && channels.len > 0)
if (channel == "department")
@@ -219,173 +193,115 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
del(A)
return
/obj/item/device/radio/talk_into(mob/living/M as mob, message, channel)
if(!on) return // the device has to be on
// Interprets the message mode when talking into a radio, possibly returning a connection datum
/obj/item/device/radio/proc/handle_message_mode(mob/living/M as mob, message, message_mode)
// If a channel isn't specified, send to common.
if(!message_mode || message_mode == "headset")
return radio_connection
// Otherwise, if a channel is specified, look for it.
if(channels && channels.len > 0)
if (message_mode == "department") // Department radio shortcut
message_mode = channels[1]
if (channels[message_mode]) // only broadcast if the channel is set on
return secure_radio_connections[message_mode]
// If we were to send to a channel we don't have, drop it.
return null
/obj/item/device/radio/talk_into(mob/living/M as mob, message, channel, var/verb = "says", var/datum/language/speaking = null)
if(!on) return 0 // the device has to be on
// Fix for permacell radios, but kinda eh about actually fixing them.
if(!M || !message) return
if(!M || !message) return 0
// Uncommenting this. To the above comment:
// The permacell radios aren't suppose to be able to transmit, this isn't a bug and this "fix" is just making radio wires useless. -Giacom
if(isWireCut(WIRE_TRANSMIT)) // The device has to have all its wires and shit intact
return
if(wires.IsIndexCut(WIRE_TRANSMIT)) // The device has to have all its wires and shit intact
return 0
M.last_target_click = world.time
/* Quick introduction:
This new radio system uses a very robust FTL signaling technology unoriginally
dubbed "subspace" which is somewhat similar to 'blue-space' but can't
actually transmit large mass. Headsets are the only radio devices capable
of sending subspace transmissions to the Communications Satellite.
A headset sends a signal to a subspace listener/reciever elsewhere in space,
the signal gets processed and logged, and an audible transmission gets sent
to each individual headset.
*/
//#### Grab the connection datum ####//
var/datum/radio_frequency/connection = handle_message_mode(M, message, channel)
if (!istype(connection))
return 0
if (!connection)
return 0
var/turf/position = get_turf(src)
//#### Tagging the signal with all appropriate identity values ####//
// ||-- The mob's name identity --||
var/displayname = M.name // grab the display name (name you get when you hover over someone's icon)
var/real_name = M.real_name // mob's real name
var/mobkey = "none" // player key associated with mob
var/voicemask = 0 // the speaker is wearing a voice mask
if(M.client)
mobkey = M.key // assign the mob's key
if(GLOBAL_RADIO_TYPE == 1) // NEW RADIO SYSTEMS: By Doohl
var/jobname // the mob's "job"
/* Quick introduction:
This new radio system uses a very robust FTL signaling technology unoriginally
dubbed "subspace" which is somewhat similar to 'blue-space' but can't
actually transmit large mass. Headsets are the only radio devices capable
of sending subspace transmissions to the Communications Satellite.
// --- Human: use their actual job ---
if (ishuman(M))
var/mob/living/carbon/human/H = M
jobname = H.get_assignment()
A headset sends a signal to a subspace listener/reciever elsewhere in space,
the signal gets processed and logged, and an audible transmission gets sent
to each individual headset.
*/
// --- Carbon Nonhuman ---
else if (iscarbon(M)) // Nonhuman carbon mob
jobname = "No id"
//#### Grab the connection datum ####//
var/datum/radio_frequency/connection = null
//testing("[src]: talk_into([M], [message], [channel])")
if(channel == "headset")
channel = null
if(channel) // If a channel is specified, look for it.
if(channels && channels.len > 0)
if (channel == "department")
//world << "DEBUG: channel=\"[channel]\" switching to \"[channels[1]]\""
channel = channels[1]
connection = secure_radio_connections[channel]
if (!channels[channel]) // if the channel is turned off, don't broadcast
return
else
// If we were to send to a channel we don't have, drop it.
return
else // If a channel isn't specified, send to common.
connection = radio_connection
channel = null
if (!istype(connection))
return
if (!connection)
return
// --- AI ---
else if (isAI(M))
jobname = "AI"
var/turf/position = get_turf(src)
// --- Cyborg ---
else if (isrobot(M))
jobname = "Cyborg"
//#### Tagging the signal with all appropriate identity values ####//
// --- Personal AI (pAI) ---
else if (istype(M, /mob/living/silicon/pai))
jobname = "Personal AI"
// ||-- The mob's name identity --||
var/displayname = M.name // grab the display name (name you get when you hover over someone's icon)
var/real_name = M.real_name // mob's real name
var/mobkey = "none" // player key associated with mob
var/voicemask = 0 // the speaker is wearing a voice mask
if(M.client)
mobkey = M.key // assign the mob's key
// --- Unidentifiable mob ---
else
jobname = "Unknown"
var/jobname // the mob's "job"
// --- Modifications to the mob's identity ---
// --- Human: use their actual job ---
if (ishuman(M))
jobname = M:get_assignment()
// --- Carbon Nonhuman ---
else if (iscarbon(M)) // Nonhuman carbon mob
jobname = "No id"
// --- AI ---
else if (isAI(M))
jobname = "AI"
// --- Cyborg ---
else if (isrobot(M))
var/mob/living/silicon/robot/B = M
jobname = "[B.designation] Cyborg"
// --- Personal AI (pAI) ---
else if (istype(M, /mob/living/silicon/pai))
jobname = "Personal AI"
// --- Unidentifiable mob ---
else
jobname = "Unknown"
// --- Modifications to the mob's identity ---
// The mob is disguising their identity:
if (ishuman(M) && M.GetVoice() != real_name)
displayname = M.GetVoice()
jobname = "Unknown"
voicemask = 1
// The mob is disguising their identity:
if (ishuman(M) && M.GetVoice() != real_name)
displayname = M.GetVoice()
jobname = "Unknown"
voicemask = 1
/* ###### Radio headsets can only broadcast through subspace ###### */
if(subspace_transmission)
// First, we want to generate a new radio signal
var/datum/signal/signal = new
signal.transmission_method = 2 // 2 would be a subspace transmission.
// transmission_method could probably be enumerated through #define. Would be neater.
// --- Finally, tag the actual signal with the appropriate values ---
signal.data = list(
// Identity-associated tags:
"mob" = M, // store a reference to the mob
"mobtype" = M.type, // the mob's type
"realname" = real_name, // the mob's real name
"name" = displayname, // the mob's display name
"job" = jobname, // the mob's job
"key" = mobkey, // the mob's key
"vmessage" = pick(M.speak_emote), // the message to display if the voice wasn't understood
"vname" = M.voice_name, // the name to display if the voice wasn't understood
"vmask" = voicemask, // 1 if the mob is using a voice gas mask
// We store things that would otherwise be kept in the actual mob
// so that they can be logged even AFTER the mob is deleted or something
// Other tags:
"compression" = rand(45,50), // compressed radio signal
"message" = message, // the actual sent message
"connection" = connection, // the radio connection to use
"radio" = src, // stores the radio used for transmission
"slow" = 0, // how much to sleep() before broadcasting - simulates net lag
"traffic" = 0, // dictates the total traffic sum that the signal went through
"type" = 0, // determines what type of radio input it is: normal broadcast
"server" = null, // the last server to log this signal
"reject" = 0, // if nonzero, the signal will not be accepted by any broadcasting machinery
"level" = position.z // The source's z level
)
signal.frequency = connection.frequency // Quick frequency set
//#### Sending the signal to all subspace receivers ####//
for(var/obj/machinery/telecomms/receiver/R in telecomms_list)
R.receive_signal(signal)
// Allinone can act as receivers.
for(var/obj/machinery/telecomms/allinone/R in telecomms_list)
R.receive_signal(signal)
// Receiving code can be located in Telecommunications.dm
return
/* ###### Intercoms and station-bounced radios ###### */
var/filter_type = 2
/* --- Intercoms can only broadcast to other intercoms, but bounced radios can broadcast to bounced radios and intercoms --- */
if(istype(src, /obj/item/device/radio/intercom))
filter_type = 1
/* ###### Radio headsets can only broadcast through subspace ###### */
if(subspace_transmission)
// First, we want to generate a new radio signal
var/datum/signal/signal = new
signal.transmission_method = 2
/* --- Try to send a normal subspace broadcast first */
signal.transmission_method = 2 // 2 would be a subspace transmission.
// transmission_method could probably be enumerated through #define. Would be neater.
// --- Finally, tag the actual signal with the appropriate values ---
signal.data = list(
// Identity-associated tags:
"mob" = M, // store a reference to the mob
"mobtype" = M.type, // the mob's type
"realname" = real_name, // the mob's real name
@@ -394,215 +310,110 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
"key" = mobkey, // the mob's key
"vmessage" = pick(M.speak_emote), // the message to display if the voice wasn't understood
"vname" = M.voice_name, // the name to display if the voice wasn't understood
"vmask" = voicemask, // 1 if the mob is using a voice gas mas
"vmask" = voicemask, // 1 if the mob is using a voice gas mask
"compression" = 0, // uncompressed radio signal
// We store things that would otherwise be kept in the actual mob
// so that they can be logged even AFTER the mob is deleted or something
// Other tags:
"compression" = rand(45,50), // compressed radio signal
"message" = message, // the actual sent message
"connection" = connection, // the radio connection to use
"radio" = src, // stores the radio used for transmission
"slow" = 0,
"traffic" = 0,
"type" = 0,
"server" = null,
"reject" = 0,
"level" = position.z
"slow" = 0, // how much to sleep() before broadcasting - simulates net lag
"traffic" = 0, // dictates the total traffic sum that the signal went through
"type" = 0, // determines what type of radio input it is: normal broadcast
"server" = null, // the last server to log this signal
"reject" = 0, // if nonzero, the signal will not be accepted by any broadcasting machinery
"level" = position.z, // The source's z level
"language" = speaking,
"verb" = verb
)
signal.frequency = connection.frequency // Quick frequency set
//#### Sending the signal to all subspace receivers ####//
for(var/obj/machinery/telecomms/receiver/R in telecomms_list)
R.receive_signal(signal)
// Allinone can act as receivers.
for(var/obj/machinery/telecomms/allinone/R in telecomms_list)
R.receive_signal(signal)
sleep(rand(10,25)) // wait a little...
if(signal.data["done"] && position.z in signal.data["level"])
// we're done here.
return
// Oh my god; the comms are down or something because the signal hasn't been broadcasted yet in our level.
// Send a mundane broadcast with limited targets:
//THIS IS TEMPORARY.
if(!connection) return //~Carn
Broadcast_Message(connection, M, voicemask, pick(M.speak_emote),
src, message, displayname, jobname, real_name, M.voice_name,
filter_type, signal.data["compression"], list(position.z), connection.frequency)
// Receiving code can be located in Telecommunications.dm
return signal.data["done"] && position.z in signal.data["level"]
/* ###### Intercoms and station-bounced radios ###### */
else // OLD RADIO SYSTEMS: By Goons?
var/filter_type = 2
var/datum/radio_frequency/connection = null
if(channel && channels && channels.len > 0)
if (channel == "department")
//world << "DEBUG: channel=\"[channel]\" switching to \"[channels[1]]\""
channel = channels[1]
connection = secure_radio_connections[channel]
else
connection = radio_connection
channel = null
if (!istype(connection))
return
var/display_freq = connection.frequency
/* --- Intercoms can only broadcast to other intercoms, but bounced radios can broadcast to bounced radios and intercoms --- */
if(istype(src, /obj/item/device/radio/intercom))
filter_type = 1
//world << "DEBUG: used channel=\"[channel]\" frequency= \"[display_freq]\" connection.devices.len = [connection.devices.len]"
var/eqjobname
var/datum/signal/signal = new
signal.transmission_method = 2
if (ishuman(M))
eqjobname = M:get_assignment()
else if (iscarbon(M))
eqjobname = "No id" //only humans can wear ID
else if (isAI(M))
eqjobname = "AI"
else if (isrobot(M))
eqjobname = "Cyborg"//Androids don't really describe these too well, in my opinion.
else if (istype(M, /mob/living/silicon/pai))
eqjobname = "Personal AI"
else
eqjobname = "Unknown"
if (isWireCut(WIRE_TRANSMIT))
return
/* --- Try to send a normal subspace broadcast first */
var/list/receive = list()
signal.data = list(
//for (var/obj/item/device/radio/R in radio_connection.devices)
for (var/obj/item/device/radio/R in connection.devices["[RADIO_CHAT]"]) // Modified for security headset code -- TLE
//if(R.accept_rad(src, message))
receive |= R.send_hear(display_freq, 0)
"mob" = M, // store a reference to the mob
"mobtype" = M.type, // the mob's type
"realname" = real_name, // the mob's real name
"name" = displayname, // the mob's display name
"job" = jobname, // the mob's job
"key" = mobkey, // the mob's key
"vmessage" = pick(M.speak_emote), // the message to display if the voice wasn't understood
"vname" = M.voice_name, // the name to display if the voice wasn't understood
"vmask" = voicemask, // 1 if the mob is using a voice gas mas
//world << "DEBUG: receive.len=[receive.len]"
var/list/heard_masked = list() // masked name or no real name
var/list/heard_normal = list() // normal message
var/list/heard_voice = list() // voice message
var/list/heard_garbled = list() // garbled message
"compression" = 0, // uncompressed radio signal
"message" = message, // the actual sent message
"connection" = connection, // the radio connection to use
"radio" = src, // stores the radio used for transmission
"slow" = 0,
"traffic" = 0,
"type" = 0,
"server" = null,
"reject" = 0,
"level" = position.z,
"language" = speaking,
"verb" = verb
)
signal.frequency = connection.frequency // Quick frequency set
for (var/mob/R in receive)
if (R.say_understands(M))
if (ishuman(M) && M.GetVoice() != M.real_name)
heard_masked += R
else
heard_normal += R
else
heard_voice += R
for(var/obj/machinery/telecomms/receiver/R in telecomms_list)
R.receive_signal(signal)
if (length(heard_masked) || length(heard_normal) || length(heard_voice) || length(heard_garbled))
var/part_a = "<span class='radio'><span class='name'>"
//var/part_b = "</span><b> \icon[src]\[[format_frequency(frequency)]\]</b> <span class='message'>"
var/freq_text
switch(display_freq)
if(SYND_FREQ)
freq_text = "#unkn"
if(COMM_FREQ)
freq_text = "Command"
if(1351)
freq_text = "Science"
if(1355)
freq_text = "Medical"
if(1357)
freq_text = "Engineering"
if(1359)
freq_text = "Security"
if(1347)
freq_text = "Supply"
//There's probably a way to use the list var of channels in code\game\communications.dm to make the dept channels non-hardcoded, but I wasn't in an experimentive mood. --NEO
if(!freq_text)
freq_text = format_frequency(display_freq)
sleep(rand(10,25)) // wait a little...
var/part_b = "</span><b> \icon[src]\[[freq_text]\]</b> <span class='message'>" // Tweaked for security headsets -- TLE
var/part_c = "</span></span>"
if(signal.data["done"] && position.z in signal.data["level"])
// we're done here.
return 1
if (display_freq==SYND_FREQ)
part_a = "<span class='syndradio'><span class='name'>"
else if (display_freq==COMM_FREQ)
part_a = "<span class='comradio'><span class='name'>"
else if (display_freq in DEPT_FREQS)
part_a = "<span class='deptradio'><span class='name'>"
// Oh my god; the comms are down or something because the signal hasn't been broadcasted yet in our level.
// Send a mundane broadcast with limited targets:
var/quotedmsg = M.say_quote(message)
//THIS IS TEMPORARY. YEAH RIGHT
if(!connection) return 0 //~Carn
//This following recording is intended for research and feedback in the use of department radio channels.
return Broadcast_Message(connection, M, voicemask, pick(M.speak_emote),
src, message, displayname, jobname, real_name, M.voice_name,
filter_type, signal.data["compression"], list(position.z), connection.frequency,verb,speaking)
var/part_blackbox_b = "</span><b> \[[freq_text]\]</b> <span class='message'>" // Tweaked for security headsets -- TLE
var/blackbox_msg = "[part_a][M.name][part_blackbox_b][quotedmsg][part_c]"
//var/blackbox_admin_msg = "[part_a][M.name] (Real name: [M.real_name])[part_blackbox_b][quotedmsg][part_c]"
if(istype(blackbox))
//BR.messages_admin += blackbox_admin_msg
switch(display_freq)
if(1459)
blackbox.msg_common += blackbox_msg
if(1351)
blackbox.msg_science += blackbox_msg
if(1353)
blackbox.msg_command += blackbox_msg
if(1355)
blackbox.msg_medical += blackbox_msg
if(1357)
blackbox.msg_engineering += blackbox_msg
if(1359)
blackbox.msg_security += blackbox_msg
if(1441)
blackbox.msg_deathsquad += blackbox_msg
if(1213)
blackbox.msg_syndicate += blackbox_msg
if(1347)
blackbox.msg_cargo += blackbox_msg
if(1349)
blackbox.msg_service += blackbox_msg
else
blackbox.messages += blackbox_msg
//End of research and feedback code.
if (length(heard_masked))
var/N = M.name
var/J = eqjobname
if(ishuman(M) && M.GetVoice() != M.real_name)
N = M.GetVoice()
J = "Unknown"
var/rendered = "[part_a][N][part_b][quotedmsg][part_c]"
for (var/mob/R in heard_masked)
if(istype(R, /mob/living/silicon/ai))
R.show_message("[part_a]<a href='byond://?src=\ref[src];track2=\ref[R];track=\ref[M]'>[N] ([J]) </a><a href='byond://?src=\ref[src];open2=\ref[R];open=\ref[M]'>\[OPEN\] </a> [part_b][quotedmsg][part_c]", 2)
else
R.show_message(rendered, 2)
if (length(heard_normal))
var/rendered = "[part_a][M.real_name][part_b][quotedmsg][part_c]"
for (var/mob/R in heard_normal)
if(istype(R, /mob/living/silicon/ai))
R.show_message("[part_a]<a href='byond://?src=\ref[src];track2=\ref[R];track=\ref[M]'>[M.real_name] ([eqjobname]) </a><a href='byond://?src=\ref[src];open2=\ref[R];open=\ref[M]'>\[OPEN\] </a>[part_b][quotedmsg][part_c]", 2)
else
R.show_message(rendered, 2)
if (length(heard_voice))
var/rendered = "[part_a][M.voice_name][part_b][pick(M.speak_emote)][part_c]"
for (var/mob/R in heard_voice)
if(istype(R, /mob/living/silicon/ai))
R.show_message("[part_a]<a href='byond://?src=\ref[src];track2=\ref[R];track=\ref[M]'>[M.voice_name] ([eqjobname]) </a><a href='byond://?src=\ref[src];open2=\ref[R];open=\ref[M]'>\[OPEN\] </a>[part_b][pick(M.speak_emote)][part_c]", 2)
else
R.show_message(rendered, 2)
if (length(heard_garbled))
quotedmsg = M.say_quote(stars(message))
var/rendered = "[part_a][M.voice_name][part_b][quotedmsg][part_c]"
for (var/mob/R in heard_voice)
if(istype(R, /mob/living/silicon/ai))
R.show_message("[part_a]<a href='byond://?src=\ref[src];track2=\ref[R];track=\ref[M]'>[M.voice_name]</a><a href='byond://?src=\ref[src];open2=\ref[R];open=\ref[M]'>\[OPEN\] </a>[part_b][quotedmsg][part_c]", 2)
else
R.show_message(rendered, 2)
/obj/item/device/radio/hear_talk(mob/M as mob, msg)
/obj/item/device/radio/hear_talk(mob/M as mob, msg, var/verb = "says", var/datum/language/speaking = null)
if (broadcasting)
if(get_dist(src, M) <= canhear_range)
talk_into(M, msg)
talk_into(M, msg,null,verb,speaking)
/*
/obj/item/device/radio/proc/accept_rad(obj/item/device/radio/R as obj, message)
@@ -621,7 +432,7 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
// what the range is in which mobs will hear the radio
// returns: -1 if can't receive, range otherwise
if (isWireCut(WIRE_RECEIVE))
if (wires.IsIndexCut(WIRE_RECEIVE))
return -1
if(!listening)
return -1
@@ -629,7 +440,7 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
var/turf/position = get_turf(src)
if(!position || !(position.z in level))
return -1
if(freq == SYND_FREQ)
if(freq in ANTAG_FREQS)
if(!(src.syndie))//Checks to see if it's allowed on that frequency, based on the encryption keys
return -1
if (!on)
@@ -656,15 +467,13 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
return get_mobs_in_view(canhear_range, src)
/obj/item/device/radio/examine()
set src in view()
..()
if ((in_range(src, usr) || loc == usr))
/obj/item/device/radio/examine(mob/user)
. = ..()
if ((in_range(src, user) || loc == user))
if (b_stat)
usr.show_message("\blue \the [src] can be attached and modified!")
user.show_message("\blue \the [src] can be attached and modified!")
else
usr.show_message("\blue \the [src] can not be modified or attached!")
user.show_message("\blue \the [src] can not be modified or attached!")
return
/obj/item/device/radio/attackby(obj/item/weapon/W as obj, mob/user as mob)
@@ -697,8 +506,14 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
//Giving borgs their own radio to have some more room to work with -Sieve
/obj/item/device/radio/borg
var/mob/living/silicon/robot/myborg = null // Cyborg which owns this radio. Used for power checks
var/obj/item/device/encryptionkey/keyslot = null//Borg radios can handle a single encryption key
var/shut_up = 0
icon = 'icons/obj/robot_component.dmi' // Cyborgs radio icons should look like the component.
icon_state = "radio"
canhear_range = 3
subspace_transmission = 1
/obj/item/device/radio/borg/syndicate
syndie = 1
keyslot = new /obj/item/device/encryptionkey/syndicate
@@ -713,6 +528,13 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
..()
set_frequency(1441)
/obj/item/device/radio/borg/talk_into()
. = ..()
if (isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
var/datum/robot_component/C = R.components["radio"]
R.use_power(C.energy_consumption)
/obj/item/device/radio/borg/attackby(obj/item/weapon/W as obj, mob/user as mob)
// ..()
user.set_machine(src)
@@ -758,18 +580,25 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
src.channels = list()
src.syndie = 0
var/mob/living/silicon/robot/D = src.loc
if(D.module)
for(var/ch_name in D.module.channels)
if(ch_name in src.channels)
continue
src.channels += ch_name
src.channels[ch_name] += D.module.channels[ch_name]
if(keyslot)
for(var/ch_name in keyslot.channels)
if(ch_name in src.channels)
continue
src.channels += ch_name
src.channels[ch_name] = keyslot.channels[ch_name]
src.channels[ch_name] += keyslot.channels[ch_name]
if(keyslot.syndie)
src.syndie = 1
for (var/ch_name in channels)
for (var/ch_name in src.channels)
if(!radio_controller)
sleep(30) // Waiting for the radio_controller to be created.
if(!radio_controller)
@@ -784,12 +613,23 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
if(usr.stat || !on)
return
if (href_list["mode"])
subspace_transmission = !subspace_transmission
if(!subspace_transmission)//Simple as fuck, clears the channel list to prevent talking/listening over them if subspace transmission is disabled
if(subspace_transmission != 1)
subspace_transmission = 1
usr << "Subspace Transmission is enabled"
else
subspace_transmission = 0
usr << "Subspace Transmission is disabled"
if(subspace_transmission == 0)//Simple as fuck, clears the channel list to prevent talking/listening over them if subspace transmission is disabled
channels = list()
else
recalculateChannels()
usr << "Subspace Transmission is [(subspace_transmission) ? "enabled" : "disabled"]"
if (href_list["shutup"]) // Toggle loudspeaker mode, AKA everyone around you hearing your radio.
shut_up = !shut_up
if(shut_up)
canhear_range = 0
else
canhear_range = 3
..()
/obj/item/device/radio/borg/interact(mob/user as mob)
@@ -806,6 +646,7 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
<A href='byond://?src=\ref[src];freq=2'>+</A>
<A href='byond://?src=\ref[src];freq=10'>+</A><BR>
<A href='byond://?src=\ref[src];mode=1'>Toggle Broadcast Mode</A><BR>
Loudspeaker: [shut_up ? "<A href='byond://?src=\ref[src];shutup=0'>Disengaged</A>" : "<A href='byond://?src=\ref[src];shutup=1'>Engaged</A>"]<BR>
"}
if(subspace_transmission)//Don't even bother if subspace isn't turned on
@@ -830,11 +671,3 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
/obj/item/device/radio/off
listening = 0
/obj/item/device/radio/Destroy()
if(radio_connection)
radio_connection.remove_listener(src)
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
R.radio = null
..()
@@ -63,6 +63,10 @@
attached_device.HasProximity(AM)
return
/obj/item/device/transfer_valve/hear_talk(mob/living/M as mob, msg)
..()
for(var/obj/O in contents)
O.hear_talk(M, msg)
/obj/item/device/transfer_valve/attack_self(mob/user as mob)
ui_interact(user)
@@ -32,9 +32,11 @@
R.icon_state = "robot"
del(R.module)
R.module = null
R.camera.network.Remove(list("Engineering","Medical","MINE"))
R.camera.network.Remove(list("Engineering","Medical","Mining Outpost"))
R.updatename("Default")
R.status_flags |= CANPUSH
R.languages = list()
R.speech_synthesizer_langs = list()
R.notify_ai(2)
R.updateicon()
+220 -209
View File
@@ -4,151 +4,83 @@
density = 1
layer = 2
var/state = 0
var/health = 200
attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench) && state == 0)
if(anchored && !istype(src,/obj/structure/girder/displaced))
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue Now disassembling the girder"
if(do_after(user,40))
if(!src) return
user << "\blue You dissasembled the girder!"
new /obj/item/stack/sheet/metal(get_turf(src))
del(src)
else if(!anchored)
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue Now securing the girder"
if(get_turf(user, 40))
user << "\blue You secured the girder!"
new/obj/structure/girder( src.loc )
del(src)
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
user << "\blue Now slicing apart the girder"
if(do_after(user,30))
/obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench) && state == 0)
if(anchored && !istype(src,/obj/structure/girder/displaced))
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue Now disassembling the girder"
if(do_after(user,40))
if(!src) return
user << "\blue You slice apart the girder!"
user << "\blue You dissasembled the girder!"
new /obj/item/stack/sheet/metal(get_turf(src))
del(src)
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
user << "\blue You drill through the girder!"
new /obj/item/stack/sheet/metal(get_turf(src))
del(src)
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user << "\blue Now unsecuring support struts"
if(do_after(user,40))
if(!src) return
user << "\blue You unsecured the support struts!"
state = 1
else if(istype(W, /obj/item/weapon/wirecutters) && istype(src,/obj/structure/girder/reinforced) && state == 1)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
user << "\blue Now removing support struts"
if(do_after(user,40))
if(!src) return
user << "\blue You removed the support struts!"
else if(!anchored)
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue Now securing the girder"
if(get_turf(user, 40))
user << "\blue You secured the girder!"
new/obj/structure/girder( src.loc )
del(src)
else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored )
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user << "\blue Now dislodging the girder"
if(do_after(user, 40))
if(!src) return
user << "\blue You dislodged the girder!"
new/obj/structure/girder/displaced( src.loc )
del(src)
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
user << "\blue Now slicing apart the girder"
if(do_after(user,30))
if(!src) return
user << "\blue You slice apart the girder!"
new /obj/item/stack/sheet/metal(get_turf(src))
del(src)
else if(istype(W, /obj/item/stack/sheet))
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
user << "\blue You drill through the girder!"
new /obj/item/stack/sheet/metal(get_turf(src))
del(src)
var/obj/item/stack/sheet/S = W
switch(S.type)
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user << "\blue Now unsecuring support struts"
if(do_after(user,40))
if(!src) return
user << "\blue You unsecured the support struts!"
state = 1
if(/obj/item/stack/sheet/metal, /obj/item/stack/sheet/metal/cyborg)
if(!anchored)
if(S.amount < 2) return
var/pdiff=performWallPressureCheck(src.loc)
if(!pdiff)
S.use(2)
user << "\blue You create a false wall! Push on it to open or close the passage."
new /obj/structure/falsewall (src.loc)
del(src)
else
user << "\red There is too much air moving through the gap! The door wouldn't stay closed if you built it."
message_admins("Attempted false wall made by [user.real_name] ([formatPlayerPanel(user,user.ckey)]) at [formatJumpTo(loc)] had a pressure difference of [pdiff]!")
log_admin("Attempted false wall made by [user.real_name] (user.ckey) at [loc] had a pressure difference of [pdiff]!")
return
else
if(S.amount < 2) return ..()
user << "\blue Now adding plating..."
if (do_after(user,40))
if(!src || !S || S.amount < 2) return
S.use(2)
user << "\blue You added the plating!"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall)
for(var/turf/simulated/wall/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
del(src)
return
else if(istype(W, /obj/item/weapon/wirecutters) && istype(src,/obj/structure/girder/reinforced) && state == 1)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
user << "\blue Now removing support struts"
if(do_after(user,40))
if(!src) return
user << "\blue You removed the support struts!"
new/obj/structure/girder( src.loc )
del(src)
if(/obj/item/stack/sheet/plasteel)
if(!anchored)
if(S.amount < 2) return
var/pdiff=performWallPressureCheck(src.loc)
if(!pdiff)
S.use(2)
user << "\blue You create a false wall! Push on it to open or close the passage."
new /obj/structure/falsewall/reinforced (src.loc)
del(src)
else
user << "\red There is too much air moving through the gap! The door wouldn't stay closed if you built it."
message_admins("Attempted false rwall made by [user.real_name] ([formatPlayerPanel(user,user.ckey)]) at [formatJumpTo(loc)] had a pressure difference of [pdiff]!")
log_admin("Attempted false rwall made by [user.real_name] ([user.ckey]) at [loc] had a pressure difference of [pdiff]!")
return
else
if (src.icon_state == "reinforced") //I cant believe someone would actually write this line of code...
if(S.amount < 1) return ..()
user << "\blue Now finalising reinforced wall."
if(do_after(user, 50))
if(!src || !S || S.amount < 1) return
S.use(1)
user << "\blue Wall fully reinforced!"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall/r_wall)
for(var/turf/simulated/wall/r_wall/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
del(src)
return
else
if(S.amount < 1) return ..()
user << "\blue Now reinforcing girders"
if (do_after(user,60))
if(!src || !S || S.amount < 1) return
S.use(1)
user << "\blue Girders reinforced!"
new/obj/structure/girder/reinforced( src.loc )
del(src)
return
else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored )
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user << "\blue Now dislodging the girder"
if(do_after(user, 40))
if(!src) return
user << "\blue You dislodged the girder!"
new/obj/structure/girder/displaced( src.loc )
del(src)
if(S.sheettype)
var/M = S.sheettype
else if(istype(W, /obj/item/stack/sheet))
var/obj/item/stack/sheet/S = W
switch(S.type)
if(/obj/item/stack/sheet/metal, /obj/item/stack/sheet/metal/cyborg)
if(!anchored)
if(S.amount < 2) return
var/pdiff=performWallPressureCheck(src.loc)
if(!pdiff)
S.use(2)
user << "\blue You create a false wall! Push on it to open or close the passage."
var/F = text2path("/obj/structure/falsewall/[M]")
new F (src.loc)
new /obj/structure/falsewall (src.loc)
del(src)
else
user << "\red There is too much air moving through the gap! The door wouldn't stay closed if you built it."
message_admins("Attempted false [M] wall made by [user.real_name] ([formatPlayerPanel(user,user.ckey)]) at [formatJumpTo(loc)] had a pressure difference of [pdiff]!")
log_admin("Attempted false [M] wall made by [user.real_name] ([user.ckey]) at [loc] had a pressure difference of [pdiff]!")
message_admins("Attempted false wall made by [user.real_name] ([formatPlayerPanel(user,user.ckey)]) at [formatJumpTo(loc)] had a pressure difference of [pdiff]!")
log_admin("Attempted false wall made by [user.real_name] (user.ckey) at [loc] had a pressure difference of [pdiff]!")
return
else
if(S.amount < 2) return ..()
@@ -158,67 +90,138 @@
S.use(2)
user << "\blue You added the plating!"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(text2path("/turf/simulated/wall/mineral/[M]"))
for(var/turf/simulated/wall/mineral/X in Tsrc.loc)
Tsrc.ChangeTurf(/turf/simulated/wall)
for(var/turf/simulated/wall/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
del(src)
return
add_hiddenprint(usr)
if(/obj/item/stack/sheet/plasteel)
if(!anchored)
if(S.amount < 2) return
var/pdiff=performWallPressureCheck(src.loc)
if(!pdiff)
S.use(2)
user << "\blue You create a false wall! Push on it to open or close the passage."
new /obj/structure/falsewall/reinforced (src.loc)
del(src)
else
user << "\red There is too much air moving through the gap! The door wouldn't stay closed if you built it."
message_admins("Attempted false rwall made by [user.real_name] ([formatPlayerPanel(user,user.ckey)]) at [formatJumpTo(loc)] had a pressure difference of [pdiff]!")
log_admin("Attempted false rwall made by [user.real_name] ([user.ckey]) at [loc] had a pressure difference of [pdiff]!")
return
else
if (src.icon_state == "reinforced") //I cant believe someone would actually write this line of code...
if(S.amount < 1) return ..()
user << "\blue Now finalising reinforced wall."
if(do_after(user, 50))
if(!src || !S || S.amount < 1) return
S.use(1)
user << "\blue Wall fully reinforced!"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall/r_wall)
for(var/turf/simulated/wall/r_wall/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
del(src)
return
else
if(S.amount < 1) return ..()
user << "\blue Now reinforcing girders"
if (do_after(user,60))
if(!src || !S || S.amount < 1) return
S.use(1)
user << "\blue Girders reinforced!"
new/obj/structure/girder/reinforced( src.loc )
del(src)
return
else if(istype(W, /obj/item/pipe))
var/obj/item/pipe/P = W
if (P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds.
user.drop_item()
P.loc = src.loc
user << "\blue You fit the pipe into the [src]!"
else
..()
bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj ,/obj/item/projectile/beam/pulse))
src.ex_act(2)
..()
return 0
blob_act()
if(prob(40))
del(src)
bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj ,/obj/item/projectile/beam/pulse))
src.ex_act(2)
..()
return 0
ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(75))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
qdel(src)
return
if(3.0)
if (prob(30))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
qdel(src)
return
if(S.sheettype)
var/M = S.sheettype
if(!anchored)
if(S.amount < 2) return
var/pdiff=performWallPressureCheck(src.loc)
if(!pdiff)
S.use(2)
user << "\blue You create a false wall! Push on it to open or close the passage."
var/F = text2path("/obj/structure/falsewall/[M]")
new F (src.loc)
del(src)
else
user << "\red There is too much air moving through the gap! The door wouldn't stay closed if you built it."
message_admins("Attempted false [M] wall made by [user.real_name] ([formatPlayerPanel(user,user.ckey)]) at [formatJumpTo(loc)] had a pressure difference of [pdiff]!")
log_admin("Attempted false [M] wall made by [user.real_name] ([user.ckey]) at [loc] had a pressure difference of [pdiff]!")
return
else
return
if(S.amount < 2) return ..()
user << "\blue Now adding plating..."
if (do_after(user,40))
if(!src || !S || S.amount < 2) return
S.use(2)
user << "\blue You added the plating!"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(text2path("/turf/simulated/wall/mineral/[M]"))
for(var/turf/simulated/wall/mineral/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
del(src)
return
add_hiddenprint(usr)
else if(istype(W, /obj/item/pipe))
var/obj/item/pipe/P = W
if (P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds.
user.drop_item()
P.loc = src.loc
user << "\blue You fit the pipe into the [src]!"
else
..()
/obj/structure/girder/blob_act()
if(prob(40))
del(src)
/obj/structure/girder/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj, /obj/item/projectile/beam))
health -= Proj.damage
..()
if(health <= 0)
new /obj/item/stack/sheet/metal(get_turf(src))
del(src)
if(istype(Proj ,/obj/item/projectile/beam/pulse))
src.ex_act(2)
..()
return 0
/obj/structure/girder/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(75))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
qdel(src)
return
if(3.0)
if (prob(30))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
qdel(src)
return
else
return
/obj/structure/girder/displaced
icon_state = "displaced"
anchored = 0
health = 50
/obj/structure/girder/reinforced
icon_state = "reinforced"
state = 2
health = 500
/obj/structure/cultgirder
icon= 'icons/obj/cult.dmi'
@@ -226,47 +229,55 @@
anchored = 1
density = 1
layer = 2
var/health = 250
attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue Now disassembling the girder"
if(do_after(user,40))
user << "\blue You dissasembled the girder!"
new /obj/effect/decal/remains/human(get_turf(src))
del(src)
/obj/structure/cultgirder/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue Now disassembling the girder"
if(do_after(user,40))
user << "\blue You dissasembled the girder!"
dismantle()
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
user << "\blue Now slicing apart the girder"
if(do_after(user,30))
user << "\blue You slice apart the girder!"
new /obj/effect/decal/remains/human(get_turf(src))
del(src)
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
user << "\blue Now slicing apart the girder"
if(do_after(user,30))
user << "\blue You slice apart the girder!"
dismantle()
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
user << "\blue You drill through the girder!"
new /obj/effect/decal/remains/human(get_turf(src))
del(src)
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
user << "\blue You drill through the girder!"
dismantle()
/obj/structure/cultgirder/proc/dismantle()
new /obj/effect/decal/remains/human(get_turf(src))
qdel(src)
blob_act()
if(prob(40))
del(src)
/obj/structure/cultgirder/blob_act()
if(prob(40))
dismantle()
/obj/structure/cultgirder/bullet_act(var/obj/item/projectile/Proj) //No beam check- How else will you destroy the cult girder with silver bullets?????
health -= Proj.damage
..()
if(health <= 0)
dismantle()
return
ex_act(severity)
switch(severity)
if(1.0)
/obj/structure/cultgirder/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(30))
new /obj/effect/decal/remains/human(loc)
qdel(src)
return
if(2.0)
if (prob(30))
new /obj/effect/decal/remains/human(loc)
qdel(src)
return
if(3.0)
if (prob(5))
new /obj/effect/decal/remains/human(loc)
qdel(src)
return
else
return
return
if(3.0)
if (prob(5))
new /obj/effect/decal/remains/human(loc)
qdel(src)
return
else
return