Merge branch 'master' into darkmode-sql

This commit is contained in:
AffectedArc07
2019-01-29 16:31:57 +00:00
committed by GitHub
446 changed files with 13999 additions and 6585 deletions
+1 -1
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@@ -137,7 +137,7 @@ datum/admins/proc/DB_ban_record(var/bantype, var/mob/banned_mob, var/duration =
message_admins("[key_name_admin(usr)] has added a [bantype_str] for [ckey] [(job)?"([job])":""] [(duration > 0)?"([duration] minutes)":""] with the reason: \"[reason]\" to the ban database.",1)
if(announceinirc)
send2irc("BAN ALERT","[a_ckey] applied a [bantype_str] on [ckey]")
send2discord("message", config.discord_channel_admin,"BAN ALERT","[a_ckey] applied a [bantype_str] on [ckey]")
if(kickbannedckey)
if(banned_mob && banned_mob.client && banned_mob.client.ckey == banckey)
+2 -1
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@@ -2,7 +2,8 @@
var/list/admin_verbs_default = list(
/client/proc/deadmin_self, /*destroys our own admin datum so we can play as a regular player*/
/client/proc/hide_verbs, /*hides all our adminverbs*/
/client/proc/toggleadminhelpsound, /*toggles whether we hear bwoinks*/
/client/proc/toggleadminhelpsound,
/client/proc/togglementorhelpsound,
/client/proc/cmd_mentor_check_new_players,
/client/proc/cmd_mentor_check_player_exp /* shows players by playtime */
)
+3
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@@ -518,6 +518,9 @@
if(ticker.mode.vampire_enthralled.len)
dat += check_role_table("Vampire Thralls", ticker.mode.vampire_enthralled)
if(ticker.mode.devils.len)
dat += check_role_table("Devils", ticker.mode.devils)
if(ticker.mode.xenos.len)
dat += check_role_table("Xenos", ticker.mode.xenos)
+7 -7
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@@ -108,7 +108,7 @@ var/list/adminhelp_ignored_words = list("unknown","the","a","an","of","monkey","
if("Mentorhelp")
msg = "<span class='mentorhelp'>[selected_type]: </span><span class='boldnotice'>[key_name(src, TRUE, selected_type)] ([ADMIN_QUE(mob,"?")]) ([ADMIN_PP(mob,"PP")]) ([ADMIN_VV(mob,"VV")]) ([ADMIN_SM(mob,"SM")]) ([admin_jump_link(mob)]) (<A HREF='?_src_=holder;check_antagonist=1'>CA</A>) (<A HREF='?_src_=holder;rejectadminhelp=[UID()]'>REJT</A>) [ai_found ? " (<A HREF='?_src_=holder;adminchecklaws=[mob.UID()]'>CL</A>)" : ""] (<A HREF='?_src_=holder;take_question=[mob.UID()];is_mhelp=1'>TAKE</A>) :</span> <span class='mentorhelp'>[msg]</span>"
for(var/client/X in mentorholders + modholders + adminholders)
if(X.prefs.sound & SOUND_ADMINHELP)
if(X.prefs.sound & SOUND_MENTORHELP)
X << 'sound/effects/adminhelp.ogg'
to_chat(X, msg)
if("Adminhelp")
@@ -136,15 +136,15 @@ var/list/adminhelp_ignored_words = list("unknown","the","a","an","of","monkey","
log_admin("[selected_type]: [key_name(src)]: [original_msg] - heard by [admin_number_present] non-AFK admins.")
if(admin_number_present <= 0)
if(!admin_number_afk)
send2adminirc("[selected_type] from [key_name(src)]: [original_msg] - !!No admins online!!")
send2admindiscord("[selected_type] from [key_name(src)]: [original_msg] - !!No admins online!!")
else
send2adminirc("[selected_type] from [key_name(src)]: [original_msg] - !!All admins AFK ([admin_number_afk])!!")
send2admindiscord("[selected_type] from [key_name(src)]: [original_msg] - !!All admins AFK ([admin_number_afk])!!")
else
send2adminirc("[selected_type] from [key_name(src)]: [original_msg]")
send2admindiscord("[selected_type] from [key_name(src)]: [original_msg]")
feedback_add_details("admin_verb","AH") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
/proc/send2irc_adminless_only(source, msg, requiredflags = R_BAN)
/proc/send2discord_adminless_only(source, msg, requiredflags = R_BAN)
var/admin_number_total = 0 //Total number of admins
var/admin_number_afk = 0 //Holds the number of admins who are afk
var/admin_number_ignored = 0 //Holds the number of admins without +BAN (so admins who are not really admins)
@@ -166,7 +166,7 @@ var/list/adminhelp_ignored_words = list("unknown","the","a","an","of","monkey","
var/admin_number_present = admin_number_total - admin_number_decrease //Number of admins who are neither afk nor invalid
if(admin_number_present <= 0)
if(!admin_number_afk && !admin_number_ignored)
send2irc(source, "[msg] - No admins online")
send2discord("message", source, "[msg] - No admins online")
else
send2irc(source, "[msg] - All admins AFK ([admin_number_afk]/[admin_number_total]) or skipped ([admin_number_ignored]/[admin_number_total])")
send2discord("message", source, "[msg] - All admins AFK ([admin_number_afk]/[admin_number_total]) or skipped ([admin_number_ignored]/[admin_number_total])")
return admin_number_present
+3
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@@ -71,6 +71,9 @@
var/turf/T = locate(tx, ty, tz)
if(T)
admin_forcemove(usr, T)
if(isobserver(usr))
var/mob/dead/observer/O = usr
O.ManualFollow(T)
feedback_add_details("admin_verb","JC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
if(!isobserver(usr))
message_admins("[key_name_admin(usr)] jumped to coordinates [tx], [ty], [tz]")
+1 -1
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@@ -218,7 +218,7 @@
to_chat(src, "<span class='notice'>[msg]</span>")
return
send2adminirc("PlayerPM from [key_name(src)]: [html_decode(msg)]")
send2admindiscord("PlayerPM from [key_name(src)]: [html_decode(msg)]")
to_chat(src, "<font color='blue'>IRC PM to-<b>IRC-Admins</b>: [msg]</font>")
+2 -2
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@@ -115,14 +115,14 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
return
if(!A || !IsValidSrc(A))
to_chat(usr, "<span class='warning'>Error: callproc_datum(): owner of proc no longer exists.</span>")
to_chat(src, "<span class='warning'>Error: callproc_datum(): owner of proc no longer exists.</span>")
return
message_admins("[key_name_admin(src)] called [A]'s [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"]")
log_admin("[key_name(src)] called [A]'s [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"]")
spawn()
var/returnval = call(A,procname)(arglist(lst)) // Pass the lst as an argument list to the proc
to_chat(usr, "<span class='notice'>[procname] returned: [!isnull(returnval) ? returnval : "null"]</span>")
to_chat(src, "<span class='notice'>[procname] returned: [!isnull(returnval) ? returnval : "null"]</span>")
feedback_add_details("admin_verb","DPC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
+1
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@@ -119,6 +119,7 @@ var/global/sent_honksquad = 0
equip_to_slot_or_del(new /obj/item/stamp/clown(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/toy/crayon/rainbow(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/reagent_containers/spray/waterflower(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/reagent_containers/food/pill/patch/jestosterone(src), slot_r_store)
if(prob(50))
equip_to_slot_or_del(new /obj/item/gun/energy/clown(src), slot_in_backpack)
else
@@ -152,7 +152,7 @@ var/global/sent_syndicate_infiltration_team = 0
// Implants:
// Uplink
var/obj/item/implant/uplink/U = new /obj/item/implant/uplink(src)
var/obj/item/implant/uplink/sit/U = new /obj/item/implant/uplink/sit(src)
U.implant(src)
if (flag_mgmt)
U.hidden_uplink.uses = 500
@@ -85,14 +85,13 @@ var/global/sent_syndicate_strike_team = 0
to_chat(new_syndicate_commando, "<span class='notice'>You are an Elite Syndicate [is_leader ? "<B>TEAM LEADER</B>" : "commando"] in the service of the Syndicate. \nYour current mission is: <span class='userdanger'>[input]</span></span>")
new_syndicate_commando.faction += "syndicate"
var/datum/atom_hud/antag/opshud = huds[ANTAG_HUD_OPS]
opshud.join_hud(new_syndicate_commando.mind.current)
set_antag_hud(new_syndicate_commando.mind.current, "hudoperative")
new_syndicate_commando.regenerate_icons()
is_leader = FALSE
syndicate_commando_number--
for(var/obj/effect/landmark/L in GLOB.landmarks_list)
if(L.name == "Syndicate-Commando-Bomb")
new /obj/effect/spawner/newbomb/timer/syndicate(L.loc)
qdel(L)
message_admins("<span class='notice'>[key_name_admin(usr)] has spawned a Syndicate strike squad.</span>", 1)
log_admin("[key_name(usr)] used Spawn Syndicate Squad.")
feedback_add_details("admin_verb","SDTHS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
@@ -122,49 +121,46 @@ var/global/sent_syndicate_strike_team = 0
qdel(spawn_location)
return new_syndicate_commando
/mob/living/carbon/human/proc/equip_syndicate_commando(is_leader = FALSE)
/mob/living/carbon/human/proc/equip_syndicate_commando(is_leader = FALSE, full_gear = FALSE)
var/obj/item/radio/R = new /obj/item/radio/headset/syndicate/alt/syndteam(src)
R.set_frequency(SYNDTEAM_FREQ)
equip_to_slot_or_del(R, slot_l_ear)
equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/syndie/advance(src), slot_shoes)
if(is_leader)
equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate/black/red/strike(src), slot_wear_suit)
else
equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate/black/strike(src), slot_wear_suit)
if(!full_gear)
equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(src), slot_shoes)
equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(src), slot_gloves)
if(is_leader)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate/black/red/strike(src), slot_head)
else
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate/black/strike(src), slot_head)
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/syndicate(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(src), slot_glasses)
equip_to_slot_or_del(new /obj/item/storage/backpack/security(src), slot_back)
equip_to_slot_or_del(new /obj/item/ammo_box/magazine/mm556x45)
equip_to_slot_or_del(new /obj/item/storage/box/survival_syndi(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/ammo_box/magazine/m45(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/gun/projectile/revolver(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/ammo_box/a357(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/reagent_containers/hypospray/combat/nanites(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/grenade/plastic/x4(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/flashlight(src), slot_in_backpack)
if(is_leader)
equip_to_slot_or_del(new /obj/item/pinpointer(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/disk/nuclear(src), slot_in_backpack)
else
equip_to_slot_or_del(new /obj/item/grenade/plastic/x4(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/card/emag(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/melee/energy/sword/saber(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/grenade/empgrenade(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/tank/emergency_oxygen/double/full(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/gun/projectile/automatic/pistol/m1911(src), slot_belt)
equip_to_slot_or_del(new /obj/item/card/emag(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/melee/energy/sword/saber/red(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/gun/projectile/automatic/l6_saw(src), slot_r_hand)
if(full_gear)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite/sst(src), slot_head)
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/syndicate(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/clothing/suit/space/hardsuit/syndi/elite/sst(src), slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(src), slot_glasses)
equip_to_slot_or_del(new /obj/item/storage/belt/military/sst(src), slot_belt)
equip_to_slot_or_del(new /obj/item/tank/jetpack/oxygen/harness(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/syndie/advance(src), slot_shoes)
equip_to_slot_or_del(new /obj/item/gun/projectile/automatic/l6_saw(src), slot_r_hand)
equip_to_slot_or_del(new /obj/item/ammo_box/magazine/mm556x45(src), slot_in_backpack)
var/obj/item/implant/dust/D = new /obj/item/implant/dust(src)
D.implant(src)
var/obj/item/card/id/syndicate/W = new(src) //Untrackable by AI
W.name = "[real_name]'s ID Card"
W.icon_state = "syndie"
W.access = get_all_accesses()//They get full station access because obviously the syndicate has HAAAX, and can make special IDs for their most elite members.
W.assignment = "Syndicate Commando"
W.access += get_syndicate_access(W.assignment)
W.registered_name = real_name
@@ -19,7 +19,7 @@
var/checking = FALSE
var/TC_cost = 0
var/borg_to_spawn
var/list/possible_types = list("Assault", "Medical")
var/list/possible_types = list("Assault", "Medical", "Saboteur")
/obj/item/antag_spawner/borg_tele/attack_self(mob/user)
if(used)
@@ -43,6 +43,7 @@
var/mob/M = pick(borg_candidates)
var/client/C = M.client
spawn_antag(C, get_turf(src.loc), "syndieborg")
qdel(src)
else
checking = FALSE
to_chat(user, "<span class='notice'>Unable to connect to Syndicate command. Please wait and try again later or refund your teleporter through your uplink.</span>")
@@ -57,6 +58,8 @@
switch(borg_to_spawn)
if("Medical")
R = new /mob/living/silicon/robot/syndicate/medical(T)
if("Saboteur")
R = new /mob/living/silicon/robot/syndicate/saboteur(T)
else
R = new /mob/living/silicon/robot/syndicate(T) //Assault borg by default
R.key = C.key
@@ -9,23 +9,20 @@
anchored = 1
var/obj/item/nanomob_card/card
var/datum/mob_hunt/mob_info
var/obj/effect/landmark/battle_mob_point/avatar_point
var/obj/effect/nanomob/battle/avatar
var/ready = 0
var/team = "Grey"
var/avatar_x_offset = 4
var/avatar_y_offset = 0
/obj/machinery/computer/mob_battle_terminal/red
pixel_y = 24
dir = SOUTH
team = "Red"
avatar_y_offset = -1
/obj/machinery/computer/mob_battle_terminal/blue
pixel_y = -24
dir = NORTH
team = "Blue"
avatar_y_offset = 1
/obj/machinery/computer/mob_battle_terminal/red/Initialize()
..()
@@ -94,7 +91,11 @@
/obj/machinery/computer/mob_battle_terminal/proc/update_avatar()
//if we don't have avatars yet, spawn them
if(!avatar)
avatar = new(locate((x + avatar_x_offset), (y + avatar_y_offset), z))
if(!avatar_point)
log_debug("[src] attempted to spawn a battle mob avatar without a spawn point!")
return
else
avatar = new(get_turf(avatar_point))
//update avatar info from card
if(mob_info)
avatar.mob_info = mob_info
@@ -211,6 +212,29 @@
if(SSmob_hunt && !SSmob_hunt.blue_terminal)
SSmob_hunt.blue_terminal = src
find_avatar_spawn_point()
/obj/machinery/computer/mob_battle_terminal/proc/find_avatar_spawn_point()
if(avatar_point)
return
var/obj/effect/landmark/battle_mob_point/closest
for(var/obj/effect/landmark/battle_mob_point/bmp in GLOB.landmarks_list)
if(!istype(bmp, /obj/effect/landmark/battle_mob_point))
continue
if(bmp.z != z) //only match with points on the same z-level)
continue
if(!closest || isnull(closest))
closest = bmp
continue
if(closest == bmp)
continue
if((abs(x-bmp.x)+abs(y-bmp.y)) < (abs(x-closest.x)+abs(y-closest.y))) //get_dist would be preferable if it didn't count diagonals as 1 distance, so we have to rely on actual x/y distances in this janky way.
closest = bmp
if(closest)
avatar_point = closest
else
log_debug("[src] was unable to locate a nearby mob battle landmark! Unable to spawn battle avatars!")
/obj/machinery/computer/mob_battle_terminal/proc/do_attack()
if(!ready) //no attacking if you arent ready to fight (duh)
return
+6
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@@ -276,6 +276,12 @@ var/global/datum/prizes/global_prizes = new
typepath = /obj/item/toy/griffin
cost = 125
/datum/prize_item/codex_gigas
name = "Toy Codex Gigas"
desc = "For helping you come up with writing ideas for your diabolical adventures."
typepath = /obj/item/toy/codex_gigas/
cost = 75
/datum/prize_item/esword
name = "Toy Energy Sword"
desc = "A plastic replica of an energy blade."
+1 -1
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@@ -56,7 +56,7 @@
/obj/item/assembly/voice/noise
name = "noise sensor"
desc = "A simple noise sensor that triggers on vocalizations other then speech."
desc = "A simple noise sensor that triggers on vocalizations other than speech."
icon_state = "voice"
materials = list(MAT_METAL=100, MAT_GLASS=10)
origin_tech = "magnets=1;engineering=1"
+4 -4
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@@ -351,7 +351,7 @@
/obj/effect/mob_spawn/human/clown/Initialize()
mob_name = pick(GLOB.clown_names)
..()
return ..()
/obj/effect/mob_spawn/human/corpse/clownmili
name = "Clown Soldier"
@@ -359,7 +359,7 @@
/obj/effect/mob_spawn/human/corpse/clownmili/Initialize()
mob_name = "Officer [pick(GLOB.clown_names)]"
..()
return ..()
/obj/effect/mob_spawn/human/corpse/clownoff
name = "Clown Officer"
@@ -367,7 +367,7 @@
/obj/effect/mob_spawn/human/corpse/clownoff/Initialize()
mob_name = "Honk Specialist [pick(GLOB.clown_names)]"
..()
return ..()
/datum/outfit/clownsoldier
@@ -398,7 +398,7 @@
/obj/effect/mob_spawn/human/mime/Initialize()
mob_name = pick(GLOB.mime_names)
..()
return ..()
/obj/effect/mob_spawn/human/scientist
name = "Scientist"
@@ -179,11 +179,6 @@
(the writing trails off, as if the writer was interrupted)<br>
"}
/obj/item/paper/terrorspiders9
name = "paper - 'Research Notes'"
info = "<b>The notes appear gibberish to you. Perhaps a destructive analyzer in R&D could make sense of them.</b>"
origin_tech = "combat=4;materials=4;engineering=4;biotech=4"
/obj/item/gun/energy/laser/awaymission_aeg
name = "Wireless Energy Gun"
desc = "An energy gun that recharges wirelessly during away missions. Does not work on the main station."
+3 -2
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@@ -17,8 +17,8 @@ You can set verify to TRUE if you want send() to sleep until the client has the
//When sending mutiple assets, how many before we give the client a quaint little sending resources message
#define ASSET_CACHE_TELL_CLIENT_AMOUNT 8
//When passively preloading assets, how many to send at once? Too high creates noticable lag where as too low can flood the client's cache with "verify" files
#define ASSET_CACHE_PRELOAD_CONCURRENT 3
//When passively preloading assets, how many to send at once? Too high creates noticable lag where as too low can flood the client's cache with "verify" files
#define ASSET_CACHE_PRELOAD_CONCURRENT 3
/client
var/list/cache = list() // List of all assets sent to this client by the asset cache.
@@ -191,6 +191,7 @@ You can set verify to TRUE if you want send() to sleep until the client has the
"large_stamp-cent.png" = 'icons/paper_icons/large_stamp-cent.png',
"large_stamp-syndicate.png" = 'icons/paper_icons/large_stamp-syndicate.png',
"large_stamp-rep.png" = 'icons/paper_icons/large_stamp-rep.png',
"large_stamp-magistrate.png"= 'icons/paper_icons/large_stamp-magistrate.png',
"talisman.png" = 'icons/paper_icons/talisman.png',
"ntlogo.png" = 'icons/paper_icons/ntlogo.png'
)
File diff suppressed because it is too large Load Diff
+54 -31
View File
@@ -23,6 +23,7 @@ var/global/list/special_role_times = list( //minimum age (in days) for accounts
ROLE_NINJA = 21,
ROLE_GSPIDER = 21,
ROLE_ABDUCTOR = 30,
ROLE_DEVIL = 14
)
/proc/player_old_enough_antag(client/C, role)
@@ -280,7 +281,8 @@ var/global/list/special_role_times = list( //minimum age (in days) for accounts
if(species == "Vox")
dat += "<b>N2 Tank:</b> <a href='?_src_=prefs;preference=speciesprefs;task=input'>[speciesprefs ? "Large N2 Tank" : "Specialized N2 Tank"]</a><br>"
if(species == "Grey")
dat += "<b>Voice:</b> <a href ='?_src_=prefs;preference=speciesprefs;task=input'>[speciesprefs ? "Wingdings" : "Normal"]</a><BR>"
dat += "<b>Wingdings:</b> Set in disabilities<br>"
dat += "<b>Voice Translator:</b> <a href ='?_src_=prefs;preference=speciesprefs;task=input'>[speciesprefs ? "Yes" : "No"]</a><br>"
dat += "<b>Secondary Language:</b> <a href='?_src_=prefs;preference=language;task=input'>[language]</a><br>"
if(S.autohiss_basic_map)
dat += "<b>Auto-accent:</b> <a href='?_src_=prefs;preference=autohiss_mode;task=input'>[autohiss_mode == AUTOHISS_FULL ? "Full" : (autohiss_mode == AUTOHISS_BASIC ? "Basic" : "Off")]</a><br>"
@@ -827,29 +829,32 @@ var/global/list/special_role_times = list( //minimum age (in days) for accounts
return 1
/datum/preferences/proc/ShowDisabilityState(mob/user,flag,label)
/datum/preferences/proc/ShowDisabilityState(mob/user, flag, label)
var/datum/species/S = GLOB.all_species[species]
if(flag==DISABILITY_FLAG_FAT && !(CAN_BE_FAT in S.species_traits))
if(flag == DISABILITY_FLAG_FAT && !(CAN_BE_FAT in S.species_traits))
return "<li><i>[species] cannot be fat.</i></li>"
return "<li><b>[label]:</b> <a href=\"?_src_=prefs;task=input;preference=disabilities;disability=[flag]\">[disabilities & flag ? "Yes" : "No"]</a></li>"
/datum/preferences/proc/SetDisabilities(mob/user)
var/datum/species/S = GLOB.all_species[species]
var/HTML = "<body>"
HTML += "<tt><center>"
HTML += ShowDisabilityState(user,DISABILITY_FLAG_NEARSIGHTED,"Needs glasses")
HTML += ShowDisabilityState(user,DISABILITY_FLAG_FAT,"Obese")
HTML += ShowDisabilityState(user,DISABILITY_FLAG_EPILEPTIC,"Seizures")
HTML += ShowDisabilityState(user,DISABILITY_FLAG_DEAF,"Deaf")
HTML += ShowDisabilityState(user,DISABILITY_FLAG_BLIND,"Blind")
HTML += ShowDisabilityState(user,DISABILITY_FLAG_COLOURBLIND,"Colourblind")
HTML += ShowDisabilityState(user,DISABILITY_FLAG_MUTE,"Mute")
HTML += ShowDisabilityState(user,DISABILITY_FLAG_TOURETTES,"Tourettes syndrome") // this will / can not be abused. It also SEVERELY stuns. It's just for fun.
HTML += ShowDisabilityState(user,DISABILITY_FLAG_NERVOUS,"Stutter")
HTML += ShowDisabilityState(user,DISABILITY_FLAG_SWEDISH,"Swedish accent")
HTML += ShowDisabilityState(user,DISABILITY_FLAG_LISP,"Lisp")
HTML += ShowDisabilityState(user,DISABILITY_FLAG_DIZZY,"Dizziness")
HTML += ShowDisabilityState(user,DISABILITY_FLAG_SCRAMBLED,"Can't speak properly")
if(CAN_WINGDINGS in S.species_traits)
HTML += ShowDisabilityState(user, DISABILITY_FLAG_WINGDINGS, "Speak in Wingdings")
HTML += ShowDisabilityState(user, DISABILITY_FLAG_NEARSIGHTED, "Needs glasses")
HTML += ShowDisabilityState(user, DISABILITY_FLAG_FAT, "Obese")
HTML += ShowDisabilityState(user, DISABILITY_FLAG_EPILEPTIC, "Seizures")
HTML += ShowDisabilityState(user, DISABILITY_FLAG_DEAF, "Deaf")
HTML += ShowDisabilityState(user, DISABILITY_FLAG_BLIND, "Blind")
HTML += ShowDisabilityState(user, DISABILITY_FLAG_COLOURBLIND, "Colourblind")
HTML += ShowDisabilityState(user, DISABILITY_FLAG_MUTE, "Mute")
HTML += ShowDisabilityState(user, DISABILITY_FLAG_TOURETTES, "Tourettes syndrome") // this will / can not be abused. It also SEVERELY stuns. It's just for fun.
HTML += ShowDisabilityState(user, DISABILITY_FLAG_NERVOUS, "Stutter")
HTML += ShowDisabilityState(user, DISABILITY_FLAG_SWEDISH, "Swedish accent")
HTML += ShowDisabilityState(user, DISABILITY_FLAG_LISP, "Lisp")
HTML += ShowDisabilityState(user, DISABILITY_FLAG_DIZZY, "Dizziness")
HTML += ShowDisabilityState(user, DISABILITY_FLAG_SCRAMBLED, "Can't speak properly")
HTML += {"</ul>
@@ -857,7 +862,7 @@ var/global/list/special_role_times = list( //minimum age (in days) for accounts
<a href=\"?_src_=prefs;task=reset;preference=disabilities\">\[Reset\]</a>
</center></tt>"}
var/datum/browser/popup = new(user, "disabil", "<div align='center'>Choose Disabilities</div>", 350, 300)
var/datum/browser/popup = new(user, "disabil", "<div align='center'>Choose Disabilities</div>", 350, 380)
popup.set_content(HTML)
popup.open(0)
@@ -2191,47 +2196,65 @@ var/global/list/special_role_times = list( //minimum age (in days) for accounts
character.change_eye_color(e_colour)
if(disabilities & DISABILITY_FLAG_FAT && (CAN_BE_FAT in character.dna.species.species_traits))
character.dna.SetSEState(FATBLOCK,1,1)
character.dna.SetSEState(FATBLOCK, TRUE, TRUE)
character.overeatduration = 600
character.dna.default_blocks.Add(FATBLOCK)
if(disabilities & DISABILITY_FLAG_NEARSIGHTED)
character.dna.SetSEState(GLASSESBLOCK,1,1)
character.dna.SetSEState(GLASSESBLOCK, TRUE, TRUE)
character.dna.default_blocks.Add(GLASSESBLOCK)
if(disabilities & DISABILITY_FLAG_EPILEPTIC)
character.dna.SetSEState(EPILEPSYBLOCK,1,1)
character.dna.SetSEState(EPILEPSYBLOCK, TRUE, TRUE)
character.dna.default_blocks.Add(EPILEPSYBLOCK)
if(disabilities & DISABILITY_FLAG_DEAF)
character.dna.SetSEState(DEAFBLOCK,1,1)
character.dna.SetSEState(DEAFBLOCK, TRUE, TRUE)
character.dna.default_blocks.Add(DEAFBLOCK)
if(disabilities & DISABILITY_FLAG_BLIND)
character.dna.SetSEState(BLINDBLOCK,1,1)
character.dna.SetSEState(BLINDBLOCK, TRUE, TRUE)
character.dna.default_blocks.Add(BLINDBLOCK)
if(disabilities & DISABILITY_FLAG_COLOURBLIND)
character.dna.SetSEState(COLOURBLINDBLOCK,1,1)
character.dna.SetSEState(COLOURBLINDBLOCK, TRUE, TRUE)
character.dna.default_blocks.Add(COLOURBLINDBLOCK)
if(disabilities & DISABILITY_FLAG_MUTE)
character.dna.SetSEState(MUTEBLOCK,1,1)
character.dna.SetSEState(MUTEBLOCK, TRUE, TRUE)
character.dna.default_blocks.Add(MUTEBLOCK)
if(disabilities & DISABILITY_FLAG_TOURETTES)
character.dna.SetSEState(TWITCHBLOCK,1,1)
character.dna.SetSEState(TWITCHBLOCK, TRUE, TRUE)
character.dna.default_blocks.Add(TWITCHBLOCK)
if(disabilities & DISABILITY_FLAG_NERVOUS)
character.dna.SetSEState(NERVOUSBLOCK,1,1)
character.dna.SetSEState(NERVOUSBLOCK, TRUE, TRUE)
character.dna.default_blocks.Add(NERVOUSBLOCK)
if(disabilities & DISABILITY_FLAG_SWEDISH)
character.dna.SetSEState(SWEDEBLOCK,1,1)
character.dna.SetSEState(SWEDEBLOCK, TRUE, TRUE)
character.dna.default_blocks.Add(SWEDEBLOCK)
if(disabilities & DISABILITY_FLAG_SCRAMBLED)
character.dna.SetSEState(SCRAMBLEBLOCK,1,1)
character.dna.SetSEState(SCRAMBLEBLOCK, TRUE, TRUE)
character.dna.default_blocks.Add(SCRAMBLEBLOCK)
if(disabilities & DISABILITY_FLAG_LISP)
character.dna.SetSEState(LISPBLOCK,1,1)
character.dna.SetSEState(LISPBLOCK, TRUE, TRUE)
character.dna.default_blocks.Add(LISPBLOCK)
if(disabilities & DISABILITY_FLAG_DIZZY)
character.dna.SetSEState(DIZZYBLOCK,1,1)
character.dna.SetSEState(DIZZYBLOCK, TRUE, TRUE)
character.dna.default_blocks.Add(DIZZYBLOCK)
if(disabilities & DISABILITY_FLAG_SCRAMBLED)
character.dna.SetSEState(SCRAMBLEBLOCK,1,1)
character.dna.SetSEState(SCRAMBLEBLOCK, TRUE, TRUE)
character.dna.default_blocks.Add(SCRAMBLEBLOCK)
if(disabilities & DISABILITY_FLAG_WINGDINGS && (CAN_WINGDINGS in character.dna.species.species_traits))
character.dna.SetSEState(WINGDINGSBLOCK, TRUE, TRUE)
character.dna.default_blocks.Add(WINGDINGSBLOCK)
character.dna.species.handle_dna(character)
@@ -46,6 +46,17 @@
to_chat(usr, "You will [(prefs.sound & SOUND_ADMINHELP) ? "now" : "no longer"] hear a sound when adminhelps arrive.")
feedback_add_details("admin_verb","AHS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/togglementorhelpsound()
set name = "Hear/Silence Mentorhelp Bwoinks"
set category = "Preferences"
set desc = "Toggle hearing a notification when mentorhelps are recieved"
if(!holder)
return
prefs.sound ^= SOUND_MENTORHELP
prefs.save_preferences(src)
to_chat(usr, "You will [(prefs.sound & SOUND_MENTORHELP) ? "now" : "no longer"] hear a sound when mentorhelps arrive.")
feedback_add_details("admin_verb","MHS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/verb/deadchat() // Deadchat toggle is usable by anyone.
set name = "Show/Hide Deadchat"
set category = "Preferences"
+1
View File
@@ -28,6 +28,7 @@
var/toggle_cooldown = null
var/cooldown = 0
var/species_disguise = null
var/magical = FALSE
//BS12: Species-restricted clothing check.
/obj/item/clothing/mob_can_equip(M as mob, slot)
+6
View File
@@ -20,6 +20,12 @@
icon_state = "pwig"
item_state = "pwig"
/obj/item/clothing/head/justice_wig
name = "Justice wig"
desc = "A fancy powdered wig given to arbitrators of the law. It looks itchy."
icon_state = "jwig"
item_state = "jwig"
/obj/item/clothing/head/beret/blue
icon_state = "beret_blue"
@@ -6,6 +6,7 @@
* Pumpkin head
* Kitty ears
* Cardborg Disguise
* Head Mirror
*/
/*
@@ -246,3 +247,19 @@
/obj/item/clothing/head/cardborg/dropped(mob/living/user)
..()
user.remove_alt_appearance("standard_borg_disguise")
/*
* Head Mirror
*/
/obj/item/clothing/head/headmirror
name = "head mirror"
desc = "A band of rubber with a very reflective looking mirror attached to the front of it. One of the early signs of medical budget cuts."
icon_state = "head_mirror"
item_state = "head_mirror"
species_fit = list("Vox, Drask")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/head.dmi',
"Drask" = 'icons/mob/species/drask/head.dmi',
"Grey" = 'icons/mob/species/grey/head.dmi'
)
+5 -3
View File
@@ -125,6 +125,8 @@
icon_state = "wizzclown"
item_state = "wizzclown"
flags = BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT | BLOCKHAIR
flags_inv = HIDEEARS | HIDEEYES
magical = TRUE
/obj/item/clothing/mask/gas/virusclown_hat
name = "clown wig and mask"
@@ -203,7 +205,7 @@
var/safety = 1
actions_types = list(/datum/action/item_action/halt, /datum/action/item_action/adjust, /datum/action/item_action/selectphrase)
var/phrase_list = list(
"halt" = "HALT! HALT! HALT! HALT!",
"bobby" = "Stop in the name of the Law.",
"compliance" = "Compliance is in your best interest.",
@@ -272,11 +274,11 @@
else if(actiontype == /datum/action/item_action/selectphrase)
var/key = phrase_list[phrase]
var/message = phrase_list[key]
if (!safety)
to_chat(user, "<span class='notice'>You set the restrictor to: FUCK YOUR CUNT YOU SHIT EATING COCKSUCKER MAN EAT A DONG FUCKING ASS RAMMING SHIT FUCK EAT PENISES IN YOUR FUCK FACE AND SHIT OUT ABORTIONS OF FUCK AND DO SHIT IN YOUR ASS YOU COCK FUCK SHIT MONKEY FUCK ASS WANKER FROM THE DEPTHS OF SHIT.</span>")
return
switch(aggressiveness)
if(1)
phrase = (phrase < 6) ? (phrase + 1) : 1
+1
View File
@@ -79,6 +79,7 @@ obj/item/clothing/shoes/magboots/syndie/advance //For the Syndicate Strike Team
magboot_state = "wizmag"
slowdown_active = SHOES_SLOWDOWN //wiz hardsuit already slows you down, no need to double it
magpulse_name = "gripping ability"
magical = TRUE
/obj/item/clothing/shoes/magboots/wizard/attack_self(mob/user)
if(user)
@@ -44,6 +44,7 @@
icon_state = "wizard"
strip_delay = 50
put_on_delay = 50
magical = TRUE
/obj/item/clothing/shoes/sandal/marisa
desc = "A pair of magic, black shoes."
@@ -81,6 +82,11 @@
var/footstep = 1 //used for squeeks whilst walking
shoe_sound = "clownstep"
/obj/item/clothing/shoes/clown_shoes/magical
name = "magical clown shoes"
desc = "Standard-issue shoes of the wizarding class clown. Damn they're huge! And powerful! Somehow."
magical = TRUE
/obj/item/clothing/shoes/jackboots
name = "jackboots"
desc = "Nanotrasen-issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
@@ -4,7 +4,7 @@
icon_state = "chronohelmet"
item_state = "chronohelmet"
slowdown = 1
armor = list(melee = 60, bullet = 30/*bullet through the visor*/, laser = 60, energy = 60, bomb = 30, bio = 90, rad = 90)
armor = list(melee = 60, bullet = 30, laser = 60, energy = 60, bomb = 30, bio = 90, rad = 90)
var/obj/item/clothing/suit/space/chronos/suit = null
/obj/item/clothing/head/helmet/space/chronos/dropped()
@@ -208,4 +208,4 @@
holder.remote_control = null
if(holder.client && (holder.client.eye == src))
holder.client.eye = holder
return ..()
return ..()
+15 -5
View File
@@ -339,7 +339,7 @@
linkedsuit = loc
/obj/item/clothing/head/helmet/space/hardsuit/syndi/attack_self(mob/user)
if(!linkedsuit)
to_chat(user, "<span class='notice'>You must attach the helmet to a syndicate hardsuit to toggle combat mode!</span>")
return
@@ -462,6 +462,16 @@
name = "elite syndicate hardsuit (combat)"
desc = "An elite version of the syndicate hardsuit, with improved armour and fire shielding. It is in combat mode. Property of Gorlex Marauders."
//Strike team hardsuits
/obj/item/clothing/head/helmet/space/hardsuit/syndi/elite/sst
armor = list(melee = 70, bullet = 70, laser = 50, energy = 40, bomb = 80, bio = 100, rad = 100) //Almost as good as DS gear, but unlike DS can switch to combat for mobility
icon_state = "hardsuit0-sst"
item_color = "sst"
/obj/item/clothing/suit/space/hardsuit/syndi/elite/sst
armor = list(melee = 70, bullet = 70, laser = 50, energy = 40, bomb = 80, bio = 100, rad = 100)
icon_state = "hardsuit0-sst"
item_color = "sst"
/obj/item/clothing/suit/space/hardsuit/syndi/freedom
name = "eagle suit"
@@ -479,15 +489,15 @@
icon_state = "hardsuit0-wiz"
item_state = "wiz_helm"
item_color = "wiz"
unacidable = 1 //No longer shall our kind be foiled by lone chemists with spray bottles!
unacidable = TRUE //No longer shall our kind be foiled by lone chemists with spray bottles!
armor = list(melee = 40, bullet = 40, laser = 40, energy = 20, bomb = 35, bio = 100, rad = 50)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
unacidable = 1
species_fit = list("Grey")
sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/helmet.dmi'
)
magical = TRUE
/obj/item/clothing/suit/space/hardsuit/wizard
icon_state = "hardsuit-wiz"
@@ -495,13 +505,13 @@
desc = "A bizarre gem-encrusted suit that radiates magical energies."
item_state = "wiz_hardsuit"
w_class = WEIGHT_CLASS_NORMAL
unacidable = 1
unacidable = TRUE
armor = list(melee = 40, bullet = 40, laser = 40, energy = 20, bomb = 35, bio = 100, rad = 50)
allowed = list(/obj/item/teleportation_scroll,/obj/item/tank)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
unacidable = 1
sprite_sheets = null
magical = TRUE
//Medical hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/medical
@@ -403,8 +403,10 @@
/obj/item/clothing/suit/space/eva/plasmaman/wizard
name = "robed plasmaman suit"
icon_state = "plasmamanWizardBlue_suit"
magical = TRUE
/obj/item/clothing/head/helmet/space/eva/plasmaman/wizard
name = "wizard hat"
icon_state = "plasmamanWizardBlue_helmet0"
base_state = "plasmamanWizardBlue_helmet"
magical = TRUE
+2 -2
View File
@@ -16,7 +16,7 @@
item_state = "bluetag"
blood_overlay_type = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
allowed = list (/obj/item/gun/energy/laser/bluetag)
allowed = list (/obj/item/gun/energy/laser/tag/blue)
burn_state = FIRE_PROOF
species_fit = list("Vox")
sprite_sheets = list(
@@ -30,7 +30,7 @@
item_state = "redtag"
blood_overlay_type = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
allowed = list (/obj/item/gun/energy/laser/redtag)
allowed = list (/obj/item/gun/energy/laser/tag/red)
burn_state = FIRE_PROOF
species_fit = list("Vox")
sprite_sheets = list(
+7 -1
View File
@@ -10,6 +10,7 @@
//Not given any special protective value since the magic robes are full-body protection --NEO
strip_delay = 50
put_on_delay = 50
magical = TRUE
/obj/item/clothing/head/wizard/red
name = "red wizard hat"
@@ -35,6 +36,7 @@
gas_transfer_coefficient = 1
permeability_coefficient = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
magical = FALSE
/obj/item/clothing/head/wizard/marisa
name = "Witch Hat"
@@ -67,6 +69,7 @@
strip_delay = 50
put_on_delay = 50
burn_state = FIRE_PROOF
magical = TRUE
/obj/item/clothing/suit/wizrobe/red
name = "red wizard robe"
@@ -120,6 +123,7 @@
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
unacidable = 0
burn_state = FLAMMABLE
magical = FALSE
/obj/item/clothing/head/wizard/marisa/fake
name = "Witch Hat"
@@ -130,6 +134,7 @@
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
unacidable = 0
burn_state = FLAMMABLE
magical = FALSE
/obj/item/clothing/suit/wizrobe/marisa/fake
name = "Witch Robe"
@@ -140,4 +145,5 @@
permeability_coefficient = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
unacidable = 0
burn_state = FLAMMABLE
burn_state = FLAMMABLE
magical = FALSE
+20 -1
View File
@@ -145,6 +145,19 @@
..()
desc = "Gold trim on space-black cloth, this uniform displays the rank of \"Ensign\" and bears [station_name()] on the left shoulder."
/obj/item/clothing/under/rank/centcom/magistrate
desc = "Gold trim on space-black cloth, this uniform displays the rank of \"Magistrate\" and bears \"N.S.S. Cyberiad\" on the left shoulder."
name = "\improper Nanotrasen Navy Uniform"
icon_state = "officer"
item_state = "g_suit"
item_color = "officer"
displays_id = 0
flags_size = ONESIZEFITSALL
/obj/item/clothing/under/rank/centcom/magistrate/New()
..()
desc = "Gold trim on space-black cloth, this uniform displays the rank of \"Magistrate\" and bears [station_name()] on the left shoulder."
/obj/item/clothing/under/rank/centcom/diplomatic
desc = "A very gaudy and official looking uniform of the Nanotrasen Diplomatic Corps."
name = "\improper Nanotrasen Diplomatic Uniform"
@@ -798,7 +811,6 @@
flags = NODROP
has_sensor = 0 // HUNKE
/obj/item/clothing/under/victdress
name = "black victorian dress"
desc = "A victorian style dress, fancy!"
@@ -840,3 +852,10 @@
item_state = "medicalgown"
item_color = "medicalgown"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
/obj/item/clothing/under/burial
name = "burial garments"
desc = "Traditional burial garments from the early 22nd century."
icon_state = "burial"
item_state = "burial"
item_color = "burial"
+27 -2
View File
@@ -6,7 +6,8 @@
var/time = 30 //time in deciseconds
var/parts[] = list() //type paths of items that will be placed in the result
var/chem_catalysts[] = list() //like tools but for reagents
var/category = CAT_MISC // Recipe category
var/category = CAT_NONE // Recipe category
var/roundstart_enabled = TRUE //Set to FALSE if you don't want a particular crafting recipe to be available all the time
/datum/crafting_recipe/proc/AdjustChems(var/obj/resultobj as obj)
//This proc is to replace the make_food proc of recipes from microwaves and such that are being converted to table crafting recipes.
@@ -89,6 +90,17 @@
time = 40
category = CAT_ROBOT
/datum/crafting_recipe/honkbot
name = "Honkbot"
result = /mob/living/simple_animal/bot/honkbot
reqs = list(/obj/item/robot_parts/r_arm = 1,
/obj/item/bikehorn = 1,
/obj/item/assembly/prox_sensor = 1,
/obj/item/storage/box/clown = 1,
/obj/item/instrument/trombone = 1)
time = 40
category = CAT_ROBOT
/datum/crafting_recipe/floorbot
name = "Floorbot"
result = /mob/living/simple_animal/bot/floorbot
@@ -239,6 +251,7 @@
reqs = list(/obj/item/camera = 1,
/datum/reagent/holywater = 10)
parts = list(/obj/item/camera = 1)
category = CAT_MISC
/datum/crafting_recipe/papersack
name = "Paper Sack"
@@ -261,6 +274,7 @@
time = 50
reqs = list(/obj/item/stack/tape_roll = 1,
/datum/reagent/liquidgibs = 10)
category = CAT_MISC
/datum/crafting_recipe/garrote
name = "Makeshift Garrote"
@@ -297,6 +311,7 @@
time = 15
reqs = list(/obj/item/clothing/gloves/color/latex = 1,
/obj/item/stack/cable_coil = 5)
category = CAT_MISC
/datum/crafting_recipe/gold_horn
name = "Golden bike horn"
@@ -406,4 +421,14 @@
/datum/reagent/paint/black = 30,
/obj/item/storage/toolbox = 1) //Paint in reagents so it doesnt take the container up, yet still take it from the beaker
tools = list(/obj/item/reagent_containers/glass/rag = 1) //need something to paint with it
category = CAT_MISC
category = CAT_MISC
/datum/crafting_recipe/snowman
name = "Snowman"
result = /obj/structure/snowman/built
reqs = list(/obj/item/snowball = 10,
/obj/item/reagent_containers/food/snacks/grown/carrot = 1,
/obj/item/grown/log = 2)
time = 50
category = CAT_MISC
roundstart_enabled = FALSE
+30
View File
@@ -900,6 +900,13 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
icon_state = "dusty_jacket"
/obj/item/clothing/suit/fluff/cheeky_sov_coat //CheekyCrenando: Srusu Rskuzu
name = "Srusu's Greatcoat"
desc = "A heavy wool Soviet-style greatcoat. A name is written in fancy handwriting on the inside tag: Srusu Rskuzu"
icon = 'icons/obj/custom_items.dmi'
item_state = "cheeky_sov_coat"
icon_state = "cheeky_sov_coat"
/obj/item/clothing/suit/fluff/supplymaster_jacket //Denthamos: Henry Grandpa Gadow
name = "faded NT Supply Master's Coat"
desc = "A faded leather overcoat bearing a worn out badge from the NAS Crescent on the shoulder, and a designation tag of Supply Master on the front. A tarnished gold nameplate says H.Gadow on it."
@@ -984,6 +991,14 @@
species_fit = null
sprite_sheets = null
/obj/item/clothing/suit/storage/labcoat/fluff/ionward_labcoat // Ionward: Gemini
name = "Technocracy labcoat"
desc = "A thin, faded, carbon fiber labcoat. On the back, a Technocracy vessel's logo. Inside, the name 'Gemini' is printed on the collar."
icon = 'icons/obj/custom_items.dmi'
icon_state = "ionward_labcoat_open"
species_fit = null
sprite_sheets = null
/obj/item/clothing/suit/fluff/stobarico_greatcoat // Stobarico: F.U.R.R.Y
name = "\improper F.U.R.R.Y's Nanotrasen Greatcoat"
desc = "A greatcoat with Nanotrasen colors."
@@ -1597,3 +1612,18 @@
item_color = "Xann_necklace"
slot_flags = SLOT_TIE
/obj/item/instrument/accordion/fluff/asmer_accordion //Asmerath: Coloratura
name = "Rara's Somber Accordion"
desc = "A blue colored accordion with claw indentations on the keys made special for vulpkanins."
icon = 'icons/obj/custom_items.dmi'
icon_state = "asmer_accordion"
item_state = "asmer_accordion"
/obj/item/clothing/head/rabbitears/fluff/pinesalad_bunny // Pineapple Salad : Dan Jello
name = "Bluespace rabbit ears"
desc = "A pair of sparkly bluespace rabbit ears, with a small tag on them that reads, 'Dan Jello~'. Yuck, \
there's some pink slime on the part that goes on your head!"
icon = 'icons/obj/custom_items.dmi'
icon_state = "ps_bunny"
@@ -21,6 +21,7 @@
can_be_placed_into = null
flags = NOBLUDGEON
container_type = OPENCONTAINER
has_lid = FALSE
var/wipespeed = 30
/obj/item/reagent_containers/glass/rag/attack(atom/target as obj|turf|area, mob/user as mob , flag)
+1 -1
View File
@@ -194,7 +194,7 @@ var/list/event_last_fired = list()
new /datum/event_meta(EVENT_LEVEL_MAJOR, "Meteor Wave", /datum/event/meteor_wave, 0, list(ASSIGNMENT_ENGINEER = 5), 1),
new /datum/event_meta(EVENT_LEVEL_MAJOR, "Abductor Visit", /datum/event/abductor, 80, is_one_shot = 1),
new /datum/event_meta/alien(EVENT_LEVEL_MAJOR, "Alien Infestation", /datum/event/alien_infestation, 0, list(ASSIGNMENT_SECURITY = 15), 1),
new /datum/event_meta(EVENT_LEVEL_MAJOR, "Traders", /datum/event/traders, 0, is_one_shot = 1),
new /datum/event_meta(EVENT_LEVEL_MAJOR, "Traders", /datum/event/traders, 180, is_one_shot = 1),
new /datum/event_meta(EVENT_LEVEL_MAJOR, "Terror Spiders", /datum/event/spider_terror, 0, list(ASSIGNMENT_SECURITY = 15), is_one_shot = 1),
new /datum/event_meta(EVENT_LEVEL_MAJOR, "Slaughter Demon", /datum/event/spawn_slaughter, 15, is_one_shot = 1),
new /datum/event_meta(EVENT_LEVEL_MAJOR, "Floor Cluwne", /datum/event/spawn_floor_cluwne, 15, is_one_shot = 1)
+2 -2
View File
@@ -1,4 +1,4 @@
/datum/event/tear
/datum/event/tear/honk
var/obj/effect/tear/honk/HE //i could just inherit but its being finicky.
/datum/event/tear/honk/announce()
@@ -9,7 +9,7 @@
if(T)
HE = new /obj/effect/tear/honk(T.loc)
/datum/event/tear/end()
/datum/event/tear/honk/end()
if(HE)
qdel(HE)
+21 -33
View File
@@ -6,7 +6,7 @@ var/global/list/unused_trade_stations = list("sol")
/datum/event/traders
var/success_spawn = 0
var/station = null
var/spawn_count = 3
var/spawn_count = 2
var/list/trader_objectives = list()
/datum/event/traders/setup()
@@ -16,6 +16,10 @@ var/global/list/unused_trade_stations = list("sol")
/datum/event/traders/start()
if(!station) // If there are no unused stations, just no.
return
if(seclevel2num(get_security_level()) >= SEC_LEVEL_RED)
event_announcement.Announce("A trading shuttle from Jupiter Station has been denied docking permission due to the heightened security alert aboard [station_name()].", "Trader Shuttle Docking Request Refused")
return
var/list/spawnlocs = list()
for(var/obj/effect/landmark/landmark in GLOB.landmarks_list)
if(landmark.name == "traderstart_[station]")
@@ -35,53 +39,37 @@ var/global/list/unused_trade_stations = list("sol")
var/turf/picked_loc = spawnlocs[index]
index++
var/mob/C = pick_n_take(candidates)
spawn_count--
if(C)
GLOB.respawnable_list -= C.client
var/mob/living/carbon/human/M = create_trader(picked_loc)
M.ckey = C.ckey
var/mob/living/carbon/human/M = new /mob/living/carbon/human(picked_loc)
M.ckey = C.ckey // must be before equipOutfit, or that will runtime due to lack of mind
M.equipOutfit(/datum/outfit/admin/sol_trader)
M.dna.species.after_equip_job(null, M)
M.mind.objectives += trader_objectives
greet_trader(M)
success_spawn = 1
if(!success_spawn)
if(success_spawn)
event_announcement.Announce("A trading shuttle from Jupiter Station has been granted docking permission at [station_name()] arrivals port 4.", "Trader Shuttle Docking Request Accepted")
else
unused_trade_stations += station // Return the station to the list of usable stations.
/datum/event/traders/proc/create_trader(var/turf/picked_loc)
var/mob/living/carbon/human/M
switch(station)
if("sol")
M = new /mob/living/carbon/human(picked_loc)
M.equip_to_slot_or_del(new /obj/item/radio/headset(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/cargotech(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/storage/backpack/industrial(M), slot_back)
var/obj/item/card/id/supply/W = new(M)
W.name = "[M.real_name]'s ID Card (Sol Trader)"
W.assignment = "Sol Trader"
W.registered_name = M.real_name
W.access = list(access_trade_sol, access_maint_tunnels, access_external_airlocks)
M.equip_to_slot_or_del(W, slot_wear_id)
return M
/datum/event/traders/proc/greet_trader(var/mob/living/carbon/human/M)
to_chat(M, "<span class='boldnotice'>You are a trader!</span>")
to_chat(M, "<span class='notice'>You are currently docked at [get_area(M)].</span>")
to_chat(M, "<span class='notice'>You are about to trade with [station_name()].</span>")
to_chat(M, "<span class='notice'>Negotiate an agreement, and request docking.</span>")
spawn(25)
show_objectives(M.mind)
/datum/event/traders/proc/forge_trader_objectives()
var/i = 1
var/max_objectives = pick(2, 2, 2, 2, 3, 3, 3, 4)
var/list/objs = list()
var/list/goals = list("stockparts")
while(i<= max_objectives)
var/goal = pick(goals)
var/datum/objective/trade/O
if(goal == "stockparts")
O = new /datum/objective/trade/stock(station)
O.choose_target()
objs += O
i++
var/datum/objective/trade/plasma/P = new /datum/objective/trade/plasma
P.choose_target()
objs += P
var/datum/objective/trade/credits/C = new /datum/objective/trade/credits
C.choose_target()
objs += C
return objs
+18
View File
@@ -0,0 +1,18 @@
/proc/send2discord(command, channel, message)
if (config.use_discord_bot && config.discord_host)
world.Export("http://[config.discord_host]/?command=[command]&channel=[channel]&message=[paranoid_sanitize(message)]")
/proc/send2maindiscord(message)
if(config.discord_channel_main)
send2discord("message", config.discord_channel_main, message)
return
/proc/send2admindiscord(message)
if(config.discord_channel_admin)
send2discord("message", config.discord_channel_admin, message)
return
/hook/startup/proc/discordNotify()
if(config.discord_channel_main)
send2discord("startup", config.discord_channel_main, "Server starting up on [station_name()]. Connect to: [config.server? "[config.server]" : "[world.address]:[world.port]"]")
return 1
-21
View File
@@ -1,21 +0,0 @@
/proc/send2irc(var/channel, var/msg)
if(config.use_irc_bot && config.irc_bot_host.len)
for(var/IP in config.irc_bot_host)
spawn(0)
// I have no means of trusting you, cmd
ext_python("ircbot_message.py", "[config.comms_password] [IP] [channel] [paranoid_sanitize(msg)]")
return
/proc/send2mainirc(var/msg)
if(config.main_irc)
send2irc(config.main_irc, msg)
return
/proc/send2adminirc(var/msg)
if(config.admin_irc)
send2irc(config.admin_irc, msg)
return
/hook/startup/proc/ircNotify()
send2mainirc("Server starting up on [station_name()]. Connect to: [config.server? "[config.server]" : "[world.address]:[world.port]"]")
return 1
+2 -2
View File
@@ -817,9 +817,9 @@ var/list/non_fakeattack_weapons = list(/obj/item/gun/projectile, /obj/item/ammo_
playsound_local(null, 'sound/voice/bfreeze.ogg', 35, 0)
if(9)
//To make it more realistic, I added two gunshots (enough to kill)
playsound_local(null, 'sound/weapons/Gunshot.ogg', 25, 1)
playsound_local(null, 'sound/weapons/gunshots/gunshot.ogg', 25, 1)
var/timer_pause = rand(10,30)
addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound_local, null, 'sound/weapons/Gunshot.ogg', 25, 1), timer_pause)
addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound_local, null, 'sound/weapons/gunshots/gunshot.ogg', 25, 1), timer_pause)
addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound_local, null, sound(get_sfx("bodyfall"), 25), 25, 1), timer_pause+rand(5,10))
if(10)
playsound_local(null, 'sound/effects/pray_chaplain.ogg', 50)
@@ -63,6 +63,6 @@
/obj/item/reagent_containers/food/drinks/drinkingglass/devilskiss
list_reagents = list("devilskiss" = 50)
/obj/item/reagent_containers/food/drinks/drinkingglass/alliescocktail
list_reagents = list("alliescocktail" = 50)
list_reagents = list("alliescocktail" = 25, "omnizine" = 25)
@@ -345,7 +345,7 @@
/obj/item/reagent_containers/food/snacks/donut/sprinkles
name = "frosted donut"
icon_state = "donut2"
list_reagents = list("nutriment" = 3, "sugar" = 2, "spinkles" = 2)
list_reagents = list("nutriment" = 3, "sugar" = 2, "sprinkles" = 2)
filling_color = "#FF69B4"
randomized_sprinkles = 0
@@ -252,4 +252,23 @@
)
tools = list(/obj/item/kitchen/sushimat)
result = /obj/item/reagent_containers/food/snacks/sliceable/Tai_maki
category = CAT_FOOD
/datum/crafting_recipe/food
/datum/crafting_recipe/food/New()
parts |= reqs
/datum/crafting_recipe/food/cak
name = "Living cat/cake hybrid"
reqs = list(
/obj/item/organ/internal/brain = 1,
/obj/item/organ/internal/heart = 1,
/obj/item/reagent_containers/food/snacks/sliceable/birthdaycake = 1,
/obj/item/reagent_containers/food/snacks/meat = 3,
/datum/reagent/blood = 30,
/datum/reagent/consumable/sprinkles = 5,
/datum/reagent/teslium = 1,
)
result = /mob/living/simple_animal/pet/cat/cak
category = CAT_FOOD
+2
View File
@@ -219,6 +219,8 @@
var/mob/M = usr
if(M.incapacitated() || !Adjacent(M))
return
if(!ishuman(M))
return
if(over_object == M || istype(over_object, /obj/screen))
if(!remove_item_from_storage(M))
+1
View File
@@ -6,6 +6,7 @@
new /obj/item/a_gift(T)
for(var/mob/living/simple_animal/pet/corgi/Ian/Ian in GLOB.mob_list)
Ian.place_on_head(new /obj/item/clothing/head/helmet/space/santahat(Ian))
GLOB.crafting_recipes += new /datum/crafting_recipe/snowman
//The following spawn is necessary as both the timer and the shuttle systems initialise after the events system does, so we can't add stuff to the shuttle system as it doesn't exist yet and we can't use a timer
spawn(60 SECONDS)
var/datum/supply_packs/xmas = SSshuttle.supply_packs["[/datum/supply_packs/misc/snow_machine]"]
+11 -1
View File
@@ -21,6 +21,15 @@
add_random_traits()
add_random_plant_type(35)
/obj/item/seeds/random/labelled
name = "pack of exotic strange seeds"
/obj/item/seeds/random/labelled/New()
. = ..()
add_random_traits(1, 2)
add_random_plant_type(100)
desc = "Label: \n" + get_analyzer_text()
/obj/item/reagent_containers/food/snacks/grown/random
seed = /obj/item/seeds/random
name = "strange plant"
@@ -32,4 +41,5 @@
. = ..()
wine_power = rand(0.1,1.5)
if(prob(1))
wine_power = 2.0
wine_power = 2.0
+16 -9
View File
@@ -30,15 +30,19 @@
if(!contains_sample)
for(var/datum/reagent/blood/bloodSample in W.reagents.reagent_list)
if(bloodSample.data["mind"] && bloodSample.data["cloneable"] == 1)
mind = bloodSample.data["mind"]
ckey = bloodSample.data["ckey"]
realName = bloodSample.data["real_name"]
blood_gender = bloodSample.data["gender"]
blood_type = bloodSample.data["blood_type"]
factions = bloodSample.data["factions"]
W.reagents.clear_reagents()
to_chat(user, "<span class='notice'>You inject the contents of the syringe into the seeds.</span>")
contains_sample = 1
var/datum/mind/tempmind = bloodSample.data["mind"]
if(tempmind.is_revivable())
mind = bloodSample.data["mind"]
ckey = bloodSample.data["ckey"]
realName = bloodSample.data["real_name"]
blood_gender = bloodSample.data["gender"]
blood_type = bloodSample.data["blood_type"]
factions = bloodSample.data["factions"]
W.reagents.clear_reagents()
to_chat(user, "<span class='notice'>You inject the contents of the syringe into the seeds.</span>")
contains_sample = 1
else
to_chat(user, "<span class='warning'>The seeds reject the sample!</span>")
else
to_chat(user, "<span class='warning'>The seeds reject the sample!</span>")
else
@@ -80,6 +84,9 @@
ckey_holder = M.ckey
break
if(mind && !mind.is_revivable())
make_podman = 0
if(make_podman) //all conditions met!
var/mob/living/carbon/human/diona/podman = new /mob/living/carbon/human/diona(parent.loc)
if(realName)
+53
View File
@@ -0,0 +1,53 @@
/obj/item/book/codex_gigas
name = "Codex Gigas"
icon_state ="demonomicon"
throw_speed = 1
throw_range = 10
burn_state = LAVA_PROOF
author = "Forces beyond your comprehension"
unique = TRUE
title = "The codex gigas"
var/inUse = 0
/obj/item/book/codex_gigas/attack_self(mob/user)
if(!user.has_vision())
return
if(inUse)
to_chat(user,"<span class='notice'>Someone else is reading it.</span>")
return
if(!user.is_literate())
to_chat(user,"<span class='notice'>You don't know how to read.</span>")
return
if(ishuman(user))
var/mob/living/carbon/human/U = user
if(U.check_acedia())
to_chat(user,"<span class='notice'>None of this matters, why are you reading this? You put the [title] down.</span>")
return
inUse = 1
var/devilName = copytext(sanitize(input(user, "What infernal being do you wish to research?", "Codex Gigas", null) as text),1,MAX_MESSAGE_LEN)
var/speed = 300
var/correctness = 85
var/willpower = 95
if(U.job in list("Librarian")) // the librarian is both faster, and more accurate than normal crew members at research
speed = 45
correctness = 100
willpower = 100
if(U.job in list("Captain", "Security Officer", "Head of Security", "Detective", "Warden"))
willpower = 99
if(U.job in list("Clown")) // WHO GAVE THE CLOWN A DEMONOMICON? BAD THINGS WILL HAPPEN!
willpower = 25
correctness -= U.getBrainLoss() *0.5 //Brain damage makes researching hard.
speed += U.getBrainLoss() * 3
user.visible_message("[user] opens [title] and begins reading intently.")
if(do_after(U, speed, 0, U))
var/usedName = devilName
if(!prob(correctness))
usedName += "x"
var/datum/devilinfo/devil = devilInfo(usedName, 0)
user << browse("Information on [devilName]<br><br><br>[lawlorify[LORE][devil.ban]]<br>[lawlorify[LORE][devil.bane]]<br>[lawlorify[LORE][devil.obligation]]<br>[lawlorify[LORE][devil.banish]]", "window=book")
inUse = 0
sleep(10)
if(!prob(willpower))
U.influenceSin()
onclose(user, "book")
+10 -1
View File
@@ -167,8 +167,9 @@
icon_state ="book"
throw_speed = 1
throw_range = 5
force = 2
w_class = WEIGHT_CLASS_NORMAL //upped to three because books are, y'know, pretty big. (and you could hide them inside eachother recursively forever)
attack_verb = list("bashed", "whacked", "educated")
attack_verb = list("bashed", "whacked")
burn_state = FLAMMABLE
var/dat // Actual page content
@@ -283,6 +284,14 @@
else
return ..()
/obj/item/book/attack(mob/M, mob/living/user)
if(user.a_intent == INTENT_HELP)
force = 0
attack_verb = list("educated")
else
force = initial(force)
attack_verb = list("bashed", "whacked")
..()
/*
* Barcode Scanner
+2 -1
View File
@@ -845,9 +845,10 @@
to_chat(user, "<span class='info'>[src] is only effective on lesser beings.</span>")
return
/obj/item/lazarus_injector/emag_act()
/obj/item/lazarus_injector/emag_act(mob/user)
if(!malfunctioning)
malfunctioning = 1
to_chat(user, "<span class='notice'>You override [src]'s safety protocols.</span>")
/obj/item/lazarus_injector/emp_act()
if(!malfunctioning)
+1 -1
View File
@@ -34,7 +34,7 @@
ranged_message = "shoots"
ranged_cooldown_time = 30
projectiletype = /obj/item/projectile/kinetic
projectilesound = 'sound/weapons/Gunshot4.ogg'
projectilesound = 'sound/weapons/gunshots/gunshot4.ogg'
speak_emote = list("states")
wanted_objects = list(/obj/item/stack/ore/diamond, /obj/item/stack/ore/gold, /obj/item/stack/ore/silver,
/obj/item/stack/ore/plasma, /obj/item/stack/ore/uranium, /obj/item/stack/ore/iron,
+24 -9
View File
@@ -25,7 +25,7 @@ var/list/image/ghost_darkness_images = list() //this is a list of images for thi
var/image/ghostimage = null //this mobs ghost image, for deleting and stuff
var/ghostvision = 1 //is the ghost able to see things humans can't?
var/seedarkness = 1
var/data_hud_seen = 0 //this should one of the defines in __DEFINES/hud.dm
var/data_hud_seen = FALSE //this should one of the defines in __DEFINES/hud.dm
/mob/dead/observer/New(var/mob/body=null, var/flags=1)
sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF
@@ -297,30 +297,43 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
/mob/dead/observer/proc/show_me_the_hud(hud_index)
var/datum/atom_hud/H = huds[hud_index]
H.add_hud_to(src)
data_hud_seen = hud_index
/mob/dead/observer/proc/remove_the_hud(hud_index) //remove old huds
var/datum/atom_hud/H = huds[hud_index]
H.remove_hud_from(src)
/mob/dead/observer/verb/toggle_medHUD()
set category = "Ghost"
set name = "Toggle Medic/Sec/DiagHUD"
set desc = "Toggles the medical HUD."
set name = "Toggle Medic/Sec/Diag/All HUDs"
set desc = "Toggles the HUDs."
if(!client)
return
if(data_hud_seen) //remove old huds
var/datum/atom_hud/H = huds[data_hud_seen]
H.remove_hud_from(src)
switch(data_hud_seen) //give new huds
if(0)
if(FALSE)
data_hud_seen = DATA_HUD_SECURITY_ADVANCED
show_me_the_hud(DATA_HUD_SECURITY_ADVANCED)
to_chat(src, "<span class='notice'>Security HUD set.</span>")
if(DATA_HUD_SECURITY_ADVANCED)
data_hud_seen = DATA_HUD_MEDICAL_ADVANCED
remove_the_hud(DATA_HUD_SECURITY_ADVANCED)
show_me_the_hud(DATA_HUD_MEDICAL_ADVANCED)
to_chat(src, "<span class='notice'>Medical HUD set.</span>")
if(DATA_HUD_MEDICAL_ADVANCED)
data_hud_seen = DATA_HUD_DIAGNOSTIC
remove_the_hud(DATA_HUD_MEDICAL_ADVANCED)
show_me_the_hud(DATA_HUD_DIAGNOSTIC)
to_chat(src, "<span class='notice'>Diagnostic HUD set.</span>")
if(DATA_HUD_DIAGNOSTIC)
data_hud_seen = 0
data_hud_seen = data_hud_seen + DATA_HUD_SECURITY_ADVANCED + DATA_HUD_MEDICAL_ADVANCED
show_me_the_hud(DATA_HUD_SECURITY_ADVANCED)
show_me_the_hud(DATA_HUD_MEDICAL_ADVANCED)
to_chat(src, "<span class='notice'>All HUDs enabled.</span>")
else
data_hud_seen = FALSE
remove_the_hud(DATA_HUD_DIAGNOSTIC)
remove_the_hud(DATA_HUD_SECURITY_ADVANCED)
remove_the_hud(DATA_HUD_MEDICAL_ADVANCED)
to_chat(src, "<span class='notice'>HUDs disabled.</span>")
@@ -702,6 +715,8 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
else
new_char.key = key
/mob/dead/observer/is_literate()
return TRUE
/mob/dead/observer/proc/open_spawners_menu()
set name = "Mob spawners menu"
set desc = "See all currently available ghost spawners"
+11
View File
@@ -10,3 +10,14 @@
/mob/proc/death(gibbed)
return FALSE
/mob/proc/dust_animation()
var/atom/movable/overlay/animation = null
animation = new(loc)
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
// flick("dust-m", animation)
new /obj/effect/decal/cleanable/ash(loc)
QDEL_IN(animation, 15)
+12 -10
View File
@@ -70,7 +70,7 @@
sound_vol *= 0.5
if(sleeping || stat == UNCONSCIOUS)
hear_sleep(message_pieces)
hear_sleep(multilingual_to_message(message_pieces))
return 0
var/speaker_name = speaker.name
@@ -97,7 +97,7 @@
if(!can_hear())
// INNATE is the flag for audible-emote-language, so we don't want to show an "x talks but you cannot hear them" message if it's set
// if(!language || !(language.flags & INNATE))
// if(!language || !(language.flags & INNATE))
if(speaker == src)
to_chat(src, "<span class='warning'>You cannot hear yourself speak!</span>")
else
@@ -158,14 +158,16 @@
message = strip_html_properly(message)
var/list/punctuation = list(",", "!", ".", ";", "?")
var/list/messages = splittext(message, " ")
var/R = rand(1, messages.len)
var/heardword = messages[R]
if(copytext(heardword,1, 1) in punctuation)
heardword = copytext(heardword,2)
if(copytext(heardword,-1) in punctuation)
heardword = copytext(heardword,1,lentext(heardword))
heard = "<span class='game say'>...<i>You hear something about<i>... '[heardword]'...</span>"
if(messages.len > 0)
var/R = rand(1, messages.len)
var/heardword = messages[R]
if(copytext(heardword,1, 1) in punctuation)
heardword = copytext(heardword,2)
if(copytext(heardword,-1) in punctuation)
heardword = copytext(heardword,1,lentext(heardword))
heard = "<span class='game say'>...<i>You hear something about<i>... '[heardword]'...</span>"
else
heard = "<span class='game say'>...<i>You almost hear something...</i>...</span>"
else
heard = "<span class='game say'>...<i>You almost hear someone talking</i>...</span>"
@@ -171,11 +171,11 @@
//Lasertag bullshit
if(lasercolor)
if(lasercolor == "b")//Lasertag turrets target the opposing team, how great is that? -Sieve
if((istype(r_hand,/obj/item/gun/energy/laser/redtag)) || (istype(l_hand,/obj/item/gun/energy/laser/redtag)))
if((istype(r_hand,/obj/item/gun/energy/laser/tag/red)) || (istype(l_hand,/obj/item/gun/energy/laser/tag/red)))
threatcount += 4
if(lasercolor == "r")
if((istype(r_hand,/obj/item/gun/energy/laser/bluetag)) || (istype(l_hand,/obj/item/gun/energy/laser/bluetag)))
if((istype(r_hand,/obj/item/gun/energy/laser/tag/blue)) || (istype(l_hand,/obj/item/gun/energy/laser/tag/blue)))
threatcount += 4
return threatcount
+15 -10
View File
@@ -1,4 +1,6 @@
/mob/living/carbon/alien/gib()
if(!death(TRUE) && stat != DEAD)
return FALSE
death(1)
var/atom/movable/overlay/animation = null
notransform = 1
@@ -17,30 +19,33 @@
xgibs(loc)
GLOB.dead_mob_list -= src
spawn(15)
if(animation) qdel(animation)
if(src) qdel(src)
QDEL_IN(animation, 15)
QDEL_IN(src, 15)
return TRUE
/mob/living/carbon/alien/dust()
death(1)
var/atom/movable/overlay/animation = null
if(!death(TRUE) && stat != DEAD)
return FALSE
notransform = 1
canmove = 0
icon = null
invisibility = 101
dust_animation()
new /obj/effect/decal/remains/xeno(loc)
GLOB.dead_mob_list -= src
QDEL_IN(src, 15)
return TRUE
/mob/living/carbon/alien/dust_animation()
var/atom/movable/overlay/animation = null
animation = new(loc)
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
flick("dust-a", animation)
new /obj/effect/decal/remains/xeno(loc)
GLOB.dead_mob_list -= src
spawn(15)
if(animation) qdel(animation)
if(src) qdel(src)
QDEL_IN(animation, 15)
/mob/living/carbon/alien/death(gibbed)
// Only execute the below if we successfully died
+7 -1
View File
@@ -119,6 +119,9 @@
return 1
/mob/living/carbon/gib()
. = death(1)
if(!.)
return
for(var/obj/item/organ/internal/I in internal_organs)
if(isturf(loc))
I.remove(src)
@@ -130,7 +133,6 @@
src.stomach_contents.Remove(M)
M.forceMove(get_turf(src))
visible_message("<span class='danger'>[M] bursts out of [src]!</span>")
. = ..()
/mob/living/carbon/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, override = 0, tesla_shock = 0)
if(status_flags & GODMODE) //godmode
@@ -356,11 +358,15 @@
else
to_chat(src, "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>")
if(mind && has_bane(BANE_LIGHT))
mind.disrupt_spells(-500)
return 1
else if(damage == 0) // just enough protection
if(prob(20))
to_chat(src, "<span class='notice'>Something bright flashes in the corner of your vision!</span>")
if(mind && has_bane(BANE_LIGHT))
mind.disrupt_spells(0)
/mob/living/carbon/proc/tintcheck()
@@ -464,3 +464,12 @@
valid_alt_heads += alternate_head
return valid_alt_heads
/mob/living/carbon/human/proc/scramble_appearance()
scramble(1, src, 100)
real_name = random_name(gender, dna.species.name) //Give them a name that makes sense for their species.
sync_organ_dna(assimilate = 1)
update_body(0)
reset_hair() //No more winding up with hairstyles you're not supposed to have, and blowing your cover.
reset_markings() //...Or markings.
dna.ResetUIFrom(src)
+16 -3
View File
@@ -50,11 +50,16 @@
/mob/living/carbon/human/dust()
if(!death(TRUE) && stat != DEAD)
return FALSE
var/atom/movable/overlay/animation = null
notransform = 1
canmove = 0
icon = null
invisibility = 101
dust_animation()
QDEL_IN(src, 15)
return TRUE
/mob/living/carbon/human/dust_animation()
var/atom/movable/overlay/animation = null
animation = new(loc)
animation.icon_state = "blank"
@@ -63,7 +68,6 @@
flick("dust-h", animation)
new dna.species.remains_type(get_turf(src))
QDEL_IN(src, 0)
QDEL_IN(animation, 15)
return TRUE
@@ -88,7 +92,7 @@
return TRUE
/mob/living/carbon/human/death(gibbed)
if(can_die() && !gibbed)
if(can_die() && !gibbed && deathgasp_on_death)
emote("deathgasp") //let the world KNOW WE ARE DEAD
// Only execute the below if we successfully died
@@ -176,3 +180,12 @@
ChangeToHusk()
mutations |= NOCLONE
return
/mob/living/carbon/human/proc/cure_husk()
mutations.Remove(HUSK)
var/obj/item/organ/external/head/H = bodyparts_by_name["head"]
if(istype(H))
H.disfigured = FALSE
update_body(0)
update_mutantrace(0)
UpdateAppearance() // reset hair from DNA
+56 -6
View File
@@ -4,6 +4,7 @@
voice_name = "unknown"
icon = 'icons/mob/human.dmi'
icon_state = "body_m_s"
deathgasp_on_death = TRUE
var/obj/item/rig/wearing_rig // This is very not good, but it's much much better than calling get_rig() every update_canmove() call.
/mob/living/carbon/human/New(loc)
@@ -733,7 +734,7 @@
found_record = 1
if(R.fields["criminal"] == "*Execute*")
to_chat(usr, "<span class='warning'>Unable to modify the sec status of a person with an active Execution order. Use a security computer instead.</span>")
else
else
var/rank
if(ishuman(usr))
var/mob/living/carbon/human/U = usr
@@ -1179,7 +1180,6 @@
restore_all_organs() //Rejuvenate and reset all existing organs.
check_and_regenerate_organs(src) //Regenerate limbs and organs only if they're really missing.
surgeries.Cut() //End all surgeries.
update_revive()
if(!isskeleton(src) && (SKELETON in mutations))
mutations.Remove(SKELETON)
@@ -1567,17 +1567,17 @@ Eyes need to have significantly high darksight to shine unless the mob has the X
if(lasercolor == "b")//Lasertag turrets target the opposing team, how great is that? -Sieve
if(istype(wear_suit, /obj/item/clothing/suit/redtag))
threatcount += 4
if((istype(r_hand,/obj/item/gun/energy/laser/redtag)) || (istype(l_hand,/obj/item/gun/energy/laser/redtag)))
if((istype(r_hand,/obj/item/gun/energy/laser/tag/red)) || (istype(l_hand,/obj/item/gun/energy/laser/tag/red)))
threatcount += 4
if(istype(belt, /obj/item/gun/energy/laser/redtag))
if(istype(belt, /obj/item/gun/energy/laser/tag/red))
threatcount += 2
if(lasercolor == "r")
if(istype(wear_suit, /obj/item/clothing/suit/bluetag))
threatcount += 4
if((istype(r_hand,/obj/item/gun/energy/laser/bluetag)) || (istype(l_hand,/obj/item/gun/energy/laser/bluetag)))
if((istype(r_hand,/obj/item/gun/energy/laser/tag/blue)) || (istype(l_hand,/obj/item/gun/energy/laser/tag/blue)))
threatcount += 4
if(istype(belt, /obj/item/gun/energy/laser/bluetag))
if(istype(belt, /obj/item/gun/energy/laser/tag/blue))
threatcount += 2
return threatcount
@@ -1942,3 +1942,53 @@ Eyes need to have significantly high darksight to shine unless the mob has the X
/mob/living/carbon/human/proc/special_post_clone_handling()
if(mind && mind.assigned_role == "Cluwne") //HUNKE your suffering never stops
makeCluwne()
/mob/living/carbon/human/proc/influenceSin()
var/datum/objective/sintouched/O
switch(rand(1,7))//traditional seven deadly sins... except lust.
if(1) // acedia
log_game("[src] was influenced by the sin of Acedia.")
O = new /datum/objective/sintouched/acedia
if(2) // Gluttony
log_game("[src] was influenced by the sin of gluttony.")
O = new /datum/objective/sintouched/gluttony
if(3) // Greed
log_game("[src] was influenced by the sin of greed.")
O = new /datum/objective/sintouched/greed
if(4) // sloth
log_game("[src] was influenced by the sin of sloth.")
O = new /datum/objective/sintouched/sloth
if(5) // Wrath
log_game("[src] was influenced by the sin of wrath.")
O = new /datum/objective/sintouched/wrath
if(6) // Envy
log_game("[src] was influenced by the sin of envy.")
O = new /datum/objective/sintouched/envy
if(7) // Pride
log_game("[src] was influenced by the sin of pride.")
O = new /datum/objective/sintouched/pride
ticker.mode.sintouched += src.mind
src.mind.objectives += O
var/obj_count = 1
to_chat(src, "<span class='notice> Your current objectives:")
for(var/datum/objective/objective in src.mind.objectives)
to_chat(src, "<B>Objective #[obj_count]</B>: [objective.explanation_text]")
obj_count++
/mob/living/carbon/human/is_literate()
return getBrainLoss() < 100
/mob/living/carbon/human/fakefire(var/fire_icon = "Generic_mob_burning")
if(!overlays_standing[FIRE_LAYER])
overlays_standing[FIRE_LAYER] = image("icon"=fire_dmi, "icon_state"=fire_icon)
update_icons()
/mob/living/carbon/human/fakefireextinguish()
overlays_standing[FIRE_LAYER] = null
update_icons()
/mob/living/carbon/human/proc/cleanSE() //remove all disabilities/powers
for(var/block = 1; block <= DNA_SE_LENGTH; block++)
dna.SetSEState(block, FALSE, TRUE)
genemutcheck(src, block, null, MUTCHK_FORCED)
dna.UpdateSE()
@@ -224,6 +224,8 @@ emp_act
send_item_attack_message(I, user, hit_area)
var/weakness = check_weakness(I,user)
if(!I.force)
return 0 //item force is zero
@@ -231,12 +233,11 @@ emp_act
var/weapon_sharp = is_sharp(I)
if(weapon_sharp && prob(getarmor(user.zone_sel.selecting, "melee")))
weapon_sharp = 0
if(armor >= 100)
return 0
var/Iforce = I.force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords)
apply_damage(I.force, I.damtype, affecting, armor, sharp = weapon_sharp, used_weapon = I)
apply_damage(I.force * weakness, I.damtype, affecting, armor, sharp = weapon_sharp, used_weapon = I)
var/bloody = 0
if(I.damtype == BRUTE && I.force && prob(25 + I.force * 2))
@@ -13,6 +13,8 @@
var/obj/item/tank/jetpack/thrust
if(istype(back,/obj/item/tank/jetpack))
thrust = back
else if(istype(s_store,/obj/item/tank/jetpack))
thrust = s_store
else if(istype(back,/obj/item/rig))
var/obj/item/rig/rig = back
for(var/obj/item/rig_module/maneuvering_jets/module in rig.installed_modules)
@@ -321,7 +321,7 @@
if(put_in_active_hand(W)) return 1
else if(put_in_inactive_hand(W)) return 1
else
..()
. = ..()
// Return the item currently in the slot ID
/mob/living/carbon/human/get_item_by_slot(slot_id)
+11 -3
View File
@@ -109,14 +109,22 @@
/mob/living/carbon/human/handle_speech_problems(list/message_pieces, var/verb)
var/span = ""
var/obj/item/organ/internal/cyberimp/brain/speech_translator/translator = locate(/obj/item/organ/internal/cyberimp/brain/speech_translator) in internal_organs
if(translator)
if(translator.active)
span = translator.speech_span
for(var/datum/multilingual_say_piece/S in message_pieces)
S.message = "<span class='[span]'>[S.message]</span>"
verb = translator.speech_verb
return list("verb" = verb)
if(mind)
span = mind.speech_span
if((COMIC in mutations) \
|| (locate(/obj/item/organ/internal/cyberimp/brain/clown_voice) in internal_organs) \
|| istype(get_item_by_slot(slot_wear_mask), /obj/item/clothing/mask/gas/voice/clown))
|| istype(get_item_by_slot(slot_wear_mask), /obj/item/clothing/mask/gas/voice/clown) \
|| GetComponent(/datum/component/jestosterone))
span = "sans"
var/list/parent = ..()
verb = parent["verb"]
@@ -315,7 +315,7 @@
/datum/species/proc/help(mob/living/carbon/human/user, mob/living/carbon/human/target, datum/martial_art/attacker_style)
if(attacker_style && attacker_style.help_act(user, target))//adminfu only...
return TRUE
if(target.health >= config.health_threshold_crit)
if(target.health >= config.health_threshold_crit && !(target.status_flags & FAKEDEATH))
target.help_shake_act(user)
return TRUE
else
@@ -381,7 +381,6 @@
playsound(target.loc, attack.attack_sound, 25, 1, -1)
target.visible_message("<span class='danger'>[user] [pick(attack.attack_verb)]ed [target]!</span>")
target.apply_damage(damage, BRUTE, affecting, armor_block, sharp = attack.sharp) //moving this back here means Armalis are going to knock you down 70% of the time, but they're pure adminbus anyway.
if((target.stat != DEAD) && damage >= user.dna.species.punchstunthreshold)
target.visible_message("<span class='danger'>[user] has weakened [target]!</span>", \
@@ -390,6 +389,7 @@
target.forcesay(GLOB.hit_appends)
else if(target.lying)
target.forcesay(GLOB.hit_appends)
SEND_SIGNAL(target, COMSIG_PARENT_ATTACKBY)
/datum/species/proc/disarm(mob/living/carbon/human/user, mob/living/carbon/human/target, datum/martial_art/attacker_style)
if(target.check_block()) //cqc
@@ -10,7 +10,7 @@
"heart" = /obj/item/organ/internal/heart,
"liver" = /obj/item/organ/internal/liver,
"kidneys" = /obj/item/organ/internal/kidneys,
"brain" = /obj/item/organ/internal/brain,
"brain" = /obj/item/organ/internal/brain/abductor,
"appendix" = /obj/item/organ/internal/appendix,
"eyes" = /obj/item/organ/internal/eyes/abductor //3 darksight.
)
@@ -34,6 +34,7 @@
species_traits = list(NO_BREATHE, RADIMMUNE, IS_PLANT, NO_BLOOD, NO_PAIN)
clothing_flags = HAS_SOCKS
default_hair_colour = "#000000"
has_gender = FALSE
dietflags = 0 //Diona regenerate nutrition in light and water, no diet necessary
taste_sensitivity = TASTE_SENSITIVITY_NO_TASTE
skinned_type = /obj/item/stack/sheet/wood
@@ -110,4 +111,4 @@
H.adjustFireLoss(-(light_amount/4))
if(H.nutrition < NUTRITION_LEVEL_STARVING+50)
H.take_overall_damage(10,0)
..()
..()
@@ -35,6 +35,7 @@
species_traits = list(LIPS, IS_WHITELISTED)
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT
bodyflags = HAS_SKIN_TONE | HAS_BODY_MARKINGS
has_gender = FALSE
dietflags = DIET_OMNI
cold_level_1 = -1 //Default 260 - Lower is better
@@ -59,4 +60,4 @@
"metabolic strainer" = /obj/item/organ/internal/liver/drask,
"eyes" = /obj/item/organ/internal/eyes/drask, //5 darksight.
"brain" = /obj/item/organ/internal/brain/drask
)
)
@@ -21,11 +21,11 @@
default_genes = list(REMOTE_TALK)
species_traits = list(LIPS, IS_WHITELISTED, CAN_BE_FAT)
species_traits = list(LIPS, IS_WHITELISTED, CAN_BE_FAT, CAN_WINGDINGS)
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
bodyflags = HAS_BODY_MARKINGS
dietflags = DIET_HERB
has_gender = FALSE
reagent_tag = PROCESS_ORG
blood_color = "#A200FF"
@@ -33,6 +33,7 @@
..()
H.dna.SetSEState(REMOTETALKBLOCK, !remove, 1)
genemutcheck(H, REMOTETALKBLOCK, null, MUTCHK_FORCED)
H.dna.default_blocks.Add(REMOTETALKBLOCK)
/datum/species/grey/water_act(mob/living/carbon/human/H, volume, temperature, source)
..()
@@ -40,12 +41,21 @@
H.emote("scream")
/datum/species/grey/after_equip_job(datum/job/J, mob/living/carbon/human/H)
var/speech_pref = H.client.prefs.speciesprefs
if(speech_pref)
H.mind.speech_span = "wingdings"
var/translator_pref = H.client.prefs.speciesprefs
if(translator_pref || ((ismindshielded(H) || J.is_command || J.supervisors == "the captain") && (WINGDINGS in H.mutations)))
if(J.title == "Mime")
return
if(J.title == "Clown")
var/obj/item/organ/internal/cyberimp/brain/speech_translator/clown/implant = new
implant.insert(H)
else
var/obj/item/organ/internal/cyberimp/brain/speech_translator/implant = new
implant.insert(H)
if(!translator_pref)
to_chat(H, "<span class='notice'>A speech translator implant has been installed due to your role on the station.</span>")
/datum/species/grey/handle_reagents(mob/living/carbon/human/H, datum/reagent/R)
if(R.id == "sacid")
H.reagents.del_reagent(R.id)
return 0
return ..()
return ..()
@@ -91,7 +91,7 @@
if("Magistrate")
suit=/obj/item/clothing/suit/space/eva/plasmaman/magistrate
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/magistrate
if("Head of Security")
if("Head of Security", "Special Operations Officer")
suit=/obj/item/clothing/suit/space/eva/plasmaman/security/hos
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/security/hos
if("Captain", "Blueshield")
@@ -100,7 +100,7 @@
if("Head of Personnel")
suit=/obj/item/clothing/suit/space/eva/plasmaman/security/hop
helm=/obj/item/clothing/head/helmet/space/eva/plasmaman/security/hop
if("Nanotrasen Representative")
if("Nanotrasen Representative", "Nanotrasen Navy Officer")
suit = /obj/item/clothing/suit/space/eva/plasmaman/nt_rep
helm = /obj/item/clothing/head/helmet/space/eva/plasmaman/nt_rep
if("Medical Doctor","Brig Physician","Virologist")
@@ -39,6 +39,7 @@
flesh_color = "#808D11"
//Default styles for created mobs.
default_hair = "Short Vox Quills"
has_gender = FALSE
default_hair_colour = "#614f19" //R: 97, G: 79, B: 25
butt_sprite = "vox"
@@ -201,4 +202,4 @@
"is huffing oxygen!")
/datum/species/vox/armalis/handle_reagents() //Skip the Vox oxygen reagent toxicity. Armalis are above such things.
return TRUE
return TRUE
@@ -147,7 +147,7 @@ var/global/list/damage_icon_parts = list()
E.update_icon()
if(E.damage_state == "00")
continue
var/icon/DI
var/cache_index = "[E.damage_state]/[E.icon_name]/[dna.species.blood_color]/[dna.species.name]"
@@ -437,7 +437,7 @@ var/global/list/damage_icon_parts = list()
else
//warning("Invalid f_style for [species.name]: [f_style]")
/mob/living/carbon/human/update_mutations(var/update_icons=1)
remove_overlay(MUTATIONS_LAYER)
@@ -681,6 +681,8 @@ var/global/list/damage_icon_parts = list()
overlays_standing[GLASSES_LAYER] = new_glasses
apply_overlay(GLASSES_LAYER)
update_misc_effects()
/mob/living/carbon/human/update_inv_ears(var/update_icons=1)
remove_overlay(EARS_LAYER)
if(client && hud_used)
@@ -1035,7 +1037,7 @@ var/global/list/damage_icon_parts = list()
/mob/living/carbon/human/proc/update_tail_layer(var/update_icons=1)
remove_overlay(TAIL_UNDERLIMBS_LAYER) // SEW direction icons, overlayed by LIMBS_LAYER.
remove_overlay(TAIL_LAYER) /* This will be one of two things:
If the species' tail is overlapped by limbs, this will be only the N direction icon so tails
If the species' tail is overlapped by limbs, this will be only the N direction icon so tails
can still appear on the outside of uniforms and such.
Otherwise, since the user's tail isn't overlapped by limbs, it will be a full icon with all directions. */
@@ -1110,7 +1112,7 @@ var/global/list/damage_icon_parts = list()
/mob/living/carbon/human/proc/start_tail_wagging(var/update_icons=1)
remove_overlay(TAIL_UNDERLIMBS_LAYER) // SEW direction icons, overlayed by LIMBS_LAYER.
remove_overlay(TAIL_LAYER) /* This will be one of two things:
If the species' tail is overlapped by limbs, this will be only the N direction icon so tails
If the species' tail is overlapped by limbs, this will be only the N direction icon so tails
can still appear on the outside of uniforms and such.
Otherwise, since the user's tail isn't overlapped by limbs, it will be a full icon with all directions. */
+5
View File
@@ -56,6 +56,9 @@
SetJitter(0)
SetLoseBreath(0)
if(!gibbed && deathgasp_on_death)
emote("deathgasp")
if(suiciding)
mind.suicided = TRUE
clear_fullscreens()
@@ -86,6 +89,8 @@
if(ticker && ticker.mode)
ticker.mode.check_win()
if(mind && mind.devilinfo) // Expand this into a general-purpose death-response system when appropriate
mind.devilinfo.beginResurrectionCheck(src)
// u no we dead
return TRUE
+2 -2
View File
@@ -3,9 +3,9 @@
set background = BACKGROUND_ENABLED
if(notransform)
return
return 0
if(!loc)
return
return 0
var/datum/gas_mixture/environment = loc.return_air()
if(stat != DEAD)
+37 -1
View File
@@ -508,6 +508,7 @@
var/turf/T = loc
. = ..()
if(.)
SEND_SIGNAL(src, COMSIG_MOVABLE_MOVED)
handle_footstep(loc)
step_count++
@@ -882,7 +883,7 @@
// If we're pulling something then drop what we're currently pulling and pull this instead.
AM.add_fingerprint(src)
if(pulling)
if(AM == pulling)// Are we trying to pull something we are already pulling? Then just stop here, no need to continue.
if(AM == pulling)// Are we trying to pull something we are already pulling? Then just stop here, no need to continue.
return
stop_pulling()
if(AM.pulledby)
@@ -940,3 +941,38 @@
return
to_chat(src, "<span class='notice'>You can taste [english_list(final_taste_list)].</span>")
/mob/living/proc/owns_soul()
if(mind)
return mind.soulOwner == mind
return 1
/mob/living/proc/return_soul()
if(mind)
if(mind.soulOwner.devilinfo)//Not sure how this could happen, but whatever.
mind.soulOwner.devilinfo.remove_soul(mind)
mind.soulOwner = mind
mind.damnation_type = 0
/mob/living/proc/has_bane(banetype)
if(mind)
if(mind.devilinfo)
return mind.devilinfo.bane == banetype
return 0
/mob/living/proc/check_weakness(obj/item/weapon, mob/living/attacker)
if(mind && mind.devilinfo)
return check_devil_bane_multiplier(weapon, attacker)
return 1
/mob/living/proc/check_acedia()
if(src.mind && src.mind.objectives)
for(var/datum/objective/sintouched/acedia/A in src.mind.objectives)
return 1
return 0
/mob/living/proc/fakefireextinguish()
return
/mob/living/proc/fakefire()
return
@@ -66,3 +66,5 @@
hud_possible = list(HEALTH_HUD,STATUS_HUD,SPECIALROLE_HUD)
var/list/status_effects //a list of all status effects the mob has
var/deathgasp_on_death = FALSE
+3 -2
View File
@@ -190,7 +190,7 @@ proc/get_radio_key_from_channel(var/channel)
message_range = 1
if(first_piece.speaking)
message_range = first_piece.speaking.get_talkinto_msg_range(message)
var/msg
if(!first_piece.speaking || !(first_piece.speaking.flags & NO_TALK_MSG))
msg = "<span class='notice'>[src] talks into [used_radios[1]]</span>"
@@ -343,6 +343,8 @@ proc/get_radio_key_from_channel(var/channel)
to_chat(src, "<span class='danger'>You're muzzled and cannot speak!</span>")
return
log_whisper(multilingual_to_message(message_pieces), src)
var/message_range = 1
var/eavesdropping_range = 2
var/watching_range = 5
@@ -445,7 +447,6 @@ proc/get_radio_key_from_channel(var/channel)
for(var/mob/M in watching)
M.show_message(rendered, 2)
log_whisper(multilingual_to_message(message_pieces), src)
return 1
/mob/living/speech_bubble(var/bubble_state = "",var/bubble_loc = src, var/list/bubble_recipients = list())
+11 -10
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@@ -22,22 +22,23 @@
if(src) qdel(src)
/mob/living/silicon/dust()
death(1)
var/atom/movable/overlay/animation = null
if(!death(TRUE) && stat != DEAD)
return FALSE
notransform = 1
canmove = 0
icon = null
invisibility = 101
dust_animation()
GLOB.dead_mob_list -= src
QDEL_IN(src, 15)
return TRUE
/mob/living/silicon/dust_animation()
//hmmm
var/atom/movable/overlay/animation = null
animation = new(loc)
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
// flick("dust-r", animation)
new /obj/effect/decal/remains/robot(loc)
GLOB.dead_mob_list -= src
spawn(15)
if(animation) qdel(animation)
if(src) qdel(src)
QDEL_IN(animation, 15)
+16 -14
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@@ -1,4 +1,6 @@
/mob/living/silicon/robot/gib()
if(!death(TRUE) && stat != DEAD)
return FALSE
//robots don't die when gibbed. instead they drop their MMI'd brain
var/atom/movable/overlay/animation = null
notransform = 1
@@ -18,36 +20,36 @@
GLOB.living_mob_list -= src
GLOB.dead_mob_list -= src
spawn(15)
if(animation) qdel(animation)
if(src) qdel(src)
QDEL_IN(animation, 15)
QDEL_IN(src, 15)
return TRUE
/mob/living/silicon/robot/dust()
death(1)
var/atom/movable/overlay/animation = null
if(!death(TRUE) && stat != DEAD)
return FALSE
notransform = 1
canmove = 0
icon = null
invisibility = 101
if(mmi)
qdel(mmi) //Delete the MMI first so that it won't go popping out.
GLOB.dead_mob_list -= src
QDEL_IN(src, 15)
return TRUE
/mob/living/silicon/robot/dust_animation()
var/atom/movable/overlay/animation = null
animation = new(loc)
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
flick("dust-r", animation)
new /obj/effect/decal/remains/robot(loc)
if(mmi) qdel(mmi) //Delete the MMI first so that it won't go popping out.
GLOB.dead_mob_list -= src
spawn(15)
if(animation) qdel(animation)
if(src) qdel(src)
QDEL_IN(animation, 15)
/mob/living/silicon/robot/death(gibbed)
if(can_die())
if(!gibbed)
if(!gibbed && deathgasp_on_death)
emote("deathgasp")
if(module)
+1 -55
View File
@@ -10,6 +10,7 @@ var/list/robot_verbs_default = list(
maxHealth = 100
health = 100
universal_understand = 1
deathgasp_on_death = TRUE
var/sight_mode = 0
var/custom_name = ""
@@ -1293,61 +1294,6 @@ var/list/robot_verbs_default = list(
playsound(loc, 'sound/mecha/nominalsyndi.ogg', 75, 0)
/mob/living/silicon/robot/syndicate
base_icon = "syndie_bloodhound"
icon_state = "syndie_bloodhound"
lawupdate = 0
scrambledcodes = 1
pdahide = 1
faction = list("syndicate")
designation = "Syndicate Assault"
modtype = "Syndicate"
req_access = list(access_syndicate)
ionpulse = 1
magpulse = 1
lawchannel = "State"
var/playstyle_string = "<span class='userdanger'>You are a Syndicate assault cyborg!</span><br>\
<b>You are armed with powerful offensive tools to aid you in your mission: help the operatives secure the nuclear authentication disk. \
Your cyborg LMG will slowly produce ammunition from your power supply, and your operative pinpointer will find and locate fellow nuclear operatives. \
<i>Help the operatives secure the disk at all costs!</i></b>"
/mob/living/silicon/robot/syndicate/New(loc)
..()
cell.maxcharge = 25000
cell.charge = 25000
/mob/living/silicon/robot/syndicate/init()
laws = new /datum/ai_laws/syndicate_override
module = new /obj/item/robot_module/syndicate(src)
aiCamera = new/obj/item/camera/siliconcam/robot_camera(src)
radio = new /obj/item/radio/borg/syndicate(src)
radio.recalculateChannels()
spawn(5)
if(playstyle_string)
to_chat(src, playstyle_string)
playsound(loc, 'sound/mecha/nominalsyndi.ogg', 75, 0)
/mob/living/silicon/robot/syndicate/medical
base_icon = "syndi-medi"
icon_state = "syndi-medi"
modtype = "Syndicate Medical"
designation = "Syndicate Medical"
playstyle_string = "<span class='userdanger'>You are a Syndicate medical cyborg!</span><br>\
<b>You are armed with powerful medical tools to aid you in your mission: help the operatives secure the nuclear authentication disk. \
Your hypospray will produce Restorative Nanites, a wonder-drug that will heal most types of bodily damages, including clone and brain damage. It also produces morphine for offense. \
Your defibrillator paddles can revive operatives through their hardsuits, or can be used on harm intent to shock enemies! \
Your energy saw functions as a circular saw, but can be activated to deal more damage, and your operative pinpointer will find and locate fellow nuclear operatives. \
<i>Help the operatives secure the disk at all costs!</i></b>"
/mob/living/silicon/robot/syndicate/medical/init()
..()
module = new /obj/item/robot_module/syndicate_medical(src)
/mob/living/silicon/robot/combat
base_icon = "droidcombat"
icon_state = "droidcombat"
@@ -408,6 +408,7 @@
..()
modules += new /obj/item/healthanalyzer/advanced(src)
modules += new /obj/item/reagent_scanner/adv(src)
modules += new /obj/item/bodyanalyzer/borg/syndicate(src)
modules += new /obj/item/borg_defib(src)
modules += new /obj/item/roller_holder(src)
modules += new /obj/item/reagent_containers/borghypo/syndicate(src)
@@ -432,6 +433,46 @@
fix_modules()
/obj/item/robot_module/syndicate_saboteur
name = "engineering robot module" //to disguise in examine
module_type = "Malf"
stacktypes = list(
/obj/item/stack/sheet/metal/cyborg = 50,
/obj/item/stack/sheet/glass/cyborg = 50,
/obj/item/stack/sheet/rglass/cyborg = 50,
/obj/item/stack/cable_coil/cyborg = 50,
/obj/item/stack/rods/cyborg = 60,
/obj/item/stack/tile/plasteel = 20
)
/obj/item/robot_module/syndicate_saboteur/New()
..()
modules += new /obj/item/rcd/borg/syndicate(src)
modules += new /obj/item/rpd(src)
modules += new /obj/item/extinguisher(src)
modules += new /obj/item/weldingtool/largetank/cyborg(src)
modules += new /obj/item/screwdriver/cyborg(src)
modules += new /obj/item/wrench/cyborg(src)
modules += new /obj/item/crowbar/cyborg(src)
modules += new /obj/item/wirecutters/cyborg(src)
modules += new /obj/item/multitool/cyborg(src)
modules += new /obj/item/t_scanner(src)
modules += new /obj/item/analyzer(src)
modules += new /obj/item/gripper(src)
modules += new /obj/item/melee/energy/sword/cyborg(src)
modules += new /obj/item/card/emag(src)
modules += new /obj/item/borg_chameleon(src)
modules += new /obj/item/pinpointer/operative(src)
emag = null
for(var/T in stacktypes)
var/obj/item/stack/sheet/W = new T(src)
W.amount = stacktypes[T]
modules += W
fix_modules()
/obj/item/robot_module/combat
name = "combat robot module"
module_type = "Malf"
@@ -0,0 +1,149 @@
/mob/living/silicon/robot/syndicate
base_icon = "syndie_bloodhound"
icon_state = "syndie_bloodhound"
lawupdate = 0
scrambledcodes = 1
pdahide = 1
faction = list("syndicate")
designation = "Syndicate Assault"
modtype = "Syndicate"
req_access = list(access_syndicate)
ionpulse = 1
magpulse = 1
lawchannel = "State"
var/playstyle_string = "<span class='userdanger'>You are a Syndicate assault cyborg!</span><br>\
<b>You are armed with powerful offensive tools to aid you in your mission: help the operatives secure the nuclear authentication disk. \
Your cyborg LMG will slowly produce ammunition from your power supply, and your operative pinpointer will find and locate fellow nuclear operatives. \
<i>Help the operatives secure the disk at all costs!</i></b>"
/mob/living/silicon/robot/syndicate/New(loc)
..()
cell.maxcharge = 25000
cell.charge = 25000
/mob/living/silicon/robot/syndicate/init()
laws = new /datum/ai_laws/syndicate_override
module = new /obj/item/robot_module/syndicate(src)
aiCamera = new/obj/item/camera/siliconcam/robot_camera(src)
radio = new /obj/item/radio/borg/syndicate(src)
radio.recalculateChannels()
spawn(5)
if(playstyle_string)
to_chat(src, playstyle_string)
playsound(loc, 'sound/mecha/nominalsyndi.ogg', 75, 0)
/mob/living/silicon/robot/syndicate/medical
base_icon = "syndi-medi"
icon_state = "syndi-medi"
modtype = "Syndicate Medical"
designation = "Syndicate Medical"
playstyle_string = "<span class='userdanger'>You are a Syndicate medical cyborg!</span><br>\
<b>You are armed with powerful medical tools to aid you in your mission: help the operatives secure the nuclear authentication disk. \
Your hypospray will produce Restorative Nanites, a wonder-drug that will heal most types of bodily damages, including clone and brain damage. It also produces morphine for offense. \
Your defibrillator paddles can revive operatives through their hardsuits, or can be used on harm intent to shock enemies! \
Your energy saw functions as a circular saw, but can be activated to deal more damage, and your operative pinpointer will find and locate fellow nuclear operatives. \
<i>Help the operatives secure the disk at all costs!</i></b>"
/mob/living/silicon/robot/syndicate/medical/init()
..()
module = new /obj/item/robot_module/syndicate_medical(src)
/mob/living/silicon/robot/syndicate/saboteur
base_icon = "syndi-engi"
icon_state = "syndi-engi"
modtype = "Syndicate Saboteur"
designation = "Syndicate Saboteur"
var/mail_destination = 0
var/obj/item/borg_chameleon/cham_proj = null
playstyle_string = "<span class='userdanger'>You are a Syndicate saboteur cyborg!</span><br>\
<b>You are equipped with robust engineering tools to aid you in your mission: help the operatives secure the nuclear authentication disk. \
Your built-in mail tagger will allow you to stealthily traverse the disposal network across the station. \
Your cyborg chameleon projector allows you to assume the appearance of a Nanotrasen engineering cyborg, and undertake covert actions on the station. \
You are able to hijack Nanotrasen cyborgs by emagging their internal components, make sure to flash them first. \
You are armed with a standard energy sword, use it to ambush key targets if needed. Your pinpointer will let you locate fellow nuclear operatives to regroup.\
Be aware that physical contact or taking damage will break your disguise. \
<i>Help the operatives secure the disk at all costs!</i></b>"
/mob/living/silicon/robot/syndicate/saboteur/init()
..()
module = new /obj/item/robot_module/syndicate_saboteur(src)
var/obj/item/borg/upgrade/selfrepair/SR = new /obj/item/borg/upgrade/selfrepair(src)
SR.cyborg = src
SR.icon_state = "selfrepair_off"
var/datum/action/A = new /datum/action/item_action/toggle(SR)
A.Grant(src)
/mob/living/silicon/robot/syndicate/saboteur/verb/modify_name()
set name = "Modify Name"
set desc = "Change your systems' registered name to fool Nanotrasen systems. No cost."
set category = "Saboteur"
rename_self(braintype, TRUE, TRUE)
/mob/living/silicon/robot/syndicate/saboteur/verb/toggle_chameleon()
set name = "Toggle Chameleon Projector"
set desc = "Change your appearance to a Nanotrasen cyborg. Costs power to use and maintain."
set category = "Saboteur"
if(!cham_proj)
for(var/obj/item/borg_chameleon/C in contents)
cham_proj = C
for(var/obj/item/borg_chameleon/C in module.contents)
cham_proj = C
if(!cham_proj)
to_chat(src, "<span class='warning'>Error : No chameleon projector system found.</span>")
return
cham_proj.attack_self(src)
/mob/living/silicon/robot/syndicate/saboteur/verb/set_mail_tag()
set name = "Set Mail Tag"
set desc = "Tag yourself for delivery through the disposals system."
set category = "Saboteur"
var/tag = input("Select the desired destination.", "Set Mail Tag", null) as null|anything in GLOB.TAGGERLOCATIONS
if(!tag || GLOB.TAGGERLOCATIONS[tag])
mail_destination = 0
return
to_chat(src, "<span class='notice'>You configure your internal beacon, tagging yourself for delivery to '[tag]'.</span>")
mail_destination = GLOB.TAGGERLOCATIONS.Find(tag)
//Auto flush if we use this verb inside a disposal chute.
var/obj/machinery/disposal/D = src.loc
if(istype(D))
to_chat(src, "<span class='notice'>\The [D] acknowledges your signal.</span>")
D.flush_count = D.flush_every_ticks
return
/mob/living/silicon/robot/syndicate/saboteur/attackby()
if(cham_proj)
cham_proj.disrupt(src)
..()
/mob/living/silicon/robot/syndicate/saboteur/attack_hand()
if(cham_proj)
cham_proj.disrupt(src)
..()
/mob/living/silicon/robot/syndicate/saboteur/ex_act()
if(cham_proj)
cham_proj.disrupt(src)
..()
/mob/living/silicon/robot/syndicate/saboteur/emp_act()
if(cham_proj)
cham_proj.disrupt(src)
..()
/mob/living/silicon/robot/syndicate/saboteur/bullet_act()
if(cham_proj)
cham_proj.disrupt(src)
..()
/mob/living/silicon/robot/syndicate/saboteur/attackby()
if(cham_proj)
cham_proj.disrupt(src)
..()
@@ -329,6 +329,9 @@
/mob/living/silicon/is_mechanical()
return 1
/mob/living/silicon/is_literate()
return 1
/////////////////////////////////// EAR DAMAGE ////////////////////////////////////
/mob/living/silicon/can_hear()
. = TRUE
@@ -13,7 +13,7 @@
if(INTENT_HARM, INTENT_DISARM)
M.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
visible_message("<span class='danger'>[M] [response_harm] [src]!</span>")
playsound(loc, "punch", 25, 1, -1)
playsound(loc, attacked_sound, 25, 1, -1)
attack_threshold_check(harm_intent_damage)
add_attack_logs(M, src, "Melee attacked with fists")
updatehealth()
@@ -153,11 +153,11 @@
var/newname = ""
switch(lasercolor)
if("b")
if(!istype(W, /obj/item/gun/energy/laser/bluetag))
if(!istype(W, /obj/item/gun/energy/laser/tag/blue))
return
newname = "bluetag ED-209 assembly"
if("r")
if(!istype(W, /obj/item/gun/energy/laser/redtag))
if(!istype(W, /obj/item/gun/energy/laser/tag/red))
return
newname = "redtag ED-209 assembly"
if("")
@@ -480,3 +480,56 @@
new /obj/item/robot_parts/l_arm(get_turf(src))
to_chat(user, "<span class='notice'>You remove the robot arm from [src].</span>")
build_step--
//Honkbot Assembly
/obj/item/storage/box/clown/attackby(obj/item/W, mob/user, params)
if(!istype(W, /obj/item/robot_parts/l_arm) && !istype(W, /obj/item/robot_parts/r_arm))
return ..()
if(contents.len)
to_chat(user, "<span class='warning'>You need to empty [src] out first!</span>")
return
var/obj/item/honkbot_arm_assembly/A = new /obj/item/honkbot_arm_assembly
qdel(W)
user.put_in_hands(A)
to_chat(user, "<span class='notice'>You add the robot arm to the honkbot.</span>")
user.unEquip(src, 1)
qdel(src)
/obj/item/honkbot_arm_assembly
name = "incomplete honkbot assembly."
desc = "A clown box with a robot arm permanently grafted to it."
icon = 'icons/obj/aibots.dmi'
icon_state = "honkbot_arm"
w_class = WEIGHT_CLASS_NORMAL
req_one_access = list(access_clown, access_robotics, access_mime)
var/build_step = 0
var/created_name = "Honkbot" //To preserve the name if it's a unique medbot I guess
/obj/item/honkbot_arm_assembly/attackby(obj/item/W, mob/user, params)
..()
if(build_step == 0)
if(istype(W, /obj/item/assembly/prox_sensor))
if(!user.unEquip(W))
return
build_step++
to_chat(user, "<span class='notice'>You add the proximity sensor to [src].</span>")
icon_state = "honkbot_proxy"
qdel(W)
else if(build_step == 1)
if(istype(W, /obj/item/bikehorn))
if(!user.unEquip(W))
return
build_step++
to_chat(user, "<span class='notice'>You add the bikehorn to [src]! Honk!</span>")
desc = "A clown box with a robot arm and a bikehorn permanently grafted to it. It needs a trombone to be finished"
qdel(W)
else if(build_step == 2)
if(istype(W, /obj/item/instrument/trombone))
if(!user.unEquip(W))
return
to_chat(user, "<span class='notice'>You add the trombone to [src]! Heeeenk! </span>")
qdel(W)
new /mob/living/simple_animal/bot/honkbot(get_turf(loc))
qdel(src)
@@ -36,7 +36,7 @@
var/target_lastloc //Loc of target when arrested.
var/last_found //There's a delay
var/declare_arrests = 1 //When making an arrest, should it notify everyone wearing sechuds?
var/idcheck = 1 //If true, arrest people with no IDs
var/idcheck = 0 //If true, arrest people with no IDs
var/weaponscheck = 1 //If true, arrest people for weapons if they don't have access
var/check_records = 1 //Does it check security records?
var/arrest_type = 0 //If true, don't handcuff
@@ -387,11 +387,11 @@
G.power_supply.charge = 0
G.update_icon()
else if(lasercolor == "b")
var/obj/item/gun/energy/laser/bluetag/G = new /obj/item/gun/energy/laser/bluetag(Tsec)
var/obj/item/gun/energy/laser/tag/blue/G = new /obj/item/gun/energy/laser/tag/blue(Tsec)
G.power_supply.charge = 0
G.update_icon()
else if(lasercolor == "r")
var/obj/item/gun/energy/laser/redtag/G = new /obj/item/gun/energy/laser/redtag(Tsec)
var/obj/item/gun/energy/laser/tag/red/G = new /obj/item/gun/energy/laser/tag/red(Tsec)
G.power_supply.charge = 0
G.update_icon()
@@ -553,18 +553,11 @@
icon_state = "[lasercolor]ed209-c"
spawn(2)
icon_state = "[lasercolor]ed209[on]"
var/threat = 5
if(istype(C, /mob/living/carbon/human))
C.stuttering = 5
C.Stun(5)
C.Weaken(5)
var/mob/living/carbon/human/H = C
threat = H.assess_threat(src)
else
C.Weaken(5)
C.stuttering = 5
C.Stun(5)
add_attack_logs(src, C, "Stunned by [src]")
var/threat = C.assess_threat(src)
C.SetStuttering(5)
C.Stun(5)
C.Weaken(5)
add_attack_logs(src, C, "stunned")
if(declare_arrests)
var/area/location = get_area(src)
speak("[arrest_type ? "Detaining" : "Arresting"] level [threat] scumbag <b>[C]</b> in [location].", radio_channel)
@@ -583,4 +576,4 @@
if(!C.handcuffed)
C.handcuffed = new /obj/item/restraints/handcuffs/cable/zipties/used(C)
C.update_handcuffed()
back_to_idle()
back_to_idle()
@@ -0,0 +1,321 @@
/mob/living/simple_animal/bot/honkbot
name = "\improper honkbot"
desc = "A little robot. It looks happy with its bike horn."
icon = 'icons/obj/aibots.dmi'
icon_state = "honkbot"
density = FALSE
anchored = FALSE
health = 25
maxHealth = 25
damage_coeff = list(BRUTE = 0.5, BURN = 0.7, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
pass_flags = PASSMOB
radio_channel = "Service" //Service
bot_type = HONK_BOT
bot_filter = RADIO_HONKBOT
model = "Honkbot"
bot_core_type = /obj/machinery/bot_core/honkbot
window_id = "autohonk"
window_name = "Honkomatic Bike Horn Unit v1.0.7"
data_hud_type = DATA_HUD_SECURITY_BASIC // show jobs
path_image_color = "#FF69B4"
var/honksound = 'sound/items/bikehorn.ogg' //customizable sound
var/spam_flag = FALSE
var/cooldowntime = 30
var/cooldowntimehorn = 10
var/mob/living/carbon/target
var/oldtarget_name
var/target_lastloc = FALSE //Loc of target when arrested.
var/last_found = FALSE //There's a delay
var/threatlevel = FALSE
var/arrest_type = FALSE
/obj/machinery/bot_core/honkbot
req_one_access = list(access_clown, access_robotics, access_mime)
/mob/living/simple_animal/bot/honkbot/Initialize()
. = ..()
update_icon()
auto_patrol = TRUE
var/datum/job/clown/J = new/datum/job/clown
access_card.access += J.get_access()
prev_access = access_card.access
/mob/living/simple_animal/bot/honkbot/proc/spam_flag_false() //used for addtimer
spam_flag = FALSE
/mob/living/simple_animal/bot/honkbot/proc/sensor_blink()
icon_state = "honkbot-c"
addtimer(CALLBACK(src, .proc/update_icon), 5, TIMER_OVERRIDE|TIMER_UNIQUE)
//honkbots react with sounds.
/mob/living/simple_animal/bot/honkbot/proc/react_ping()
playsound(src, 'sound/machines/ping.ogg', 50, TRUE, -1) //the first sound upon creation!
spam_flag = TRUE
sensor_blink()
addtimer(CALLBACK(src, .proc/spam_flag_false), 18) // calibrates before starting the honk
/mob/living/simple_animal/bot/honkbot/proc/react_buzz()
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, TRUE, -1)
sensor_blink()
/mob/living/simple_animal/bot/honkbot/bot_reset()
..()
target = null
oldtarget_name = null
anchored = FALSE
walk_to(src, 0)
last_found = world.time
spam_flag = FALSE
/mob/living/simple_animal/bot/honkbot/set_custom_texts()
text_hack = "You overload [name]'s sound control system"
text_dehack = "You reboot [name] and restore the sound control system."
text_dehack_fail = "[name] refuses to accept your authority!"
/mob/living/simple_animal/bot/honkbot/get_controls(mob/user)
var/dat
dat += hack(user)
dat += showpai(user)
dat += text({"
<TT><B>Honkomatic Bike Horn Unit v1.0.7 controls</B></TT><BR><BR>
Status: []<BR>
Behaviour controls are [locked ? "locked" : "unlocked"]<BR>
Maintenance panel is [open ? "opened" : "closed"]<BR>"},
"<A href='?src=[UID()];power=1'>[on ? "On" : "Off"]</A>")
if(!locked || issilicon(user) || user.can_admin_interact())
dat += "Auto Patrol <A href='?src=[UID()];operation=patrol'>[auto_patrol ? "On" : "Off"]</A><BR>"
return dat
/mob/living/simple_animal/bot/honkbot/proc/retaliate(mob/living/carbon/human/H)
threatlevel = H.assess_threat(src)
threatlevel += 6
if(threatlevel >= 4)
target = H
mode = BOT_HUNT
/mob/living/simple_animal/bot/honkbot/attack_hand(mob/living/carbon/human/H)
if(H.a_intent == INTENT_HARM)
retaliate(H)
addtimer(CALLBACK(src, .proc/react_buzz), 5)
return ..()
/mob/living/simple_animal/bot/honkbot/emag_act(mob/user)
..()
if(emagged == 2)
if(user)
to_chat(user, "<span class='warning'>You short out [src]'s target assessment circuits. It gives out an evil laugh!!</span>")
oldtarget_name = user.name
audible_message("<span class='danger'>[src] gives out an evil laugh!</span>")
playsound(src, 'sound/machines/honkbot_evil_laugh.ogg', 75, 1, -1) // evil laughter
update_icon()
/mob/living/simple_animal/bot/honkbot/bullet_act(obj/item/projectile/Proj)
if((istype(Proj,/obj/item/projectile/beam)) || (istype(Proj,/obj/item/projectile/bullet) && (Proj.damage_type == BURN))||(Proj.damage_type == BRUTE) && (!Proj.nodamage && Proj.damage < health && ishuman(Proj.firer)))
retaliate(Proj.firer)
..()
/mob/living/simple_animal/bot/honkbot/UnarmedAttack(atom/A)
if(!on)
return
if(iscarbon(A))
var/mob/living/carbon/C = A
if(emagged <= 1)
honk_attack(A)
else
if(!C.stunned || arrest_type) //originaly was paralisysed in tg ported as stun
stun_attack(A)
..()
else if(!spam_flag) //honking at the ground
bike_horn(A)
/mob/living/simple_animal/bot/honkbot/hitby(atom/movable/AM, skipcatch = FALSE, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum)
if(istype(AM, /obj/item))
playsound(src, honksound, 50, TRUE, -1)
var/obj/item/I = AM
if(I.throwforce < src.health && I.thrownby && ishuman(I.thrownby))
var/mob/living/carbon/human/H = I.thrownby
retaliate(H)
..()
/mob/living/simple_animal/bot/honkbot/proc/bike_horn() //use bike_horn
if(emagged <= 1)
if(!spam_flag)
playsound(src, honksound, 50, TRUE, -1)
spam_flag = TRUE //prevent spam
sensor_blink()
addtimer(CALLBACK(src, .proc/spam_flag_false), cooldowntimehorn)
else if(emagged == 2) //emagged honkbots will spam short and memorable sounds.
if(!spam_flag)
playsound(src, "honkbot_e", 50, 0)
spam_flag = TRUE // prevent spam
icon_state = "honkbot-e"
addtimer(CALLBACK(src, .proc/update_icon), 30, TIMER_OVERRIDE|TIMER_UNIQUE)
addtimer(CALLBACK(src, .proc/spam_flag_false), cooldowntimehorn)
/mob/living/simple_animal/bot/honkbot/proc/honk_attack(mob/living/carbon/C) // horn attack
if(!spam_flag)
playsound(loc, honksound, 50, TRUE, -1)
spam_flag = TRUE // prevent spam
sensor_blink()
addtimer(CALLBACK(src, .proc/spam_flag_false), cooldowntimehorn)
/mob/living/simple_animal/bot/honkbot/proc/stun_attack(mob/living/carbon/C) // airhorn stun
if(!spam_flag)
playsound(src, 'sound/items/AirHorn.ogg', 100, TRUE, -1) //HEEEEEEEEEEEENK!!
sensor_blink()
if(!spam_flag)
if(ishuman(C))
C.stuttering = 20 //stammer
C.MinimumDeafTicks(0, 5) //far less damage than the H.O.N.K.
C.Jitter(50)
C.Weaken(5)
C.Stun(5) // Paralysis from tg ported as stun
if(client) //prevent spam from players..
spam_flag = TRUE
if(emagged <= 1) //HONK once, then leave
threatlevel -= 6
target = oldtarget_name
else // you really don't want to hit an emagged honkbot
threatlevel = 6 // will never let you go
addtimer(CALLBACK(src, .proc/spam_flag_false), cooldowntime)
add_attack_logs(src, C, "honked by [src]")
C.visible_message("<span class='danger'>[src] has honked [C]!</span>",\
"<span class='userdanger'>[src] has honked you!</span>")
else
C.stuttering = 20
C.Stun(10)
addtimer(CALLBACK(src, .proc/spam_flag_false), cooldowntime)
/mob/living/simple_animal/bot/honkbot/handle_automated_action()
if(!..())
return
switch(mode)
if(BOT_IDLE) // idle
walk_to(src, 0)
look_for_perp()
if(!mode && auto_patrol)
mode = BOT_START_PATROL
if(BOT_HUNT)
// if can't reach perp for long enough, go idle
if(frustration >= 5) //gives up easier than beepsky
walk_to(src, 0)
back_to_idle()
return
if(target) // make sure target exists
if(Adjacent(target) && isturf(target.loc))
if(threatlevel <= 4)
honk_attack(target)
else
if(threatlevel >= 6)
set waitfor = 0
stun_attack(target)
anchored = FALSE
target_lastloc = target.loc
return
else // not next to perp
var/turf/olddist = get_dist(src, target)
walk_to(src, target, 1, 4)
if((get_dist(src, target)) >= (olddist))
frustration++
else
frustration = 0
else
back_to_idle()
if(BOT_START_PATROL)
look_for_perp()
start_patrol()
if(BOT_PATROL)
look_for_perp()
bot_patrol()
return
/mob/living/simple_animal/bot/honkbot/proc/back_to_idle()
anchored = FALSE
mode = BOT_IDLE
target = null
last_found = world.time
frustration = 0
INVOKE_ASYNC(src, .proc/handle_automated_action) //responds quickly
/mob/living/simple_animal/bot/honkbot/proc/back_to_hunt()
anchored = FALSE
frustration = 0
mode = BOT_HUNT
INVOKE_ASYNC(src, .proc/handle_automated_action) // responds quickly
/mob/living/simple_animal/bot/honkbot/proc/look_for_perp()
anchored = FALSE
for(var/mob/living/carbon/C in view(7, src))
if((C.stat) || (C.handcuffed))
continue
if((C.name == oldtarget_name) && (world.time < last_found + 100))
continue
if(threatlevel <= 3)
if(C in view(4, src)) //keep the range short for patrolling
if(!spam_flag)
bike_horn()
else if(threatlevel >= 10)
bike_horn() //just spam the shit outta this
else if(threatlevel >= 4)
if(!spam_flag)
target = C
oldtarget_name = C.name
bike_horn()
speak("Honk!")
visible_message("<b>[src]</b> starts chasing [C.name]!")
mode = BOT_HUNT
INVOKE_ASYNC(src, .proc/handle_automated_action)
break
else
continue
/mob/living/simple_animal/bot/honkbot/explode()
walk_to(src, 0)
visible_message("<span class='boldannounce'>[src] blows apart!</span>")
var/turf/Tsec = get_turf(src)
//doesn't drop cardboard nor its assembly, since its a very frail material.
if(prob(50))
new /obj/item/robot_parts/r_arm(Tsec)
new /obj/item/bikehorn(Tsec)
new /obj/item/assembly/prox_sensor(Tsec)
var/datum/effect_system/spark_spread/s = new
s.set_up(3, 1, src)
s.start()
..()
/mob/living/simple_animal/bot/honkbot/attack_alien(var/mob/living/carbon/alien/user as mob)
..()
if(!isalien(target))
target = user
mode = BOT_HUNT
/mob/living/simple_animal/bot/honkbot/Crossed(atom/movable/AM)
if(ismob(AM) && on) //only if its online
if(prob(30)) //you're far more likely to trip on a honkbot
var/mob/living/carbon/C = AM
if(!istype(C) || !C || in_range(src, target))
return
C.visible_message("<span class='warning'>[pick( \
"[C] dives out of [src]'s way!", \
"[C] stumbles over [src]!", \
"[C] jumps out of [src]'s path!", \
"[C] trips over [src] and falls!", \
"[C] topples over [src]!", \
"[C] leaps out of [src]'s way!")]</span>")
C.Weaken(5)
playsound(loc, 'sound/misc/sadtrombone.ogg', 50, 1, -1)
if(!client)
speak("Honk!")
sensor_blink()
return
..()
@@ -247,20 +247,13 @@ Auto Patrol: []"},
icon_state = "[base_icon]-c"
spawn(2)
icon_state = "[base_icon][on]"
var/threat = 5
if(istype(C, /mob/living/carbon/human))
C.stuttering = 5
if(harmbaton) // Bots with harmbaton enabled become shitcurity. - Dave
C.apply_damage(10, BRUTE)
C.Stun(5)
C.Weaken(5)
var/mob/living/carbon/human/H = C
threat = H.assess_threat(src)
else
C.Weaken(5)
C.stuttering = 5
C.Stun(5)
add_attack_logs(src, C, "Stunned by [src]")
var/threat = C.assess_threat(src)
if(ishuman(C) && harmbaton) // Bots with harmbaton enabled become shitcurity. - Dave
C.apply_damage(10, BRUTE)
C.SetStuttering(5)
C.Stun(5)
C.Weaken(5)
add_attack_logs(src, C, "stunned")
if(declare_arrests)
var/area/location = get_area(src)
speak("[arrest_type ? "Detaining" : "Arresting"] level [threat] scumbag <b>[C]</b> in [location].", radio_channel)
@@ -177,3 +177,57 @@
minbodytemp = 0
melee_damage_lower = 5
melee_damage_upper = 15
/mob/living/simple_animal/pet/cat/cak
name = "Keeki"
desc = "It's a cat made out of cake."
icon_state = "cak"
icon_living = "cak"
icon_resting = "cak_rest"
icon_dead = "cak_dead"
health = 50
maxHealth = 50
harm_intent_damage = 10
butcher_results = list(
/obj/item/organ/internal/brain = 1,
/obj/item/organ/internal/heart = 1,
/obj/item/reagent_containers/food/snacks/birthdaycakeslice = 3,
/obj/item/reagent_containers/food/snacks/meat/slab = 2
)
response_harm = "takes a bite out of"
attacked_sound = "sound/items/eatfood.ogg"
deathmessage = "loses its false life and collapses!"
death_sound = "bodyfall"
/mob/living/simple_animal/pet/cat/cak/Life()
..()
if(stat)
return
if(health < maxHealth)
adjustBruteLoss(-4)
for(var/obj/item/reagent_containers/food/snacks/donut/D in range(1, src))
if(D.icon_state != "donut2")
D.name = "frosted donut"
D.icon_state = "donut2"
D.reagents.add_reagent("sprinkles", 2)
D.filling_color = "#FF69B4"
/mob/living/simple_animal/pet/cat/cak/attack_hand(mob/living/L)
..()
if(L.a_intent == INTENT_HARM && L.reagents && !stat)
L.reagents.add_reagent("nutriment", 0.4)
L.reagents.add_reagent("vitamin", 0.4)
/mob/living/simple_animal/pet/cat/cak/CheckParts(list/parts)
..()
var/obj/item/organ/internal/brain/B = locate(/obj/item/organ/internal/brain) in contents
if(!B || !B.brainmob || !B.brainmob.mind)
return
B.brainmob.mind.transfer_to(src)
to_chat(src, "<span class='big bold'>You are a cak!</span><b> You're a harmless cat/cake hybrid that everyone loves. People can take bites out of you if they're hungry, but you regenerate health \
so quickly that it generally doesn't matter. You're remarkably resilient to any damage besides this and it's hard for you to really die at all. You should go around and bring happiness and \
free cake to the station!</b>")
var/new_name = stripped_input(src, "Enter your name, or press \"Cancel\" to stick with Keeki.", "Name Change")
if(new_name)
to_chat(src, "<span class='notice'>Your name is now <b>\"[new_name]\"</b>!</span>")
name = new_name
@@ -620,4 +620,4 @@
. = ..(gibbed)
if(!.)
return FALSE
do_sparks(3, 1, src)
do_sparks(3, 1, src)
@@ -5,6 +5,7 @@
icon_state = "mouse_gray"
icon_living = "mouse_gray"
icon_dead = "mouse_gray_dead"
icon_resting = "mouse_gray_sleep"
speak = list("Squeek!","SQUEEK!","Squeek?")
speak_emote = list("squeeks","squeaks","squiks")
emote_hear = list("squeeks","squeaks","squiks")
@@ -69,6 +70,7 @@
icon_state = "mouse_[mouse_color]"
icon_living = "mouse_[mouse_color]"
icon_dead = "mouse_[mouse_color]_dead"
icon_resting = "mouse_[mouse_color]_sleep"
desc = "It's a small [mouse_color] rodent, often seen hiding in maintenance areas and making a nuisance of itself."
/mob/living/simple_animal/mouse/proc/splat()
@@ -121,7 +123,7 @@
if(on_CD == 1)
return
switch(act)
if("squeak")
message = "<B>\The [src]</B> squeaks!"
@@ -207,4 +209,16 @@
/mob/living/simple_animal/mouse/blobinfected/get_scooped(mob/living/carbon/grabber)
to_chat(grabber, "<span class='warning'>You try to pick up [src], but they slip out of your grasp!</span>")
to_chat(src, "<span class='warning'>[src] tries to pick you up, but you wriggle free of their grasp!</span>")
to_chat(src, "<span class='warning'>[src] tries to pick you up, but you wriggle free of their grasp!</span>")
/mob/living/simple_animal/mouse/fluff/clockwork
name = "Chip"
real_name = "Chip"
mouse_color = "clockwork"
icon_state = "mouse_clockwork"
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "stamps on"
gold_core_spawnable = CHEM_MOB_SPAWN_INVALID
can_collar = 0
butcher_results = list(/obj/item/stack/sheet/metal = 1)
@@ -20,7 +20,7 @@
regenerate_icons()
/mob/living/simple_animal/pet/death(gibbed)
..()
. = ..()
regenerate_icons()
/mob/living/simple_animal/pet/regenerate_icons(cut_overlays = 1)
@@ -28,4 +28,4 @@
overlays.Cut()
if(collar)
overlays += "[icon_state]collar"
overlays += "[icon_state]tag"
overlays += "[icon_state]tag"
@@ -74,4 +74,5 @@
a_intent = INTENT_HARM
pass_flags = PASSTABLE
universal_speak = 1
universal_understand = 1
universal_understand = 1
gold_core_spawnable = CHEM_MOB_SPAWN_INVALID //badmin only
@@ -132,6 +132,23 @@
/mob/living/simple_animal/hostile/poison/bees/worker
//Blank type define in case we need to give them special stuff later, plus organization (currently they are same as base type bee)
/mob/living/simple_animal/hostile/poison/bees/worker/Destroy()
if(beehome)
if(beehome.bees)
beehome.bees.Remove(src)
beehome = null
return ..()
/mob/living/simple_animal/hostile/poison/bees/worker/death(gibbed)
. = ..()
if(!.)
return
if(beehome)
if(beehome.bees)
beehome.bees.Remove(src)
beehome = null
/mob/living/simple_animal/hostile/poison/bees/worker/examine(mob/user)
..()
@@ -2,7 +2,7 @@
/mob/living/simple_animal/hostile/hellhound
// Sprites by FoS: http://nanotrasen.se/phpBB3/memberlist.php?mode=viewprofile&u=386
name = "Lesser Hellhound"
desc = "A horrifying, black canine monster, with glowing red eyes and vicious-looking teeth. A firey, lava-like substance drips from it."
desc = "A demonic-looking black canine monster with glowing red eyes and sharp teeth. A firey, lava-like substance drips from it."
icon_state = "hellhound"
icon_living = "hellhound"
icon_dead = "hellhound_dead"
@@ -97,7 +97,7 @@
/mob/living/simple_animal/hostile/hellhound/AttackingTarget()
. = ..()
if(ishuman(target))
if(ishuman(target) && (!client || a_intent == INTENT_HARM))
special_aoe()
/mob/living/simple_animal/hostile/hellhound/attackby(obj/item/C, mob/user, params)
@@ -117,6 +117,7 @@
/mob/living/simple_animal/hostile/hellhound/greater
name = "Greater Hellhound"
desc = "A demonic-looking black canine monster with glowing red eyes and sharp teeth. Greater hounds are far stronger than their lesser kin, and typically employed by powerful bluespace entities."
icon_state = "hellhoundgreater"
icon_living = "hellhoundgreater"
icon_resting = "hellhoundgreater_sit"
@@ -15,7 +15,7 @@
melee_damage_upper = 3
attacktext = "claws"
attack_sound = 'sound/weapons/bladeslice.ogg'
projectilesound = 'sound/weapons/Gunshot.ogg'
projectilesound = 'sound/weapons/gunshots/gunshot.ogg'
projectiletype = /obj/item/projectile/hivebotbullet
faction = list("hivebot")
check_friendly_fire = 1
@@ -189,6 +189,13 @@
L.EyeBlind(4)
return
/mob/living/simple_animal/hostile/statue/update_sight()
if(!client)
return
if(stat == DEAD)
grant_death_vision()
return
//Toggle Night Vision
/obj/effect/proc_holder/spell/targeted/night_vision
name = "Toggle Nightvision"
@@ -76,6 +76,7 @@
var/sentience_type = SENTIENCE_ORGANIC // Sentience type, for slime potions
var/list/loot = list() //list of things spawned at mob's loc when it dies
var/del_on_death = 0 //causes mob to be deleted on death, useful for mobs that spawn lootable corpses
var/attacked_sound = "punch"
var/deathmessage = ""
var/death_sound = null //The sound played on death
+6
View File
@@ -64,4 +64,10 @@
for(var/s in sharedSoullinks)
var/datum/soullink/S = s
S.sharerRevives(src)
if(mind)
for(var/S in mind.spell_list)
var/obj/effect/proc_holder/spell/spell = S
spell.updateButtonIcon()
return 1

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