Conflicts:
	maps/cyberiad.dmm
This commit is contained in:
Markolie
2015-03-04 19:34:21 +01:00
93 changed files with 14953 additions and 19019 deletions
+1
View File
@@ -200,6 +200,7 @@ proc/listclearnulls(list/list)
//Mergesort: divides up the list into halves to begin the sort
/proc/sortAtom(var/list/atom/L, var/order = 1)
listclearnulls(L)
if(isnull(L) || L.len < 2)
return L
var/middle = L.len / 2 + 1
-12
View File
@@ -249,7 +249,6 @@ client
body += "<option value='?_src_=vars;godmode=\ref[D]'>Toggle Godmode</option>"
body += "<option value='?_src_=vars;build_mode=\ref[D]'>Toggle Build Mode</option>"
body += "<option value='?_src_=vars;ninja=\ref[D]'>Make Space Ninja</option>"
body += "<option value='?_src_=vars;make_skeleton=\ref[D]'>Make 2spooky</option>"
body += "<option value='?_src_=vars;direct_control=\ref[D]'>Assume Direct Control</option>"
@@ -526,17 +525,6 @@ client
src.give_disease2(M)
href_list["datumrefresh"] = href_list["give_spell"]
else if(href_list["ninja"])
if(!check_rights(R_SPAWN)) return
var/mob/M = locate(href_list["ninja"])
if(!istype(M))
usr << "This can only be used on instances of type /mob"
return
src.cmd_admin_ninjafy(M)
href_list["datumrefresh"] = href_list["ninja"]
else if(href_list["godmode"])
if(!check_rights(R_REJUVINATE)) return
-40
View File
@@ -242,26 +242,6 @@ datum/mind
sections["changeling"] = text
/** NINJA ***/
text = "ninja"
if (ticker.mode.config_tag=="ninja")
text = uppertext(text)
text = "<i><b>[text]</b></i>: "
if (src in ticker.mode.ninjas)
text += "<b>YES</b>|<a href='?src=\ref[src];ninja=clear'>no</a>"
text += "<br><a href='?src=\ref[src];ninja=outpost'>To outpost</a>, <a href='?src=\ref[src];common=undress'>undress</a>, <a href='?src=\ref[src];ninja=dressup'>dress up</a>."
//if (objectives.len==0)
//text += "<br>Objectives are empty! <a href='?src=\ref[src];wizard=autoobjectives'>Randomize!</a>"
else
text += "<a href='?src=\ref[src];ninja=ninja'>yes</a>|<b>NO</b>"
if(current && current.client && current.client.prefs.be_special & BE_NINJA)
text += "|Enabled in Prefs"
else
text += "|Disabled in Prefs"
sections["ninja"] = text
/** VAMPIRE ***/
text = "vampire"
if (ticker.mode.config_tag=="vampire")
@@ -822,26 +802,6 @@ datum/mind
ticker.mode.forge_wizard_objectives(src)
usr << "\blue The objectives for wizard [key] have been generated. You can edit them and anounce manually."
else if (href_list["ninja"])
current.hud_updateflag |= (1 << SPECIALROLE_HUD)
switch(href_list["ninja"])
if("clear")
if(src in ticker.mode.ninjas)
ticker.mode.ninjas -= src
special_role = null
current << "\red <FONT size = 3><B>You have been brainwashed! You are no longer a Ninja!</B></FONT>"
log_admin("[key_name_admin(usr)] has de-ninja'ed [current].")
if("ninja")
if(!(src in ticker.mode.ninjas))
ticker.mode.ninjas += src
special_role = "Ninja"
current << "<B>\blue Your mind awakens, your true potential is realized! You are a <i>Space Ninja</i>!</B>"
log_admin("[key_name_admin(usr)] has ninja'ed [current].")
if("outpost")
current.loc = pick(ninjastart)
if("dressup")
current:equip_space_ninja()
else if (href_list["changeling"])
current.hud_updateflag |= (1 << SPECIALROLE_HUD)
+21 -25
View File
@@ -9,6 +9,7 @@ var/global/list/ghdel_profiling = list()
var/list/fingerprintshidden
var/fingerprintslast = null
var/list/blood_DNA
var/blood_color
var/last_bumped = 0
var/pass_flags = 0
var/throwpass = 0
@@ -376,30 +377,30 @@ its easier to just keep the beam vertical.
//returns 1 if made bloody, returns 0 otherwise
/atom/proc/add_blood(mob/living/carbon/human/M as mob)
if(flags & NOBLOODY) return 0
.=1
if (!( istype(M, /mob/living/carbon/human) ))
if(flags & NOBLOODY)
return 0
if (!istype(M.dna, /datum/dna))
M.dna = new /datum/dna(null)
M.dna.real_name = M.real_name
M.check_dna()
if(!blood_DNA || !istype(blood_DNA, /list)) //if our list of DNA doesn't exist yet (or isn't a list) initialise it.
blood_DNA = list()
//adding blood to humans
else if (istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
//if this blood isn't already in the list, add it
if(blood_DNA[H.dna.unique_enzymes])
return 0 //already bloodied with this blood. Cannot add more.
blood_DNA[H.dna.unique_enzymes] = H.dna.b_type
if(H.species.bloodflags & BLOOD_GREEN)
H.update_inv_gloves(1,1)
else
H.update_inv_gloves(1,0) //handles bloody hands overlays and updating
return 1 //we applied blood to the item
return
blood_color = "#A10808"
if(istype(M))
if (!istype(M.dna, /datum/dna))
M.dna = new /datum/dna(null)
M.dna.real_name = M.real_name
M.check_dna()
if (M.species)
blood_color = M.species.blood_color
. = 1
return 1
/atom/proc/clean_blood()
src.germ_level = 0
if(istype(blood_DNA, /list))
del(blood_DNA)
return 1
/atom/proc/add_vomit_floor(mob/living/carbon/M as mob, var/toxvomit = 0)
if( istype(src, /turf/simulated) )
@@ -413,11 +414,6 @@ its easier to just keep the beam vertical.
if( istype(src, /turf/simulated) )
new /obj/effect/decal/cleanable/poop(src)
/atom/proc/clean_blood()
src.germ_level = 0
if(istype(blood_DNA, /list))
del(blood_DNA)
return 1
/atom/proc/get_global_map_pos()
if(!islist(global_map) || isemptylist(global_map)) return
@@ -1,447 +0,0 @@
/*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+++++++++++++++++++++++++++++++++// //++++++++++++++++++++++++++++++++++
==================================SPACE NINJA ABILITIES====================================
___________________________________________________________________________________________
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*/
//=======//SAFETY CHECK//=======//
/*
X is optional, tells the proc to check for specific stuff. C is also optional.
All the procs here assume that the character is wearing the ninja suit if they are using the procs.
They should, as I have made every effort for that to be the case.
In the case that they are not, I imagine the game will run-time error like crazy.
s_cooldown ticks off each second based on the suit recharge proc, in seconds. Default of 1 seconds. Some abilities have no cool down.
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjacost(C = 0,X = 0)
var/mob/living/carbon/human/U = affecting
if( (U.stat||U.incorporeal_move)&&X!=3 )//Will not return if user is using an adrenaline booster since you can use them when stat==1.
U << "\red You must be conscious and solid to do this."//It's not a problem of stat==2 since the ninja will explode anyway if they die.
return 1
else if(cell.charge<C)
U << "\red Not enough energy."
return 1
switch(X)
if(1)
cancel_stealth()//Get rid of it.
if(2)
if(s_bombs<=0)
U << "\red There are no more smoke bombs remaining."
return 1
if(3)
if(a_boost<=0)
U << "\red You do not have any more adrenaline boosters."
return 1
return (s_coold)//Returns the value of the variable which counts down to zero.
//=======//TELEPORT GRAB CHECK//=======//
/obj/item/clothing/suit/space/space_ninja/proc/handle_teleport_grab(turf/T, mob/living/U)
if(istype(U.get_active_hand(),/obj/item/weapon/grab))//Handles grabbed persons.
var/obj/item/weapon/grab/G = U.get_active_hand()
G.affecting.loc = locate(T.x+rand(-1,1),T.y+rand(-1,1),T.z)//variation of position.
if(istype(U.get_inactive_hand(),/obj/item/weapon/grab))
var/obj/item/weapon/grab/G = U.get_inactive_hand()
G.affecting.loc = locate(T.x+rand(-1,1),T.y+rand(-1,1),T.z)//variation of position.
return
//=======//SMOKE//=======//
/*Summons smoke in radius of user.
Not sure why this would be useful (it's not) but whatever. Ninjas need their smoke bombs.*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke()
set name = "Smoke Bomb"
set desc = "Blind your enemies momentarily with a well-placed smoke bomb."
set category = "Ninja Ability"
set popup_menu = 0//Will not see it when right clicking.
if(!ninjacost(,2))
var/mob/living/carbon/human/U = affecting
U << "\blue There are <B>[s_bombs]</B> smoke bombs remaining."
var/datum/effect/effect/system/bad_smoke_spread/smoke = new /datum/effect/effect/system/bad_smoke_spread()
smoke.set_up(10, 0, U.loc)
smoke.start()
playsound(U.loc, 'sound/effects/bamf.ogg', 50, 2)
s_bombs--
s_coold = 1
return
//=======//9-8 TILE TELEPORT//=======//
//Click to to teleport 9-10 tiles in direction facing.
/obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt()
set name = "Phase Jaunt (750E)"
set desc = "Utilizes the internal VOID-shift device to rapidly transit in direction facing."
set category = "Ninja Ability"
set popup_menu = 0
var/C = 750
if(!ninjacost(C,1))
var/mob/living/carbon/human/U = affecting
var/turf/destination = get_teleport_loc(U.loc,U,9,1,3,1,0,1)
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
if(mobloc.loc.name != "\improper SpiderClan Outpost")
if(destination&&istype(mobloc, /turf))//The turf check prevents unusual behavior. Like teleporting out of cryo pods, cloners, mechs, etc.
spawn(0)
playsound(U.loc, "sparks", 50, 1)
anim(mobloc,src,'icons/mob/mob.dmi',,"phaseout",,U.dir)
handle_teleport_grab(destination, U)
U.loc = destination
spawn(0)
spark_system.start()
playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
playsound(U.loc, "sparks", 50, 1)
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
//spawn(0)
//destination.kill_creatures(U)//Any living mobs in teleport area are gibbed. Check turf procs for how it does it.
s_coold = 1
cell.charge-=(C)
else
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
else
U<< "\red Your <b>NINJA HONOR</b> prevents you from teleporting here!"
return
//=======//RIGHT CLICK TELEPORT//=======//
//Right click to teleport somewhere, almost exactly like admin jump to turf.
/obj/item/clothing/suit/space/space_ninja/proc/ninjashift(turf/T in oview())
set name = "Phase Shift (1500E)"
set desc = "Utilizes the internal VOID-shift device to rapidly transit to a destination in view."
set category = null//So it does not show up on the panel but can still be right-clicked.
set src = usr.contents//Fixes verbs not attaching properly for objects. Praise the DM reference guide!
var/C = 1500
if(!ninjacost(C,1))
var/mob/living/carbon/human/U = affecting
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
if(mobloc.loc.name != "\improper SpiderClan Outpost")
if((!T.density)&&istype(mobloc, /turf))
spawn(0)
playsound(U.loc, 'sound/effects/sparks4.ogg', 50, 1)
anim(mobloc,src,'icons/mob/mob.dmi',,"phaseout",,U.dir)
handle_teleport_grab(T, U)
U.loc = T
spawn(0)
spark_system.start()
playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
playsound(U.loc, 'sound/effects/sparks2.ogg', 50, 1)
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
//spawn(0) // Commented out for now, possible implementation in a later upgrade tree.
//T.kill_creatures(U)
s_coold = 1
cell.charge-=(C)
else
U << "\red You cannot teleport into solid walls or from solid matter"
else
U<< "\red Your <b>NINJA HONOR</b> prevents you from teleporting here!"
return
//=======//EM PULSE//=======//
//Disables nearby tech equipment.
/obj/item/clothing/suit/space/space_ninja/proc/ninjapulse()
set name = "EM Burst (2,000E)"
set desc = "Disable any nearby technology with a electro-magnetic pulse."
set category = "Ninja Ability"
set popup_menu = 0
var/C = 2000
if(!ninjacost(C, 1))
var/mob/living/carbon/human/U = affecting
playsound(U.loc, 'sound/effects/EMPulse.ogg', 60, 2)
emp_proof = 1 // This is a pretty crappy workaround, but the alternative was creating a special EMPulse proc just for Ninjas that doesn't trigger the act on their suits. - Dave
empulse(U, 4, 6) //Procs sure are nice. Slightly weaker than wizard's disable tch.
s_coold = 2
cell.charge-=(C)
spawn(3)
emp_proof = 0
return
//=======//ENERGY BLADE//=======//
//Summons a blade of energy in active hand.
/obj/item/clothing/suit/space/space_ninja/proc/ninjablade()
set name = "Energy Blade (500E)"
set desc = "Create a focused beam of energy in your active hand."
set category = "Ninja Ability"
set popup_menu = 0
var/C = 500
if(!ninjacost(C, 1))
var/mob/living/carbon/human/U = affecting
if(!kamikaze)
if(!U.get_active_hand()&&!istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade))
var/obj/item/weapon/melee/energy/blade/W = new()
spark_system.start()
playsound(U.loc, "sparks", 50, 1)
U.put_in_hands(W)
cell.charge-=C
else
U << "\red You can only summon one blade. Try dropping an item first."
else//Else you can run around with TWO energy blades. I don't know why you'd want to but cool factor remains.
if(!U.get_active_hand())
var/obj/item/weapon/melee/energy/blade/W = new()
U.put_in_hands(W)
if(!U.get_inactive_hand())
var/obj/item/weapon/melee/energy/blade/W = new()
U.put_in_inactive_hand(W)
spark_system.start()
playsound(U.loc, "sparks", 50, 1)
s_coold = 1
return
//=======//NINJA STARS//=======//
/*Shoots ninja stars at random people.
This could be a lot better but I'm too tired atm.*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjastar()
set name = "Energy Star (500E)"
set desc = "Launches an energy star at a random living target."
set category = "Ninja Ability"
set popup_menu = 0
var/C = 500
if(!ninjacost(C, 1))
var/mob/living/carbon/human/U = affecting
var/targets[] = list()//So yo can shoot while yo throw dawg
for(var/mob/living/M in oview(loc))
if(M.stat) continue//Doesn't target corpses or paralyzed persons.
targets.Add(M)
if(targets.len)
var/mob/living/target=pick(targets)//The point here is to pick a random, living mob in oview to shoot stuff at.
var/turf/curloc = U.loc
var/atom/targloc = get_turf(target)
if (!targloc || !istype(targloc, /turf) || !curloc)
return
if (targloc == curloc)
return
var/obj/item/projectile/energy/dart/A = new /obj/item/projectile/energy/dart(U.loc)
A.current = curloc
A.yo = targloc.y - curloc.y
A.xo = targloc.x - curloc.x
cell.charge-=(C)
A.process()
else
U << "\red There are no targets in view."
return
//=======//ENERGY NET//=======//
/*Allows the ninja to capture people, I guess.
Must right click on a mob to activate.*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjanet(mob/living/carbon/M in oview())//Only living carbon mobs.
set name = "Energy Net (2,500E)"
set desc = "Captures a fallen opponent in a net of energy. Will teleport them to a holding facility after 30 seconds."
set category = null
set src = usr.contents
var/C = 2500
if(!ninjacost(C,1)&&iscarbon(M)) // Nets now cost 8,000
var/mob/living/carbon/human/U = affecting
if(M.client)//Monkeys without a client can still step_to() and bypass the net. Also, netting inactive people is lame.
//if(M)//DEBUG
if(!locate(/obj/effect/energy_net) in M.loc)//Check if they are already being affected by an energy net.
for(var/turf/T in getline(U.loc, M.loc))
if(T.density)//Don't want them shooting nets through walls. It's kind of cheesy.
U << "You may not use an energy net through solid obstacles!"
return
spawn(0)
U.Beam(M,"n_beam",,15)
M.anchored = 1//Anchors them so they can't move.
var/obj/effect/stop/S
S = new /obj/effect/stop
S.victim = M
S.loc = M.loc
var/obj/effect/energy_net/E = new /obj/effect/energy_net(M.loc)
E.layer = M.layer+1//To have it appear one layer above the mob.
for(var/mob/O in viewers(U, 3))
O.show_message(text("\red [] caught [] with an energy net!", U, M), 1)
E.affecting = M
E.master = U
spawn(0)//Parallel processing.
E.process(M)
cell.charge-=(C)
else
U << "They are already trapped inside an energy net."
else
U << "They will bring no honor to your Clan!"
return
//=======//ADRENALINE BOOST//=======//
/*Wakes the user so they are able to do their thing. Also injects a decent dose of uranium.
Movement impairing would indicate drugs and the like.*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjaboost()
set name = "Adrenaline Boost"
set desc = "Inject a secret chemical that will counteract all movement-impairing effect."
set category = "Ninja Ability"
set popup_menu = 0
if(!ninjacost(,3))//Have to make sure stat is not counted for this ability.
var/mob/living/carbon/human/U = affecting
//Wouldn't need to track adrenaline boosters if there was a miracle injection to get rid of paralysis and the like instantly.
//For now, adrenaline boosters ARE the miracle injection. Well, uranium, really.
U.SetParalysis(0)
U.SetStunned(0)
U.SetWeakened(0)
/*
Due to lag, it was possible to adrenaline boost but remain helpless while life.dm resets player stat.
This lead to me and others spamming adrenaline boosters because they failed to kick in on time.
It's technically possible to come back from crit with this but it is very temporary.
Life.dm will kick the player back into unconsciosness the next process loop.
*/
U.stat = 0//At least now you should be able to teleport away or shoot ninja stars.
if(U.said_last_words)
U.said_last_words=0
spawn(30)//Slight delay so the enemy does not immedietly know the ability was used. Due to lag, this often came before waking up.
U.say(pick("A CORNERED FOX IS MORE DANGEROUS THAN A JACKAL!","HURT ME MOOORRREEE!","IMPRESSIVE!"))
spawn(70)
reagents.reaction(U, 2)
reagents.trans_id_to(U, "uranium", a_transfer)
U << "\red You are beginning to feel the after-effect of the injection."
a_boost--
s_coold = 3
return
/*
===================================================================================
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<KAMIKAZE MODE>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
===================================================================================
Or otherwise known as anime mode. Which also happens to be ridiculously powerful.
*/
//=======//NINJA MOVEMENT//=======//
//Also makes you move like you're on crack.
/obj/item/clothing/suit/space/space_ninja/proc/ninjawalk()
set name = "Shadow Walk"
set desc = "Combines the VOID-shift and CLOAK-tech devices to freely move between solid matter. Toggle on or off."
set category = "Ninja Ability"
set popup_menu = 0
var/mob/living/carbon/human/U = affecting
if(!U.incorporeal_move)
U.incorporeal_move = 2
U << "\blue You will now phase through solid matter."
else
U.incorporeal_move = 0
U << "\blue You will no-longer phase through solid matter."
return
//=======//5 TILE TELEPORT/GIB//=======//
//Allows to gib up to five squares in a straight line. Seriously.
/obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer()
set name = "Phase Slayer"
set desc = "Utilizes the internal VOID-shift device to mutilate creatures in a straight line."
set category = "Ninja Ability"
set popup_menu = 0
if(!ninjacost())
var/mob/living/carbon/human/U = affecting
var/turf/destination = get_teleport_loc(U.loc,U,5)
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
if(destination&&istype(mobloc, /turf))
U.say("Ai Satsugai!")
spawn(0)
playsound(U.loc, "sparks", 50, 1)
anim(mobloc,U,'icons/mob/mob.dmi',,"phaseout",,U.dir)
spawn(0)
for(var/turf/T in getline(mobloc, destination))
spawn(0)
T.kill_creatures(U)
if(T==mobloc||T==destination) continue
spawn(0)
anim(T,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
handle_teleport_grab(destination, U)
U.loc = destination
spawn(0)
spark_system.start()
playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
playsound(U.loc, "sparks", 50, 1)
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
s_coold = 1
else
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
return
//=======//TELEPORT BEHIND MOB//=======//
/*Appear behind a randomly chosen mob while a few decoy teleports appear.
This is so anime it hurts. But that's the point.*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjamirage()
set name = "Spider Mirage"
set desc = "Utilizes the internal VOID-shift device to create decoys and teleport behind a random target."
set category = "Ninja Ability"
set popup_menu = 0
if(!ninjacost())//Simply checks for stat.
var/mob/living/carbon/human/U = affecting
var/targets[]
targets = new()
for(var/mob/living/M in oview(6))
if(M.stat) continue//Doesn't target corpses or paralyzed people.
targets.Add(M)
if(targets.len)
var/mob/living/target=pick(targets)
var/locx
var/locy
var/turf/mobloc = get_turf(target.loc)
var/safety = 0
switch(target.dir)
if(NORTH)
locx = mobloc.x
locy = (mobloc.y-1)
if(locy<1)
safety = 1
if(SOUTH)
locx = mobloc.x
locy = (mobloc.y+1)
if(locy>world.maxy)
safety = 1
if(EAST)
locy = mobloc.y
locx = (mobloc.x-1)
if(locx<1)
safety = 1
if(WEST)
locy = mobloc.y
locx = (mobloc.x+1)
if(locx>world.maxx)
safety = 1
else safety=1
if(!safety&&istype(mobloc, /turf))
U.say("Kumo no Shinkiro!")
var/turf/picked = locate(locx,locy,mobloc.z)
spawn(0)
playsound(U.loc, "sparks", 50, 1)
anim(mobloc,U,'icons/mob/mob.dmi',,"phaseout",,U.dir)
spawn(0)
var/limit = 4
for(var/turf/T in oview(5))
if(prob(20))
spawn(0)
anim(T,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
limit--
if(limit<=0) break
handle_teleport_grab(picked, U)
U.loc = picked
U.dir = target.dir
spawn(0)
spark_system.start()
playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
playsound(U.loc, "sparks", 50, 1)
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
s_coold = 1
else
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
else
U << "\red There are no targets in view."
return
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+2 -43
View File
@@ -1321,21 +1321,7 @@ datum
check_completion()
if(!ishuman(owner.current))
return 0
if(!owner.current || owner.current.stat == 2)
return 0
if(!(istype(owner.current:wear_suit, /obj/item/clothing/suit/space/space_ninja)&&owner.current:wear_suit:s_initialized))
return 0
var/current_amount
var/obj/item/clothing/suit/space/space_ninja/S = owner.current:wear_suit
if(!S.stored_research.len)
return 0
else
for(var/datum/tech/current_data in S.stored_research)
if(current_data.level>1) current_amount+=(current_data.level-1)
if(current_amount<target_amount) return 0
return 1
return 0
debrain//I want braaaainssss
@@ -1414,34 +1400,7 @@ datum
check_completion()//Basically runs through all the mobs in the area to determine how much they are worth.
var/captured_amount = 0
var/area/ninja/holding/A = locate()
for(var/mob/living/carbon/human/M in A)//Humans.
if(M.stat==2)//Dead folks are worth less.
captured_amount+=0.5
continue
captured_amount+=1
for(var/mob/living/carbon/monkey/M in A)//Monkeys are almost worthless, you failure.
captured_amount+=0.1
for(var/mob/living/carbon/alien/larva/M in A)//Larva are important for research.
if(M.stat==2)
captured_amount+=0.5
continue
captured_amount+=1
for(var/mob/living/carbon/alien/humanoid/M in A)//Aliens are worth twice as much as humans.
if(istype(M, /mob/living/carbon/alien/humanoid/queen))//Queens are worth three times as much as humans.
if(M.stat==2)
captured_amount+=1.5
else
captured_amount+=3
continue
if(M.stat==2)
captured_amount+=1
continue
captured_amount+=2
if(captured_amount<target_amount)
return 0
return 1
return 0
datum/objective/silence
explanation_text = "Do not allow anyone to escape the station. Only allow the shuttle to be called when everyone is dead and your story is the only one left."
-182
View File
@@ -1,182 +0,0 @@
/datum/game_mode/var/list/datum/mind/ninjas = list()
// Keep in mind ninja-procs that aren't here will be where the event's defined
/datum/game_mode/ninja
name = "ninja"
config_tag = "ninja"
required_players = 10 //Can be adjusted later, should suffice for now.
required_players_secret = 10
required_enemies = 1
recommended_enemies = 1
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
var/finished = 0
/datum/game_mode/ninja/announce()
world << "<B>The current game mode is Ninja!</B>"
/datum/game_mode/ninja/can_start()
if(!..())
return 0
var/list/datum/mind/possible_ninjas = get_players_for_role(BE_NINJA)
if(possible_ninjas.len==0)
return 0
var/datum/mind/ninja = pick(possible_ninjas)
ninjas += ninja
modePlayer += ninja
ninja.assigned_role = "MODE" //So they aren't chosen for other jobs.
ninja.special_role = "Ninja"
ninja.original = ninja.current
if(ninjastart.len == 0)
ninja.current << "<B>\red A proper starting location for you could not be found, please report this bug!</B>"
ninja.current << "<B>\red Attempting to place at a carpspawn.</B>"
for(var/obj/effect/landmark/L in landmarks_list)
if(L.name == "carpspawn")
ninjastart.Add(L)
if(ninjastart.len == 0 && latejoin.len > 0)
ninja.current << "<B>\red Still no spawneable locations could be found. Defaulting to latejoin.</B>"
return 1
else if (ninjastart.len == 0)
ninja.current << "<B>\red Still no spawneable locations could be found. Aborting.</B>"
return 0
return 1
/datum/game_mode/ninja/pre_setup()
for(var/datum/mind/ninja in ninjas)
ninja.current << browse(null, "window=playersetup")
ninja.current = create_space_ninja(pick(ninjastart.len ? ninjastart : latejoin))
ninja.current.ckey = ninja.key
return 1
/datum/game_mode/ninja/post_setup()
for(var/datum/mind/ninja in ninjas)
if(ninja.current && !(istype(ninja.current,/mob/living/carbon/human))) return 0
forge_ninja_objectives(ninja)
var/mob/living/carbon/human/N = ninja.current
N.internal = N.s_store
N.internals.icon_state = "internal1"
if(N.wear_suit && istype(N.wear_suit,/obj/item/clothing/suit/space/space_ninja))
var/obj/item/clothing/suit/space/space_ninja/S = N.wear_suit
S:randomize_param()
spawn (rand(waittime_l, waittime_h))
send_intercept()
return ..()
/datum/game_mode/ninja/check_finished()
if(config.continous_rounds)
return ..()
var/ninjas_alive = 0
for(var/datum/mind/ninja in ninjas)
if(!istype(ninja.current,/mob/living/carbon/human))
continue
if(ninja.current.stat==2)
continue
ninjas_alive++
if (ninjas_alive)
return ..()
else
finished = 1
return 1
/datum/game_mode/ninja/proc/forge_ninja_objectives(var/datum/mind/ninja)
var/objective_list[] = list(1,2,3,4,5)
for(var/i=rand(2,4),i>0,i--)
switch(pick(objective_list))
if(1)//Kill
var/datum/objective/assassinate/ninja_objective = new
ninja_objective.owner = ninja
ninja_objective.target = ninja_objective.find_target()
if(ninja_objective.target != "Free Objective")
ninja.objectives += ninja_objective
else
i++
objective_list -= 1 // No more than one kill objective
if(2)//Steal
var/datum/objective/steal/ninja_objective = new
ninja_objective.owner = ninja
ninja_objective.target = ninja_objective.find_target()
ninja.objectives += ninja_objective
if(3)//Protect
var/datum/objective/protect/ninja_objective = new
ninja_objective.owner = ninja
ninja_objective.target = ninja_objective.find_target()
if(ninja_objective.target != "Free Objective")
ninja.objectives += ninja_objective
else
i++
objective_list -= 3
if(4)//Download
var/datum/objective/download/ninja_objective = new
ninja_objective.owner = ninja
ninja_objective.gen_amount_goal()
ninja.objectives += ninja_objective
objective_list -= 4
if(5)//Harm
var/datum/objective/harm/ninja_objective = new
ninja_objective.owner = ninja
ninja_objective.target = ninja_objective.find_target()
if(ninja_objective.target != "Free Objective")
ninja.objectives += ninja_objective
else
i++
objective_list -= 5
var/datum/objective/survive/ninja_objective = new
ninja_objective.owner = ninja
ninja.objectives += ninja_objective
ninja.current.mind = ninja
var/directive = generate_ninja_directive("heel")//Only hired by antags, not NT
ninja.current << "You are an elite mercenary assassin of the Spider Clan, [ninja.current.real_name]. You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor.\nYour current directive is: \red <B>[directive]</B>\n \blue Try your best to adhere to this."
ninja.store_memory("<B>Directive:</B> \red [directive]<br>")
var/obj_count = 1
ninja.current << "\blue Your current objectives:"
for(var/datum/objective/objective in ninja.objectives)
ninja.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
/datum/game_mode/proc/auto_declare_completion_ninja()
if(ninjas.len)
var/text = "<FONT size = 2><B>The ninjas were:</B></FONT>"
for(var/datum/mind/ninja in ninjas)
var/ninjawin = 1
text += "<br>[ninja.key] was [ninja.name] ("
if(ninja.current)
if(ninja.current.stat == DEAD)
text += "died"
else
text += "survived"
if(ninja.current.real_name != ninja.name)
text += " as [ninja.current.real_name]"
else
text += "body destroyed"
text += ")"
if(ninja.objectives.len)//If the ninja had no objectives, don't need to process this.
var/count = 1
for(var/datum/objective/objective in ninja.objectives)
if(objective.check_completion())
text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font>"
feedback_add_details("traitor_objective","[objective.type]|SUCCESS")
else
text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font>"
feedback_add_details("traitor_objective","[objective.type]|FAIL")
ninjawin = 0
count++
var/special_role_text
if(ninja.special_role)
special_role_text = lowertext(ninja.special_role)
else
special_role_text = "antagonist"
if(ninjawin)
text += "<br><font color='green'><B>The [special_role_text] was successful!</B></font>"
feedback_add_details("traitor_success","SUCCESS")
else
text += "<br><font color='red'><B>The [special_role_text] has failed!</B></font>"
feedback_add_details("traitor_success","FAIL")
world << text
return 1
+3 -43
View File
@@ -663,21 +663,7 @@ datum/objective/download
check_completion()
if(!ishuman(owner.current))
return 0
if(!owner.current || owner.current.stat == DEAD)
return 0
if(!(istype(owner.current:wear_suit, /obj/item/clothing/suit/space/space_ninja)&&owner.current:wear_suit:s_initialized))
return 0
var/current_amount
var/obj/item/clothing/suit/space/space_ninja/S = owner.current:wear_suit
if(!S.stored_research.len)
return 0
else
for(var/datum/tech/current_data in S.stored_research)
if(current_data.level>1) current_amount+=(current_data.level-1)
if(current_amount<target_amount) return 0
return 1
return 0
@@ -689,34 +675,8 @@ datum/objective/capture
check_completion()//Basically runs through all the mobs in the area to determine how much they are worth.
var/captured_amount = 0
var/area/ninja/holding/A = locate()
for(var/mob/living/carbon/human/M in A)//Humans.
if(M.stat == DEAD)//Dead folks are worth less.
captured_amount+=0.5
continue
captured_amount+=1
for(var/mob/living/carbon/monkey/M in A)//Monkeys are almost worthless, you failure.
captured_amount+=0.1
for(var/mob/living/carbon/alien/larva/M in A)//Larva are important for research.
if(M.stat == DEAD)
captured_amount+=0.5
continue
captured_amount+=1
for(var/mob/living/carbon/alien/humanoid/M in A)//Aliens are worth twice as much as humans.
if(istype(M, /mob/living/carbon/alien/humanoid/queen))//Queens are worth three times as much as humans.
if(M.stat == DEAD)
captured_amount+=1.5
else
captured_amount+=3
continue
if(M.stat == DEAD)
captured_amount+=1
continue
captured_amount+=2
if(captured_amount<target_amount)
return 0
return 1
return 0
+4 -5
View File
@@ -151,7 +151,7 @@
visible_message("<span class='userdanger'>[user] has slashed [src]!</span>")
playsound(loc, 'sound/weapons/slice.ogg', 25, 1, -1)
if(prob(10))
new /obj/effect/decal/cleanable/oil(loc)
new /obj/effect/decal/cleanable/blood/oil(loc)
healthcheck()
@@ -163,7 +163,7 @@
visible_message("<span class='userdanger'>[M] has [M.attacktext] [src]!</span>")
add_logs(M, src, "attacked", admin=0)
if(prob(10))
new /obj/effect/decal/cleanable/oil(loc)
new /obj/effect/decal/cleanable/blood/oil(loc)
healthcheck()
/obj/machinery/bot/Topic(href, href_list) //Master Topic to handle common functions.
@@ -270,7 +270,7 @@
/obj/machinery/bot/emag_act(user as mob)
if (emagged < 2)
Emag(user)
/obj/machinery/bot/bullet_act(var/obj/item/projectile/Proj)
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
health -= Proj.damage
@@ -345,7 +345,7 @@
if((!on) || (!message))
return
if(freqname)
Radio.autosay(message, src.name, freqname, list(src.z))
Radio.autosay(message, src.name, freqname, list(src.z))
else
for(var/mob/O in hearers(src, null))
O.show_message("<span class='game say'><span class='name'>[src]</span> beeps, \"[message]\"</span>",2)
@@ -791,4 +791,3 @@ obj/machinery/bot/proc/bot_summon()
loc = Mb.loc
frustration = 0
return
+4 -5
View File
@@ -206,10 +206,10 @@ text("<A href='?src=\ref[src];power=1'>[on ? "On" : "Off"]</A>"))
/obj/machinery/bot/cleanbot/proc/get_targets()
target_types = new/list()
target_types += /obj/effect/decal/cleanable/oil
target_types += /obj/effect/decal/cleanable/blood/oil
target_types += /obj/effect/decal/cleanable/vomit
target_types += /obj/effect/decal/cleanable/poop
target_types += /obj/effect/decal/cleanable/robot_debris
target_types += /obj/effect/decal/cleanable/blood/gibs/robot
target_types += /obj/effect/decal/cleanable/crayon
target_types += /obj/effect/decal/cleanable/liquid_fuel
target_types += /obj/effect/decal/cleanable/molten_item
@@ -223,11 +223,10 @@ text("<A href='?src=\ref[src];power=1'>[on ? "On" : "Off"]</A>"))
target_types += /obj/effect/decal/cleanable/mucus
if(blood)
target_types += /obj/effect/decal/cleanable/xenoblood/
target_types += /obj/effect/decal/cleanable/xenoblood/xgibs
target_types += /obj/effect/decal/cleanable/blood/xeno/
target_types += /obj/effect/decal/cleanable/blood/gibs/xeno
target_types += /obj/effect/decal/cleanable/blood/
target_types += /obj/effect/decal/cleanable/blood/gibs/
target_types += /obj/effect/decal/cleanable/blood/green
target_types += /obj/effect/decal/cleanable/blood/tracks
target_types += /obj/effect/decal/cleanable/dirt
+1 -1
View File
@@ -442,7 +442,7 @@ Auto Patrol[]"},
s.set_up(3, 1, src)
s.start()
new /obj/effect/decal/cleanable/oil(loc)
new /obj/effect/decal/cleanable/blood/oil(loc)
qdel(src)
/obj/machinery/bot/ed209/proc/set_weapon() //used to update the projectile type and firing sound
+2 -2
View File
@@ -139,7 +139,7 @@ var/global/mulebot_count = 0
user << "<span class='notice'>You [locked ? "lock" : "unlock"] the mulebot's controls!</span>"
flick("mulebot-emagged", src)
playsound(loc, 'sound/effects/sparks1.ogg', 100, 0)
/obj/machinery/bot/mulebot/ex_act(var/severity)
unload(0)
switch(severity)
@@ -932,6 +932,6 @@ var/global/mulebot_count = 0
s.set_up(3, 1, src)
s.start()
new /obj/effect/decal/cleanable/oil(loc)
new /obj/effect/decal/cleanable/blood/oil(loc)
unload(0)
qdel(src)
+1 -1
View File
@@ -401,7 +401,7 @@ Auto Patrol: []"},
s.set_up(3, 1, src)
s.start()
new /obj/effect/decal/cleanable/oil(loc)
new /obj/effect/decal/cleanable/blood/oil(loc)
qdel(src)
/obj/machinery/bot/secbot/attack_alien(var/mob/living/carbon/alien/user as mob)
-6
View File
@@ -132,8 +132,6 @@
//Cameras can't track people wearing an agent card or a ninja hood.
if(H.wear_id && istype(H.wear_id.GetID(), /obj/item/weapon/card/id/syndicate))
continue
if(istype(H.head, /obj/item/clothing/head/helmet/space/space_ninja) && (H.head.flags & NODROP))
continue
// Now, are they viewable by a camera? (This is last because it's the most intensive check)
if(!near_camera(M))
continue
@@ -195,10 +193,6 @@
if(H.digitalcamo)
U.ai_cancel_tracking(1)
return
if(H.head && istype(H.head, /obj/item/clothing/head/helmet/space/space_ninja) && (H.head.flags & NODROP))
U.ai_cancel_tracking(1)
return
if(istype(target.loc,/obj/effect/dummy))
U.ai_cancel_tracking()
return
+12 -12
View File
@@ -174,9 +174,9 @@
icon_state = "ai-empty"
anchored = 1
state = 20//So it doesn't interact based on the above. Not really necessary.
/obj/structure/AIcore/deactivated/Destroy()
empty_playable_ai_cores -= src
empty_playable_ai_cores -= src
..()
/obj/structure/AIcore/deactivated/attackby(var/obj/item/W, var/mob/user, params)
@@ -202,7 +202,7 @@
return
else
return ..()
/client/proc/empty_ai_core_toggle_latejoin()
set name = "Toggle AI Core Latejoin"
set category = "Admin"
@@ -210,7 +210,7 @@
var/list/cores = list()
for(var/obj/structure/AIcore/deactivated/D in world)
cores["[D] ([D.loc.loc])"] = D
if(!cores.len)
src << "No deactivated AI cores were found."
@@ -263,7 +263,7 @@ That prevents a few funky behaviors.
T.cancel_camera()
T << "You have been downloaded to a mobile storage device. Remote device connection severed."
U << "\blue <b>Transfer successful</b>: \black [T.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."
if("NINJASUIT")
/*if("NINJASUIT")
var/obj/item/clothing/suit/space/space_ninja/C = src
if(C.AI)//If there is an AI on card.
U << "\red <b>Transfer failed</b>: \black Existing AI found on this terminal. Remove existing AI to install a new one."
@@ -284,7 +284,7 @@ That prevents a few funky behaviors.
C.AI = T
T.cancel_camera()
T << "You have been downloaded to a mobile storage device. Remote device connection severed."
U << "\blue <b>Transfer successful</b>: \black [T.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."
U << "\blue <b>Transfer successful</b>: \black [T.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."*/
if("INACTIVE")//Inactive AI object.
var/obj/structure/AIcore/deactivated/T = target
@@ -302,7 +302,7 @@ That prevents a few funky behaviors.
A << "You have been uploaded to a stationary terminal. Remote device connection restored."
U << "\blue <b>Transfer successful</b>: \black [A.name] ([rand(1000,9999)].exe) installed and executed succesfully. Local copy has been removed."
del(T)
if("NINJASUIT")
/*if("NINJASUIT")
var/obj/item/clothing/suit/space/space_ninja/C = src
var/mob/living/silicon/ai/A = C.AI
if(A)
@@ -312,7 +312,7 @@ That prevents a few funky behaviors.
A.cancel_camera()
A << "You have been uploaded to a stationary terminal. Remote device connection restored."
U << "\blue <b>Transfer succesful</b>: \black [A.name] ([rand(1000,9999)].exe) installed and executed succesfully. Local copy has been removed."
del(T)
del(T)*/
if("AIFIXER")//AI Fixer terminal.
var/obj/machinery/computer/aifixer/T = target
switch(interaction)
@@ -357,7 +357,7 @@ That prevents a few funky behaviors.
U << "\red <b>ERROR</b>: \black Reconstruction in progress."
else if (!T.occupant)
U << "\red <b>ERROR</b>: \black Unable to locate artificial intelligence."
if("NINJASUIT")
/*if("NINJASUIT")
var/obj/item/clothing/suit/space/space_ninja/C = src
if(!T.contents.len)
if (!C.AI)
@@ -390,8 +390,8 @@ That prevents a few funky behaviors.
else if (T.active)
U << "\red <b>ERROR</b>: \black Reconstruction in progress."
else if (!T.occupant)
U << "\red <b>ERROR</b>: \black Unable to locate artificial intelligence."
if("NINJASUIT")//Ninjasuit
U << "\red <b>ERROR</b>: \black Unable to locate artificial intelligence."*/
/*if("NINJASUIT")//Ninjasuit
var/obj/item/clothing/suit/space/space_ninja/T = target
switch(interaction)
if("AICARD")
@@ -426,7 +426,7 @@ That prevents a few funky behaviors.
A_T << "You have been uploaded to a mobile storage device."
U << "\blue <b>SUCCESS</b>: \black [A_T.name] ([rand(1000,9999)].exe) removed from local memory and installed to host."
else if(A_T)//If the target AI is dead. Else just go to return since nothing would happen if both are empty.
U << "\red <b>ERROR</b>: \black [A_T.name] data core is corrupted. Unable to install."
U << "\red <b>ERROR</b>: \black [A_T.name] data core is corrupted. Unable to install."*/
else
U << "\red <b>ERROR</b>: \black AI flush is in progress, cannot execute transfer protocol."
+97 -203
View File
@@ -2,236 +2,130 @@
/obj/machinery/computer/robotics
name = "Robotics Control"
name = "robotics control console"
desc = "Used to remotely lockdown or detonate linked Cyborgs."
icon = 'icons/obj/computer.dmi'
icon_state = "robot"
req_access = list(access_robotics)
circuit = "/obj/item/weapon/circuitboard/robotics"
var/id = 0.0
circuit = /obj/item/weapon/circuitboard/robotics
var/temp = null
var/status = 0
var/timeleft = 60
var/stop = 0.0
var/screen = 0 // 0 - Main Menu, 1 - Cyborg Status, 2 - Kill 'em All! -- In text
l_color = "#CD00CD"
/obj/machinery/computer/robotics/attack_ai(var/mob/user as mob)
return src.attack_hand(user)
/obj/machinery/computer/robotics/attack_paw(var/mob/user as mob)
return src.attack_hand(user)
return
/obj/machinery/computer/robotics/proc/can_control(var/mob/user, var/mob/living/silicon/robot/R)
if(!istype(R))
return 0
if(istype(user, /mob/living/silicon/ai))
if (R.connected_ai != user)
return 0
if(istype(user, /mob/living/silicon/robot))
if (R != user)
return 0
if(R.scrambledcodes)
return 0
return 1
/obj/machinery/computer/robotics/attack_hand(var/mob/user as mob)
if(..())
return
interact(user)
/obj/machinery/computer/robotics/interact(var/mob/user as mob)
if (src.z > 6)
user << "\red <b>Unable to establish a connection</b>: \black You're too far away from the station!"
user << "<span class='userdanger'>Unable to establish a connection</span>: \black You're too far away from the station!"
return
user.set_machine(src)
var/dat
if (src.temp)
dat = "<TT>[src.temp]</TT><BR><BR><A href='?src=\ref[src];temp=1'>Clear Screen</A>"
else
if(screen == 0)
dat += "<h3>Cyborg Control Console</h3><BR>"
dat += "<A href='?src=\ref[src];screen=1'>1. Cyborg Status</A><BR>"
dat += "<A href='?src=\ref[src];screen=2'>2. Emergency Full Destruct</A><BR>"
if(screen == 1)
for(var/mob/living/silicon/robot/R in mob_list)
if(istype(R, /mob/living/silicon/robot/drone))
continue //There's a specific console for drones.
if(istype(user, /mob/living/silicon/ai))
if (R.connected_ai != user)
continue
if(istype(user, /mob/living/silicon/robot))
if (R != user)
continue
if(R.scrambledcodes)
continue
var/robots = 0
for(var/mob/living/silicon/robot/R in mob_list)
if(!can_control(user, R))
continue
robots++
dat += "[R.name] |"
if(R.stat)
dat += " Not Responding |"
else if (!R.canmove)
dat += " Locked Down |"
else
dat += " Operating Normally |"
if (!R.canmove)
else if(R.cell)
dat += " Battery Installed ([R.cell.charge]/[R.cell.maxcharge]) |"
else
dat += " No Cell Installed |"
if(R.module)
dat += " Module Installed ([R.module.name]) |"
else
dat += " No Module Installed |"
if(R.connected_ai)
dat += " Slaved to [R.connected_ai.name] |"
else
dat += " Independent from AI |"
if (istype(user, /mob/living/silicon))
if(issilicon(user) && is_special_character(user) && !R.emagged)
dat += "<A href='?src=\ref[src];magbot=\ref[R]'>(<font color=blue><i>Hack</i></font>)</A> "
dat += "<A href='?src=\ref[src];stopbot=\ref[R]'>(<font color=green><i>[R.canmove ? "Lockdown" : "Release"]</i></font>)</A> "
dat += "<A href='?src=\ref[src];killbot=\ref[R]'>(<font color=red><i>Destroy</i></font>)</A>"
dat += "<BR>"
dat += "[R.name] |"
if(R.stat)
dat += " Not Responding |"
else if (!R.canmove)
dat += " Locked Down |"
else
dat += " Operating Normally |"
if (!R.canmove)
else if(R.cell)
dat += " Battery Installed ([R.cell.charge]/[R.cell.maxcharge]) |"
else
dat += " No Cell Installed |"
if(R.module)
dat += " Module Installed ([R.module.name]) |"
else
dat += " No Module Installed |"
if(R.connected_ai)
dat += " Slaved to [R.connected_ai.name] |"
else
dat += " Independent from AI |"
if (istype(user, /mob/living/silicon))
if((user.mind.special_role && user.mind.original == user) && !R.emagged)
dat += "<A href='?src=\ref[src];magbot=\ref[R]'>(<font color=blue><i>Hack</i></font>)</A> "
dat += "<A href='?src=\ref[src];stopbot=\ref[R]'>(<font color=green><i>[R.canmove ? "Lockdown" : "Release"]</i></font>)</A> "
dat += "<A href='?src=\ref[src];killbot=\ref[R]'>(<font color=red><i>Destroy</i></font>)</A>"
dat += "<BR>"
dat += "<A href='?src=\ref[src];screen=0'>(Return to Main Menu)</A><BR>"
if(screen == 2)
if(!src.status)
dat += {"<BR><B>Emergency Robot Self-Destruct</B><HR>\nStatus: Off<BR>
\n<BR>
\nCountdown: [src.timeleft]/60 <A href='?src=\ref[src];reset=1'>\[Reset\]</A><BR>
\n<BR>
\n<A href='?src=\ref[src];eject=1'>Start Sequence</A><BR>
\n<BR>
\n<A href='?src=\ref[user];mach_close=computer'>Close</A>"}
else
dat = {"<B>Emergency Robot Self-Destruct</B><HR>\nStatus: Activated<BR>
\n<BR>
\nCountdown: [src.timeleft]/60 \[Reset\]<BR>
\n<BR>\n<A href='?src=\ref[src];stop=1'>Stop Sequence</A><BR>
\n<BR>
\n<A href='?src=\ref[user];mach_close=computer'>Close</A>"}
dat += "<A href='?src=\ref[src];screen=0'>(Return to Main Menu)</A><BR>"
if(!robots)
dat += "No Cyborg Units detected within access parameters."
user << browse(dat, "window=computer;size=400x500")
onclose(user, "computer")
var/datum/browser/popup = new(user, "computer", "Cyborg Control Console", 400, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
return
/obj/machinery/computer/robotics/Topic(href, href_list)
if(..())
return 1
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.set_machine(src)
return
if (href_list["eject"])
src.temp = {"Destroy Robots?<BR>
<BR><B><A href='?src=\ref[src];eject2=1'>\[Swipe ID to initiate destruction sequence\]</A></B><BR>
<A href='?src=\ref[src];temp=1'>Cancel</A>"}
if (href_list["temp"])
src.temp = null
else if (href_list["eject2"])
var/obj/item/weapon/card/id/I = usr.get_active_hand()
if (istype(I, /obj/item/device/pda))
var/obj/item/device/pda/pda = I
I = pda.id
if (istype(I))
if(src.check_access(I))
if (!status)
msg_admin_attack("\blue [key_name_admin(usr)] has initiated the global cyborg killswitch!")
log_game("\blue [key_name(usr)] has initiated the global cyborg killswitch!")
use_log += text("\[[time_stamp()]\] <font color='red'>[usr.name] ([usr.ckey]) has initiated the global cyborg killswitch!</font>")
src.status = 1
src.start_sequence()
src.temp = null
else if (href_list["killbot"])
if(src.allowed(usr))
var/mob/living/silicon/robot/R = locate(href_list["killbot"])
if(can_control(usr, R))
var/choice = input("Are you certain you wish to detonate [R.name]?") in list("Confirm", "Abort")
if(choice == "Confirm" && can_control(usr, R) && !..())
if(R.mind && R.mind.special_role && R.emagged)
R << "Extreme danger. Termination codes detected. Scrambling security codes and automatic AI unlink triggered."
R.ResetSecurityCodes()
else
message_admins("<span class='notice'>[key_name(usr, usr.client)](<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[usr.x];Y=[usr.y];Z=[usr.z]'>JMP</a>) detonated [key_name(R, R.client)](<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[R.x];Y=[R.y];Z=[R.z]'>JMP</a>)!</span>")
log_game("\<span class='notice'>[key_name(usr)] detonated [key_name(R)]!</span>")
if(R.connected_ai)
R.connected_ai << "<br><br><span class='alert'>ALERT - Cyborg detonation detected: [R.name]</span><br>"
R.self_destruct()
else
usr << "<span class='danger'>Access Denied.</span>"
else
usr << "\red Access Denied."
else if (href_list["stopbot"])
if(src.allowed(usr))
var/mob/living/silicon/robot/R = locate(href_list["stopbot"])
if(can_control(usr, R))
var/choice = input("Are you certain you wish to [R.canmove ? "lock down" : "release"] [R.name]?") in list("Confirm", "Abort")
if(choice == "Confirm" && can_control(usr, R) && !..())
message_admins("<span class='notice'>[key_name(usr, usr.client)](<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[usr.x];Y=[usr.y];Z=[usr.z]'>JMP</a>) [R.canmove ? "locked down" : "released"] [key_name(R, R.client)](<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[R.x];Y=[R.y];Z=[R.z]'>JMP</a>)!</span>")
log_game("[key_name(usr)] [R.canmove ? "locked down" : "released"] [key_name(R)]!")
R.SetLockdown(!R.lockcharge)
R << "[!R.lockcharge ? "<span class='notice'>Your lockdown has been lifted!" : "<span class='alert'>You have been locked down!"]</span>"
if(R.connected_ai)
R.connected_ai << "[!R.lockcharge ? "<span class='notice'>NOTICE - Cyborg lockdown lifted" : "<span class='alert'>ALERT - Cyborg lockdown detected"]: <a href='byond://?src=\ref[R.connected_ai];track2=\ref[R.connected_ai];track=\ref[R]'>[R.name]</a></span><br>"
else if (href_list["stop"])
src.temp = {"
Stop Robot Destruction Sequence?<BR>
<BR><A href='?src=\ref[src];stop2=1'>Yes</A><BR>
<A href='?src=\ref[src];temp=1'>No</A>"}
else
usr << "<span class='danger'>Access Denied.</span>"
else if (href_list["stop2"])
src.stop = 1
src.temp = null
src.status = 0
else if (href_list["magbot"])
if(issilicon(usr) && is_special_character(usr))
var/mob/living/silicon/robot/R = locate(href_list["magbot"])
if(istype(R) && !R.emagged && R.connected_ai == usr && !R.scrambledcodes && can_control(usr, R))
log_game("[key_name(usr)] emagged [R.name] using robotic console!")
R.emagged = 1
if(R.mind.special_role)
R.verbs += /mob/living/silicon/robot/proc/ResetSecurityCodes
else if (href_list["reset"])
src.timeleft = 60
else if (href_list["temp"])
src.temp = null
else if (href_list["screen"])
switch(href_list["screen"])
if("0")
screen = 0
if("1")
screen = 1
if("2")
screen = 2
else if (href_list["killbot"])
if(src.allowed(usr))
var/mob/living/silicon/robot/R = locate(href_list["killbot"])
if(R)
var/choice = input("Are you certain you wish to detonate [R.name]?") in list("Confirm", "Abort")
if(choice == "Confirm")
if(R && istype(R))
if(R.mind && R.mind.special_role && R.emagged)
R << "Extreme danger. Termination codes detected. Scrambling security codes and automatic AI unlink triggered."
R.ResetSecurityCodes()
else
msg_admin_attack("\blue [key_name_admin(usr)] detonated [R.name]!")
log_game("\blue [key_name_admin(usr)] detonated [R.name]!")
use_log += text("\[[time_stamp()]\] <font color='red'>[usr.name] ([usr.ckey]) detonated [R.name] ([R.ckey])!</font>")
R.self_destruct()
else
usr << "\red Access Denied."
else if (href_list["stopbot"])
if(src.allowed(usr))
var/mob/living/silicon/robot/R = locate(href_list["stopbot"])
if(R && istype(R)) // Extra sancheck because of input var references
var/choice = input("Are you certain you wish to [R.canmove ? "lock down" : "release"] [R.name]?") in list("Confirm", "Abort")
if(choice == "Confirm")
if(R && istype(R))
msg_admin_attack("\blue [key_name_admin(usr)] [R.canmove ? "locked down" : "released"] [R.name]!")
log_game("[key_name(usr)] [R.canmove ? "locked down" : "released"] [R.name]!")
R.canmove = !R.canmove
if (R.lockcharge)
// R.cell.charge = R.lockcharge
R.lockcharge = !R.lockcharge
R << "Your lockdown has been lifted!"
else
R.lockcharge = !R.lockcharge
// R.cell.charge = 0
R << "You have been locked down!"
else
usr << "\red Access Denied."
else if (href_list["magbot"])
if(src.allowed(usr))
var/mob/living/silicon/robot/R = locate(href_list["magbot"])
// whatever weirdness this is supposed to be, but that is how the href gets added, so here it is again
if(istype(R) && istype(usr, /mob/living/silicon) && usr.mind.special_role && (usr.mind.original == usr) && !R.emagged)
var/choice = input("Are you certain you wish to hack [R.name]?") in list("Confirm", "Abort")
if(choice == "Confirm")
if(R && istype(R))
msg_admin_attack("\blue [key_name_admin(usr)] emagged [R.name] using robotic console!")
log_game("[key_name(usr)] emagged [R.name] using robotic console!")
R.emagged = 1
if(R.hud_used)
R.hud_used.update_robot_modules_display() //Shows/hides the emag item if the inventory screen is already open.
if(R.mind.special_role)
R.verbs += /mob/living/silicon/robot/proc/ResetSecurityCodes
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/obj/machinery/computer/robotics/proc/start_sequence()
do
if(src.stop)
src.stop = 0
return
src.timeleft--
sleep(10)
while(src.timeleft)
for(var/mob/living/silicon/robot/R in mob_list)
if(!R.scrambledcodes && !istype(R, /mob/living/silicon/robot/drone))
R.self_destruct()
return
+45
View File
@@ -10,6 +10,7 @@
var/dirty = 0 // Does it need cleaning?
var/gibtime = 40 // Time from starting until meat appears
var/mob/living/occupant // Mob who has been put inside
var/locked = 0 //Used to prevent mobs from breaking the feedin anim
use_power = 1
idle_power_usage = 2
active_power_usage = 500
@@ -66,6 +67,8 @@
return src.attack_hand(user)
/obj/machinery/gibber/relaymove(mob/user as mob)
if(locked)
return
src.go_out()
return
@@ -75,6 +78,9 @@
if(operating)
user << "\red It's locked and running"
return
if(locked)
user << "\red Wait for [occupant.name] to finish being loaded!"
return
else
src.startgibbing(user)
@@ -101,6 +107,7 @@
src.occupant = M
del(G)
update_icon()
feedinTopanim()
/obj/machinery/gibber/verb/eject()
set category = "Object"
@@ -116,6 +123,8 @@
/obj/machinery/gibber/proc/go_out()
if (!src.occupant)
return
if (locked)
return
for(var/obj/O in src)
O.loc = src.loc
if (src.occupant.client)
@@ -126,6 +135,42 @@
update_icon()
return
/obj/machinery/gibber/proc/feedinTopanim()
if(!src.occupant)
return
src.locked = 1
var/image/gibberoverlay = new
gibberoverlay.icon = src.icon
gibberoverlay.icon_state = "grinderoverlay"
gibberoverlay.overlays += image('icons/obj/kitchen.dmi', "gridle")
var/image/feedee = new
occupant.dir = 2
feedee.icon = getFlatIcon(occupant, 2)
feedee.pixel_y = 25
feedee.pixel_x = 2
overlays += feedee
overlays += gibberoverlay
var/i //our counter
for(i=0,i<30,i++)
overlays -= gibberoverlay
overlays -= feedee
feedee.pixel_y--
if(feedee.pixel_y == 16)
feedee.icon += icon('icons/obj/kitchen.dmi', "footicon")
continue
if(feedee.pixel_y == -5)
overlays -= feedee
overlays -= gibberoverlay
src.locked = 0
break
overlays += feedee
overlays += gibberoverlay
sleep(1)
/obj/machinery/gibber/proc/startgibbing(mob/user as mob)
if(src.operating)
-4
View File
@@ -458,10 +458,6 @@
user.do_attack_animation(src)
src.log_message("Attack by hand/paw. Attacker - [user].",1)
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("MECHA",src,user:wear_suit)
return
if ((HULK in user.mutations) && !prob(src.deflect_chance))
src.take_damage(15)
@@ -1,55 +1,33 @@
// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
/obj/effect/decal/cleanable/xenoblood
/obj/effect/decal/cleanable/blood/xeno
name = "xeno blood"
desc = "It's green and acidic. It looks like... <i>blood?</i>"
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/blood.dmi'
icon_state = "xfloor1"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
var/list/viruses = list()
blood_DNA = list()
basecolor = "#05EE05"
/obj/effect/decal/cleanable/xenoblood/xgibs/proc/streak(var/list/directions)
spawn (0)
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if (i > 0)
new /obj/effect/decal/cleanable/xenoblood/xsplatter(src.loc)
if (step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/xenoblood/xsplatter
random_icon_states = list("xgibbl1", "xgibbl2", "xgibbl3", "xgibbl4", "xgibbl5")
/obj/effect/decal/cleanable/xenoblood/xgibs
/obj/effect/decal/cleanable/blood/gibs/xeno
name = "xeno gibs"
desc = "Gnarly..."
gender = PLURAL
icon = 'icons/effects/blood.dmi'
icon_state = "xgib1"
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6")
basecolor = "#05EE05"
/obj/effect/decal/cleanable/xenoblood/xgibs/up
/obj/effect/decal/cleanable/blood/gibs/xeno/update_icon()
color = "#FFFFFF"
/obj/effect/decal/cleanable/blood/gibs/xeno/up
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibup1","xgibup1","xgibup1")
/obj/effect/decal/cleanable/xenoblood/xgibs/down
/obj/effect/decal/cleanable/blood/gibs/xeno/down
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibdown1","xgibdown1","xgibdown1")
/obj/effect/decal/cleanable/xenoblood/xgibs/body
/obj/effect/decal/cleanable/blood/gibs/xeno/body
random_icon_states = list("xgibhead", "xgibtorso")
/obj/effect/decal/cleanable/xenoblood/xgibs/limb
/obj/effect/decal/cleanable/blood/gibs/xeno/limb
random_icon_states = list("xgibleg", "xgibarm")
/obj/effect/decal/cleanable/xenoblood/xgibs/core
/obj/effect/decal/cleanable/blood/gibs/xeno/core
random_icon_states = list("xgibmid1", "xgibmid2", "xgibmid3")
/obj/effect/decal/cleanable/blood/xtracks
icon_state = "xtracks"
random_icon_states = null
basecolor = "#05EE05"
@@ -1,27 +1,36 @@
#define DRYING_TIME 5 * 60*10 //for 1 unit of depth in puddle (amount var)
#define DRYING_TIME 5 * 60*10 //for 1 unit of depth in puddle (amount var)
var/global/list/image/splatter_cache=list()
/obj/effect/decal/cleanable/blood
name = "blood"
desc = "It's red and gooey. Perhaps it's the chef's cooking?"
var/dryname = "dried blood"
desc = "It's thick and gooey. Perhaps it's the chef's cooking?"
var/drydesc = "It's dry and crusty. Someone is not doing their job."
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/blood.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
icon_state = "mfloor1"
random_icon_states = list("mfloor1", "mfloor2", "mfloor3", "mfloor4", "mfloor5", "mfloor6", "mfloor7")
var/base_icon = 'icons/effects/blood.dmi'
var/list/viruses = list()
blood_DNA = list()
var/basecolor="#A10808" // Color when wet.
var/list/datum/disease2/disease/virus2 = list()
var/amount = 5
/obj/effect/decal/cleanable/blood/Del()
for(var/datum/disease2/disease/D in viruses)
D.cure(0)
..()
/obj/effect/decal/cleanable/blood/New()
..()
update_icon()
if(istype(src, /obj/effect/decal/cleanable/blood/gibs))
return
if(istype(src, /obj/effect/decal/cleanable/blood/tracks))
return // We handle our own drying.
if(src.type == /obj/effect/decal/cleanable/blood)
if(src.loc && isturf(src.loc))
for(var/obj/effect/decal/cleanable/blood/B in src.loc)
@@ -32,6 +41,10 @@
spawn(DRYING_TIME * (amount+1))
dry()
/obj/effect/decal/cleanable/blood/update_icon()
if(basecolor == "rainbow") basecolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]"
color = basecolor
/obj/effect/decal/cleanable/blood/Crossed(mob/living/carbon/human/perp)
if (!istype(perp))
return
@@ -44,16 +57,25 @@
if((!l_foot || l_foot.status & ORGAN_DESTROYED) && (!r_foot || r_foot.status & ORGAN_DESTROYED))
hasfeet = 0
if(perp.shoes && !perp.buckled)//Adding blood to shoes
perp.shoes:track_blood = max(amount,perp.shoes:track_blood) //Adding blood to shoes
if(!perp.shoes.blood_overlay)
perp.shoes.generate_blood_overlay()
if(!perp.shoes.blood_DNA)
perp.shoes.blood_DNA = list()
perp.shoes.overlays += perp.shoes.blood_overlay
perp.update_inv_shoes(1,0)
perp.shoes.blood_DNA |= blood_DNA.Copy()
var/obj/item/clothing/shoes/S = perp.shoes
if(istype(S))
S.blood_color = basecolor
S.track_blood = max(amount,S.track_blood)
if(!S.blood_overlay)
S.generate_blood_overlay()
if(!S.blood_DNA)
S.blood_DNA = list()
S.blood_overlay.color = basecolor
S.overlays += S.blood_overlay
if(S.blood_overlay && S.blood_overlay.color != basecolor)
S.blood_overlay.color = basecolor
S.overlays.Cut()
S.overlays += S.blood_overlay
S.blood_DNA |= blood_DNA.Copy()
else if (hasfeet)//Or feet
perp.track_blood = max(amount,perp.track_blood) //Or feet
perp.feet_blood_color = basecolor
perp.track_blood = max(amount,perp.track_blood)
if(!perp.feet_blood_DNA)
perp.feet_blood_DNA = list()
perp.feet_blood_DNA |= blood_DNA.Copy()
@@ -61,17 +83,14 @@
var/obj/structure/stool/bed/chair/wheelchair/W = perp.buckled
W.bloodiness = 4
perp.update_inv_shoes(1)
amount--
/obj/effect/decal/cleanable/blood/proc/dry()
name = "dried [src]"
desc = "It's dark red and crusty. Someone is not doing their job."
var/icon/I = icon(icon,icon_state)
I.SetIntensity(0.7)
icon = I
name = dryname
desc = drydesc
color = adjust_brightness(color, -50)
amount = 0
spawn(DRYING_TIME)
Destroy()
/obj/effect/decal/cleanable/blood/attack_hand(mob/living/carbon/human/user)
..()
@@ -81,17 +100,33 @@
return
var/taken = rand(1,amount)
amount -= taken
user << "<span class='notice'>You get some blood on your hands.</span>"
user << "<span class='notice'>You get some of \the [src] on your hands.</span>"
if (!user.blood_DNA)
user.blood_DNA = list()
user.blood_DNA |= blood_DNA.Copy()
user.bloody_hands += taken
user.hand_blood_color = basecolor
user.update_inv_gloves(1)
user.verbs += /mob/living/carbon/human/proc/bloody_doodle
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
amount = 2
random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5")
amount = 2
/obj/effect/decal/cleanable/blood/drip
name = "drips of blood"
desc = "It's red."
gender = PLURAL
icon = 'icons/effects/drip.dmi'
icon_state = "1"
random_icon_states = list("1","2","3","4","5")
amount = 0
var/list/drips = list()
/obj/effect/decal/cleanable/blood/drip/New()
..()
spawn(1)
drips |= icon_state
/obj/effect/decal/cleanable/blood/writing
icon_state = "tracks"
@@ -103,236 +138,16 @@
/obj/effect/decal/cleanable/blood/writing/New()
..()
for(var/obj/effect/decal/cleanable/blood/writing/W in loc)
random_icon_states.Remove(W.icon_state)
icon_state = pick(random_icon_states)
if(random_icon_states.len)
for(var/obj/effect/decal/cleanable/blood/writing/W in loc)
random_icon_states.Remove(W.icon_state)
icon_state = pick(random_icon_states)
else
icon_state = "writing1"
/obj/effect/decal/cleanable/blood/writing/examine()
..()
usr << "It reads: <font color='#600000'>\"[message]\"<font>"
/obj/effect/decal/cleanable/blood/green
name = "green blood"
desc = "It's green and gooey. Perhaps it's the chef's cooking?"
icon_state = "xfloor1"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
/obj/effect/decal/cleanable/blood/green/Crossed(mob/living/carbon/human/perp)
if (!istype(perp))
return
if(amount < 1)
return
var/datum/organ/external/l_foot = perp.get_organ("l_foot")
var/datum/organ/external/r_foot = perp.get_organ("r_foot")
var/hasfeet = 1
if((!l_foot || l_foot.status & ORGAN_DESTROYED) && (!r_foot || r_foot.status & ORGAN_DESTROYED))
hasfeet = 0
if(perp.shoes && !perp.buckled)//Adding blood to shoes
perp.shoes:track_blood_green= max(amount,perp.shoes:track_blood_green) //Adding blood to shoes
if(!perp.shoes.blood_overlay)
perp.shoes.blood_overlay_color = 1
perp.shoes.generate_blood_overlay()
if(!perp.shoes.blood_DNA)
perp.shoes.blood_DNA = list()
perp.shoes.overlays += perp.shoes.blood_overlay
perp.update_inv_shoes(1,1)
perp.shoes.blood_DNA |= blood_DNA.Copy()
else if (hasfeet)//Or feet
perp.track_blood_green = max(amount,perp.track_blood_green) //Or feet
if(!perp.feet_blood_DNA)
perp.feet_blood_DNA = list()
perp.feet_blood_DNA |= blood_DNA.Copy()
else if (perp.buckled && istype(perp.buckled, /obj/structure/stool/bed/chair/wheelchair))
var/obj/structure/stool/bed/chair/wheelchair/W = perp.buckled
W.bloodiness = 4
amount--
/obj/effect/decal/cleanable/blood/drip/green
name = "drips of blood"
desc = "It's green."
gender = PLURAL
icon = 'icons/effects/drip.dmi'
icon_state = "g1"
amount = 0
// The idea is to have 4 bits for coming and 4 for going.
#define TRACKS_COMING_NORTH 1
#define TRACKS_COMING_SOUTH 2
#define TRACKS_COMING_EAST 4
#define TRACKS_COMING_WEST 8
#define TRACKS_GOING_NORTH 16
#define TRACKS_GOING_SOUTH 32
#define TRACKS_GOING_EAST 64
#define TRACKS_GOING_WEST 128
// 5 seconds
#define TRACKS_CRUSTIFY_TIME 50
// Footprints, tire trails...
/obj/effect/decal/cleanable/blood/tracks
amount = 0
random_icon_states = null
var/dirs=0
icon='icons/effects/footprints.dmi'
var/coming_state="blood1"
var/going_state="blood2"
var/newtracks=0 // Cleared after every icon_update
var/crustytracks=0 // Cleared after every icon_update
// dir = last wetting
var/list/wet=list(
"1"=0,
"2"=0,
"4"=0,
"8"=0,
"16"=0,
"32"=0,
"64"=0,
"128"=0
)
/**
* Add tracks to an existing trail.
*
* @param DNA bloodDNA to add to collection.
* @param comingdir Direction tracks come from, or 0.
* @param goingdir Direction tracks are going to (or 0).
*/
proc/AddTracks(var/mob/living/carbon/human/H, var/list/DNA, var/comingdir, var/goingdir,var/typepath)
if(typepath == /obj/effect/decal/cleanable/blood/tracks/footprints)
if(H.species.bodyflags & FEET_CLAWS)
coming_state="bloodclaw1"
going_state="bloodclaw2"
if(H.species.bodyflags & FEET_PADDED)
coming_state="bloodpaw1"
going_state="bloodpaw2"
if(typepath == /obj/effect/decal/cleanable/blood/tracks/footprints/green)
if(H.species.bodyflags & FEET_CLAWS)
coming_state="xenoclaw1"
going_state="xenoclaw2"
if(H.species.bodyflags & FEET_PADDED)
coming_state="xenopaw1"
going_state="xenopaw2"
else
coming_state="xeno1"
going_state="xeno2"
var/updated=0
// Shift our goingdir 4 spaces to the left so it's in the GOING bitblock.
var/realgoing=goingdir<<4
// Current bit
var/b=0
// When tracks will start to dry out
var/t=world.time + TRACKS_CRUSTIFY_TIME
// Process 4 bits
for(var/bi=0;bi<4;bi++)
b=1<<bi
// COMING BIT
if(comingdir&b && wet["[b]"]!=t)
if(!(dirs&b))
newtracks|=b
wet["[b]"]=t
updated=1
else
if(wet["[b]"]<world.time && !(crustytracks&b))
updated=1
// GOING BIT (shift up 4)
b=b<<4
if(realgoing&b && wet["[b]"]!=t)
if(!(dirs&b))
newtracks|=b
wet["[b]"]=t
updated=1
else
if(wet["[b]"]<world.time && !(crustytracks&b))
updated=1
dirs |= comingdir|realgoing
blood_DNA |= DNA.Copy()
if(updated)
update_icon()
process()
return PROCESS_KILL // Do not process us or we'll lag like hell.
update_icon()
// Clear everything.
//overlays.Cut()
var/b=0
var/t=world.time
var/crusty=0
// Clear out any images that have been wetted or have crustified.
for(var/image/overlay in overlays)
b=overlay.dir
if(overlay.icon_state==going_state)
b=b<<4
if(wet["[b]"]<t && !(crustytracks&b)) // NEW crusty ones get special treatment
crusty|=b
if(wet["[b]"]>t || crusty&b) // Wet or crusty? Nuke'em either way.
overlays.Remove(overlay)
newtracks |= b // Mark as needing an update.
// Update ONLY the overlays that have changed.
for(var/bi=0;bi<4;bi++)
// COMING
b=1<<bi
// New or crusty
if(newtracks&b)
var/icon/I= new /icon(icon, icon_state=coming_state, dir=num2dir(b))
// If crusty, make them look crusty.
if(crusty&b)
I.SetIntensity(0.7)
crustytracks |= b // Crusty? Don't update unless wetted again.
else
crustytracks &= ~b // Unmark as crusty.
// Add to overlays
overlays += I
// GOING
b=b<<4
if(newtracks&b)
var/icon/I= new /icon(icon, icon_state=going_state, dir=num2dir(b>>4))
if(crusty&b)
I.SetIntensity(0.7)
crustytracks |= b // Crusty? Don't update unless wetted again.
else
crustytracks &= ~b // Unmark as crusty.
overlays += I
newtracks=0 // Clear our memory of updated tracks.
/obj/effect/decal/cleanable/blood/tracks/footprints
name = "bloody footprints"
desc = "Whoops..."
/obj/effect/decal/cleanable/blood/tracks/footprints/green
name = "bloody green footprints"
desc = "Whoops..."
/obj/effect/decal/cleanable/blood/tracks/wheels
icon_state = "tracks"
desc = "They look like tracks left by wheels."
icon = 'icons/effects/blood.dmi'
gender = PLURAL
random_icon_states = null
amount = 0
/obj/effect/decal/cleanable/blood/drip
name = "drips of blood"
desc = "It's red."
gender = PLURAL
icon = 'icons/effects/drip.dmi'
icon_state = "1"
amount = 0
/obj/effect/decal/cleanable/blood/writing/examine(mob/user)
..(user)
user << "It reads: <font color='[basecolor]'>\"[message]\"<font>"
/obj/effect/decal/cleanable/blood/gibs
name = "gibs"
@@ -344,6 +159,22 @@
icon = 'icons/effects/blood.dmi'
icon_state = "gibbl5"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
var/fleshcolor = "#FFFFFF"
/obj/effect/decal/cleanable/blood/gibs/update_icon()
var/image/giblets = new(base_icon, "[icon_state]_flesh", dir)
if(!fleshcolor || fleshcolor == "rainbow")
fleshcolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]"
giblets.color = fleshcolor
var/icon/blood = new(base_icon,"[icon_state]",dir)
if(basecolor == "rainbow") basecolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]"
blood.Blend(basecolor,ICON_MULTIPLY)
icon = blood
overlays.Cut()
overlays += giblets
/obj/effect/decal/cleanable/blood/gibs/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
@@ -362,15 +193,20 @@
/obj/effect/decal/cleanable/blood/gibs/proc/streak(var/list/directions)
spawn (0)
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if (i > 0)
new /obj/effect/decal/cleanable/blood/splatter(src.loc)
spawn (0)
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if (i > 0)
var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(src.loc)
b.basecolor = src.basecolor
b.update_icon()
for(var/datum/disease2/disease/D in src.viruses)
var/datum/disease2/disease/ND = D.getcopy()
b.viruses += ND
if (step_to(src, get_step(src, direction), 0))
break
if (step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/mucus
@@ -383,6 +219,7 @@
icon = 'icons/effects/blood.dmi'
icon_state = "mucus"
random_icon_states = list("mucus")
var/list/datum/disease2/disease/virus2 = list()
var/dry=0 // Keeps the lag down
@@ -396,29 +233,4 @@
// basecolor="#030303"
icon = 'icons/mob/robots.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
/obj/effect/decal/cleanable/blood/old
name = "dried blood"
desc = "Looks like it's been here a while. Eew."
/obj/effect/decal/cleanable/blood/old/New()
..()
icon_state += "-old"
/obj/effect/decal/cleanable/blood/gibs/old
name = "old rotting gibs"
desc = "Oh god, why didn't anyone clean this up? It smells terrible."
/obj/effect/decal/cleanable/blood/gibs/old/New()
..()
icon_state += "-old"
dir = pick(1,2,4,8)
/obj/effect/decal/cleanable/vomit/old
name = "crusty dried vomit"
desc = "You try not to look at the chunks, and fail."
/obj/effect/decal/cleanable/vomit/old/New()
..()
icon_state += "-old"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
@@ -1,25 +1,26 @@
// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
/obj/effect/decal/cleanable/robot_debris
/obj/effect/decal/cleanable/blood/gibs/robot
name = "robot debris"
desc = "It's a useless heap of junk... <i>or is it?</i>"
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/mob/robots.dmi'
icon_state = "gib1"
basecolor="#030303"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
/obj/effect/decal/cleanable/robot_debris/proc/streak(var/list/directions)
/obj/effect/decal/cleanable/blood/gibs/robot/update_icon()
color = "#FFFFFF"
/obj/effect/decal/cleanable/blood/gibs/robot/dry() //pieces of robots do not dry up like
return
/obj/effect/decal/cleanable/blood/gibs/robot/streak(var/list/directions)
spawn (0)
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if (i > 0)
if (prob(40))
/*var/obj/effect/decal/cleanable/oil/o =*/
new /obj/effect/decal/cleanable/oil/streak(src.loc)
var/obj/effect/decal/cleanable/blood/oil/streak = new(src.loc)
streak.update_icon()
else if (prob(10))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
@@ -27,26 +28,23 @@
if (step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/robot_debris/limb
/obj/effect/decal/cleanable/blood/gibs/robot/limb
random_icon_states = list("gibarm", "gibleg")
/obj/effect/decal/cleanable/robot_debris/up
/obj/effect/decal/cleanable/blood/gibs/robot/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibup1","gibup1") //2:7 is close enough to 1:4
/obj/effect/decal/cleanable/robot_debris/down
/obj/effect/decal/cleanable/blood/gibs/robot/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibdown1","gibdown1") //2:7 is close enough to 1:4
/obj/effect/decal/cleanable/oil
/obj/effect/decal/cleanable/blood/oil
name = "motor oil"
desc = "It's black and greasy. Looks like Beepsky made another mess."
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/mob/robots.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
basecolor="#030303"
/obj/effect/decal/cleanable/blood/oil/dry()
return
/obj/effect/decal/cleanable/oil/streak
random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")
/obj/effect/decal/cleanable/blood/oil/streak
random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5")
amount = 2
@@ -0,0 +1,165 @@
// Stolen en masse from N3X15 of /vg/station with much gratitude.
// The idea is to have 4 bits for coming and 4 for going.
#define TRACKS_COMING_NORTH 1
#define TRACKS_COMING_SOUTH 2
#define TRACKS_COMING_EAST 4
#define TRACKS_COMING_WEST 8
#define TRACKS_GOING_NORTH 16
#define TRACKS_GOING_SOUTH 32
#define TRACKS_GOING_EAST 64
#define TRACKS_GOING_WEST 128
// 5 seconds
#define TRACKS_CRUSTIFY_TIME 50
// color-dir-dry
var/global/list/image/fluidtrack_cache=list()
/datum/fluidtrack
var/direction=0
var/basecolor="#A10808"
var/wet=0
var/fresh=1
var/crusty=0
var/image/overlay
New(_direction,_color,_wet)
src.direction=_direction
src.basecolor=_color
src.wet=_wet
// Footprints, tire trails...
/obj/effect/decal/cleanable/blood/tracks
amount = 0
random_icon_states = null
var/dirs=0
icon = 'icons/effects/fluidtracks.dmi'
icon_state = ""
var/coming_state="blood1"
var/going_state="blood2"
var/updatedtracks=0
// dir = id in stack
var/list/setdirs=list(
"1"=0,
"2"=0,
"4"=0,
"8"=0,
"16"=0,
"32"=0,
"64"=0,
"128"=0
)
// List of laid tracks and their colors.
var/list/datum/fluidtrack/stack=list()
/**
* Add tracks to an existing trail.
*
* @param DNA bloodDNA to add to collection.
* @param comingdir Direction tracks come from, or 0.
* @param goingdir Direction tracks are going to (or 0).
* @param bloodcolor Color of the blood when wet.
*/
proc/AddTracks(var/list/DNA, var/comingdir, var/goingdir, var/bloodcolor="#A10808")
var/updated=0
// Shift our goingdir 4 spaces to the left so it's in the GOING bitblock.
var/realgoing=goingdir<<4
// Current bit
var/b=0
// When tracks will start to dry out
var/t=world.time + TRACKS_CRUSTIFY_TIME
var/datum/fluidtrack/track
// Process 4 bits
for(var/bi=0;bi<4;bi++)
b=1<<bi
// COMING BIT
// If setting
if(comingdir&b)
// If not wet or not set
if(dirs&b)
var/sid=setdirs["[b]"]
track=stack[sid]
if(track.wet==t && track.basecolor==bloodcolor)
continue
// Remove existing stack entry
stack.Remove(track)
track=new /datum/fluidtrack(b,bloodcolor,t)
stack.Add(track)
setdirs["[b]"]=stack.Find(track)
updatedtracks |= b
updated=1
// GOING BIT (shift up 4)
b=b<<4
if(realgoing&b)
// If not wet or not set
if(dirs&b)
var/sid=setdirs["[b]"]
track=stack[sid]
if(track.wet==t && track.basecolor==bloodcolor)
continue
// Remove existing stack entry
stack.Remove(track)
track=new /datum/fluidtrack(b,bloodcolor,t)
stack.Add(track)
setdirs["[b]"]=stack.Find(track)
updatedtracks |= b
updated=1
dirs |= comingdir|realgoing
blood_DNA |= DNA.Copy()
if(updated)
update_icon()
update_icon()
overlays.Cut()
color = "#FFFFFF"
var/truedir=0
// Update ONLY the overlays that have changed.
for(var/datum/fluidtrack/track in stack)
var/stack_idx=setdirs["[track.direction]"]
var/state=coming_state
truedir=track.direction
if(truedir&240) // Check if we're in the GOING block
state=going_state
truedir=truedir>>4
if(track.overlay)
track.overlay=null
var/image/I = image(icon, icon_state=state, dir=num2dir(truedir))
I.color = track.basecolor
track.fresh=0
track.overlay=I
stack[stack_idx]=track
overlays += I
updatedtracks=0 // Clear our memory of updated tracks.
/obj/effect/decal/cleanable/blood/tracks/footprints
name = "wet footprints"
dryname = "dried footprints"
desc = "Whoops..."
drydesc = "Whoops..."
coming_state = "human1"
going_state = "human2"
amount = 0
/obj/effect/decal/cleanable/blood/tracks/wheels
name = "wet tracks"
dryname = "dried tracks"
desc = "Whoops..."
drydesc = "Whoops..."
coming_state = "wheels"
going_state = ""
desc = "They look like tracks left by wheels."
gender = PLURAL
random_icon_states = null
amount = 0
@@ -17,7 +17,7 @@
..()
xeno
gibtypes = list(/obj/effect/decal/cleanable/xenoblood/xgibs/up,/obj/effect/decal/cleanable/xenoblood/xgibs/down,/obj/effect/decal/cleanable/xenoblood/xgibs,/obj/effect/decal/cleanable/xenoblood/xgibs,/obj/effect/decal/cleanable/xenoblood/xgibs/body,/obj/effect/decal/cleanable/xenoblood/xgibs/limb,/obj/effect/decal/cleanable/xenoblood/xgibs/core)
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno/up,/obj/effect/decal/cleanable/blood/gibs/xeno/down,/obj/effect/decal/cleanable/blood/gibs/xeno,/obj/effect/decal/cleanable/blood/gibs/xeno,/obj/effect/decal/cleanable/blood/gibs/xeno/body,/obj/effect/decal/cleanable/blood/gibs/xeno/limb,/obj/effect/decal/cleanable/blood/gibs/xeno/core)
gibamounts = list(1,1,1,1,1,1,1)
New()
@@ -27,7 +27,7 @@
robot
sparks = 1
gibtypes = list(/obj/effect/decal/cleanable/robot_debris/up,/obj/effect/decal/cleanable/robot_debris/down,/obj/effect/decal/cleanable/robot_debris,/obj/effect/decal/cleanable/robot_debris,/obj/effect/decal/cleanable/robot_debris,/obj/effect/decal/cleanable/robot_debris/limb)
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/robot/up,/obj/effect/decal/cleanable/blood/gibs/robot/down,/obj/effect/decal/cleanable/blood/gibs/robot,/obj/effect/decal/cleanable/blood/gibs/robot,/obj/effect/decal/cleanable/blood/gibs/robot,/obj/effect/decal/cleanable/blood/gibs/robot/limb)
gibamounts = list(1,1,1,1,1,1)
New()
+9 -15
View File
@@ -3,7 +3,7 @@
icon = 'icons/obj/items.dmi'
var/discrete = 0 // used in item_attack.dm to make an item not show an attack message to viewers
var/no_embed = 0 // For use in item_attack.dm
var/icon/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/image/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/blood_overlay_color = null
var/item_state = null
var/r_speed = 1.0
@@ -675,35 +675,29 @@
//if we haven't made our blood_overlay already
if( !blood_overlay )
if(M.species.bloodflags & BLOOD_GREEN)
generate_blood_overlay(1)
else
generate_blood_overlay()
generate_blood_overlay()
//apply the blood-splatter overlay if it isn't already in there
if(!blood_DNA.len)
blood_overlay.color = blood_color
overlays += blood_overlay
//if this blood isn't already in the list, add it
if(blood_DNA[M.dna.unique_enzymes])
return 0 //already bloodied with this blood. Cannot add more.
blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
if(istype(M))
if(blood_DNA[M.dna.unique_enzymes])
return 0 //already bloodied with this blood. Cannot add more.
blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
return 1 //we applied blood to the item
/obj/item/proc/generate_blood_overlay(blood_overlay_color)
/obj/item/proc/generate_blood_overlay()
if(blood_overlay)
return
var/icon/I = new /icon(icon, icon_state)
I.Blend(new /icon('icons/effects/blood.dmi', rgb(255,255,255)),ICON_ADD) //fills the icon_state with white (except where it's transparent)
if (blood_overlay_color == 1)
I.Blend(new /icon('icons/effects/blood.dmi', "xitemblood"),ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
else
I.Blend(new /icon('icons/effects/blood.dmi', "itemblood"),ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
I.Blend(new /icon('icons/effects/blood.dmi', "itemblood"),ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
//not sure if this is worth it. It attaches the blood_overlay to every item of the same type if they don't have one already made.
for(var/obj/item/A in world)
if(A.type == type && !A.blood_overlay)
A.blood_overlay = image(I)
-5
View File
@@ -200,11 +200,6 @@
desc = "A flag proudly boasting the logo of the Syndicate, in defiance of NT."
icon_state = "syndiflag"
/obj/item/flag/ninja
name = "Spider Clan flag"
desc = "A flag proudly boasting the logo of the Spider Clan, in defiance of NT."
icon_state = "ninjaflag"
/obj/item/flag/wiz
name = "Wizard Federation flag"
desc = "A flag proudly boasting the logo of the Wizard Federation, sworn enemies of NT."
@@ -1,29 +0,0 @@
/obj/item/weapon/ninja_manuscript
name = "Manuscript"
desc = "A mysterious manuscript..."
icon = 'icons/obj/library.dmi'
icon_state = "book1"
throw_speed = 1
throw_range = 5
w_class = 3
attack_verb = list("bashed", "whacked", "educated")
var/charges = 1
/obj/item/weapon/ninja_manuscript/attack_self(var/mob/user as mob)
if(charges <= 0)
user << "\red The manuscript's power appears spent..."
return
else
user << "\blue You intently read the manuscript and come to the realization that true balance is achieved through self-will."
user << "\blue You relax and concentrate deeply; something in your mind alights ablaze and you realize the only way to true balance is the way of the Ninja."
charges--
user.mind.assigned_role = "MODE"
user.mind.special_role = "Ninja"
return
+6 -19
View File
@@ -121,8 +121,8 @@
user.do_attack_animation(L)
baton_stun(L, user)
else
L.visible_message("<span class='warning'>[L] has been prodded with [src] by [user]. Luckily it was off.</span>", \
"<span class='warning'>You've been prodded with [src] by [user]. Luckily it was off</span>")
L.visible_message("<span class='warning'>[user] has prodded [L] with [src]. Luckily it was off.</span>", \
"<span class='warning'>[user] has prodded you with [src]. Luckily it was off</span>")
return
else
..()
@@ -138,8 +138,8 @@
L.Weaken(stunforce)
L.apply_effect(STUTTER, stunforce)
L.visible_message("<span class='danger'>[L] has been stunned with [src] by [user]!</span>", \
"<span class='userdanger'>You've been stunned with [src] by [user]!</span>")
L.visible_message("<span class='danger'>[user] has stunned [L] with [src]!</span>", \
"<span class='userdanger'>[user] has stunned you with [src]!</span>")
playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
if(isrobot(loc))
@@ -163,22 +163,9 @@
..()
//secborg stun baton module
/obj/item/weapon/melee/baton/robot
hitcost = 500
/obj/item/weapon/melee/baton/loaded/robot
hitcost = 1000
/obj/item/weapon/melee/baton/robot/New()
..()
return
/obj/item/weapon/melee/baton/robot/attack_self(mob/user)
//try to find our power cell
var/mob/living/silicon/robot/R = loc
if (istype(R))
bcell = R.cell
return ..()
/obj/item/weapon/melee/baton/robot/attackby(obj/item/weapon/W, mob/user, params)
return
/obj/item/weapon/melee/baton/loaded/ntcane
name = "fancy cane"
@@ -87,20 +87,6 @@
new /mob/living/simple_animal/chick(loc)
..()
/obj/structure/largecrate/ninja
name = "Mysterious Crate"
icon_state = "lisacrate"
/obj/structure/largecrate/ninja/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/weapon/crowbar))
new /obj/item/clothing/gloves/space_ninja(loc)
new /obj/item/clothing/mask/gas/voice/space_ninja(loc)
new /obj/item/clothing/shoes/space_ninja(loc)
new /obj/item/clothing/head/helmet/space/space_ninja(loc)
new /obj/item/clothing/suit/space/space_ninja(loc)
new /obj/item/weapon/ninja_manuscript(loc)
..()
/obj/structure/largecrate/cat
name = "cat crate"
icon_state = "lisacrate"
+26 -67
View File
@@ -34,11 +34,11 @@
if(wet_overlay)
overlays -= wet_overlay
/turf/simulated/proc/AddTracks(var/typepath,var/mob,var/bloodDNA,var/comingdir,var/goingdir)
/turf/simulated/proc/AddTracks(var/typepath,var/bloodDNA,var/comingdir,var/goingdir,var/bloodcolor="#A10808")
var/obj/effect/decal/cleanable/blood/tracks/tracks = locate(typepath) in src
if(!tracks)
tracks = new typepath(src)
tracks.AddTracks(mob,bloodDNA,comingdir,goingdir,typepath)
tracks.AddTracks(bloodDNA,comingdir,goingdir,bloodcolor)
/turf/simulated/Entered(atom/A, atom/OL)
@@ -77,40 +77,29 @@
else
playsound(src, "jackboot", 20, 1)
// Tracking blood
var/list/bloodDNA = null
var/bloodcolor=""
if(H.shoes)
var/obj/item/clothing/shoes/S = H.shoes
if(S.track_blood && S.blood_DNA)
bloodDNA = S.blood_DNA
bloodcolor=S.blood_color
S.track_blood--
src.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints,H,bloodDNA,H.dir,0) // Coming
var/turf/simulated/from = get_step(H,reverse_direction(H.dir))
if(from && istype(from, /turf/simulated))
from.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints,H,bloodDNA,0,H.dir) // Going
if(S.track_blood_green && S.blood_DNA)
bloodDNA = S.blood_DNA
S.track_blood_green--
src.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints/green,H,bloodDNA,H.dir,0) // Coming
var/turf/simulated/from = get_step(H,reverse_direction(H.dir))
if(from && istype(from, /turf/simulated))
from.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints/green,H,bloodDNA,0,H.dir) // Going
else
if(H.track_blood && H.feet_blood_DNA)
bloodDNA = H.feet_blood_DNA
bloodcolor=H.feet_blood_color
H.track_blood--
src.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints,H,bloodDNA,H.dir,0) // Coming
var/turf/simulated/from = get_step(H,reverse_direction(H.dir))
if(from && istype(from, /turf/simulated))
from.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints,H,bloodDNA,0,H.dir) // Going
if(H.track_blood_green && H.feet_blood_DNA)
bloodDNA = H.feet_blood_DNA
H.track_blood_green--
src.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints/green,H,bloodDNA,H.dir,0) // Coming
var/turf/simulated/from = get_step(H,reverse_direction(H.dir))
if(from && istype(from, /turf/simulated))
from.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints/green,H,bloodDNA,0,H.dir) // Going
bloodDNA = null
if (bloodDNA)
src.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints,bloodDNA,H.dir,0,bloodcolor) // Coming
var/turf/simulated/from = get_step(H,reverse_direction(H.dir))
if(istype(from) && from)
from.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints,bloodDNA,0,H.dir,bloodcolor) // Going
bloodDNA = null
var/noslip = 0
for (var/obj/structure/stool/bed/chair/C in loc)
@@ -187,53 +176,23 @@
if (!..())
return 0
for(var/obj/effect/decal/cleanable/blood/B in contents)
if(!B.blood_DNA[M.dna.unique_enzymes])
B.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
B.virus2 = virus_copylist(M.virus2)
if(istype(M))
for(var/obj/effect/decal/cleanable/blood/B in contents)
if(!B.blood_DNA[M.dna.unique_enzymes])
B.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
B.virus2 = virus_copylist(M.virus2)
return 1 //we bloodied the floor
blood_splatter(src,M.get_blood(M.vessel),1)
return 1 //we bloodied the floor
//if there isn't a blood decal already, make one.
if(M.species.bloodflags &BLOOD_GREEN)
var/obj/effect/decal/cleanable/blood/green/newblood = new /obj/effect/decal/cleanable/blood/green(src)
newblood.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
newblood.virus2 = virus_copylist(M.virus2)
newblood.update_icon()
else
var/obj/effect/decal/cleanable/blood/newblood = new /obj/effect/decal/cleanable/blood(src)
newblood.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
newblood.virus2 = virus_copylist(M.virus2)
newblood.update_icon()
return 1 //we bloodied the floor
return 0
// Only adds blood on the floor -- Skie
/turf/simulated/proc/add_blood_floor(mob/living/carbon/M as mob)
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.species.bloodflags &BLOOD_GREEN)
var/obj/effect/decal/cleanable/blood/green/this = new /obj/effect/decal/cleanable/blood/green(src)
this.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
if (M.virus2.len)
this.virus2 = virus_copylist(M.virus2)
else
var/obj/effect/decal/cleanable/blood/this = new /obj/effect/decal/cleanable/blood(src)
this.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
if (M.virus2.len)
this.virus2 = virus_copylist(M.virus2)
if(istype(M, /mob/living/carbon/monkey))
var/obj/effect/decal/cleanable/blood/this = new /obj/effect/decal/cleanable/blood(src)
this.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
if (M.virus2.len)
this.virus2 = virus_copylist(M.virus2)
blood_splatter(src,M,1)
else if( istype(M, /mob/living/carbon/alien ))
var/obj/effect/decal/cleanable/xenoblood/this = new /obj/effect/decal/cleanable/xenoblood(src)
var/obj/effect/decal/cleanable/blood/xeno/this = new /obj/effect/decal/cleanable/blood/xeno(src)
this.blood_DNA["UNKNOWN BLOOD"] = "X*"
else if( istype(M, /mob/living/silicon/robot ))
new /obj/effect/decal/cleanable/oil(src)
new /obj/effect/decal/cleanable/blood/oil(src)
@@ -5,7 +5,7 @@
var/track_blood = 0
var/list/feet_blood_DNA
var/track_blood_type
var/track_blood_green = 0
var/feet_blood_color
/obj/item/clothing/gloves
var/transfer_blood = 0
@@ -13,7 +13,6 @@
/obj/item/clothing/shoes/
var/track_blood = 0
var/track_blood_green = 0
/obj/item/weapon/reagent_containers/glass/rag
name = "damp rag"
+4 -14
View File
@@ -730,16 +730,6 @@ var/global/nologevent = 0
message_admins("[key_name_admin(usr)] toggled Aliens [aliens_allowed ? "on" : "off"].", 1)
feedback_add_details("admin_verb","TA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/datum/admins/proc/toggle_space_ninja()
set category = "Event"
set desc="Toggle space ninjas spawning."
set name="Toggle Space Ninjas"
toggle_space_ninja = !toggle_space_ninja
log_admin("[key_name(usr)] toggled Space Ninjas to [toggle_space_ninja].")
message_admins("[key_name_admin(usr)] toggled Space Ninjas [toggle_space_ninja ? "on" : "off"].", 1)
feedback_add_details("admin_verb","TSN") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/datum/admins/proc/delay()
set category = "Server"
set desc="Delay the game start/end"
@@ -956,16 +946,16 @@ proc/move_gamma_ship()
fromArea = locate(/area/shuttle/gamma/station)
toArea = locate(/area/shuttle/gamma/space)
fromArea.move_contents_to(toArea)
for(var/obj/machinery/mech_bay_recharge_port/P in toArea)
P.locate_recharge_turf()
for(var/obj/machinery/power/apc/A in toArea)
A.init()
for(var/obj/machinery/alarm/A in toArea)
A.first_run()
if (gamma_ship_location)
gamma_ship_location = 0
else
-3
View File
@@ -82,8 +82,6 @@ var/list/admin_verbs_event = list(
/client/proc/cinematic,
/client/proc/one_click_antag,
/datum/admins/proc/toggle_aliens,
/datum/admins/proc/toggle_space_ninja,
/client/proc/send_space_ninja,
/client/proc/cmd_admin_add_freeform_ai_law,
/client/proc/cmd_admin_add_random_ai_law,
/client/proc/make_sound,
@@ -120,7 +118,6 @@ var/list/admin_verbs_server = list(
/client/proc/cmd_admin_delete, /*delete an instance/object/mob/etc*/
/client/proc/cmd_debug_del_all,
/datum/admins/proc/toggle_aliens,
/datum/admins/proc/toggle_space_ninja,
/client/proc/delbook,
/client/proc/toggle_antagHUD_use,
/client/proc/toggle_antagHUD_restrictions,
+2 -2
View File
@@ -492,8 +492,8 @@
if(ticker.mode.raiders.len)
dat += check_role_table("Raiders", ticker.mode.raiders, src)
if(ticker.mode.ninjas.len)
dat += check_role_table("Ninjas", ticker.mode.ninjas, src)
/*if(ticker.mode.ninjas.len)
dat += check_role_table("Ninjas", ticker.mode.ninjas, src)*/
if(ticker.mode.cult.len)
dat += check_role_table("Cultists", ticker.mode.cult, src, 0)
-1
View File
@@ -77,7 +77,6 @@
<A href='?src=\ref[src];secretsfun=borers'>Trigger a Cortical Borer infestation</A><BR>
<A href='?src=\ref[src];secretsfun=alien_silent'>Spawn an Alien silently</A><BR>
<A href='?src=\ref[src];secretsfun=spiders'>Trigger a Spider infestation</A><BR>
<A href='?src=\ref[src];secretsfun=spaceninja'>Send in a space ninja</A><BR>
<A href='?src=\ref[src];secretsfun=striketeam'>Send in a strike team</A><BR>
<A href='?src=\ref[src];secretsfun=striketeam_syndicate'>Send in a syndicate strike team</A><BR>
<A href='?src=\ref[src];secretsfun=honksquad'>Send in a HONKsquad</A><BR>
+6 -4
View File
@@ -315,9 +315,11 @@ client/proc/one_click_antag()
alien_infestation(3)
return 1
/*
/datum/admins/proc/makeSpaceNinja()
space_ninja_arrival()
return 1
*/
/datum/admins/proc/makeDeathsquad()
var/list/mob/candidates = list()
@@ -509,8 +511,8 @@ client/proc/one_click_antag()
while(i<=sounds)
i++
newname += pick(list("ti","hi","ki","ya","ta","ha","ka","ya","chi","cha","kah"))
newname += pick(list("ti","hi","ki","ya","ta","ha","ka","ya","chi","cha","kah"))
new_vox.real_name = capitalize(newname)
new_vox.name = new_vox.real_name
new_vox.age = rand(12,20)
@@ -528,7 +530,7 @@ client/proc/one_click_antag()
limb.status &= ~(ORGAN_DESTROYED | ORGAN_ROBOT)
//Now apply cortical stack.
var/datum/organ/external/E = new_vox.get_organ("head")
var/datum/organ/external/E = new_vox.get_organ("head")
var/obj/item/weapon/implant/cortical/I = new(new_vox)
I.imp_in = new_vox
I.implanted = 1
@@ -540,7 +542,7 @@ client/proc/one_click_antag()
new_vox.equip_vox_raider()
return new_vox
/datum/admins/proc/makeVampires()
var/datum/game_mode/vampire/temp = new
-15
View File
@@ -507,21 +507,6 @@ Traitors and the like can also be revived with the previous role mostly intact.
if(synd_spawn)
new_character.loc = get_turf(synd_spawn)
call(/datum/game_mode/proc/equip_syndicate)(new_character)
if("Ninja")
new_character.equip_space_ninja()
new_character.internal = new_character.s_store
new_character.internals.icon_state = "internal1"
if(ninjastart.len == 0)
new_character << "<B>\red A proper starting location for you could not be found, please report this bug!</B>"
new_character << "<B>\red Attempting to place at a carpspawn.</B>"
for(var/obj/effect/landmark/L in landmarks_list)
if(L.name == "carpspawn")
ninjastart.Add(L)
if(ninjastart.len == 0 && latejoin.len > 0)
new_character << "<B>\red Still no spawneable locations could be found. Defaulting to latejoin.</B>"
new_character.loc = pick(latejoin)
else if (ninjastart.len == 0)
new_character << "<B>\red Still no spawneable locations could be found. Aborting.</B>"
if("Death Commando")//Leaves them at late-join spawn.
new_character.equip_death_commando()
-126
View File
@@ -1,126 +0,0 @@
/*
Dear ninja gloves
This isn't because I like you
this is because your father is a bastard
...
I guess you're a little cool.
-Sayu
*/
/obj/item/clothing/gloves/space_ninja
desc = "These nano-enhanced gloves insulate from electricity and provide fire resistance."
name = "ninja gloves"
icon_state = "s-ninja"
item_state = "s-ninja"
siemens_coefficient = 0
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECTION_TEMPERATURE
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_HEAT_PROTECTION_TEMPERATURE
var/draining = 0
var/candrain = 0
var/mindrain = 200
var/maxdrain = 400
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi'
)
/*
This runs the gamut of what ninja gloves can do
The other option would be a dedicated ninja touch bullshit proc on everything
which would probably more efficient, but ninjas are pretty rare.
This was mostly introduced to keep ninja code from contaminating other code;
with this in place it would be easier to untangle the rest of it.
For the drain proc, see events/ninja.dm
*/
/obj/item/clothing/gloves/space_ninja/Touch(var/atom/A,var/proximity)
if(!candrain || draining) return 0
var/mob/living/carbon/human/H = loc
if(!istype(H)) return 0 // what
var/obj/item/clothing/suit/space/space_ninja/suit = H.wear_suit
if(!istype(suit)) return 0
if(isturf(A)) return 0
if(!proximity) // todo: you could add ninja stars or computer hacking here
return 0
// Move an AI into and out of things
if(istype(A,/mob/living/silicon/ai))
if(suit.s_control)
A.add_fingerprint(H)
suit.transfer_ai("AICORE", "NINJASUIT", A, H)
return 1
else
H << "\red <b>ERROR</b>: \black Remote access channel disabled."
return 0
if(istype(A,/obj/structure/AIcore/deactivated))
if(suit.s_control)
A.add_fingerprint(H)
suit.transfer_ai("INACTIVE","NINJASUIT",A, H)
return 1
else
H << "\red <b>ERROR</b>: \black Remote access channel disabled."
return 0
if(istype(A,/obj/machinery/computer/aifixer))
if(suit.s_control)
A.add_fingerprint(H)
suit.transfer_ai("AIFIXER","NINJASUIT",A, H)
return 1
else
H << "\red <b>ERROR</b>: \black Remote access channel disabled."
return 0
// steal energy from powered things
if(istype(A,/mob/living/silicon/robot))
A.add_fingerprint(H)
drain("CYBORG",A,suit)
return 1
if(istype(A,/obj/machinery/power/apc))
A.add_fingerprint(H)
drain("APC",A,suit)
return 1
if(istype(A,/obj/structure/cable))
A.add_fingerprint(H)
drain("WIRE",A,suit)
return 1
if(istype(A,/obj/structure/grille))
var/obj/structure/cable/C = locate() in A.loc
if(C)
drain("WIRE",C,suit)
return 1
if(istype(A,/obj/machinery/power/smes))
A.add_fingerprint(H)
drain("SMES",A,suit)
return 1
if(istype(A,/obj/mecha))
A.add_fingerprint(H)
drain("MECHA",A,suit)
return 1
/*
if(istype(A,/obj/item/weapon/stock_parts/cell))
A.add_fingerprint(H)
drain("CELL",A,suit)
return 1
*/
// download research
if(istype(A,/obj/machinery/computer/rdconsole))
A.add_fingerprint(H)
drain("RESEARCH",A,suit)
return 1
if(istype(A,/obj/machinery/r_n_d/server))
A.add_fingerprint(H)
var/obj/machinery/r_n_d/server/S = A
if(S.disabled)
return 1
if(S.shocked)
S.shock(H,50)
return 1
drain("RESEARCH",A,suit)
return 1
+1 -29
View File
@@ -28,32 +28,4 @@
/obj/item/clothing/mask/gas/voice/New()
..()
changer = new(src)
/obj/item/clothing/mask/gas/voice/space_ninja
name = "ninja mask"
desc = "A close-fitting mask that acts both as an air filter and a post-modern fashion statement."
icon_state = "s-ninja(norm)"
item_state = "s-ninja_mask"
unacidable = 1
siemens_coefficient = 0.2
species_fit = list("Vox")
var/mode = 0// 0==Scouter | 1==Night Vision | 2==Thermal | 3==Meson
/obj/item/clothing/mask/gas/voice/space_ninja/scar
name = "ninja mask"
desc = "A close-fitting mask that acts both as an air filter and a post-modern fashion statement. This mask appears to have already seen battle."
icon_state = "s-ninja(scar)"
item_state = "s-ninja_mask"
/obj/item/clothing/mask/gas/voice/space_ninja/visor
name = "ninja mask"
desc = "A close-fitting mask that acts both as an air filter and a post-modern fashion statement. This variant appears to have a visor to increase vision."
icon_state = "s-ninja(visor)"
item_state = "s-ninja_mask"
/obj/item/clothing/mask/gas/voice/space_ninja/monocular
name = "ninja mask"
desc = "A close-fitting mask that acts both as an air filter and a post-modern fashion statement. This variant appears to focus the user's vision out of a single port."
icon_state = "s-ninja(mon)"
item_state = "s-ninja_mask"
changer = new(src)
@@ -36,21 +36,6 @@
armor = list(melee = 80, bullet = 60, laser = 50, energy = 50, bomb = 50, bio = 30, rad = 30)
flags = NOSLIP
/obj/item/clothing/shoes/space_ninja
name = "ninja shoes"
desc = "A pair of running shoes. Excellent for running and even better for smashing skulls."
icon_state = "s-ninja"
permeability_coefficient = 0.01
flags = NOSLIP
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0.2
cold_protection = FEET
min_cold_protection_temperature = SHOE_MIN_COLD_PROTECTION_TEMPERATURE
heat_protection = FEET
max_heat_protection_temperature = SHOE_MAX_HEAT_PROTECTION_TEMPERATURE
species_restricted = null
/obj/item/clothing/shoes/sandal
desc = "A pair of rather plain, wooden sandals."
name = "sandals"
-66
View File
@@ -1,66 +0,0 @@
/obj/item/clothing/head/helmet/space/space_ninja
desc = "What may appear to be a simple black garment is in fact a highly sophisticated nano-weave helmet. Standard issue ninja gear."
name = "ninja hood"
icon_state = "s-ninja"
item_state = "s-ninja_hood"
allowed = list(/obj/item/weapon/stock_parts/cell)
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 25)
unacidable = 1
siemens_coefficient = 0.2
/obj/item/clothing/suit/space/space_ninja
name = "ninja suit"
desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins."
icon_state = "s-ninja"
item_state = "s-ninja_suit"
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank,/obj/item/weapon/stock_parts/cell,/obj/item/device/suit_cooling_unit)
slowdown = 0
unacidable = 1
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0.2
//Important parts of the suit.
var/mob/living/carbon/affecting = null//The wearer.
var/obj/item/weapon/stock_parts/cell/cell//Starts out with a high-capacity cell using New().
var/datum/effect/effect/system/spark_spread/spark_system//To create sparks.
var/reagent_list[] = list("tricordrazine","dexalinp","spaceacillin","anti_toxin","nutriment","uranium","hyronalin")//The reagents ids which are added to the suit at New().
var/stored_research[]//For stealing station research.
var/obj/item/weapon/disk/tech_disk/t_disk//To copy design onto disk.
//Other articles of ninja gear worn together, used to easily reference them after initializing.
var/obj/item/clothing/head/helmet/space/space_ninja/n_hood
var/obj/item/clothing/shoes/space_ninja/n_shoes
var/obj/item/clothing/gloves/space_ninja/n_gloves
var/obj/item/clothing/mask/gas/voice/space_ninja/n_mask
//Main function variables.
var/s_initialized = 0//Suit starts off.
var/s_coold = 0//If the suit is on cooldown. Can be used to attach different cooldowns to abilities. Ticks down every second based on suit ntick().
var/s_regen = 5.0//Base energy regen each ntick.
var/s_cost = 25.0//Additional cost for additional powers active.
var/k_cost = 200.0//Kamikaze energy cost each ntick.
var/k_damage = 1.0//Brute damage potentially done by Kamikaze each ntick.
var/s_delay = 40.0//How fast the suit does certain things, lower is faster. Can be overridden in specific procs. Also determines adverse probability.
var/a_transfer = 20.0//How much reagent is transferred when injecting.
var/r_maxamount = 80.0//How much reagent in total there is.
//var/s_rank = "Master" The three ranks are "Initiate", "Assassin", and "Master". Master is the base case.
//Support function variables.
var/spideros = 0//Mode of SpiderOS. This can change so I won't bother listing the modes here (0 is hub). Check ninja_equipment.dm for how it all works.
var/s_active = 0//Stealth off.
var/s_busy = 0//Is the suit busy with a process? Like AI hacking. Used for safety functions.
var/kamikaze = 0//Kamikaze on or off.
var/k_unlock = 0//To unlock Kamikaze.
//Ability function variables.
var/s_bombs = 10.0//Number of starting ninja smoke bombs.
var/a_boost = 3.0//Number of adrenaline boosters.
var/emp_proof = 0 // Will the suit react to EMPs? A kind of bad workaround to make Ninjas invulnerable to their own EMPs. - Dave
//Onboard AI related variables.
var/mob/living/silicon/ai/AI//If there is an AI inside the suit.
var/obj/item/device/paicard/pai//A slot for a pAI device
var/obj/effect/overlay/hologram//Is the AI hologram on or off? Visible only to the wearer of the suit. This works by attaching an image to a blank overlay.
var/flush = 0//If an AI purge is in progress.
var/s_control = 1//If user in control of the suit.
+1 -11
View File
@@ -50,16 +50,6 @@
var/mob/living/silicon/ai/occupant = null
var/busy = 0
// Ninja gloves check
attack_hand(mob/user as mob)
if(ishuman(user) && istype(user:gloves, /obj/item/clothing/gloves/space_ninja) && user:gloves:candrain && !user:gloves:draining)
if(user:wear_suit:s_control)
user:wear_suit.transfer_ai("AIFIXER","NINJASUIT",src,user)
else
user << "\red <b>ERROR</b>: \black Remote access channel disabled."
return
..()
attackby(obj/I as obj,mob/user as mob, params)
if(computer && !computer.stat)
if(istype(I, /obj/item/device/aicard))
@@ -91,7 +81,7 @@
computer.emagged = 1
return 1
else
usr << "You are unable to insert \the card, as the reader slot is occupied"
usr << "You are unable to insert \the card, as the reader slot is occupied"
return 0
attackby(var/obj/item/I as obj, var/mob/user as mob, params)
+2 -2
View File
@@ -320,8 +320,8 @@
newlap.spawn_files += (/datum/file/camnet_key/anomalyisolation)
newlap.spawn_files += (/datum/file/camnet_key/toxins)
newlap.spawn_files += (/datum/file/camnet_key/telepad)
if(access_rd in C.access)
newlap.spawn_files += (/datum/file/program/borg_control)
/* if(access_rd in C.access)
newlap.spawn_files += (/datum/file/program/borg_control) */
if(access_cent_specops in C.access)
newlap.spawn_files += (/datum/file/camnet_key/ert)
newlap.spawn_files += (/datum/file/camnet_key/centcom)
+2 -2
View File
@@ -361,12 +361,12 @@ Programs are a file that can be executed
drm = 1
active_state = "power"
volume = 5000
/*
/datum/file/program/borg_control
name = "Cyborg Maint"
image = 'icons/ntos/borgcontrol.png'
active_state = "robot"
volume = 9050
volume = 9050 */
/datum/file/program/AIupload
name = "AI Upload"
+2 -2
View File
@@ -42,10 +42,10 @@
return ..(active_with_role)
return 0
/datum/event_meta/ninja/get_weight(var/list/active_with_role)
/*/datum/event_meta/ninja/get_weight(var/list/active_with_role)
if(toggle_space_ninja)
return ..(active_with_role)
return 0
return 0*/
/datum/event //NOTE: Times are measured in master controller ticks!
var/startWhen = 0 //When in the lifetime to call start().
+1 -1
View File
@@ -157,7 +157,7 @@ var/global/list/severity_to_string = list(EVENT_LEVEL_MUNDANE = "Mundane", EVENT
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Ion Storm", /datum/event/ionstorm, 0, list(ASSIGNMENT_AI = 50, ASSIGNMENT_CYBORG = 50, ASSIGNMENT_ENGINEER = 15, ASSIGNMENT_SCIENTIST = 5)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Borer Infestation", /datum/event/borer_infestation, 20, list(ASSIGNMENT_SECURITY = 20), 1),
new /datum/event_meta/alien(EVENT_LEVEL_MODERATE, "Alien Infestation", /datum/event/alien_infestation, 0, list(ASSIGNMENT_SECURITY = 15), 1),
new /datum/event_meta/ninja(EVENT_LEVEL_MODERATE, "Space Ninja", /datum/event/space_ninja, 0, list(ASSIGNMENT_SECURITY = 15), 1),
//new /datum/event_meta/ninja(EVENT_LEVEL_MODERATE, "Space Ninja", /datum/event/space_ninja, 0, list(ASSIGNMENT_SECURITY = 15), 1),
// NON-BAY EVENTS
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Mass Hallucination", /datum/event/mass_hallucination, 300),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Space Dust", /datum/event/dust, 50, list(ASSIGNMENT_ENGINEER = 50)),
+2 -2
View File
@@ -99,8 +99,8 @@ var/global/list/possibleEvents = list()
possibleEvents[/datum/event/spider_infestation] = max(active_with_role["Security"], 5) + 5
if(aliens_allowed && !sent_aliens_to_station)
possibleEvents[/datum/event/alien_infestation] = max(active_with_role["Security"], 5) + 2.5
if(!sent_ninja_to_station && toggle_space_ninja)
possibleEvents[/datum/event/space_ninja] = max(active_with_role["Security"], 5)
/*if(!sent_ninja_to_station && toggle_space_ninja)
possibleEvents[/datum/event/space_ninja] = max(active_with_role["Security"], 5)*/
possibleEvents[/datum/event/tear] = active_with_role["Security"] * 25
for(var/event_type in event_last_fired) if(possibleEvents[event_type])
-2
View File
@@ -1,2 +0,0 @@
/datum/event/space_ninja/setup()
space_ninja_arrival()
+1 -1
View File
@@ -100,7 +100,7 @@
)
fluffitems = list(
/obj/effect/decal/remains/human = 5,
/obj/effect/decal/cleanable/xenoblood = 5,
/obj/effect/decal/cleanable/blood/xeno = 5,
/obj/effect/decal/mecha_wreckage/ripley = 1
)
complex_max_size=6
@@ -20,12 +20,12 @@
if(prob(100 - E.get_damage()))
// Override the current limb status and don't cause an explosion
E.droplimb(1,1)
if(!(species.flags & IS_SYNTHETIC))
flick("gibbed-h", animation)
hgibs(loc, viruses, dna)
else
new /obj/effect/decal/cleanable/robot_debris(src.loc)
new /obj/effect/decal/cleanable/blood/gibs/robot(src.loc)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
@@ -115,7 +115,7 @@
if(ticker && ticker.mode)
if(istype(ticker.mode,/datum/game_mode/heist))
vox_kills++ //Bad vox. Shouldn't be killing humans.
if(ishuman(LAssailant))
var/mob/living/carbon/human/H=LAssailant
if(H.mind)
@@ -207,8 +207,6 @@
if(mind.changeling)
stat("Chemical Storage", "[mind.changeling.chem_charges]/[mind.changeling.chem_storage]")
stat("Absorbed DNA", mind.changeling.absorbedcount)
if (istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_initialized)
stat("Energy Charge", (wear_suit:cell:charge))
if(istype(loc, /obj/spacepod)) // Spacdpods!
var/obj/spacepod/S = loc
@@ -1254,16 +1252,15 @@
if(blood_DNA[M.dna.unique_enzymes])
return 0 //already bloodied with this blood. Cannot add more.
blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
if(M.species.bloodflags & BLOOD_GREEN)
src.update_inv_gloves(1,1) //handles bloody hands overlays and updating
else
src.update_inv_gloves(1,0)
hand_blood_color = blood_color
src.update_inv_gloves()
verbs += /mob/living/carbon/human/proc/bloody_doodle
return 1 //we applied blood to the item
/mob/living/carbon/human/clean_blood(var/clean_feet)
.=..()
if(clean_feet && !shoes && istype(feet_blood_DNA, /list) && feet_blood_DNA.len)
feet_blood_color = null
del(feet_blood_DNA)
update_inv_shoes(1)
return 1
@@ -50,9 +50,9 @@
var/icon/stand_icon = null
var/icon/lying_icon = null
var/voice = "" //Instead of new say code calling GetVoice() over and over and over, we're just going to ask this variable, which gets updated in Life()
var/speech_problem_flag = 0
var/miming = null //Toggle for the mime's abilities.
@@ -64,6 +64,8 @@
var/last_dam = -1 //Used for determining if we need to process all organs or just some or even none.
var/list/bad_external_organs = list()// organs we check until they are good.
var/hand_blood_color
var/xylophone = 0 //For the spoooooooky xylophone cooldown
var/mob/remoteview_target = null
+1 -24
View File
@@ -1317,29 +1317,6 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
see_invisible = SEE_INVISIBLE_LIVING
seer = 0
var/tmp/has_ninja_mask = 0
if(istype(wear_mask, /obj/item/clothing/mask/gas/voice/space_ninja))
has_ninja_mask = 1
var/obj/item/clothing/mask/gas/voice/space_ninja/O = wear_mask
switch(O.mode)
if(0)
var/target_list[] = list()
for(var/mob/living/target in oview(src))
if( target.mind&&(target.mind.special_role||issilicon(target)) )//They need to have a mind.
target_list += target
if(target_list.len)//Everything else is handled by the ninja mask proc.
O.assess_targets(target_list, src)
if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
if(1)
see_in_dark = 5
if(!druggy) see_invisible = SEE_INVISIBLE_MINIMUM
if(2)
sight |= SEE_MOBS
if(!druggy) see_invisible = SEE_INVISIBLE_LEVEL_TWO
if(3)
sight |= SEE_TURFS
if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
if(glasses)
var/obj/item/clothing/glasses/G = glasses
if(istype(G))
@@ -1367,7 +1344,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
see_invisible = SEE_INVISIBLE_LIVING
if(istype(O,/obj/item/clothing/glasses/hud/security/night) || istype(O,/obj/item/clothing/glasses/hud/health/night))
see_invisible = SEE_INVISIBLE_MINIMUM
else if(!seer && !has_ninja_mask)
else if(!seer)
see_in_dark = species.darksight
see_invisible = SEE_INVISIBLE_LIVING
@@ -610,10 +610,9 @@ proc/get_damage_icon_part(damage_state, body_part)
standing.icon = w_uniform.sprite_sheets[species.name]
if(w_uniform.blood_DNA)
if(green==1)
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "xuniformblood")
else
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "uniformblood")
var/image/bloodsies = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "uniformblood")
bloodsies.color = w_uniform.blood_color
standing.overlays += bloodsies
if(w_uniform:accessories.len) //WE CHECKED THE TYPE ABOVE. THIS REALLY SHOULD BE FINE.
for(var/obj/item/clothing/accessory/A in w_uniform:accessories)
@@ -666,18 +665,16 @@ proc/get_damage_icon_part(damage_state, body_part)
standing = image("icon" = 'icons/mob/hands.dmi', "icon_state" = "[t_state]")
if(gloves.blood_DNA)
if(green==1)
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "xbloodyhands")
else
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "bloodyhands")
var/image/bloodsies = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "bloodyhands")
bloodsies.color = gloves.blood_color
standing.overlays += bloodsies
gloves.screen_loc = ui_gloves
overlays_standing[GLOVES_LAYER] = standing
else
if(blood_DNA)
if (green)
overlays_standing[GLOVES_LAYER] = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "xbloodyhands")
else
overlays_standing[GLOVES_LAYER] = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "bloodyhands")
var/image/bloodsies = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "bloodyhands")
bloodsies.color = hand_blood_color
overlays_standing[GLOVES_LAYER] = bloodsies
else
overlays_standing[GLOVES_LAYER] = null
if(update_icons) update_icons()
@@ -738,14 +735,19 @@ proc/get_damage_icon_part(damage_state, body_part)
else
standing = image("icon" = 'icons/mob/feet.dmi', "icon_state" = "[shoes.icon_state]")
if(shoes.blood_DNA)
if(green==1)
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "xshoeblood")
else
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "shoeblood")
overlays_standing[SHOES_LAYER] = standing
var/image/bloodsies = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "shoeblood")
bloodsies.color = shoes.blood_color
standing.overlays += bloodsies
overlays_standing[SHOES_LAYER] = standing
else
overlays_standing[SHOES_LAYER] = null
if(feet_blood_DNA)
var/image/bloodsies = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "shoeblood")
bloodsies.color = feet_blood_color
overlays_standing[SHOES_LAYER] = bloodsies
else
overlays_standing[SHOES_LAYER] = null
if(update_icons) update_icons()
/mob/living/carbon/human/update_inv_s_store(var/update_icons=1)
@@ -778,10 +780,9 @@ proc/get_damage_icon_part(damage_state, body_part)
standing = image("icon" = 'icons/mob/head.dmi', "icon_state" = "[head.icon_state]")
if(head.blood_DNA)
if(green==1)
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "xhelmetblood")
else
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "helmetblood")
var/image/bloodsies = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "helmetblood")
bloodsies.color = head.blood_color
standing.overlays += bloodsies
overlays_standing[HEAD_LAYER] = standing
@@ -831,19 +832,12 @@ proc/get_damage_icon_part(damage_state, body_part)
drop_l_hand()
drop_r_hand()
if(wear_suit.blood_DNA)
var/t_state
if( istype(wear_suit, /obj/item/clothing/suit/armor/vest || /obj/item/clothing/suit/wcoat) )
t_state = "armor"
else if( istype(wear_suit, /obj/item/clothing/suit/storage/det_suit || /obj/item/clothing/suit/storage/labcoat) )
t_state = "coat"
else
t_state = "suit"
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "[t_state]blood")
if(wear_suit.blood_DNA)
var/obj/item/clothing/suit/S = wear_suit
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "[S.blood_overlay_type]blood")
if(wear_suit.blood_DNA)
var/obj/item/clothing/suit/S = wear_suit
var/image/bloodsies = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "[S.blood_overlay_type]blood")
bloodsies.color = wear_suit.blood_color
standing.overlays += bloodsies
overlays_standing[SUIT_LAYER] = standing
@@ -72,7 +72,7 @@
return
//looks like this only appears in whisper. Should it be elsewhere as well? Maybe handle_speech_problems?
var/voice_sub
/*var/voice_sub
for(var/obj/item/gear in list(wear_mask,wear_suit,head))
if(!gear)
continue
@@ -97,7 +97,7 @@
message = replacetext(message, "l", "")
message = replacetext(message, "s", "")
message = replacetext(message, "u", "")
message = replacetext(message, "b", "")
message = replacetext(message, "b", "")*/
var/list/listening = hearers(message_range, src)
listening |= src
+18 -17
View File
@@ -57,7 +57,7 @@
//Used in icon caching.
var/race_key = 0
var/icon/icon_template
// Language/culture vars.
var/default_language = "Galactic Common" // Default language is used when 'say' is used without modifiers.
var/language = "Galactic Common" // Default racial language, if any.
@@ -71,7 +71,7 @@
/datum/species/proc/get_random_name(var/gender)
var/datum/language/species_language = all_languages[language]
return species_language.get_random_name(gender)
/datum/species/proc/create_organs(var/mob/living/carbon/human/H) //Handles creation of mob organs.
//This is a basic humanoid limb setup.
H.organs = list()
@@ -255,7 +255,7 @@
/datum/species/proc/handle_post_spawn(var/mob/living/carbon/C) //Handles anything not already covered by basic species assignment.
handle_dna(C)
return
/datum/species/proc/handle_dna(var/mob/living/carbon/C, var/remove) //Handles DNA mutations, as that doesn't work at init.
return
@@ -273,7 +273,7 @@
/datum/species/proc/equip(var/mob/living/carbon/human/H)
return
/datum/species/proc/can_understand(var/mob/other)
return
@@ -303,7 +303,7 @@
unarmed_type = /datum/unarmed_attack/claws
primitive = /mob/living/carbon/monkey/unathi
darksight = 3
blurb = "A heavily reptillian species, Unathi (or 'Sinta as they call themselves) hail from the \
Uuosa-Eso system, which roughly translates to 'burning mother'.<br/><br/>Coming from a harsh, radioactive \
desert planet, they mostly hold ideals of honesty, virtue, martial combat and bravery above all \
@@ -336,7 +336,7 @@
tail = "tajtail"
unarmed_type = /datum/unarmed_attack/claws
darksight = 8
blurb = "The Tajaran race is a species of feline-like bipeds hailing from the planet of Ahdomai in the \
S'randarr system. They have been brought up into the space age by the Humans and Skrell, and have been \
influenced heavily by their long history of Slavemaster rule. They have a structured, clan-influenced way \
@@ -372,7 +372,7 @@
language = "Skrellian"
primitive = /mob/living/carbon/monkey/skrell
unarmed_type = /datum/unarmed_attack/punch
blurb = "An amphibious species, Skrell come from the star system known as Qerr'Vallis, which translates to 'Star of \
the royals' or 'Light of the Crown'.<br/><br/>Skrell are a highly advanced and logical race who live under the rule \
of the Qerr'Katish, a caste within their society which keeps the empire of the Skrell running smoothly. Skrell are \
@@ -384,7 +384,7 @@
bodyflags = HAS_SKIN_COLOR
flesh_color = "#8CD7A3"
blood_color = "#1D2CBF"
reagent_tag = IS_SKRELL
/datum/species/vox
@@ -392,14 +392,14 @@
icobase = 'icons/mob/human_races/r_vox.dmi'
deform = 'icons/mob/human_races/r_def_vox.dmi'
path = /mob/living/carbon/human/vox
default_language = "Galactic Common"
language = "Vox-pidgin"
language = "Vox-pidgin"
speech_sounds = list('sound/voice/shriek1.ogg')
speech_chance = 20
unarmed_type = /datum/unarmed_attack/claws //I dont think it will hurt to give vox claws too.
blurb = "The Vox are the broken remnants of a once-proud race, now reduced to little more than \
scavenging vermin who prey on isolated stations, ships or planets to keep their own ancient arkships \
alive. They are four to five feet tall, reptillian, beaked, tailed and quilled; human crews often \
@@ -421,6 +421,7 @@
flags = NO_SCAN | IS_WHITELISTED
blood_color = "#2299FC"
flesh_color = "#808D11"
reagent_tag = IS_VOX
@@ -549,13 +550,13 @@
eyes = "grey_eyes_s"
brute_mod = 1.25 //greys are fragile
default_genes = list(REMOTE_TALK)
primitive = /mob/living/carbon/monkey // TODO
flags = IS_WHITELISTED | HAS_LIPS | HAS_UNDERWEAR | CAN_BE_FAT
/datum/species/grey/handle_dna(var/mob/living/carbon/C, var/remove)
if(!remove)
C.dna.SetSEState(REMOTETALKBLOCK,1,1)
@@ -588,7 +589,7 @@
heat_level_1 = 300
heat_level_2 = 350
heat_level_3 = 700
blurb = "Commonly referred to (erroneously) as 'plant people', the Dionaea are a strange space-dwelling collective \
species hailing from Epsilon Ursae Minoris. Each 'diona' is a cluster of numerous cat-sized organisms called nymphs; \
there is no effective upper limit to the number that can fuse in gestalt, and reports exist of the Epsilon Ursae \
@@ -605,7 +606,7 @@
flesh_color = "#907E4A"
reagent_tag = IS_DIONA
/datum/species/diona/can_understand(var/mob/other)
var/mob/living/carbon/monkey/diona/D = other
if(istype(D))
@@ -659,7 +660,7 @@
synth_temp_gain = 10 //this should cause IPCs to stabilize at ~80 C in a 20 C environment.
flags = IS_WHITELISTED | NO_BREATHE | NO_SCAN | NO_BLOOD | NO_PAIN | IS_SYNTHETIC | NO_INTORGANS
blood_color = "#1F181F"
flesh_color = "#AAAAAA"
/datum/species/machine/handle_death(var/mob/living/carbon/human/H)
-3
View File
@@ -1038,9 +1038,6 @@ var/list/ai_verbs_default = list(
if(H.wear_id && istype(H.wear_id.GetID(), /obj/item/weapon/card/id/syndicate))
src << "Unable to locate an airlock"
return
if(istype(H.head, /obj/item/clothing/head/helmet/space/space_ninja) && (H.head.flags & NODROP))
src << "Unable to locate an airlock"
return
if(H.digitalcamo)
src << "Unable to locate an airlock"
return
@@ -260,7 +260,7 @@ They can only use one tool at a time, they can't choose modules, and they have 1
else
spark_system.start()
return ..()
/mob/living/silicon/robot/mommi/emag_act(user as mob)
if(!opened)//Cover is closed
if(locked)
@@ -338,9 +338,6 @@ They can only use one tool at a time, they can't choose modules, and they have 1
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("CYBORG",src,user:wear_suit)
return
if(user.a_intent == "help")
user.visible_message("\blue [user.name] pats [src.name] on the head.")
return
+4 -7
View File
@@ -82,14 +82,14 @@
if(!card.radio)
card.radio = new /obj/item/device/radio(src.card)
radio = card.radio
//Default languages without universal translator software
add_language("Galactic Common", 1)
add_language("Sol Common", 1)
add_language("Tradeband", 1)
add_language("Gutter", 1)
add_language("Trinary", 1)
add_language("Gutter", 1)
add_language("Trinary", 1)
//Verbs for pAI mobile form, chassis and Say flavor text
verbs += /mob/living/silicon/pai/proc/choose_chassis
verbs += /mob/living/silicon/pai/proc/choose_verbs
@@ -346,9 +346,6 @@
if(istype(card.loc,/mob))
var/mob/holder = card.loc
holder.unEquip(card)
else if(istype(card.loc,/obj/item/clothing/suit/space/space_ninja))
var/obj/item/clothing/suit/space/space_ninja/holder = card.loc
holder.pai = null
else if(istype(card.loc,/obj/item/device/pda))
var/obj/item/device/pda/holder = card.loc
holder.pai = null
@@ -67,11 +67,11 @@
name = "armour plating"
energy_consumption = 0
external_type = /obj/item/robot_parts/robot_component/armour
max_damage = 60
max_damage = 100
/datum/robot_component/actuator
name = "actuator"
energy_consumption = 2
energy_consumption = 1
external_type = /obj/item/robot_parts/robot_component/actuator
max_damage = 50
@@ -121,7 +121,7 @@
/mob/living/silicon/robot/proc/is_component_functioning(module_name)
var/datum/robot_component/C = components[module_name]
return C && C.installed == 1 && C.toggled && C.is_powered()
// Returns component by it's string name
/mob/living/silicon/robot/proc/get_component(var/component_name)
var/datum/robot_component/C = components[component_name]
@@ -80,14 +80,14 @@
wrapped = thing
break
if(wrapped) //Already have an item.
if(wrapped) //Already have an item.
//Temporary put wrapped into user so target's attackby() checks pass.
wrapped.loc = user
//Pass the attack on to the target. This might delete/relocate wrapped.
target.attackby(wrapped,user, params)
//If wrapped did neither get deleted nor put into target, put it back into the gripper.
if(wrapped && user && (wrapped.loc == user))
wrapped.loc = src
@@ -196,7 +196,7 @@
D << "\red You carefully and thoroughly decompile your downed fellow, storing as much of its resources as you can within yourself."
del(M)
new/obj/effect/decal/cleanable/oil(get_turf(src))
new/obj/effect/decal/cleanable/blood/oil(get_turf(src))
stored_comms["metal"] += 15
stored_comms["glass"] += 15
@@ -233,7 +233,7 @@
stored_comms["metal"]++
stored_comms["plastic"]++
stored_comms["plastic"]++
else if(istype(W,/obj/effect/decal/cleanable/robot_debris))
else if(istype(W,/obj/effect/decal/cleanable/blood/gibs/robot))
stored_comms["metal"]++
stored_comms["metal"]++
stored_comms["glass"]++
+67 -63
View File
@@ -16,16 +16,19 @@
update_items()
if (src.stat != DEAD) //still using power
use_power()
process_killswitch()
process_locks()
update_canmove()
update_gravity(mob_has_gravity())
handle_fire()
/mob/living/silicon/robot/proc/clamp_values()
// SetStunned(min(stunned, 30))
SetStunned(min(stunned, 30))
SetParalysis(min(paralysis, 30))
// SetWeakened(min(weakened, 20))
SetWeakened(min(weakened, 20))
sleeping = 0
adjustBruteLoss(0)
adjustToxLoss(0)
@@ -36,20 +39,23 @@
if (is_component_functioning("power cell") && cell)
if(src.cell.charge <= 0)
uneq_all()
src.stat = 1
src.stat = 1
has_power = 0
for(var/V in components)
var/datum/robot_component/C = components[V]
if(C.name == "actuator") // Let drained robots move, disable the rest
continue
C.consume_power()
else if (src.cell.charge <= 100)
uneq_all()
src.cell.use(1)
else
if(src.module_state_1)
src.cell.use(3)
src.cell.use(4)
if(src.module_state_2)
src.cell.use(3)
src.cell.use(4)
if(src.module_state_3)
src.cell.use(3)
src.cell.use(4)
for(var/V in components)
var/datum/robot_component/C = components[V]
@@ -57,15 +63,14 @@
if(!is_component_functioning("actuator"))
Paralyse(3)
src.eye_blind = 0
src.stat = 0
has_power = 1
else
uneq_all()
src.stat = 1
src.stat = 1
Paralyse(3)
/mob/living/silicon/robot/proc/handle_regular_status_updates()
if(src.camera && !scrambledcodes)
@@ -74,7 +79,9 @@
else
src.camera.status = 1
updatehealth()
health = maxHealth - (getOxyLoss() + getFireLoss() + getBruteLoss())
if(getOxyLoss() > 50) Paralyse(3)
if(src.sleeping)
Paralyse(3)
@@ -83,10 +90,21 @@
if(src.resting)
Weaken(5)
if(health < config.health_threshold_dead && src.stat != 2) //die only once
if(health <= config.health_threshold_dead && src.stat != 2) //die only once
death()
if (src.stat != 2) //Alive.
if(!istype(src,/mob/living/silicon/robot/drone))
if(health < 50) //Gradual break down of modules as more damage is sustained
if(uneq_module(module_state_3))
src << "<span class='warning'>SYSTEM ERROR: Module 3 OFFLINE.</span>"
if(health < 0)
if(uneq_module(module_state_2))
src << "<span class='warning'>SYSTEM ERROR: Module 2 OFFLINE.</span>"
if(health < -50)
if(uneq_module(module_state_1))
src << "<span class='warning'>CRITICAL ERROR: All modules OFFLINE.</span>"
if (src.paralysis || src.stunned || src.weakened) //Stunned etc.
src.stat = 1
if (src.stunned > 0)
@@ -95,34 +113,25 @@
AdjustWeakened(-1)
if (src.paralysis > 0)
AdjustParalysis(-1)
src.blinded = 1
src.eye_blind = max(eye_blind, 1)
else
src.blinded = 0
src.eye_blind = 0
else //Not stunned.
src.stat = 0
else //Dead.
src.blinded = 1
src.stat = 2
src.eye_blind = 1
if (src.stuttering) src.stuttering--
if (src.eye_blind)
src.eye_blind--
src.blinded = 1
if (src.ear_deaf > 0) src.ear_deaf--
if (src.ear_damage < 25)
src.ear_damage -= 0.05
src.ear_damage = max(src.ear_damage, 0)
src.density = !( src.lying )
if ((src.sdisabilities & BLIND))
src.blinded = 1
if ((src.sdisabilities & DEAF))
src.ear_deaf = 1
if (src.disabilities & BLIND)
src.eye_blind = max(1, eye_blind)
if (src.eye_blurry > 0)
src.eye_blurry--
@@ -154,31 +163,32 @@
/mob/living/silicon/robot/proc/handle_regular_hud_updates()
if (src.stat == 2 || XRAY in mutations || src.sight_mode & BORGXRAY)
if (src.stat == 2 || src.sight_mode & BORGXRAY)
src.sight |= SEE_TURFS
src.sight |= SEE_MOBS
src.sight |= SEE_OBJS
src.see_in_dark = 8
src.see_invisible = SEE_INVISIBLE_MINIMUM
else if (src.sight_mode & BORGMESON && src.sight_mode & BORGTHERM)
src.sight |= SEE_TURFS
src.sight |= SEE_MOBS
src.see_in_dark = 8
see_invisible = SEE_INVISIBLE_MINIMUM
else if (src.sight_mode & BORGMESON)
src.sight |= SEE_TURFS
src.see_in_dark = 8
see_invisible = SEE_INVISIBLE_MINIMUM
else if (src.sight_mode & BORGTHERM)
src.sight |= SEE_MOBS
src.see_in_dark = 8
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
else if (src.stat != 2)
src.sight &= ~SEE_MOBS
src.sight &= ~SEE_TURFS
src.sight &= ~SEE_OBJS
else
src.see_in_dark = 8
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
if (src.sight_mode & BORGMESON && src.sight_mode & BORGTHERM)
src.sight |= SEE_TURFS
src.sight |= SEE_MOBS
src.see_invisible = SEE_INVISIBLE_MINIMUM
else if (src.sight_mode & BORGMESON)
src.sight |= SEE_TURFS
src.see_invisible = SEE_INVISIBLE_MINIMUM
src.see_in_dark = 1
else if (src.sight_mode & BORGTHERM)
src.sight |= SEE_MOBS
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
else if (src.stat != 2)
src.sight &= ~SEE_MOBS
src.sight &= ~SEE_TURFS
src.sight &= ~SEE_OBJS
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
if(see_override)
see_invisible = see_override
regular_hud_updates()
@@ -212,17 +222,15 @@
src.healths.icon_state = "health6"
else
switch(health)
if(200 to INFINITY)
if(100 to INFINITY)
src.healths.icon_state = "health0"
if(150 to 200)
src.healths.icon_state = "health1"
if(100 to 150)
src.healths.icon_state = "health2"
if(50 to 100)
src.healths.icon_state = "health3"
src.healths.icon_state = "health2"
if(0 to 50)
src.healths.icon_state = "health3"
if(-50 to 0)
src.healths.icon_state = "health4"
if(config.health_threshold_dead to 0)
if(config.health_threshold_dead to -50)
src.healths.icon_state = "health5"
else
src.healths.icon_state = "health6"
@@ -319,16 +327,6 @@
src.module_state_3:screen_loc = ui_inv3
updateicon()
/mob/living/silicon/robot/proc/process_killswitch()
if(killswitch)
killswitch_time --
if(killswitch_time <= 0)
if(src.client)
src << "\red <B>Killswitch Activated"
killswitch = 0
spawn(5)
gib()
/mob/living/silicon/robot/proc/process_locks()
if(weapon_lock)
uneq_all()
@@ -348,7 +346,13 @@
/mob/living/silicon/robot/handle_fire()
if(..())
return
adjustFireLoss(3)
if(fire_stacks > 0)
fire_stacks--
fire_stacks = max(0, fire_stacks)
else
ExtinguishMob()
//adjustFireLoss(3)
return
/mob/living/silicon/robot/update_fire()
+55 -130
View File
@@ -8,8 +8,8 @@ var/list/robot_verbs_default = list(
real_name = "Cyborg"
icon = 'icons/mob/robots.dmi'
icon_state = "robot"
maxHealth = 200
health = 200
maxHealth = 100
health = 100
universal_speak = 1
var/sight_mode = 0
@@ -63,8 +63,6 @@ var/list/robot_verbs_default = list(
var/datum/effect/effect/system/spark_spread/spark_system//So they can initialize sparks whenever/N
var/jeton = 0
var/has_power = 1
var/killswitch = 0
var/killswitch_time = 60
var/weapon_lock = 0
var/weaponlock_time = 120
var/lawupdate = 1 //Cyborgs will sync their laws with their AI by default
@@ -76,7 +74,7 @@ var/list/robot_verbs_default = list(
var/braintype = "Cyborg"
var/base_icon = ""
var/crisis = 0
var/obj/item/borg/sight/hud/sec/sechud = null
var/obj/item/borg/sight/hud/med/healthhud = null
@@ -84,9 +82,9 @@ var/list/robot_verbs_default = list(
spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
add_language("Robot Talk", 1)
wires = new(src)
robot_modules_background = new()
@@ -98,9 +96,9 @@ var/list/robot_verbs_default = list(
radio = new /obj/item/device/radio/borg(src)
common_radio = radio
init()
if(!scrambledcodes && !camera)
camera = new /obj/machinery/camera(src)
camera.c_tag = real_name
@@ -126,7 +124,7 @@ var/list/robot_verbs_default = list(
cell.charge = 7500
..()
add_robot_verbs()
if(cell)
@@ -165,7 +163,7 @@ var/list/robot_verbs_default = list(
rbPDA.set_name_and_job(custom_name,braintype)
if(scrambledcodes)
rbPDA.hidden = 1
/mob/living/silicon/robot/binarycheck()
if(is_component_functioning("comms"))
var/datum/robot_component/RC = get_component("comms")
@@ -243,6 +241,7 @@ var/list/robot_verbs_default = list(
module_sprites["Standard"] = "surgeon"
module_sprites["Advanced Droid"] = "droid-medical"
module_sprites["Needles"] = "medicalrobot"
status_flags &= ~CANPUSH
if("Security")
module = new /obj/item/weapon/robot_module/security(src)
@@ -251,6 +250,7 @@ var/list/robot_verbs_default = list(
module_sprites["Red Knight"] = "Security"
module_sprites["Black Knight"] = "securityrobot"
module_sprites["Bloodhound"] = "bloodhound"
status_flags &= ~CANPUSH
if("Engineering")
module = new /obj/item/weapon/robot_module/engineering(src)
@@ -281,7 +281,7 @@ var/list/robot_verbs_default = list(
icon_state = "xenoborg-state-a"
modtype = "Xeno-Hu"
feedback_inc("xeborg_hunter",1)
//languages
module.add_languages(src)
@@ -445,7 +445,7 @@ var/list/robot_verbs_default = list(
set desc = "Augment visual feed with internal sensor overlays."
set category = "Robot Commands"
toggle_sensor_mode()
/mob/living/silicon/robot/proc/add_robot_verbs()
src.verbs |= robot_verbs_default
@@ -824,7 +824,7 @@ var/list/robot_verbs_default = list(
else
spark_system.start()
return ..()
/mob/living/silicon/robot/emag_act(user as mob)
if(!ishuman(user))
return
@@ -904,128 +904,44 @@ var/list/robot_verbs_default = list(
usr << "You unlock your cover."
/mob/living/silicon/robot/attack_alien(mob/living/carbon/alien/humanoid/M as mob)
if (!ticker)
M << "You cannot attack people before the game has started."
return
if (istype(loc, /turf) && istype(loc.loc, /area/start))
M << "No attacking people at spawn, you jackass."
return
switch(M.a_intent)
if ("help")
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("<span class='notice'>[M] caresses [src]'s plating with its scythe like arm.</span>"), 1)
if ("grab")
if (M == src || anchored)
return
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(M, src )
M.put_in_active_hand(G)
G.synch()
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
visible_message("<span class='danger'>[M] has grabbed [src] passively!</span>")
if ("harm")
if (M.a_intent =="disarm")
if(!(lying))
M.do_attack_animation(src)
var/damage = rand(10, 20)
if (prob(90))
/*
if (M.class == "combat")
damage += 15
if(prob(20))
weakened = max(weakened,4)
stunned = max(stunned,4)
What is this?*/
playsound(loc, 'sound/weapons/slash.ogg', 25, 1, -1)
visible_message("<span class='danger'>[M] has slashed at [src]!</span>",\
"<span class='userdanger'>[M] has slashed at [src]!</span>")
if(prob(8))
flick("noise", flash)
adjustBruteLoss(damage)
updatehealth()
if (prob(85))
Stun(7)
step(src,get_dir(M,src))
spawn(5)
step(src,get_dir(M,src))
add_logs(M, src, "pushed", admin=0)
playsound(loc, 'sound/weapons/pierce.ogg', 50, 1, -1)
visible_message("<span class='danger'>[M] has forced back [src]!</span>", \
"<span class='userdanger'>[M] has forced back [src]!</span>")
else
playsound(loc, 'sound/weapons/slashmiss.ogg', 25, 1, -1)
visible_message("<span class='danger'>[M] took a swipe at [src]!</span>", \
"<span class='userdanger'>[M] took a swipe at [src]!</span>")
if ("disarm")
if(!(lying))
M.do_attack_animation(src)
if (rand(1,100) <= 85)
Stun(7)
step(src,get_dir(M,src))
spawn(5) step(src,get_dir(M,src))
playsound(loc, 'sound/weapons/pierce.ogg', 50, 1, -1)
visible_message("<span class='danger'>[M] has forced back [src]!</span>",\
"<span class='userdanger'>[M] has forced back [src]!</span>")
else
playsound(loc, 'sound/weapons/slashmiss.ogg', 25, 1, -1)
visible_message("<span class='danger'>[M] attempted to force back [src]!</span>",\
"<span class='userdanger'>[M] attempted to force back [src]!</span>")
else
..()
return
/mob/living/silicon/robot/attack_slime(mob/living/carbon/slime/M as mob)
if (!ticker)
M << "You cannot attack people before the game has started."
return
if(..()) //successful slime shock
flick("noise", flash)
var/stunprob = M.powerlevel * 7 + 10
if(prob(stunprob) && M.powerlevel >= 8)
adjustBruteLoss(M.powerlevel * rand(6,10))
if(M.Victim) return // can't attack while eating!
var/damage = rand(1, 3)
if (health > -100)
M.do_attack_animation(src)
visible_message("<span class='danger'>The [M.name] glomps [src]!</span>",\
"<span class='userdanger'>The [M.name] glomps [src]!</span>")
var/damage = rand(1, 3)
if(M.is_adult)
damage = rand(20, 40)
else
damage = rand(5, 35)
damage = round(damage / 2) // borgs recieve half damage
adjustBruteLoss(damage)
if(M.powerlevel > 0)
var/stunprob = 10
switch(M.powerlevel)
if(1 to 2) stunprob = 20
if(3 to 4) stunprob = 30
if(5 to 6) stunprob = 40
if(7 to 8) stunprob = 60
if(9) stunprob = 70
if(10) stunprob = 95
if(prob(stunprob))
M.powerlevel -= 3
if(M.powerlevel < 0)
M.powerlevel = 0
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("<span class='userdanger'>The [M.name] has electrified []!</span>", src), 1)
flick("noise", flash)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
if (prob(stunprob) && M.powerlevel >= 8)
adjustBruteLoss(M.powerlevel * rand(6,10))
updatehealth()
if(M.is_adult)
damage = rand(20, 40)
else
damage = rand(5, 35)
damage = round(damage / 2) // borgs recieve half damage
adjustBruteLoss(damage)
updatehealth()
return
@@ -1301,6 +1217,12 @@ var/list/robot_verbs_default = list(
return
/mob/living/silicon/robot/proc/self_destruct()
if(emagged)
if(mmi)
qdel(mmi)
explosion(src.loc,1,2,4)
else
explosion(src.loc,-1,0,2)
gib()
return
@@ -1313,9 +1235,12 @@ var/list/robot_verbs_default = list(
scrambledcodes = 1
//Disconnect it's camera so it's not so easily tracked.
if(src.camera)
src.camera.network = list()
cameranet.removeCamera(src.camera)
qdel(src.camera)
src.camera = null
// I'm trying to get the Cyborg to not be listed in the camera list
// Instead of being listed as "deactivated". The downside is that I'm going
// to have to check if every camera is null or not before doing anything, to prevent runtime errors.
// I could change the network to null but I don't know what would happen, and it seems too hacky for me.
/mob/living/silicon/robot/proc/ResetSecurityCodes()
set category = "Robot Commands"
@@ -1394,7 +1319,7 @@ var/list/robot_verbs_default = list(
faction = list("nanotrasen")
designation = "NT Combat Cyborg"
req_access = list(access_cent_specops)
/mob/living/silicon/robot/deathsquad/New(loc)
if(!cell)
cell = new /obj/item/weapon/stock_parts/cell(src)
@@ -1402,7 +1327,7 @@ var/list/robot_verbs_default = list(
cell.charge = 25000
..()
/mob/living/silicon/robot/deathsquad/init()
aiCamera = new/obj/item/device/camera/siliconcam/robot_camera(src)
@@ -1473,7 +1398,7 @@ var/list/robot_verbs_default = list(
cell.charge = 25000
..()
/mob/living/silicon/robot/syndicate/init()
aiCamera = new/obj/item/device/camera/siliconcam/robot_camera(src)
@@ -201,7 +201,7 @@
src.modules += new /obj/item/device/flashlight/seclite(src)
src.modules += new /obj/item/device/flash/cyborg(src)
src.modules += new /obj/item/weapon/restraints/handcuffs/cable/zipties/cyborg(src)
src.modules += new /obj/item/weapon/melee/baton/robot(src)
src.modules += new /obj/item/weapon/melee/baton/loaded/robot(src)
src.modules += new /obj/item/weapon/gun/energy/disabler/cyborg(src)
src.modules += new /obj/item/taperoll/police(src)
src.modules += new /obj/item/clothing/mask/gas/sechailer/cyborg(src)
@@ -562,7 +562,7 @@
/mob/living/simple_animal/corgi/Ian/borgi/Die()
..()
visible_message("<b>[src]</b> blows apart!")
new /obj/effect/decal/cleanable/robot_debris(src.loc)
new /obj/effect/decal/cleanable/blood/gibs/robot(src.loc)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
@@ -50,7 +50,7 @@
/mob/living/simple_animal/hostile/hivebot/Die()
..()
visible_message("<b>[src]</b> blows apart!")
new /obj/effect/decal/cleanable/robot_debris(src.loc)
new /obj/effect/decal/cleanable/blood/gibs/robot(src.loc)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
+3 -32
View File
@@ -114,11 +114,11 @@ proc/isembryo(A)
if(istype(A, /mob/living/silicon))
return 1
return 0
/proc/isSilicon(A) // Bay support
if(istype(A, /mob/living/silicon))
return 1
return 0
return 0
/proc/isliving(A)
if(istype(A, /mob/living))
@@ -163,7 +163,7 @@ proc/isnewplayer(A)
proc/hasorgans(A)
return ishuman(A)
proc/iscuffed(A)
if(istype(A, /mob/living/carbon))
var/mob/living/carbon/C = A
@@ -318,35 +318,6 @@ proc/Gibberish(t, p)//t is the inputted message, and any value higher than 70 fo
return returntext
/proc/ninjaspeak(n)
/*
The difference with stutter is that this proc can stutter more than 1 letter
The issue here is that anything that does not have a space is treated as one word (in many instances). For instance, "LOOKING," is a word, including the comma.
It's fairly easy to fix if dealing with single letters but not so much with compounds of letters./N
*/
var/te = html_decode(n)
var/t = ""
n = length(n)
var/p = 1
while(p <= n)
var/n_letter
var/n_mod = rand(1,4)
if(p+n_mod>n+1)
n_letter = copytext(te, p, n+1)
else
n_letter = copytext(te, p, p+n_mod)
if (prob(50))
if (prob(30))
n_letter = text("[n_letter]-[n_letter]-[n_letter]")
else
n_letter = text("[n_letter]-[n_letter]")
else
n_letter = text("[n_letter]")
t = text("[t][n_letter]")
p=p+n_mod
return sanitize(copytext(t,1,MAX_MESSAGE_LEN))
/proc/shake_camera(mob/M, duration, strength=1)
if(!M || !M.client || M.shakecamera)
return
+69 -46
View File
@@ -36,8 +36,9 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
/mob/living/carbon/human/proc/fixblood()
for(var/datum/reagent/blood/B in vessel.reagent_list)
if(B.id == "blood")
B.data = list( "donor"=src,"viruses"=null,"blood_DNA"=dna.unique_enzymes,"blood_type"=dna.b_type, \
B.data = list( "donor"=src,"viruses"=null,"blood_DNA"=dna.unique_enzymes,"blood_colour"= species.blood_color,"blood_type"=dna.b_type, \
"resistances"=null,"trace_chem"=null, "virus2" = null, "antibodies" = null)
B.color = B.data["blood_colour"]
// Takes care blood loss and regeneration
/mob/living/carbon/human/proc/handle_blood()
@@ -162,59 +163,16 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
var/amm = 0.1 * amt
var/turf/T = get_turf(src)
var/list/obj/effect/decal/cleanable/blood/drip/nums = list()
var/list/iconL = list("1","2","3","4","5")
if(src.species.bloodflags &BLOOD_SLIME)
vessel.remove_reagent("water",amm)
vessel.reaction(T, TOUCH, amm)
return
if(src.species.bloodflags &BLOOD_GREEN)
var/list/obj/effect/decal/cleanable/blood/drip/green/nums2 = list()
iconL = list("g1","g2","g3","g4","g5")
vessel.remove_reagent("blood",amm)
for(var/obj/effect/decal/cleanable/blood/drip/green/G in T)
nums2 += G
iconL.Remove(G.icon_state)
if (nums2.len < 5)
var/obj/effect/decal/cleanable/blood/drip/green/this = new(T)
this.icon_state = pick(iconL)
this.blood_DNA = list()
this.blood_DNA[dna.unique_enzymes] = dna.b_type
for (var/ID in virus2)
var/datum/disease2/disease/V = virus2[ID]
this.virus2[ID] = V.getcopy()
else
for(var/obj/effect/decal/cleanable/blood/drip/green/G in nums)
del G
T.add_blood(src)
return
else
vessel.remove_reagent("blood",amm)
blood_splatter(src,src)
for(var/obj/effect/decal/cleanable/blood/drip/G in T)
nums += G
iconL.Remove(G.icon_state)
if (nums.len < 5)
var/obj/effect/decal/cleanable/blood/drip/this = new(T)
this.icon_state = pick(iconL)
this.blood_DNA = list()
this.blood_DNA[dna.unique_enzymes] = dna.b_type
for (var/ID in virus2)
var/datum/disease2/disease/V = virus2[ID]
this.virus2[ID] = V.getcopy()
else
for(var/obj/effect/decal/cleanable/blood/drip/G in nums)
del G
T.add_blood(src)
return
/****************************************************
BLOOD TRANSFERS
@@ -237,6 +195,13 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
B.data["antibodies"] = src.antibodies
B.data["blood_DNA"] = copytext(src.dna.unique_enzymes,1,0)
B.data["blood_type"] = copytext(src.dna.b_type,1,0)
// Putting this here due to return shenanigans.
if(istype(src,/mob/living/carbon/human))
var/mob/living/carbon/human/H = src
B.data["blood_colour"] = H.species.blood_color
B.color = B.data["blood_colour"]
var/list/temp_chem = list()
for(var/datum/reagent/R in src.reagents.reagent_list)
temp_chem += R.id
@@ -334,4 +299,62 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
if("O")
if(donor_antigen != "O") return 1
//AB is a universal receiver.
return 0
return 0
proc/blood_splatter(var/target,var/datum/reagent/blood/source,var/large)
var/obj/effect/decal/cleanable/blood/B
var/decal_type = /obj/effect/decal/cleanable/blood/splatter
var/turf/T = get_turf(target)
if(istype(source,/mob/living/carbon/human))
var/mob/living/carbon/human/M = source
source = M.get_blood(M.vessel)
else if(istype(source,/mob/living/carbon/monkey))
var/mob/living/carbon/monkey/donor = source
if(donor.dna)
source = new()
source.data["blood_DNA"] = donor.dna.unique_enzymes
source.data["blood_type"] = donor.dna.b_type
// Are we dripping or splattering?
var/list/drips = list()
// Only a certain number of drips (or one large splatter) can be on a given turf.
for(var/obj/effect/decal/cleanable/blood/drip/drop in T)
drips |= drop.drips
del(drop)
if(!large && drips.len < 3)
decal_type = /obj/effect/decal/cleanable/blood/drip
// Find a blood decal or create a new one.
B = locate(decal_type) in T
if(!B)
B = new decal_type(T)
var/obj/effect/decal/cleanable/blood/drip/drop = B
if(istype(drop) && drips && drips.len && !large)
drop.overlays |= drips
drop.drips |= drips
// If there's no data to copy, call it quits here.
if(!source)
return B
// Update appearance.
if(source.data["blood_colour"])
B.basecolor = source.data["blood_colour"]
B.update_icon()
// Update blood information.
if(source.data["blood_DNA"])
B.blood_DNA = list()
if(source.data["blood_type"])
B.blood_DNA[source.data["blood_DNA"]] = source.data["blood_type"]
else
B.blood_DNA[source.data["blood_DNA"]] = "O+"
// Update virus information.
if(source.data["virus2"])
B.virus2 = virus_copylist(source.data["virus2"])
return B
+8 -8
View File
@@ -43,11 +43,11 @@
if(href_list["copy"])
if(stat & (BROKEN|NOPOWER))
return
for(var/i = 0, i < copies, i++)
if(toner <= 0)
break
if (istype(copyitem, /obj/item/weapon/paper))
copy(copyitem)
sleep(15)
@@ -60,7 +60,7 @@
else
usr << "<span class='warning'>\The [copyitem] can't be copied by \the [src].</span>"
break
use_power(active_power_usage)
updateUsrDialog()
else if(href_list["remove"])
@@ -81,7 +81,7 @@
else if(href_list["aipic"])
if(!istype(usr,/mob/living/silicon)) return
if(stat & (BROKEN|NOPOWER)) return
if(toner >= 5)
var/mob/living/silicon/tempAI = usr
var/obj/item/device/camera/siliconcam/camera = tempAI.aiCamera
@@ -138,12 +138,12 @@
del(src)
else
if(toner > 0)
new /obj/effect/decal/cleanable/oil(get_turf(src))
new /obj/effect/decal/cleanable/blood/oil(get_turf(src))
toner = 0
else
if(prob(50))
if(toner > 0)
new /obj/effect/decal/cleanable/oil(get_turf(src))
new /obj/effect/decal/cleanable/blood/oil(get_turf(src))
toner = 0
return
@@ -152,7 +152,7 @@
del(src)
else
if(toner > 0)
new /obj/effect/decal/cleanable/oil(get_turf(src))
new /obj/effect/decal/cleanable/blood/oil(get_turf(src))
toner = 0
return
@@ -219,7 +219,7 @@
toner = 0
visible_message("<span class='notice'>A red light on \the [src] flashes, indicating that it is out of toner.</span>")
break
if(istype(W, /obj/item/weapon/paper))
W = copy(W)
else if(istype(W, /obj/item/weapon/photo))
+10 -6
View File
@@ -6,17 +6,21 @@
item_state = "stamp"
throwforce = 0
w_class = 1.0
throw_speed = 7
throw_range = 15
throw_speed = 3
throw_range = 7
m_amt = 60
_color = "qm"
_color = "cargo"
pressure_resistance = 2
attack_verb = list("stamped")
/obj/item/weapon/stamp/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] stamps 'VOID' on \his forehead, then promptly falls over, dead.</span>")
return (OXYLOSS)
/obj/item/weapon/stamp/qm
name = "Quartermaster's rubber stamp"
icon_state = "stamp-qm"
_color = "cargo"
_color = "qm"
/obj/item/weapon/stamp/law
name = "Law office's rubber stamp"
@@ -56,8 +60,8 @@
/obj/item/weapon/stamp/granted
name = "\improper GRANTED rubber stamp"
icon_state = "stamp-ok"
_color = "qm"
_color = "qm"
/obj/item/weapon/stamp/denied
name = "\improper DENIED rubber stamp"
icon_state = "stamp-deny"
+13 -19
View File
@@ -599,8 +599,8 @@
user << "You emag the APC interface."
update_icon()
else
user << "You fail to [ locked ? "unlock" : "lock"] the APC interface."
user << "You fail to [ locked ? "unlock" : "lock"] the APC interface."
// attack with hand - remove cell (if cover open) or interact with the APC
/obj/machinery/power/apc/attack_hand(mob/user)
// if (!can_use(user)) This already gets called in interact() and in topic()
@@ -657,12 +657,6 @@
if(stat & (BROKEN|MAINT))
return
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("APC",src,user:wear_suit)
return
// do APC interaction
//user.set_machine(src)
src.interact(user)
/obj/machinery/power/apc/attack_alien(mob/living/carbon/alien/humanoid/user)
@@ -691,12 +685,12 @@
else
beenhit += 1
return
/obj/machinery/power/apc/attack_ghost(user as mob)
if(stat & (BROKEN|MAINT))
if(stat & (BROKEN|MAINT))
return
return ui_interact(user)
/obj/machinery/power/apc/interact(mob/user)
if(!user)
return
@@ -859,7 +853,7 @@
user << "\red You momentarily forget how to use [src]."
return 0
return 1
/obj/machinery/power/apc/proc/is_authenticated(mob/user as mob)
if(isAI(user) || isrobot(user))
return 1
@@ -869,26 +863,26 @@
/obj/machinery/power/apc/Topic(href, href_list, var/usingUI = 1)
if(..())
return 1
if(!can_use(usr, 1))
return 1
if (href_list["lock"])
if(!is_authenticated(usr))
return
coverlocked = !coverlocked
else if (href_list["breaker"])
if(!is_authenticated(usr))
return
toggle_breaker()
else if (href_list["cmode"])
if(!is_authenticated(usr))
return
chargemode = !chargemode
if(!chargemode)
charging = 0
@@ -897,7 +891,7 @@
else if (href_list["eqp"])
if(!is_authenticated(usr))
return
var/val = text2num(href_list["eqp"])
equipment = setsubsystem(val)
update_icon()
@@ -906,7 +900,7 @@
else if (href_list["lgt"])
if(!is_authenticated(usr))
return
var/val = text2num(href_list["lgt"])
lighting = setsubsystem(val)
update_icon()
@@ -915,7 +909,7 @@
else if (href_list["env"])
if(!is_authenticated(usr))
return
var/val = text2num(href_list["env"])
environ = setsubsystem(val)
update_icon()
-7
View File
@@ -67,13 +67,6 @@
/obj/item/weapon/stock_parts/cell/attack_self(mob/user as mob)
src.add_fingerprint(user)
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/clothing/gloves/space_ninja/SNG = H.gloves
if(!istype(SNG) || !SNG.candrain || !SNG.draining) return
SNG.drain("CELL",src,H.wear_suit)
return
/obj/item/weapon/stock_parts/cell/attackby(obj/item/W, mob/user, params)
@@ -63,8 +63,8 @@ obj/item/weapon/gun/energy/laser/retro
return 1
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
if(R && R.cell && R.cell.charge >= 500)
R.cell.use(500)
if(R && R.cell && R.cell.charge >= 83)
R.cell.use(83)
in_chamber = new/obj/item/projectile/beam(src)
return 1
return 0
+17 -11
View File
@@ -4,19 +4,24 @@
icon_state = "ionrifle"
item_state = null //so the human update icon uses the icon_state instead.
icon_override = 'icons/mob/in-hand/guns.dmi'
fire_sound = 'sound/weapons/Laser.ogg'
fire_sound = 'sound/weapons/IonRifle.ogg'
origin_tech = "combat=2;magnets=4"
w_class = 4.0
w_class = 5.0
flags = CONDUCT
slot_flags = SLOT_BACK
projectile_type = "/obj/item/projectile/ion"
/obj/item/weapon/gun/energy/ionrifle/emp_act(severity)
if(severity <= 2)
power_supply.use(round(power_supply.maxcharge / severity))
update_icon()
else
return
return
/obj/item/weapon/gun/energy/ionrifle/carbine
name = "ion carbine"
desc = "The MK.II Prototype Ion Projector is a lightweight carbine version of the larger ion rifle, built to be ergonomic and efficient."
icon_state = "ioncarbine"
item_state = "ioncarbine"
origin_tech = "combat=4;magnets=4;materials=4"
w_class = 3
slot_flags = SLOT_BELT
/obj/item/weapon/gun/energy/decloner
name = "biological demolecularisor"
@@ -288,7 +293,8 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
desc = "A self-defense weapon that exhausts organic targets, weakening them until they collapse."
icon_state = "disabler"
item_state = null
projectile_type = "/obj/item/projectile/beam/disabler"
projectile_type = /obj/item/projectile/beam/disabler
fire_sound = 'sound/weapons/taser2.ogg'
cell_type = "/obj/item/weapon/stock_parts/cell"
charge_cost = 500
@@ -319,7 +325,7 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
if(R && R.cell)
if(R.cell.use(charge_cost)) //Take power from the borg...
if(R.cell.use(charge_cost/10)) //Take power from the borg...
power_supply.give(charge_cost) //... to recharge the shot
update_icon()
@@ -336,7 +342,7 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
cell_type = "/obj/item/weapon/stock_parts/cell/secborg"
projectile_type = "/obj/item/projectile/bullet/midbullet3"
charge_cost = 300 //Yeah, let's NOT give them a 300 round clip that recharges, 20 is more reasonable and will actually hurt the borg's battery for overuse.
charge_cost = 200 //Yeah, let's NOT give them a 300 round clip that recharges, 20 is more reasonable and will actually hurt the borg's battery for overuse.
var/charge_tick = 0
var/recharge_time = 5
@@ -363,6 +369,6 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
if(R && R.cell)
if(R.cell.use(charge_cost)) //Take power from the borg...
if(R.cell.use(charge_cost/10)) //Take power from the borg...
power_supply.give(charge_cost) //...to recharge the shot
return 1
+15 -2
View File
@@ -92,6 +92,10 @@ datum
holder.remove_reagent(src.id, custom_metabolism) //By default it slowly disappears.
return
// Called when two reagents of the same are mixing.
on_merge(var/data)
return
on_move(var/mob/M)
return
@@ -115,7 +119,7 @@ datum
blood
data = new/list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=null,"resistances"=null,"trace_chem"=null, "antibodies" = null)
data = new/list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=null,"blood_colour"= "#A10808","resistances"=null,"trace_chem"=null, "antibodies" = null)
name = "Blood"
id = "blood"
reagent_state = LIQUID
@@ -138,6 +142,15 @@ datum
var/mob/living/carbon/C = M
C.antibodies |= self.data["antibodies"]
on_merge(var/data)
if(data["blood_colour"])
color = data["blood_colour"]
return ..()
on_update(var/atom/A)
if(data["blood_colour"])
color = data["blood_colour"]
return ..()
@@ -164,7 +177,7 @@ datum
blood_prop.blood_DNA["Non-Human DNA"] = "A+"
else if(istype(self.data["donor"], /mob/living/carbon/alien))
var/obj/effect/decal/cleanable/xenoblood/blood_prop = locate() in T
var/obj/effect/decal/cleanable/blood/xeno/blood_prop = locate() in T
if(!blood_prop)
blood_prop = new(T)
blood_prop.blood_DNA["UNKNOWN DNA STRUCTURE"] = "X*"
@@ -81,8 +81,6 @@
user << "\blue You transfer [trans] units of the solution to [target]."
//Safety for dumping stuff into a ninja suit. It handles everything through attackby() and this is unnecessary.
else if(istype(target, /obj/item/clothing/suit/space/space_ninja))
return
else if(istype(target, /obj/machinery/bunsen_burner))
return
@@ -465,7 +465,7 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/bluetomato/throw_impact(atom/hit_atom)
..()
new/obj/effect/decal/cleanable/oil(src.loc)
new/obj/effect/decal/cleanable/blood/oil(src.loc)
src.visible_message("<span class='notice'>The [src.name] has been squashed.</span>","<span class='moderate'>You hear a smack.</span>")
src.reagents.reaction(get_turf(hit_atom))
for(var/atom/A in get_turf(hit_atom))
@@ -691,7 +691,7 @@
var/list/turfs = new/list()
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
if(inner_teleport_radius < 1) //Wasn't potent enough, it just splats.
new/obj/effect/decal/cleanable/oil(src.loc)
new/obj/effect/decal/cleanable/blood/oil(src.loc)
src.visible_message("<span class='notice'>The [src.name] has been squashed.</span>","<span class='moderate'>You hear a smack.</span>")
del(src)
return
@@ -728,7 +728,7 @@
sleep(1)
s.set_up(3, 1, A)
s.start()
new/obj/effect/decal/cleanable/oil(src.loc)
new/obj/effect/decal/cleanable/blood/oil(src.loc)
src.visible_message("<span class='notice'>The [src.name] has been squashed, causing a distortion in space-time.</span>","<span class='moderate'>You hear a splat and a crackle.</span>")
del(src)
return
@@ -142,10 +142,6 @@
var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You transfer [trans] units of the solution to [target]."
//Safety for dumping stuff into a ninja suit. It handles everything through attackby() and this is unnecessary.
else if(istype(target, /obj/item/clothing/suit/space/space_ninja))
return
else if(istype(target, /obj/machinery/bunsen_burner))
return
@@ -300,8 +296,8 @@
user.put_in_hands(new /obj/item/weapon/bucket_sensor)
user.unEquip(src)
qdel(src)
..()
..()
/obj/item/weapon/reagent_containers/glass/beaker/vial
name = "vial"
+2 -2
View File
@@ -238,7 +238,7 @@
return
*/
interact(user, 0)
// hostile mob escape from disposals
attack_animal(var/mob/living/simple_animal/M)
if(M.environment_smash)
@@ -1368,7 +1368,7 @@
src.streak(dirs)
/obj/effect/decal/cleanable/robot_debris/gib/pipe_eject(var/direction)
/obj/effect/decal/cleanable/blood/gibs/robot/gib/pipe_eject(var/direction)
var/list/dirs
if(direction)
dirs = list( direction, turn(direction, -45), turn(direction, 45))
@@ -46,14 +46,14 @@
build_path = /obj/item/weapon/gun/energy/floragun
category = list("Weapons")
/datum/design/ionrifle
name = "Ion Rifle"
/datum/design/ioncarbine
name = "Ion Carbine"
desc = "How to dismantle a cyborg : The gun."
id = "ionrifle"
id = "ioncarbine"
req_tech = list("combat" = 5, "materials" = 4, "magnets" = 4)
build_type = PROTOLATHE
materials = list("$silver" = 4000, "$metal" = 6000, "$uranium" = 1000)
build_path = /obj/item/weapon/gun/energy/ionrifle
build_path = /obj/item/weapon/gun/energy/ionrifle/carbine
locked = 1
category = list("Weapons")
@@ -13,7 +13,6 @@
artifact_id = "[pick("kappa","sigma","antaeres","beta","omicron","iota","epsilon","omega","gamma","delta","tau","alpha")]-[rand(100,999)]"
artifact_find_type = pick(\
5;/obj/structure/largecrate/ninja,\
5;/obj/machinery/power/supermatter,\
5;/obj/structure/constructshell,\
5;/obj/machinery/wish_granter,\
@@ -44,7 +43,7 @@
/obj/structure/boulder/New()
icon_state = "boulder[rand(1,4)]"
excavation_level = rand(5,50)
/obj/structure/boulder/Bumped(AM)
. = ..()
if(istype(AM,/mob/living/carbon/human))
+3 -3
View File
@@ -97,7 +97,7 @@
healthcheck()
else
..()
/obj/vehicle/emag_act(user as mob)
if(!emagged)
Emag(user)
@@ -108,7 +108,7 @@
src.visible_message("\red <B>[M] has [M.attacktext] [src]!</B>")
M.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [src.name]</font>")
if(prob(10))
new /obj/effect/decal/cleanable/oil(src.loc)
new /obj/effect/decal/cleanable/blood/oil(src.loc)
healthcheck()
/obj/vehicle/bullet_act(var/obj/item/projectile/Proj)
@@ -214,7 +214,7 @@
unload()
new /obj/effect/gibspawner/robot(Tsec)
new /obj/effect/decal/cleanable/oil(src.loc)
new /obj/effect/decal/cleanable/blood/oil(src.loc)
del(src)
Binary file not shown.

Before

Width:  |  Height:  |  Size: 82 KiB

After

Width:  |  Height:  |  Size: 58 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.1 KiB

After

Width:  |  Height:  |  Size: 596 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.0 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 25 KiB

After

Width:  |  Height:  |  Size: 29 KiB

BIN
View File
Binary file not shown.

Before

Width:  |  Height:  |  Size: 67 KiB

After

Width:  |  Height:  |  Size: 67 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 25 KiB

After

Width:  |  Height:  |  Size: 26 KiB

+8 -8
View File
@@ -301,7 +301,7 @@
"fO" = (/turf/simulated/floor/plating{heat_capacity = 1e+006},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"fP" = (/obj/structure/cable{d1 = 1; d2 = 4; icon_state = "1-4"; tag = ""},/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; pixel_y = 0; tag = ""},/turf/simulated/floor/plating{heat_capacity = 1e+006},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"fQ" = (/obj/machinery/door/airlock/maintenance{req_access_txt = "0"; req_one_access_txt = "0"},/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; pixel_x = 0; tag = ""},/turf/simulated/floor/plating{heat_capacity = 1e+006},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"fR" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; pixel_y = 0; tag = ""},/obj/structure/cable{d1 = 2; d2 = 8; icon_state = "2-8"; tag = ""},/obj/effect/decal/cleanable/oil,/turf/simulated/floor/plating{heat_capacity = 1e+006},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"fR" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; pixel_y = 0; tag = ""},/obj/structure/cable{d1 = 2; d2 = 8; icon_state = "2-8"; tag = ""},/obj/effect/decal/cleanable/blood/oil,/turf/simulated/floor/plating{heat_capacity = 1e+006},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"fS" = (/obj/structure/filingcabinet,/obj/item/weapon/paper{info = "Entry One - 27/05/2554:<br>I just arrived, and already I hate my job. I'm stuck on this shithole of an outpost, trying to avoid these damn eggheads running all over the place preparing for god knows what. There's no crimes to stop, no syndies to kill, and I'm not even allowed to beat the fuckin' assistant senseless! They said I was transferred from Space Station 13 for 'good behavior', but this feels more like a punishment than a reward. All I know is that if I don't get some action soon, I'm going to go insane.<br><br>Entry Two - 03/06/2554:<br>Okay, so get this: we got a fuckin' deathsquad coming in today! I thought the day I saw one of them would be the day my employment was 'terminated', if you get my drift. They're escorting some sort of weird alien creature for the eggheads to study. I heard one of the docs telling the chef that this thing killed a whole security force before it was captured. I sure as hell hope that I don't have to fight it.<br><br>Entry Three - 08/06/2554:<br>My first real bit of 'action' today, if you could call it that. Crazy Ivan got in a fight with Kuester today about his Booze-O-Mat. Apparently one of the crewmembers had stolen a couple bottles of booze from the machine after Ivan disabled the ID lock. Tell you the truth, I don't blame the thief. Everyone is going a little stir-crazy in here, and the bartender is being damn stingy with the alcohol. Either way, once they started to pick a fight, I had to take them down. It's a damn shame that we don't have a brig, though. I had to lock Ivan in a fuckin' freezer, for god's sake. Let's hope that we can keep our sanity together, at least for a while.<br><br>Entry Four - 10/06/2554:<br>Jesus fucking Christ riding on a motorbike. These things the scientists are studying are terrifying! Fucking great huge purple bug things as tall as the ceiling, with blades for arms and drooling at the mouth. I don't think my taser will do jack shit against these damn things, but the eggheads say that they're safely contained. If they do, I have a feeling that it's only a matter of time before we're all screwed. These bastards look like walking death.<br><br>Entry Five - 18/06/2554:<br>Finally caught who stole the booze from Kuester. It was that fuckin' loser assistant Steve! He was in the dorms, chugging his worries away. I took one of the bottles back to the barkeep, but no one has to know about this second one. I think I'm gonna enjoy this while watching tomorrow's Thunderdome match.<br><br>Entry Six - 19/06/2554:<br>Oh, great. The chef is still sleeping, so we get Ivan's gruel for breakfast today. I overheard Sano and Douglas saying something about the aliens being restless, so we might get some action today. As long as it happens after the big game, I'm fine with it. I still got one beer to drink before I'm ready to die."; name = "Personal Log - Kenneth Cunningham"},/turf/simulated/floor{dir = 9; heat_capacity = 1e+006; icon_state = "red"},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"fT" = (/obj/structure/closet/secure_closet{icon_broken = "secbroken"; icon_closed = "sec"; icon_locked = "sec1"; icon_off = "secoff"; icon_opened = "secopen"; icon_state = "sec1"; locked = 1; name = "security officer's locker"; req_access_txt = "201"},/obj/item/clothing/suit/armor/vest,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/grenade/flashbang,/obj/item/weapon/storage/belt/security,/obj/item/weapon/reagent_containers/food/drinks/cans/beer{pixel_x = -3; pixel_y = -2},/obj/machinery/alarm{frequency = 1439; locked = 0; pixel_y = 23; req_access = null},/turf/simulated/floor{dir = 1; heat_capacity = 1e+006; icon_state = "red"},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"fU" = (/obj/structure/sign/poster{icon_state = "poster21_legit"; pixel_y = 32; serial_number = 21},/obj/item/device/radio/off,/obj/item/weapon/screwdriver{pixel_y = 10},/turf/simulated/floor{dir = 5; heat_capacity = 1e+006; icon_state = "red"},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
@@ -317,7 +317,7 @@
"ge" = (/obj/structure/alien/weeds,/obj/structure/stool/bed/nest,/obj/item/clothing/mask/facehugger{icon_state = "facehugger_impregnated"; item_state = "facehugger_impregnated"; stat = 2},/turf/simulated/floor/engine,/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"gf" = (/obj/structure/stool,/turf/simulated/floor/plating{heat_capacity = 1e+006},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"gg" = (/turf/simulated/floor/plating{broken = 1; heat_capacity = 1e+006; icon_state = "platingdmg3"; tag = "icon-platingdmg3"},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"gh" = (/obj/effect/decal/cleanable/oil,/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; pixel_y = 0; tag = ""},/turf/simulated/floor/plating{heat_capacity = 1e+006},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"gh" = (/obj/effect/decal/cleanable/blood/oil,/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; pixel_y = 0; tag = ""},/turf/simulated/floor/plating{heat_capacity = 1e+006},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"gi" = (/obj/structure/reagent_dispensers/peppertank{pixel_x = -30; pixel_y = 0},/turf/simulated/floor{dir = 8; heat_capacity = 1e+006; icon_state = "red"},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"gj" = (/turf/simulated/floor{dir = 4; heat_capacity = 1e+006; icon_state = "red"},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"gk" = (/obj/machinery/door/airlock/glass_security{name = "Security Post"; req_access_txt = "201"},/turf/simulated/floor{heat_capacity = 1e+006; icon_state = "white"},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
@@ -377,7 +377,7 @@
"hm" = (/obj/machinery/vending/medical{req_access_txt = "201"},/turf/simulated/floor{dir = 2; heat_capacity = 1e+006; icon_state = "whitehall"},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"hn" = (/obj/structure/closet/crate/bin,/obj/item/clothing/gloves/color/latex,/obj/item/trash/chips,/obj/effect/decal/cleanable/dirt,/obj/machinery/light/small{active_power_usage = 0; dir = 1; icon_state = "bulb-broken"; status = 2},/turf/simulated/floor{dir = 2; heat_capacity = 1e+006; icon_state = "whitehall"},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"ho" = (/obj/structure/table,/obj/item/weapon/storage/box/gloves{pixel_x = 0; pixel_y = 0},/turf/simulated/floor{dir = 8; heat_capacity = 1e+006; icon_state = "whitecorner"},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"hp" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; pixel_y = 0; tag = ""},/obj/effect/decal/cleanable/oil,/turf/simulated/floor/plating{broken = 1; heat_capacity = 1e+006; icon_state = "platingdmg3"; tag = "icon-platingdmg3"},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"hp" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; pixel_y = 0; tag = ""},/obj/effect/decal/cleanable/blood/oil,/turf/simulated/floor/plating{broken = 1; heat_capacity = 1e+006; icon_state = "platingdmg3"; tag = "icon-platingdmg3"},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"hq" = (/obj/structure/closet/secure_closet{icon_broken = "rdsecurebroken"; icon_closed = "rdsecure"; icon_locked = "rdsecure1"; icon_off = "rdsecureoff"; icon_opened = "rdsecureopen"; icon_state = "rdsecure1"; locked = 1; name = "research director's locker"; req_access_txt = "201"},/obj/item/weapon/storage/backpack/satchel_tox,/obj/item/clothing/gloves/color/latex,/obj/item/clothing/suit/storage/labcoat/science,/turf/simulated/floor{tag = "icon-cafeteria (NORTHEAST)"; icon_state = "cafeteria"; dir = 5},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"hr" = (/obj/structure/table,/obj/item/weapon/cartridge/signal/toxins,/obj/item/weapon/cartridge/signal/toxins{pixel_x = -4; pixel_y = 2},/obj/machinery/firealarm{dir = 2; pixel_y = 24},/turf/simulated/floor{tag = "icon-cafeteria (NORTHEAST)"; icon_state = "cafeteria"; dir = 5},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"hs" = (/obj/structure/filingcabinet/chestdrawer,/obj/machinery/light/small{active_power_usage = 0; dir = 1; icon_state = "bulb-broken"; status = 2},/obj/machinery/alarm{frequency = 1439; locked = 0; pixel_y = 23; req_access = null},/obj/item/weapon/paper{info = "Personal Log for Research Director Gerald Rosswell<br><br>Entry One - 17/05/2554:<br>You know, I can't believe I took this position so suddenly. I saw that corporate needed a research director for one of it's outposts and thought it would be a cakewalk, there isn't going to be a lot of research to be done on a tiny outpost. Mainly just running scans on the gas giant we are orbiting or some basic RnD. However, they conveniently forgot to tell me that me and my science staff would have to pull double duty as medical staff and that there is no one higher up on the chain of command here, so I get to pull triple duty as acting captain as well! This shit is probably allowed in some 3 point fine print buried underneath the literally thousands of pages of contracts. Well, at least the research will be easy work.<br><br>Entry Two - 25/05/2554:<br>Well, we all expected it at the outpost, CentComm has decided to completely change what research we are doing. They've decided that we should be research the species known as 'xenomporphs'. They announced this change 4 days ago and along with it, sadly, the termination of our current science staff barring me. Not to mention the constant noise made by the construction detail they sent to staple on an xenobiology lab ensuring no one has been able to sleep decently ever since they announced the shift. To make matters worse our current security guard actually died of a heart attack today. Just goes to show that 75 year old men shouldn't be security guards. Still can't believe that they decided to do this major change less than a month after the outpost was established.<br><br>Entry Three - 27/05/2554:<br>The new security guard arrived today. Apparently transferred here from the research station that also is orbiting the gas giant. He seems to be rather angry about his transfer. Considering the rumors I've heard about the research station he's probably caught off guard by the fact that Steve hasn't tried to force an IED down his throat.<br><br>Entry Four - 06/06/2554:<br>My requests for additional security and containment measures for the 'xenomorph' has been denied. Does Central Command not notice how dangerous these creatures are? The only thing keeping them in is a force field, a minor problem with the power grid and the entire hive is loose. What would stop them then, the lone security guard with a dinky little taser? Kenneth can barely handle a short-tempered engineer. We are under equipped and under staffed, we are inevitably going to be destroyed unless we get the equipment and staff we need.<br><br>Entry Five - 10/06/2554:<br>Cunningham got a good look at the xenomorph in containment. He was frightened for the rest of the day, rather amusing if it wasn't for the fact that we are all trapped on this scrap heap with naught but a force field keeping those xenomorphs in.<br><br>Entry Six - 17/06/2554:<br>The reactions from the specimens today has shown that they possess strange mental properties. Mark hypothesizes that they possibly have a sort of hive mind, while nothing is certain this would explain how xenomorphs seem to have vastly increased intellect when a 'queen' is present. Of course, to test this hypothesis would require many complicated procedures which we will not be able to undertake. But we do not know the full extend of the xenomorph mind, it may or may not be able to find a way to circumvent our containment system. I will resend my request for additional security measures along with this new found information."; name = "Personal Log - Gerald Rosswell"},/turf/simulated/floor{tag = "icon-cafeteria (NORTHEAST)"; icon_state = "cafeteria"; dir = 5},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
@@ -387,7 +387,7 @@
"hw" = (/turf/simulated/floor{dir = 2; heat_capacity = 1e+006; icon_state = "whitepurplecorner"},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"hx" = (/obj/structure/grille{density = 0; destroyed = 1; icon_state = "brokengrille"},/obj/item/stack/rods,/obj/item/stack/rods,/obj/item/weapon/shard{icon_state = "medium"},/turf/simulated/floor/plating{heat_capacity = 1e+006},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"hy" = (/obj/item/stack/rods,/obj/item/weapon/shard{icon_state = "small"},/turf/simulated/floor{heat_capacity = 1e+006; icon_state = "white"},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"hz" = (/obj/effect/decal/cleanable/robot_debris,/obj/effect/decal/cleanable/oil,/obj/item/weapon/storage/firstaid/regular{empty = 1; name = "First-Aid (empty)"},/obj/item/device/healthanalyzer{pixel_x = 6; pixel_y = -5},/obj/item/device/assembly/prox_sensor{pixel_x = -5; pixel_y = -2},/obj/item/robot_parts/l_arm,/turf/simulated/floor{heat_capacity = 1e+006; icon_state = "white"},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"hz" = (/obj/effect/decal/cleanable/blood/gibs/robot,/obj/effect/decal/cleanable/blood/oil,/obj/item/weapon/storage/firstaid/regular{empty = 1; name = "First-Aid (empty)"},/obj/item/device/healthanalyzer{pixel_x = 6; pixel_y = -5},/obj/item/device/assembly/prox_sensor{pixel_x = -5; pixel_y = -2},/obj/item/robot_parts/l_arm,/turf/simulated/floor{heat_capacity = 1e+006; icon_state = "white"},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"hA" = (/obj/structure/table,/obj/item/weapon/storage/firstaid/fire{pixel_x = 0; pixel_y = 0},/obj/machinery/firealarm{dir = 4; pixel_x = 28},/turf/simulated/floor{dir = 8; heat_capacity = 1e+006; icon_state = "whitehall"},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"hB" = (/turf/simulated/floor{tag = "icon-cafeteria (NORTHEAST)"; icon_state = "cafeteria"; dir = 5},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"hC" = (/obj/effect/decal/cleanable/dirt,/turf/simulated/floor{tag = "icon-cafeteria (NORTHEAST)"; icon_state = "cafeteria"; dir = 5},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
@@ -481,7 +481,7 @@
"jm" = (/obj/structure/table/reinforced,/obj/machinery/door/firedoor,/obj/item/weapon/reagent_containers/food/condiment/peppermill{pixel_x = 3},/obj/item/weapon/reagent_containers/food/condiment/saltshaker{pixel_x = -3; pixel_y = 0},/obj/machinery/door/poddoor/shutters{dir = 8; id = "awaykitchen"; name = "Serving Hatch"},/turf/simulated/floor/carpet{heat_capacity = 1e+006},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
"jn" = (/obj/effect/decal/cleanable/flour,/turf/simulated/floor{tag = "icon-cafeteria (NORTHEAST)"; icon_state = "cafeteria"; dir = 5},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
"jo" = (/obj/machinery/firealarm{dir = 4; pixel_x = 24},/obj/structure/table,/obj/effect/decal/cleanable/dirt,/turf/simulated/floor{tag = "icon-cafeteria (NORTHEAST)"; icon_state = "cafeteria"; dir = 5},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
"jp" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; pixel_y = 0; tag = ""},/obj/effect/decal/cleanable/oil,/turf/simulated/floor/plating{heat_capacity = 1e+006},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"jp" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; pixel_y = 0; tag = ""},/obj/effect/decal/cleanable/blood/oil,/turf/simulated/floor/plating{heat_capacity = 1e+006},/area/awaycontent/a2{has_gravity = 1; name = "MO19 Research"})
"jq" = (/obj/structure/flora/kirbyplants{desc = "A plastic potted plant."; layer = 4.1; pixel_y = 3},/turf/simulated/floor{burnt = 1; dir = 8; heat_capacity = 1e+006; icon_state = "floorscorched1"; tag = "icon-floorscorched1 (WEST)"},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
"jr" = (/obj/structure/stool/bed/chair,/turf/simulated/floor{dir = 8; heat_capacity = 1e+006; icon_state = "floorgrime"; tag = "icon-floorgrime (WEST)"},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
"js" = (/obj/structure/stool/bed/chair,/obj/effect/decal/cleanable/generic,/turf/simulated/floor{heat_capacity = 1e+006},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
@@ -554,8 +554,8 @@
"kH" = (/obj/machinery/door/firedoor{density = 1; icon_state = "door_closed"; opacity = 1},/turf/simulated/floor{heat_capacity = 1e+006},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
"kI" = (/obj/effect/decal/cleanable/generic,/turf/simulated/floor{dir = 8; heat_capacity = 1e+006; icon_state = "floorgrime"; tag = "icon-floorgrime (WEST)"},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
"kJ" = (/obj/machinery/firealarm{dir = 1; pixel_y = -24},/obj/effect/decal/cleanable/dirt,/turf/simulated/floor{heat_capacity = 1e+006},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
"kK" = (/obj/effect/decal/cleanable/xenoblood,/obj/effect/decal/cleanable/xenoblood/xgibs,/turf/simulated/floor{heat_capacity = 1e+006; icon_state = "bar"},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
"kL" = (/obj/effect/decal/cleanable/xenoblood,/obj/effect/decal/remains/xeno{desc = "They look like the remains of something... alien. The front of skull appears to have been completely obliterated."},/turf/simulated/floor{heat_capacity = 1e+006; icon_state = "bar"},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
"kK" = (/obj/effect/decal/cleanable/blood/xeno,/obj/effect/decal/cleanable/blood/gibs/xeno,/turf/simulated/floor{heat_capacity = 1e+006; icon_state = "bar"},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
"kL" = (/obj/effect/decal/cleanable/blood/xeno,/obj/effect/decal/remains/xeno{desc = "They look like the remains of something... alien. The front of skull appears to have been completely obliterated."},/turf/simulated/floor{heat_capacity = 1e+006; icon_state = "bar"},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
"kM" = (/obj/structure/closet/crate/bin,/obj/item/trash/plate,/obj/item/weapon/reagent_containers/food/snacks/badrecipe,/turf/simulated/floor{tag = "icon-cafeteria (NORTHEAST)"; icon_state = "cafeteria"; dir = 5},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
"kN" = (/turf/simulated/floor{dir = 8; heat_capacity = 1e+006; icon_state = "arrival"},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
"kO" = (/obj/machinery/firealarm{dir = 4; pixel_x = 24},/turf/simulated/floor{dir = 8; heat_capacity = 1e+006; icon_state = "floorgrime"; tag = "icon-floorgrime (WEST)"},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
@@ -617,7 +617,7 @@
"lS" = (/obj/structure/table/woodentable,/obj/item/weapon/lighter/zippo,/obj/machinery/newscaster{pixel_x = 30; pixel_y = 0},/turf/simulated/floor/carpet{heat_capacity = 1e+006},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
"lT" = (/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plating{heat_capacity = 1e+006},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
"lU" = (/turf/simulated/floor/plating{heat_capacity = 1e+006},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
"lV" = (/obj/effect/decal/cleanable/oil,/turf/simulated/floor/plating{heat_capacity = 1e+006},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
"lV" = (/obj/effect/decal/cleanable/blood/oil,/turf/simulated/floor/plating{heat_capacity = 1e+006},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
"lW" = (/turf/simulated/floor/plating{broken = 1; heat_capacity = 1e+006; icon_state = "platingdmg1"; tag = "icon-platingdmg1"},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
"lX" = (/obj/machinery/door/firedoor,/obj/machinery/door/airlock{name = "Kitchen"; req_access_txt = "201"},/turf/simulated/floor{icon_state = "dark"},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
"lY" = (/turf/simulated/floor{icon_state = "dark"},/area/awaycontent/a1{has_gravity = 1; name = "MO19 Arrivals"})
+14034 -14036
View File
File diff suppressed because it is too large Load Diff
+1 -8
View File
@@ -347,10 +347,7 @@
#include "code\game\gamemodes\events\biomass.dm"
#include "code\game\gamemodes\events\black_hole.dm"
#include "code\game\gamemodes\events\clang.dm"
#include "code\game\gamemodes\events\ninja_abilities.dm"
#include "code\game\gamemodes\events\ninja_equipment.dm"
#include "code\game\gamemodes\events\power_failure.dm"
#include "code\game\gamemodes\events\space_ninja.dm"
#include "code\game\gamemodes\events\spacevines.dm"
#include "code\game\gamemodes\events\wormholes.dm"
#include "code\game\gamemodes\events\holidays\Christmas.dm"
@@ -382,7 +379,6 @@
#include "code\game\gamemodes\nations\flagprocs.dm"
#include "code\game\gamemodes\nations\nationdatums.dm"
#include "code\game\gamemodes\nations\nations.dm"
#include "code\game\gamemodes\ninja\ninja.dm"
#include "code\game\gamemodes\nuclear\nuclear.dm"
#include "code\game\gamemodes\nuclear\nuclearbomb.dm"
#include "code\game\gamemodes\nuclear\pinpointer.dm"
@@ -629,6 +625,7 @@
#include "code\game\objects\effects\decals\Cleanable\humans.dm"
#include "code\game\objects\effects\decals\Cleanable\misc.dm"
#include "code\game\objects\effects\decals\Cleanable\robots.dm"
#include "code\game\objects\effects\decals\Cleanable\tracks.dm"
#include "code\game\objects\effects\decals\posters\bs12.dm"
#include "code\game\objects\effects\decals\posters\tgposters.dm"
#include "code\game\objects\effects\spawners\bombspawner.dm"
@@ -724,7 +721,6 @@
#include "code\game\objects\items\weapons\kitchen.dm"
#include "code\game\objects\items\weapons\manuals.dm"
#include "code\game\objects\items\weapons\mop.dm"
#include "code\game\objects\items\weapons\ninja_manuscript.dm"
#include "code\game\objects\items\weapons\paint.dm"
#include "code\game\objects\items\weapons\paiwire.dm"
#include "code\game\objects\items\weapons\power_cells.dm"
@@ -975,7 +971,6 @@
#include "code\modules\clothing\gloves\boxing.dm"
#include "code\modules\clothing\gloves\color.dm"
#include "code\modules\clothing\gloves\miscellaneous.dm"
#include "code\modules\clothing\gloves\ninja.dm"
#include "code\modules\clothing\head\collectable.dm"
#include "code\modules\clothing\head\hardhat.dm"
#include "code\modules\clothing\head\helmet.dm"
@@ -996,7 +991,6 @@
#include "code\modules\clothing\spacesuits\chronosuit.dm"
#include "code\modules\clothing\spacesuits\ert.dm"
#include "code\modules\clothing\spacesuits\miscellaneous.dm"
#include "code\modules\clothing\spacesuits\ninja.dm"
#include "code\modules\clothing\spacesuits\plasmamen.dm"
#include "code\modules\clothing\spacesuits\rig.dm"
#include "code\modules\clothing\spacesuits\syndi.dm"
@@ -1097,7 +1091,6 @@
#include "code\modules\events\prison_break.dm"
#include "code\modules\events\radiation_storm.dm"
#include "code\modules\events\rogue_drones.dm"
#include "code\modules\events\space_ninja.dm"
#include "code\modules\events\spacevine.dm"
#include "code\modules\events\spider_infestation.dm"
#include "code\modules\events\tear.dm"
Binary file not shown.