Merges conflicts

This commit is contained in:
FlattestGuitar
2017-07-16 23:58:43 +02:00
549 changed files with 7552 additions and 4844 deletions
+28 -6
View File
@@ -73,7 +73,7 @@
temp = pick(graffiti)
else
temp = href_list["type"]
if((usr.restrained() || usr.stat || usr.get_active_hand() != src))
if((usr.restrained() || usr.stat || !usr.is_in_active_hand(src)))
return
drawtype = temp
update_window(usr)
@@ -147,6 +147,29 @@
colour = "#DA00FF"
colourName = "purple"
/obj/item/toy/crayon/random/New()
icon_state = pick(list("crayonred", "crayonorange", "crayonyellow", "crayongreen", "crayonblue", "crayonpurple"))
switch(icon_state)
if("crayonred")
colour = "#DA0000"
colourName = "red"
if("crayonorange")
colour = "#FF9300"
colourName = "orange"
if("crayonyellow")
colour = "#FFF200"
colourName = "yellow"
if("crayongreen")
colour = "#A8E61D"
colourName = "green"
if("crayonblue")
colour = "#00B7EF"
colourName = "blue"
if("crayonpurple")
colour = "#DA00FF"
colourName = "purple"
..()
/obj/item/toy/crayon/white
icon_state = "crayonwhite"
colour = "#FFFFFF"
@@ -167,7 +190,7 @@
..()
/obj/item/toy/crayon/mime/Topic(href,href_list)
if((usr.restrained() || usr.stat || usr.get_active_hand() != src))
if(!Adjacent(usr) || usr.incapacitated())
return
if(href_list["color"])
if(colour != "#FFFFFF")
@@ -192,11 +215,10 @@
..()
/obj/item/toy/crayon/rainbow/Topic(href,href_list[])
if(!Adjacent(usr) || usr.incapacitated())
return
if(href_list["color"])
var/temp = input(usr, "Please select colour.", "Crayon colour") as color
if((usr.restrained() || usr.stat || usr.get_active_hand() != src))
return
colour = temp
update_window(usr)
else
@@ -214,7 +236,7 @@
/obj/item/toy/crayon/spraycan/New()
..()
name = "NanoTrasen-brand Rapid Paint Applicator"
name = "Nanotrasen-brand Rapid Paint Applicator"
update_icon()
/obj/item/toy/crayon/spraycan/attack_self(mob/living/user as mob)
+16 -1
View File
@@ -74,6 +74,21 @@
if(O.trace_chemicals[V] > 0 && !chemtraces.Find(V))
chemtraces += V
/obj/item/weapon/autopsy_scanner/attackby(obj/item/weapon/P, mob/user)
if(istype(P, /obj/item/weapon/pen))
var/dead_name = input("Insert name of deceased individual")
var/dead_rank = input("Insert rank of deceased individual")
var/dead_tod = input("Insert time of death")
var/dead_cause = input("Insert cause of death")
var/dead_chems = input("Insert any chemical traces")
var/dead_notes = input("Insert any relevant notes")
var/obj/item/weapon/paper/R = new(user.loc)
R.name = "Official Coroner's Report - [dead_name]"
R.info = "<b>NanoTrasen Science Station Cyberiad - Coroner's Report</b><br><br><b>Name of Deceased:</b> [dead_name]</br><br><b>Rank of Deceased:</b> [dead_rank]<br><br><b>Time of Death:</b> [dead_tod]<br><br><b>Cause of Death:</b> [dead_cause]<br><br><b>Trace Chemicals:</b> [dead_chems]<br><br><b>Additional Coroner's Notes:</b> [dead_notes]<br><br><b>Coroner's Signature:</b> <span class=\"paper_field\">"
playsound(loc, 'sound/goonstation/machines/printer_thermal.ogg', 50, 1)
sleep(10)
user.put_in_hands(R)
/obj/item/weapon/autopsy_scanner/attack_self(mob/user)
if(!wdata.len && !chemtraces.len)
return
@@ -181,4 +196,4 @@
M.visible_message("<span class='warning'>[user] scans the wounds on [M]'s [S] with [src]</span>")
add_data(S)
return 1
return 1
@@ -43,8 +43,7 @@
if(active_dummy)
eject_all()
playsound(get_turf(src), 'sound/effects/pop.ogg', 100, 1, -6)
qdel(active_dummy)
active_dummy = null
QDEL_NULL(active_dummy)
to_chat(usr, "<span class='notice'>You deactivate \the [src].</span>")
var/obj/effect/overlay/T = new/obj/effect/overlay(get_turf(src))
T.icon = 'icons/effects/effects.dmi'
+38
View File
@@ -39,6 +39,11 @@
overcharged = 1
overlays += "overcharge"
/obj/item/device/flash/random/New()
..()
if(prob(25))
broken = 1
icon_state = "[initial(icon_state)]burnt"
/obj/item/device/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
broken = 1
@@ -196,4 +201,37 @@
icon_state = "memorizer"
item_state = "nullrod"
/obj/item/device/flash/armimplant
name = "photon projector"
desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocals fix the flashbulb if it ever burns out."
var/flashcd = 20
var/overheat = 0
var/obj/item/organ/internal/cyberimp/arm/flash/I = null
/obj/item/device/flash/armimplant/Destroy()
I = null
return ..()
/obj/item/device/flash/armimplant/burn_out()
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector implant overheats and deactivates!</span>")
I.Retract()
overheat = FALSE
addtimer(src, "cooldown", flashcd * 2)
/obj/item/device/flash/armimplant/try_use_flash(mob/user = null)
if(overheat)
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector is running too hot to be used again so quickly!</span>")
return FALSE
overheat = TRUE
addtimer(src, "cooldown", flashcd)
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
update_icon(1)
return TRUE
/obj/item/device/flash/armimplant/proc/cooldown()
overheat = FALSE
/obj/item/device/flash/synthetic //just a regular flash now
-45
View File
@@ -1,45 +0,0 @@
//copy pasta of the space piano, don't hurt me -Pete
/obj/item/device/guitar
name = "guitar"
desc = "It's made of wood and has bronze strings."
icon = 'icons/obj/musician.dmi'
icon_state = "guitar"
item_state = "guitar"
force = 10
burn_state = FLAMMABLE
burntime = 20
var/datum/song/handheld/song
hitsound = 'sound/effects/guitarsmash.ogg'
/obj/item/device/guitar/New()
song = new("guitar", src)
song.instrumentExt = "ogg"
/obj/item/device/guitar/Destroy()
QDEL_NULL(song)
return ..()
/obj/item/device/guitar/attack_self(mob/user as mob)
ui_interact(user)
/obj/item/device/guitar/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
if(!isliving(user) || user.incapacitated())
return
song.ui_interact(user, ui_key, ui, force_open)
/obj/item/device/guitar/ui_data(mob/user, ui_key = "main", datum/topic_state/state = default_state)
return song.ui_data(user, ui_key, state)
/obj/item/device/guitar/Topic(href, href_list)
song.Topic(href, href_list)
/datum/crafting_recipe/guitar
name = "Guitar"
result = /obj/item/device/guitar
reqs = list(/obj/item/stack/sheet/wood = 5,
/obj/item/stack/cable_coil = 6,
/obj/item/stack/tape_roll = 5)
tools = list(/obj/item/weapon/screwdriver, /obj/item/weapon/wirecutters)
time = 80
@@ -0,0 +1,103 @@
//copy pasta of the space piano, don't hurt me -Pete
/obj/item/device/instrument
name = "generic instrument"
icon = 'icons/obj/musician.dmi'
burn_state = FLAMMABLE
var/datum/song/handheld/song
var/instrumentId = "generic"
var/instrumentExt = "ogg"
/obj/item/device/instrument/New()
song = new(instrumentId, src)
song.instrumentExt = instrumentExt
..()
/obj/item/device/instrument/Destroy()
QDEL_NULL(song)
return ..()
/obj/item/device/instrument/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] begins to play 'Gloomy Sunday'! It looks like \he's trying to commit suicide!</span>")
return (BRUTELOSS)
/obj/item/device/instrument/initialize(mapload)
song.tempo = song.sanitize_tempo(song.tempo) // tick_lag isn't set when the map is loaded
..()
/obj/item/device/instrument/attack_self(mob/user)
ui_interact(user)
/obj/item/device/instrument/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 1)
if(!isliving(user) || user.incapacitated())
return
song.ui_interact(user, ui_key, ui, force_open)
/obj/item/device/instrument/ui_data(mob/user, ui_key = "main", datum/topic_state/state = default_state)
return song.ui_data(user, ui_key, state)
/obj/item/device/instrument/Topic(href, href_list)
song.Topic(href, href_list)
/obj/item/device/instrument/violin
name = "space violin"
desc = "A wooden musical instrument with four strings and a bow. \"The devil went down to space, he was looking for an assistant to grief.\""
icon_state = "violin"
item_state = "violin"
force = 10
hitsound = "swing_hit"
instrumentId = "violin"
/obj/item/device/instrument/violin/golden
name = "golden violin"
desc = "A golden musical instrument with four strings and a bow. \"The devil went down to space, he was looking for an assistant to grief.\""
icon_state = "golden_violin"
item_state = "golden_violin"
burn_state = LAVA_PROOF
/obj/item/device/instrument/guitar
name = "guitar"
desc = "It's made of wood and has bronze strings."
icon_state = "guitar"
item_state = "guitar"
force = 10
attack_verb = list("played metal on", "serenaded", "crashed", "smashed")
hitsound = 'sound/effects/guitarsmash.ogg'
instrumentId = "guitar"
/obj/item/device/instrument/eguitar
name = "electric guitar"
desc = "Makes all your shredding needs possible."
icon_state = "eguitar"
item_state = "eguitar"
force = 12
attack_verb = list("played metal on", "shredded", "crashed", "smashed")
hitsound = 'sound/weapons/stringsmash.ogg'
instrumentId = "eguitar"
/datum/crafting_recipe/violin
name = "Violin"
result = /obj/item/device/instrument/violin
reqs = list(/obj/item/stack/sheet/wood = 5,
/obj/item/stack/cable_coil = 6,
/obj/item/stack/tape_roll = 5)
tools = list(/obj/item/weapon/screwdriver, /obj/item/weapon/wirecutters)
time = 80
/datum/crafting_recipe/guitar
name = "Guitar"
result = /obj/item/device/instrument/guitar
reqs = list(/obj/item/stack/sheet/wood = 5,
/obj/item/stack/cable_coil = 6,
/obj/item/stack/tape_roll = 5)
tools = list(/obj/item/weapon/screwdriver, /obj/item/weapon/wirecutters)
time = 80
/datum/crafting_recipe/eguitar
name = "Electric Guitar"
result = /obj/item/device/instrument/eguitar
reqs = list(/obj/item/stack/sheet/metal = 5,
/obj/item/stack/cable_coil = 6,
/obj/item/stack/tape_roll = 5)
tools = list(/obj/item/weapon/screwdriver, /obj/item/weapon/wirecutters)
time = 80
@@ -81,7 +81,7 @@
return
if(ishuman(user))
var/mob/living/carbon/human/H = user
if((HULK in H.mutations) || (H.species.flags & NOGUNS))
if((HULK in H.mutations) || (NOGUNS in H.species.species_traits))
user << "<span class='warning'>Your fingers can't press the button!</span>"
return
@@ -37,6 +37,7 @@ var/global/list/default_medbay_channels = list(
var/list/channels = list() //see communications.dm for full list. First channes is a "default" for :h
var/subspace_transmission = 0
var/syndie = 0//Holder to see if it's a syndicate encrpyed radio
var/disable_timer = 0 //How many times this is disabled by EMPs
var/is_special = 0 //For electropacks mostly, skips Topic() checks
@@ -246,6 +247,13 @@ var/global/list/default_medbay_channels = list(
A.name = from
A.role = role
A.message = message
var/jammed = FALSE
for(var/obj/item/device/jammer/jammer in active_jammers)
if(get_dist(get_turf(src), get_turf(jammer)) < jammer.range)
jammed = TRUE
break
if(jammed)
message = Gibberish(message, 100)
Broadcast_Message(connection, A,
0, "*garbled automated announcement*", src,
message, from, "Automated Announcement", from, "synthesized voice",
@@ -331,6 +339,12 @@ var/global/list/default_medbay_channels = list(
var/datum/radio_frequency/connection = message_mode
var/turf/position = get_turf(src)
var/jammed = FALSE
for(var/obj/item/device/jammer/jammer in active_jammers)
if(get_dist(position, get_turf(jammer)) < jammer.range)
jammed = TRUE
break
//#### Tagging the signal with all appropriate identity values ####//
// ||-- The mob's name identity --||
@@ -344,6 +358,9 @@ var/global/list/default_medbay_channels = list(
var/jobname // the mob's "job"
if(jammed)
message = Gibberish(message, 100)
// --- Human: use their actual job ---
if(ishuman(M))
var/mob/living/carbon/human/H = M
@@ -599,12 +616,25 @@ var/global/list/default_medbay_channels = list(
else return
/obj/item/device/radio/emp_act(severity)
on = 0
disable_timer++
addtimer(src, "enable_radio", rand(100, 200))
if(listening)
visible_message("<span class='warning'>[src] buzzes violently!</span>")
broadcasting = 0
listening = 0
for(var/ch_name in channels)
channels[ch_name] = 0
..()
/obj/item/device/radio/proc/enable_radio()
if(disable_timer > 0)
disable_timer--
if(!disable_timer)
on = 1
///////////////////////////////
//////////Borg Radios//////////
///////////////////////////////
+24 -23
View File
@@ -14,6 +14,7 @@ REAGENT SCANNER
icon_state = "t-ray0"
var/on = 0
slot_flags = SLOT_BELT
w_class = 2
w_class = WEIGHT_CLASS_SMALL
item_state = "electronic"
materials = list(MAT_METAL=150)
@@ -164,15 +165,9 @@ REAGENT SCANNER
var/mob/living/carbon/human/H = M
var/list/damaged = H.get_damaged_organs(1,1)
user.show_message("<span class='notice'>Localized Damage, Brute/Burn:</span>",1)
if(length(damaged)>0)
if(length(damaged) > 0)
for(var/obj/item/organ/external/org in damaged)
user.show_message(text("<span class='notice'>\t []: [][] - []</span>", \
capitalize(org.name), \
(org.brute_dam > 0) ? "<span class='warning'>[org.brute_dam]</span>" :0, \
(org.status & ORGAN_BLEEDING)?"<span class='danger'>\[Bleeding\]</span>":"\t", \
(org.burn_dam > 0) ? "<font color='#FFA500'>[org.burn_dam]</font>" :0),1)
else
user.show_message("<span class='notice'>\t Limbs are OK.</span>",1)
user.show_message("\t\t<span class='info'>[capitalize(org.name)]: [(org.brute_dam > 0) ? "<font color='red'>[org.brute_dam]</font></span>" : "<font color='red'>0</font>"]-[(org.burn_dam > 0) ? "<font color='#FF8000'>[org.burn_dam]</font>" : "<font color='#FF8000'>0</font>"]")
OX = M.getOxyLoss() > 50 ? "<font color='blue'><b>Severe oxygen deprivation detected</b></font>" : "Subject bloodstream oxygen level normal"
TX = M.getToxLoss() > 50 ? "<font color='green'><b>Dangerous amount of toxins detected</b></font>" : "Subject bloodstream toxin level minimal"
@@ -184,9 +179,10 @@ REAGENT SCANNER
if(istype(M, /mob/living/carbon))
if(upgraded)
chemscan(user, M)
for(var/datum/disease/D in M.viruses)
for(var/thing in M.viruses)
var/datum/disease/D = thing
if(!(D.visibility_flags & HIDDEN_SCANNER))
to_chat(user, "<span class='alert'><b>Warning: [D.form] detected</b>\nName: [D.name].\nType: [D.spread_text].\nStage: [D.stage]/[D.max_stages].\nPossible Cure: [D.cure_text]</span>")
user.show_message("<span class='alert'><b>Warning: [D.form] detected</b>\nName: [D.name].\nType: [D.spread_text].\nStage: [D.stage]/[D.max_stages].\nPossible Cure: [D.cure_text]</span>")
if(M.getStaminaLoss())
user.show_message("<span class='info'>Subject appears to be suffering from fatigue.</span>")
if(M.getCloneLoss())
@@ -223,20 +219,25 @@ REAGENT SCANNER
for(var/datum/wound/W in e.wounds) if(W.internal)
user.show_message(text("<span class='warning'>Internal bleeding detected. Advanced scanner required for location.</span>"), 1)
break
if(H.vessel)
var/blood_type = H.get_blood_name()
var/blood_volume = round(H.vessel.get_reagent_amount(blood_type))
var/blood_percent = blood_volume / BLOOD_VOLUME_NORMAL
blood_percent *= 100
if(blood_volume <= 500)
user.show_message("<span class='warning'><b>Warning: Blood Level LOW: [blood_percent]% [blood_volume]cl</span>")
else if(blood_volume <= 336)
user.show_message("<span class='warning'><b>Warning: Blood Level CRITICAL: [blood_percent]% [blood_volume]cl</span>")
var/blood_id = H.get_blood_id()
if(blood_id)
if(H.bleed_rate)
user.show_message("<span class='danger'>Subject is bleeding!</span>")
var/blood_percent = round((H.blood_volume / BLOOD_VOLUME_NORMAL)*100)
var/blood_type = H.b_type
if(blood_id != "blood")//special blood substance
var/datum/reagent/R = chemical_reagents_list[blood_id]
if(R)
blood_type = R.name
else
blood_type = blood_id
if(H.blood_volume <= BLOOD_VOLUME_SAFE && H.blood_volume > BLOOD_VOLUME_OKAY)
user.show_message("<span class='danger'>LOW blood level [blood_percent] %, [H.blood_volume] cl,</span> <span class='info'>type: [blood_type]</span>")
else if(H.blood_volume <= BLOOD_VOLUME_OKAY)
user.show_message("<span class='danger'>CRITICAL blood level [blood_percent] %, [H.blood_volume] cl,</span> <span class='info'>type: [blood_type]</span>")
else
user.show_message("<span class='notice'>Blood Level Normal: [blood_percent]% [blood_volume]cl</span>")
if(H.species.exotic_blood)
user.show_message("<span class='warning'>Subject possesses exotic blood.</span>")
user.show_message("<span class='warning'>Exotic blood type: [blood_type].</span>")
user.show_message("<span class='info'>Blood level [blood_percent] %, [H.blood_volume] cl, type: [blood_type]</span>")
if(H.undergoing_cardiac_arrest() && H.stat != DEAD)
user.show_message("<span class='userdanger'>Subject suffering from heart attack: Apply defibrillator immediately.</span>")
user.show_message("<span class='notice'>Subject's pulse: <font color='[H.pulse == PULSE_THREADY || H.pulse == PULSE_NONE ? "red" : "blue"]'>[H.get_pulse(GETPULSE_TOOL)] bpm.</font></span>")
@@ -146,3 +146,22 @@ effective or pretty fucking useless.
attack_self(usr)
add_fingerprint(usr)
return
/obj/item/device/jammer
name = "radio jammer"
desc = "Device used to disrupt nearby radio communication."
icon_state = "jammer"
var/active = FALSE
var/range = 12
/obj/item/device/jammer/Destroy()
active_jammers -= src
return ..()
/obj/item/device/jammer/attack_self(mob/user)
to_chat(user,"<span class='notice'>You [active ? "deactivate" : "activate"] the [src].</span>")
active = !active
if(active)
active_jammers |= src
else
active_jammers -= src
-41
View File
@@ -1,41 +0,0 @@
//copy pasta of the space piano, don't hurt me -Pete
/obj/item/device/violin
name = "space violin"
desc = "A wooden musical instrument with four strings and a bow. \"The devil went down to space, he was looking for an assistant to grief.\""
icon = 'icons/obj/musician.dmi'
icon_state = "violin"
item_state = "violin"
attack_verb = list("strung", "fiddled", "tuned", "pitched")
force = 10
burn_state = FLAMMABLE
burntime = 20
hitsound = 'sound/weapons/smash.ogg'
var/datum/song/handheld/song
/obj/item/device/violin/New()
song = new("violin", src)
song.instrumentExt = "ogg"
/obj/item/device/violin/Destroy()
QDEL_NULL(song)
return ..()
/obj/item/device/violin/initialize()
song.tempo = song.sanitize_tempo(song.tempo) // tick_lag isn't set when the map is loaded
..()
/obj/item/device/violin/attack_self(mob/user as mob)
ui_interact(user)
/obj/item/device/violin/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
if(!isliving(user) || user.incapacitated())
return
song.ui_interact(user, ui_key, ui, force_open)
/obj/item/device/violin/ui_data(mob/user, ui_key = "main", datum/topic_state/state = default_state)
return song.ui_data(user, ui_key, state)
/obj/item/device/violin/Topic(href, href_list)
song.Topic(href, href_list)
+1 -1
View File
@@ -59,5 +59,5 @@
var/obj/item/weapon/tank/T = W
blow(T, user)
return
if(is_sharp(W) || is_hot(W) || can_puncture(W))
if(is_sharp(W) || is_hot(W) || is_pointed(W))
burst()
+1 -1
View File
@@ -174,7 +174,7 @@ var/list/tape_roll_applications = list()
breaktape(/obj/item/weapon/wirecutters,user)
/obj/item/tape/proc/breaktape(obj/item/weapon/W as obj, mob/user as mob)
if(user.a_intent == INTENT_HELP && ((!can_puncture(W) && src.allowed(user))))
if(user.a_intent == INTENT_HELP && ((!is_pointed(W) && src.allowed(user))))
to_chat(user, "You can't break the [src] with that!")
return
user.visible_message("<span class=warning>[user] breaks the [src]!</span>", "<span class=warning>You break the [src]!</span>")
+14 -5
View File
@@ -7,7 +7,7 @@
slot_flags = SLOT_BELT
var/list/part = null
var/sabotaged = 0 //Emagging limbs can have repercussions when installed as prosthetics.
var/model_info
var/model_info = "Unbranded"
dir = SOUTH
/obj/item/robot_parts/New(newloc, model)
@@ -23,33 +23,38 @@
else
name = "robot [initial(name)]"
/obj/item/robot_parts/attack_self(mob/user)
var/choice = input(user, "Select the company appearance for this limb.", "Limb Company Selection") as null|anything in selectable_robolimbs
if(!choice)
return
if(loc != user)
return
model_info = choice
to_chat(usr, "<span class='notice'>You change the company limb model to [choice].</span>")
/obj/item/robot_parts/l_arm
name = "left arm"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "l_arm"
part = list("l_arm","l_hand")
model_info = 1
/obj/item/robot_parts/r_arm
name = "right arm"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "r_arm"
part = list("r_arm","r_hand")
model_info = 1
/obj/item/robot_parts/l_leg
name = "left leg"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "l_leg"
part = list("l_leg","l_foot")
model_info = 1
/obj/item/robot_parts/r_leg
name = "right leg"
desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case."
icon_state = "r_leg"
part = list("r_leg","r_foot")
model_info = 1
/obj/item/robot_parts/chest
name = "torso"
@@ -80,6 +85,7 @@
name = "endoskeleton"
desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors."
icon_state = "robo_suit"
model_info = null
var/obj/item/robot_parts/l_arm/l_arm = null
var/obj/item/robot_parts/r_arm/r_arm = null
var/obj/item/robot_parts/l_leg/l_leg = null
@@ -108,6 +114,9 @@
forced_ai = null
return ..()
/obj/item/robot_parts/robot_suit/attack_self(mob/user)
return
/obj/item/robot_parts/robot_suit/proc/updateicon()
overlays.Cut()
if(l_arm)
@@ -37,8 +37,7 @@
R.hands.icon_state = "nomod"
R.icon_state = "robot"
R.module.remove_subsystems_and_actions(R)
qdel(R.module)
R.module = null
QDEL_NULL(R.module)
R.camera.network.Remove(list("Engineering", "Medical", "Mining Outpost"))
R.rename_character(R.real_name, R.get_default_name("Default"))
+28 -20
View File
@@ -11,6 +11,7 @@
var/heal_burn = 0
var/self_delay = 20
var/unique_handling = 0 //some things give a special prompt, do we want to bypass some checks in parent?
var/stop_bleeding = 0
/obj/item/stack/medical/attack(mob/living/M, mob/user)
if(!iscarbon(M) && !isanimal(M))
@@ -37,6 +38,14 @@
to_chat(user, "<span class='danger'>This can't be used on a robotic limb.</span>")
return 1
if(stop_bleeding)
if(H.bleedsuppress)
to_chat(user, "<span class='warning'>[H]'s bleeding is already bandaged!</span>")
return 1
else if(!H.bleed_rate)
to_chat(user, "<span class='warning'>[H] isn't bleeding!</span>")
return 1
if(M == user && !unique_handling)
user.visible_message("<span class='notice'>[user] starts to apply [src] on [H]...</span>")
if(!do_mob(user, H, self_delay))
@@ -76,6 +85,7 @@
desc = "Some sterile gauze to wrap around bloody stumps."
icon_state = "gauze"
origin_tech = "biotech=2"
stop_bleeding = 1800
/obj/item/stack/medical/bruise_pack/attack(mob/living/M, mob/user)
if(..())
@@ -86,19 +96,18 @@
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open == 0)
var/bandaged = affecting.bandage()
var/disinfected = affecting.disinfect()
affecting.bandage()
affecting.disinfect()
if(!(bandaged || disinfected))
to_chat(user, "<span class='warning'>The wounds on [H]'s [affecting.name] have already been bandaged.</span>")
return 1
else
user.visible_message("<span class='green'>[user] bandages the wounds on [H]'s [affecting.name].", \
"<span class='green'>You bandage the wounds on [H]'s [affecting.name].</span>" )
user.visible_message("<span class='green'>[user] bandages the wounds on [H]'s [affecting.name].</span>", \
"<span class='green'>You bandage the wounds on [H]'s [affecting.name].</span>" )
affecting.heal_damage(heal_brute, heal_burn)
H.UpdateDamageIcon()
use(1)
if(stop_bleeding)
if(!H.bleedsuppress) //so you can't stack bleed suppression
H.suppress_bloodloss(stop_bleeding)
affecting.heal_damage(heal_brute, heal_burn)
H.UpdateDamageIcon()
use(1)
else
to_chat(user, "<span class='warning'>[affecting] is cut open, you'll need more than a bandage!</span>")
@@ -109,6 +118,7 @@
desc = "An advanced trauma kit for severe injuries."
icon_state = "traumakit"
heal_brute = 25
stop_bleeding = 0
@@ -132,15 +142,13 @@
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open == 0)
if(!affecting.salve())
to_chat(user, "<span class='warning'>The wounds on [H]'s [affecting.name] have already been salved.</span>")
return 1
else
user.visible_message("<span class='green'>[user] salves the wounds on [H]'s [affecting.name].", \
"<span class='green'>You salve the wounds on [H]'s [affecting.name].</span>" )
affecting.heal_damage(heal_brute, heal_burn)
H.UpdateDamageIcon()
use(1)
affecting.salve()
user.visible_message("<span class='green'>[user] salves the wounds on [H]'s [affecting.name].</span>", \
"<span class='green'>You salve the wounds on [H]'s [affecting.name].</span>" )
affecting.heal_damage(heal_brute, heal_burn)
H.UpdateDamageIcon()
use(1)
else
to_chat(user, "<span class='warning'>[affecting] is cut open, you'll need more than some ointment!</span>")
+1 -1
View File
@@ -55,7 +55,7 @@ var/global/list/datum/stack_recipe/rod_recipes = list ( \
"<span class='notice'>You shape [src] into metal with the welding tool.</span>", \
"<span class='italics'>You hear welding.</span>")
var/replace = user.get_inactive_hand() == src
var/replace = user.is_in_inactive_hand(src)
use(2)
if(get_amount() <= 0 && replace)
user.unEquip(src, 1)
@@ -123,6 +123,7 @@ var/global/list/datum/stack_recipe/metal_recipes = list(
*/
var/global/list/datum/stack_recipe/plasteel_recipes = list(
new /datum/stack_recipe("AI core", /obj/structure/AIcore, 4, time = 50, one_per_turf = 1),
new /datum/stack_recipe("bomb assembly", /obj/machinery/syndicatebomb/empty, 10, time = 50),
new /datum/stack_recipe("Surgery Table", /obj/machinery/optable, 5, time = 50, one_per_turf = 1, on_floor = 1),
new /datum/stack_recipe("Metal crate", /obj/structure/closet/crate, 10, time = 50, one_per_turf = 1),
new /datum/stack_recipe("Mass Driver frame", /obj/machinery/mass_driver_frame, 3, time = 50, one_per_turf = 1)
+26 -8
View File
@@ -36,6 +36,23 @@
/obj/item/stack/attack_self(mob/user)
list_recipes(user)
/obj/item/stack/attack_self_tk(mob/user)
list_recipes(user)
/obj/item/stack/attack_tk(mob/user)
if(user.stat || !isturf(loc)) return
// Allow remote stack splitting, because telekinetic inventory managing
// is really cool
if(src in user.tkgrabbed_objects)
var/obj/item/stack/F = split(user, 1)
F.attack_tk(user)
if(src && user.machine == src)
spawn(0)
interact(user)
else
..()
/obj/item/stack/proc/list_recipes(mob/user, recipes_sublist)
if(!recipes)
return
@@ -107,7 +124,7 @@
/obj/item/stack/Topic(href, href_list)
..()
if(usr.incapacitated() || usr.get_active_hand() != src)
if(usr.incapacitated() || !usr.is_in_active_hand(src))
return 0
if(href_list["sublist"] && !href_list["make"])
@@ -124,6 +141,7 @@
var/datum/stack_recipe/R = recipes_list[text2num(href_list["make"])]
var/multiplier = text2num(href_list["multiplier"])
var/atom/creation_loc = (loc == usr) ? usr.loc : loc
if(!multiplier)
multiplier = 1
@@ -134,11 +152,11 @@
to_chat(usr, "<span class='warning'>You haven't got enough [src] to build \the [R.title]!</span>")
return 0
if(R.one_per_turf && (locate(R.result_type) in usr.loc))
if(R.one_per_turf && (locate(R.result_type) in creation_loc))
to_chat(usr, "<span class='warning'>There is another [R.title] here!</span>")
return 0
if(R.on_floor && !istype(usr.loc, /turf/simulated))
if(R.on_floor && !istype(creation_loc, /turf/simulated))
to_chat(usr, "<span class='warning'>\The [R.title] must be constructed on the floor!</span>")
return 0
@@ -150,7 +168,7 @@
if(amount < R.req_amount * multiplier)
return
var/atom/O = new R.result_type(usr.loc)
var/atom/O = new R.result_type(creation_loc)
O.dir = usr.dir
if(R.max_res_amount > 1)
var/obj/item/stack/new_item = O
@@ -215,7 +233,7 @@
return max_amount
/obj/item/stack/proc/split(mob/user, amt)
var/obj/item/stack/F = new type(user, amt)
var/obj/item/stack/F = new type(loc, amt)
F.copy_evidences(src)
if(isliving(user))
add_fingerprint(user)
@@ -224,7 +242,7 @@
return F
/obj/item/stack/attack_hand(mob/user)
if(user.get_inactive_hand() == src)
if(user.is_in_inactive_hand(src))
var/obj/item/stack/F = split(user, 1)
user.put_in_hands(F)
if(src && usr.machine == src)
@@ -241,7 +259,7 @@
return 1
var/to_transfer
if(user.get_inactive_hand() == src)
if(user.is_in_inactive_hand(src))
var/desired = input("How much would you like to transfer from this stack?", "How much?", 1) as null|num
if(!desired)
return
@@ -267,4 +285,4 @@
fingerprints = from.fingerprints
fingerprintshidden = from.fingerprintshidden
fingerprintslast = from.fingerprintslast
//TODO bloody overlay
//TODO bloody overlay
+2 -3
View File
@@ -1276,7 +1276,7 @@ obj/item/toy/cards/deck/syndicate/black
/obj/item/toy/minigibber
name = "miniature gibber"
desc = "A miniature recreation of NanoTrasen's famous meat grinder."
desc = "A miniature recreation of Nanotrasen's famous meat grinder."
icon = 'icons/obj/toy.dmi'
icon_state = "minigibber"
attack_verb = list("grinded", "gibbed")
@@ -1288,8 +1288,7 @@ obj/item/toy/cards/deck/syndicate/black
if(stored_minature)
to_chat(user, "<span class='danger'>\The [src] makes a violent grinding noise as it tears apart the miniature figure inside!</span>")
qdel(stored_minature)
stored_minature = null
QDEL_NULL(stored_minature)
playsound(user, 'sound/goonstation/effects/gib.ogg', 20, 1)
cooldown = world.time
+18 -8
View File
@@ -6,7 +6,7 @@ RCD
*/
/obj/item/weapon/rcd
name = "rapid-construction-device (RCD)"
desc = "A device used to rapidly build and deconstruct walls and floors."
desc = "A device used to rapidly build and deconstruct walls, floors and airlocks."
icon = 'icons/obj/tools.dmi'
icon_state = "rcd"
opacity = 0
@@ -68,7 +68,7 @@ RCD
if(istype(W, /obj/item/weapon/rcd_ammo))
var/obj/item/weapon/rcd_ammo/R = W
if((matter + R.ammoamt) > max_matter)
to_chat(user, "<span class='notice'>The RCD cant hold any more matter-units.</span>")
to_chat(user, "<span class='notice'>The RCD can't hold any more matter-units.</span>")
return
matter += R.ammoamt
user.drop_item()
@@ -84,6 +84,9 @@ RCD
//Change the mode
ui_interact(user)
/obj/item/weapon/rcd/attack_self_tk(mob/user)
ui_interact(user)
/obj/item/weapon/rcd/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1, var/datum/topic_state/state = inventory_state)
ui = nanomanager.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
@@ -199,7 +202,8 @@ RCD
to_chat(user, "Building Wall ...")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 20 * toolspeed, target = A))
if(!useResource(3, user)) return 0
if(!useResource(3, user))
return 0
activate()
var/turf/AT = A
AT.ChangeTurf(/turf/simulated/wall)
@@ -212,7 +216,10 @@ RCD
to_chat(user, "Building Airlock...")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 50 * toolspeed, target = A))
if(!useResource(10, user)) return 0
for(var/obj/machinery/door/airlock/D in A.contents)
return 0
if(!useResource(10, user))
return 0
activate()
var/obj/machinery/door/airlock/T = new door_type(A)
T.name = door_name
@@ -233,7 +240,8 @@ RCD
to_chat(user, "Deconstructing Wall...")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 40 * toolspeed, target = A))
if(!useResource(5, user)) return 0
if(!useResource(5, user))
return 0
activate()
var/turf/AT = A
AT.ChangeTurf(/turf/simulated/floor/plating)
@@ -245,7 +253,8 @@ RCD
to_chat(user, "Deconstructing Floor...")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 50 * toolspeed, target = A))
if(!useResource(5, user)) return 0
if(!useResource(5, user))
return 0
activate()
var/turf/AT = A
AT.ChangeTurf(/turf/space)
@@ -257,7 +266,8 @@ RCD
to_chat(user, "Deconstructing Airlock...")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 50 * toolspeed, target = A))
if(!useResource(20, user)) return 0
if(!useResource(20, user))
return 0
activate()
qdel(A)
return 1
@@ -361,7 +371,7 @@ RCD
/obj/item/weapon/rcd/borg/New()
..()
desc = "A device used to rapidly build and deconstruct walls and floors."
desc = "A device used to rapidly build and deconstruct walls, floors and airlocks."
canRwall = 1
+2 -2
View File
@@ -99,7 +99,7 @@
if(!get_location_accessible(H, "mouth"))
to_chat(user, "<span class='warning'>The mask is in the way.</span>")
return
if((C.species && C.species.flags & ALL_RPARTS) && robohead.is_monitor) //If the target is of a species that can have prosthetic heads, but the head doesn't support human hair 'wigs'...
if((C.species.bodyflags & ALL_RPARTS) && robohead.is_monitor) //If the target is of a species that can have prosthetic heads, but the head doesn't support human hair 'wigs'...
to_chat(user, "<span class='warning'>You find yourself disappointed at the appalling lack of facial hair.</span>")
return
if(C.f_style == "Shaved")
@@ -130,7 +130,7 @@
if(!get_location_accessible(H, "head"))
to_chat(user, "<span class='warning'>The headgear is in the way.</span>")
return
if((C.species && C.species.flags & ALL_RPARTS) && robohead.is_monitor) //If the target is of a species that can have prosthetic heads, but the head doesn't support human hair 'wigs'...
if((C.species.bodyflags & ALL_RPARTS) && robohead.is_monitor) //If the target is of a species that can have prosthetic heads, but the head doesn't support human hair 'wigs'...
to_chat(user, "<span class='warning'>You find yourself disappointed at the appalling lack of hair.</span>")
return
if(C.h_style == "Bald" || C.h_style == "Balding Hair" || C.h_style == "Skinhead")
+157 -167
View File
@@ -337,105 +337,100 @@
update_icon()
defib.cooldowncheck(user)
return
if(user.zone_sel && user.zone_sel.selecting == "chest")
user.visible_message("<span class='warning'>[user] begins to place [src] on [M.name]'s chest.</span>", "<span class='warning'>You begin to place [src] on [M.name]'s chest.</span>")
busy = 1
update_icon()
if(do_after(user, 30 * toolspeed, target = M)) //beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
user.visible_message("<span class='notice'>[user] places [src] on [M.name]'s chest.</span>", "<span class='warning'>You place [src] on [M.name]'s chest.</span>")
playsound(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0)
var/mob/dead/observer/ghost = H.get_ghost()
if(ghost && !ghost.client)
// In case the ghost's not getting deleted for some reason
H.key = ghost.key
log_runtime(EXCEPTION("Ghost of name [ghost.name] is bound to [H.real_name], but lacks a client. Deleting ghost."), src)
user.visible_message("<span class='warning'>[user] begins to place [src] on [M.name]'s chest.</span>", "<span class='warning'>You begin to place [src] on [M.name]'s chest.</span>")
busy = 1
update_icon()
if(do_after(user, 30 * toolspeed, target = M)) //beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
user.visible_message("<span class='notice'>[user] places [src] on [M.name]'s chest.</span>", "<span class='warning'>You place [src] on [M.name]'s chest.</span>")
playsound(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0)
var/mob/dead/observer/ghost = H.get_ghost()
if(ghost && !ghost.client)
// In case the ghost's not getting deleted for some reason
H.key = ghost.key
log_runtime(EXCEPTION("Ghost of name [ghost.name] is bound to [H.real_name], but lacks a client. Deleting ghost."), src)
qdel(ghost)
ghost = null
var/tplus = world.time - H.timeofdeath
var/tlimit = 1800 //past this much time the patient is unrecoverable (in deciseconds)
var/tloss = 600 //brain damage starts setting in on the patient after some time left rotting
var/total_burn = 0
var/total_brute = 0
if(do_after(user, 20 * toolspeed, target = M)) //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total
for(var/obj/item/carried_item in H.contents)
if(istype(carried_item, /obj/item/clothing/suit/space))
if(!defib.combat)
user.visible_message("<span class='notice'>[defib] buzzes: Patient's chest is obscured. Operation aborted.</span>")
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
busy = 0
update_icon()
return
if(H.undergoing_cardiac_arrest())
if(!H.get_int_organ(/obj/item/organ/internal/heart) && !H.get_int_organ(/obj/item/organ/internal/brain/slime)) //prevents defibing someone still alive suffering from a heart attack attack if they lack a heart
user.visible_message("<span class='boldnotice'>[defib] buzzes: Resuscitation failed - Failed to pick up any heart electrical activity.</span>")
QDEL_NULL(ghost)
var/tplus = world.time - H.timeofdeath
var/tlimit = 1800 //past this much time the patient is unrecoverable (in deciseconds)
var/tloss = 600 //brain damage starts setting in on the patient after some time left rotting
var/total_burn = 0
var/total_brute = 0
if(do_after(user, 20 * toolspeed, target = M)) //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total
for(var/obj/item/carried_item in H.contents)
if(istype(carried_item, /obj/item/clothing/suit/space))
if(!defib.combat)
user.visible_message("<span class='notice'>[defib] buzzes: Patient's chest is obscured. Operation aborted.</span>")
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
busy = 0
update_icon()
return
else
H.set_heartattack(FALSE)
user.visible_message("<span class='boldnotice'>[defib] pings: Cardiac arrhythmia corrected.</span>")
M.visible_message("<span class='warning'>[M]'s body convulses a bit.")
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
playsound(get_turf(src), "bodyfall", 50, 1)
playsound(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0)
defib.deductcharge(revivecost)
busy = 0
cooldown = 1
update_icon()
defib.cooldowncheck(user)
return
if(H.stat == DEAD)
var/health = H.health
M.visible_message("<span class='warning'>[M]'s body convulses a bit.")
playsound(get_turf(src), "bodyfall", 50, 1)
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
for(var/obj/item/organ/external/O in H.bodyparts)
total_brute += O.brute_dam
total_burn += O.burn_dam
if(total_burn <= 180 && total_brute <= 180 && !H.suiciding && !ghost && tplus < tlimit && !(NOCLONE in H.mutations) && (H.get_int_organ(/obj/item/organ/internal/heart) || H.get_int_organ(/obj/item/organ/internal/brain/slime)))
tobehealed = min(health + threshold, 0) // It's HILARIOUS without this min statement, let me tell you
tobehealed -= 5 //They get 5 of each type of damage healed so excessive combined damage will not immediately kill them after they get revived
H.adjustOxyLoss(tobehealed)
H.adjustToxLoss(tobehealed)
H.adjustFireLoss(tobehealed)
H.adjustBruteLoss(tobehealed)
user.visible_message("<span class='boldnotice'>[defib] pings: Resuscitation successful.</span>")
playsound(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0)
H.update_revive(FALSE)
H.KnockOut(FALSE)
H.Paralyse(5)
H.emote("gasp")
if(tplus > tloss)
H.setBrainLoss( max(0, min(99, ((tlimit - tplus) / tlimit * 100))))
defib.deductcharge(revivecost)
add_logs(user, M, "revived", object="defibrillator")
else
if(tplus > tlimit|| !H.get_int_organ(/obj/item/organ/internal/heart))
user.visible_message("<span class='boldnotice'>[defib] buzzes: Resuscitation failed - Heart tissue damage beyond point of no return for defibrillation.</span>")
else if(total_burn >= 180 || total_brute >= 180)
user.visible_message("<span class='boldnotice'>[defib] buzzes: Resuscitation failed - Severe tissue damage detected.</span>")
else if(ghost)
user.visible_message("<span class='notice'>[defib] buzzes: Resuscitation failed: Patient's brain is unresponsive. Further attempts may succeed.</span>")
to_chat(ghost, "<span class='ghostalert'>Your heart is being defibrillated. Return to your body if you want to be revived!</span> (Verbs -> Ghost -> Re-enter corpse)")
window_flash(ghost.client)
ghost << sound('sound/effects/genetics.ogg')
else
user.visible_message("<span class='notice'>[defib] buzzes: Resuscitation failed.</span>")
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
defib.deductcharge(revivecost)
update_icon()
cooldown = 1
defib.cooldowncheck(user)
else
user.visible_message("<span class='notice'>[defib] buzzes: Patient is not in a valid state. Operation aborted.</span>")
if(H.undergoing_cardiac_arrest())
if(!H.get_int_organ(/obj/item/organ/internal/heart) && !H.get_int_organ(/obj/item/organ/internal/brain/slime)) //prevents defibing someone still alive suffering from a heart attack attack if they lack a heart
user.visible_message("<span class='boldnotice'>[defib] buzzes: Resuscitation failed - Failed to pick up any heart electrical activity.</span>")
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
busy = 0
update_icon()
else
to_chat(user, "<span class='notice'>You need to target your patient's chest with [src].</span>")
return
busy = 0
update_icon()
return
else
H.set_heartattack(FALSE)
user.visible_message("<span class='boldnotice'>[defib] pings: Cardiac arrhythmia corrected.</span>")
M.visible_message("<span class='warning'>[M]'s body convulses a bit.")
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
playsound(get_turf(src), "bodyfall", 50, 1)
playsound(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0)
defib.deductcharge(revivecost)
busy = 0
cooldown = 1
update_icon()
defib.cooldowncheck(user)
return
if(H.stat == DEAD)
var/health = H.health
M.visible_message("<span class='warning'>[M]'s body convulses a bit.")
playsound(get_turf(src), "bodyfall", 50, 1)
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
for(var/obj/item/organ/external/O in H.bodyparts)
total_brute += O.brute_dam
total_burn += O.burn_dam
if(total_burn <= 180 && total_brute <= 180 && !H.suiciding && !ghost && tplus < tlimit && !(NOCLONE in H.mutations) && (H.get_int_organ(/obj/item/organ/internal/heart) || H.get_int_organ(/obj/item/organ/internal/brain/slime)))
tobehealed = min(health + threshold, 0) // It's HILARIOUS without this min statement, let me tell you
tobehealed -= 5 //They get 5 of each type of damage healed so excessive combined damage will not immediately kill them after they get revived
H.adjustOxyLoss(tobehealed)
H.adjustToxLoss(tobehealed)
H.adjustFireLoss(tobehealed)
H.adjustBruteLoss(tobehealed)
user.visible_message("<span class='boldnotice'>[defib] pings: Resuscitation successful.</span>")
playsound(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0)
H.update_revive(FALSE)
H.KnockOut(FALSE)
H.Paralyse(5)
H.emote("gasp")
if(tplus > tloss)
H.setBrainLoss( max(0, min(99, ((tlimit - tplus) / tlimit * 100))))
defib.deductcharge(revivecost)
add_logs(user, M, "revived", object="defibrillator")
else
if(tplus > tlimit|| !H.get_int_organ(/obj/item/organ/internal/heart))
user.visible_message("<span class='boldnotice'>[defib] buzzes: Resuscitation failed - Heart tissue damage beyond point of no return for defibrillation.</span>")
else if(total_burn >= 180 || total_brute >= 180)
user.visible_message("<span class='boldnotice'>[defib] buzzes: Resuscitation failed - Severe tissue damage detected.</span>")
else if(ghost)
user.visible_message("<span class='notice'>[defib] buzzes: Resuscitation failed: Patient's brain is unresponsive. Further attempts may succeed.</span>")
to_chat(ghost, "<span class='ghostalert'>Your heart is being defibrillated. Return to your body if you want to be revived!</span> (Verbs -> Ghost -> Re-enter corpse)")
window_flash(ghost.client)
ghost << sound('sound/effects/genetics.ogg')
else
user.visible_message("<span class='notice'>[defib] buzzes: Resuscitation failed.</span>")
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
defib.deductcharge(revivecost)
update_icon()
cooldown = 1
defib.cooldowncheck(user)
else
user.visible_message("<span class='notice'>[defib] buzzes: Patient is not in a valid state. Operation aborted.</span>")
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
busy = 0
update_icon()
/obj/item/weapon/borg_defib
name = "defibrillator paddles"
@@ -487,80 +482,75 @@
cooldown = 0
update_icon()
return
if(user.zone_sel && user.zone_sel.selecting == "chest")
user.visible_message("<span class='warning'>[user] begins to place [src] on [M.name]'s chest.</span>", "<span class='warning'>You begin to place [src] on [M.name]'s chest.</span>")
busy = 1
update_icon()
if(do_after(user, 30 * toolspeed, target = M)) //beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
user.visible_message("<span class='notice'>[user] places [src] on [M.name]'s chest.</span>", "<span class='warning'>You place [src] on [M.name]'s chest.</span>")
playsound(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0)
var/mob/dead/observer/ghost = H.get_ghost()
if(ghost && !ghost.client)
// In case the ghost's not getting deleted for some reason
H.key = ghost.key
log_runtime(EXCEPTION("Ghost of name [ghost.name] is bound to [H.real_name], but lacks a client. Deleting ghost."), H)
user.visible_message("<span class='warning'>[user] begins to place [src] on [M.name]'s chest.</span>", "<span class='warning'>You begin to place [src] on [M.name]'s chest.</span>")
busy = 1
update_icon()
if(do_after(user, 30 * toolspeed, target = M)) //beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
user.visible_message("<span class='notice'>[user] places [src] on [M.name]'s chest.</span>", "<span class='warning'>You place [src] on [M.name]'s chest.</span>")
playsound(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0)
var/mob/dead/observer/ghost = H.get_ghost()
if(ghost && !ghost.client)
// In case the ghost's not getting deleted for some reason
H.key = ghost.key
log_runtime(EXCEPTION("Ghost of name [ghost.name] is bound to [H.real_name], but lacks a client. Deleting ghost."), H)
qdel(ghost)
ghost = null
var/tplus = world.time - H.timeofdeath
var/tlimit = 1800 //past this much time the patient is unrecoverable (in deciseconds)
var/tloss = 600 //brain damage starts setting in on the patient after some time left rotting
var/total_burn = 0
var/total_brute = 0
if(do_after(user, 20 * toolspeed, target = M)) //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total
if(H.stat == 2)
var/health = H.health
M.visible_message("<span class='warning'>[M]'s body convulses a bit.")
playsound(get_turf(src), "bodyfall", 50, 1)
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
for(var/obj/item/organ/external/O in H.bodyparts)
total_brute += O.brute_dam
total_burn += O.burn_dam
if(total_burn <= 180 && total_brute <= 180 && !H.suiciding && !ghost && tplus < tlimit && !(NOCLONE in H.mutations))
tobehealed = min(health + threshold, 0) // It's HILARIOUS without this min statement, let me tell you
tobehealed -= 5 //They get 5 of each type of damage healed so excessive combined damage will not immediately kill them after they get revived
H.adjustOxyLoss(tobehealed)
H.adjustToxLoss(tobehealed)
H.adjustFireLoss(tobehealed)
H.adjustBruteLoss(tobehealed)
user.visible_message("<span class='notice'>[user] pings: Resuscitation successful.</span>")
playsound(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0)
H.update_revive(FALSE)
H.KnockOut(FALSE)
H.Paralyse(5)
H.emote("gasp")
if(tplus > tloss)
H.setBrainLoss( max(0, min(99, ((tlimit - tplus) / tlimit * 100))))
if(isrobot(user))
var/mob/living/silicon/robot/R = user
R.cell.use(revivecost)
add_logs(user, M, "revived", object="defibrillator")
else
if(tplus > tlimit)
user.visible_message("<span class='warning'>[user] buzzes: Resuscitation failed - Heart tissue damage beyond point of no return for defibrillation.</span>")
else if(total_burn >= 180 || total_brute >= 180)
user.visible_message("<span class='warning'>[user] buzzes: Resuscitation failed - Severe tissue damage detected.</span>")
else if(ghost)
user.visible_message("<span class='notice'>[user] buzzes: Resuscitation failed: Patient's brain is unresponsive. Further attempts may succeed.</span>")
to_chat(ghost, "<span class='ghostalert'>Your heart is being defibrillated. Return to your body if you want to be revived!</span> (Verbs -> Ghost -> Re-enter corpse)")
window_flash(ghost.client)
ghost << sound('sound/effects/genetics.ogg')
else
user.visible_message("<span class='warning'>[user] buzzes: Resuscitation failed.</span>")
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
if(isrobot(user))
var/mob/living/silicon/robot/R = user
R.cell.use(revivecost)
update_icon()
cooldown = 1
spawn(50)
cooldown = 0
update_icon()
QDEL_NULL(ghost)
var/tplus = world.time - H.timeofdeath
var/tlimit = 1800 //past this much time the patient is unrecoverable (in deciseconds)
var/tloss = 600 //brain damage starts setting in on the patient after some time left rotting
var/total_burn = 0
var/total_brute = 0
if(do_after(user, 20 * toolspeed, target = M)) //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total
if(H.stat == 2)
var/health = H.health
M.visible_message("<span class='warning'>[M]'s body convulses a bit.")
playsound(get_turf(src), "bodyfall", 50, 1)
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
for(var/obj/item/organ/external/O in H.bodyparts)
total_brute += O.brute_dam
total_burn += O.burn_dam
if(total_burn <= 180 && total_brute <= 180 && !H.suiciding && !ghost && tplus < tlimit && !(NOCLONE in H.mutations))
tobehealed = min(health + threshold, 0) // It's HILARIOUS without this min statement, let me tell you
tobehealed -= 5 //They get 5 of each type of damage healed so excessive combined damage will not immediately kill them after they get revived
H.adjustOxyLoss(tobehealed)
H.adjustToxLoss(tobehealed)
H.adjustFireLoss(tobehealed)
H.adjustBruteLoss(tobehealed)
user.visible_message("<span class='notice'>[user] pings: Resuscitation successful.</span>")
playsound(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0)
H.update_revive(FALSE)
H.KnockOut(FALSE)
H.Paralyse(5)
H.emote("gasp")
if(tplus > tloss)
H.setBrainLoss( max(0, min(99, ((tlimit - tplus) / tlimit * 100))))
if(isrobot(user))
var/mob/living/silicon/robot/R = user
R.cell.use(revivecost)
add_logs(user, M, "revived", object="defibrillator")
else
user.visible_message("<span class='notice'>[user] buzzes: Patient is not in a valid state. Operation aborted.</span>")
if(tplus > tlimit)
user.visible_message("<span class='warning'>[user] buzzes: Resuscitation failed - Heart tissue damage beyond point of no return for defibrillation.</span>")
else if(total_burn >= 180 || total_brute >= 180)
user.visible_message("<span class='warning'>[user] buzzes: Resuscitation failed - Severe tissue damage detected.</span>")
else if(ghost)
user.visible_message("<span class='notice'>[user] buzzes: Resuscitation failed: Patient's brain is unresponsive. Further attempts may succeed.</span>")
to_chat(ghost, "<span class='ghostalert'>Your heart is being defibrillated. Return to your body if you want to be revived!</span> (Verbs -> Ghost -> Re-enter corpse)")
window_flash(ghost.client)
ghost << sound('sound/effects/genetics.ogg')
else
user.visible_message("<span class='warning'>[user] buzzes: Resuscitation failed.</span>")
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
busy = 0
update_icon()
else
to_chat(user, "<span class='notice'>You need to target your patient's chest with [src].</span>")
return
if(isrobot(user))
var/mob/living/silicon/robot/R = user
R.cell.use(revivecost)
update_icon()
cooldown = 1
spawn(50)
cooldown = 0
update_icon()
else
user.visible_message("<span class='notice'>[user] buzzes: Patient is not in a valid state. Operation aborted.</span>")
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
busy = 0
update_icon()
@@ -74,7 +74,7 @@
H = M
spawn(0) //Some mutations have sleeps in them, like monkey
if(!(NOCLONE in M.mutations) && !(H && (H.species.flags & NO_DNA))) // prevents drained people from having their DNA changed
if(!(NOCLONE in M.mutations) && !(H && (NO_DNA in H.species.species_traits))) // prevents drained people from having their DNA changed
var/prev_ue = M.dna.unique_enzymes
var/mutflags = 0
// UI in syringe.
@@ -113,7 +113,7 @@
if(ishuman(M)) // Would've done this via species instead of type, but the basic mob doesn't have a species, go figure.
var/mob/living/carbon/human/H = M
if(H.species.flags & NO_DNA)
if(NO_DNA in H.species.species_traits)
return 0
if(!user.IsAdvancedToolUser())
+13 -12
View File
@@ -19,40 +19,41 @@
if(!ishuman(M) || !ishuman(user))
return
if(src.used)
if(used)
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.species.flags & NO_DNA)
if(NO_DNA in H.species.species_traits)
to_chat(user, "<span class='warning'>You failed to inject [M], as they have no DNA to scramble, nor flesh to inject.</span>")
return
if(M == user)
user.visible_message("<span class='danger'>[user] injects \himself with [src]!</span>")
src.injected(user,user)
injected(user, user)
else
user.visible_message("<span class='danger'>[user] is trying to inject [M] with [src]!</span>")
if(do_mob(user,M,30))
user.visible_message("<span class='danger'>[user] injects [M] with [src].</span>")
src.injected(M, user)
injected(M, user)
else
to_chat(user, "<span class='warning'>You failed to inject [M].</span>")
proc/injected(var/mob/living/carbon/target, var/mob/living/carbon/user)
scramble(1, target, 100)
target.generate_name()
if(istype(target, /mob/living/carbon/human))
proc/injected(var/mob/living/carbon/human/target, var/mob/living/carbon/user)
if(istype(target))
var/mob/living/carbon/human/H = target
scramble(1, H, 100)
H.real_name = random_name(H.gender, H.species.name) //Give them a name that makes sense for their species.
H.sync_organ_dna(assimilate = 1)
H.update_body(0)
H.reset_hair() // No more winding up with hairstyles you're not supposed to have, and blowing your cover
H.reset_hair() //No more winding up with hairstyles you're not supposed to have, and blowing your cover.
H.reset_markings() //...Or markings.
H.dna.ResetUIFrom(H)
target.update_icons()
log_attack("[key_name(user)] injected [key_name(target)] with the [name]")
log_game("[key_name_admin(user)] injected [key_name_admin(target)] with the [name]")
src.used = 1
src.update_icon()
src.name = "used " + src.name
used = 1
update_icon()
name = "used " + name
@@ -61,7 +61,7 @@
nadeassembly.attack_self(user)
return
var/newtime = input(usr, "Please set the timer.", "Timer", 10) as num
if(user.get_active_hand() == src)
if(user.is_in_active_hand(src))
newtime = Clamp(newtime, 10, 60000)
det_time = newtime
to_chat(user, "Timer set for [det_time] seconds.")
@@ -62,7 +62,7 @@
/obj/item/weapon/flamethrower/afterattack(atom/target, mob/user, flag)
if(flag) return // too close
// Make sure our user is still holding us
if(user && user.get_active_hand() == src)
if(user && user.is_in_active_hand(src))
var/turf/target_turf = get_turf(target)
if(target_turf)
var/turflist = getline(user, target_turf)
@@ -72,7 +72,7 @@
/obj/item/weapon/lipstick/random,
/obj/item/weapon/grenade/smokebomb,
/obj/item/weapon/grown/corncob,
/obj/item/weapon/contraband/poster,
/obj/item/weapon/poster/random_contraband,
/obj/item/weapon/bikehorn,
/obj/item/weapon/beach_ball,
/obj/item/weapon/beach_ball/holoball,
@@ -88,8 +88,8 @@
/obj/item/weapon/reagent_containers/food/snacks/grown/ambrosia/deus,
/obj/item/weapon/reagent_containers/food/snacks/grown/ambrosia/vulgaris,
/obj/item/device/paicard,
/obj/item/device/violin,
/obj/item/device/guitar,
/obj/item/device/instrument/violin,
/obj/item/device/instrument/guitar,
/obj/item/weapon/storage/belt/utility/full,
/obj/item/clothing/accessory/horrible,
/obj/random/carp_plushie,
@@ -19,6 +19,9 @@
var/obj/item/device/assembly_holder/nadeassembly = null
var/label = null
var/assemblyattacher
var/ignition_temp = 10 // The amount of heat added to the reagents when this grenade goes off.
var/threatscale = 1 // Used by advanced grenades to make them slightly more worthy.
var/no_splash = FALSE //If the grenade deletes even if it has no reagents to splash with. Used for slime core reactions.
/obj/item/weapon/grenade/chem_grenade/New()
create_reagents(1000)
@@ -99,6 +102,7 @@
log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z])")
bombers += "[key_name(usr)] has primed a [name] for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z])"
to_chat(user, "<span class='warning'>You prime the [name]! [det_time / 10] second\s!</span>")
playsound(user.loc, 'sound/weapons/armbomb.ogg', 60, 1)
active = 1
update_icon()
if(iscarbon(user))
@@ -264,13 +268,18 @@
if(stage != READY)
return
var/has_reagents = 0
var/list/datum/reagents/reactants = list()
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
if(G.reagents.total_volume)
has_reagents = 1
reactants += G.reagents
if(!has_reagents)
playsound(loc, usesound, 50, 1)
if(!chem_splash(get_turf(src), affected_area, reactants, ignition_temp, threatscale) && !no_splash)
playsound(loc, 'sound/items/Screwdriver2.ogg', 50, 1)
if(beakers.len)
for(var/obj/O in beakers)
O.forceMove(get_turf(src))
beakers = list()
stage = EMPTY
update_icon()
return
if(nadeassembly)
@@ -281,31 +290,9 @@
message_admins("grenade primed by an assembly, attached by [key_name_admin(M)]<A HREF='?_src_=holder;adminmoreinfo=\ref[M]'>(?)</A> ([admin_jump_link(M)]) and last touched by [key_name_admin(last)]<A HREF='?_src_=holder;adminmoreinfo=\ref[last]'>(?)</A> ([admin_jump_link(last)]) ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</a>.")
log_game("grenade primed by an assembly, attached by [key_name(M)] and last touched by [key_name(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] ([T.x], [T.y], [T.z])")
playsound(loc, 'sound/effects/bamf.ogg', 50, 1)
update_mob()
invisibility = INVISIBILITY_MAXIMUM //kaboom
qdel(nadeassembly) // do this now to stop infrared beams
var/end_temp = 0
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.reagents.trans_to(src, G.reagents.total_volume)
end_temp += G.reagents.chem_temp
reagents.chem_temp = end_temp
if(reagents.total_volume) //The possible reactions didnt use up all reagents.
var/datum/effect/system/steam_spread/steam = new /datum/effect/system/steam_spread()
steam.set_up(10, 0, get_turf(src))
steam.attach(src)
steam.start()
for(var/atom/A in view(affected_area, loc))
if(A == src)
continue
reagents.reaction(A, 1, 10)
spawn(15) //Making sure all reagents can work
qdel(src) //correctly before deleting the grenade.
qdel(src)
/obj/item/weapon/grenade/chem_grenade/proc/CreateDefaultTrigger(var/typekey)
if(ispath(typekey,/obj/item/device/assembly))
@@ -327,64 +314,37 @@
//Large chem grenades accept slime cores and use the appropriately.
/obj/item/weapon/grenade/chem_grenade/large
name = "large grenade casing"
desc = "For oversized grenades; fits additional contents and affects a greater area."
desc = "A custom made large grenade. It affects a larger area."
icon_state = "large_grenade"
bomb_state = "largebomb"
allowed_containers = list(/obj/item/weapon/reagent_containers/glass,/obj/item/weapon/reagent_containers/food/condiment,
/obj/item/weapon/reagent_containers/food/drinks)
origin_tech = "combat=3;engineering=3"
affected_area = 4
affected_area = 5
ignition_temp = 25 // Large grenades are slightly more effective at setting off heat-sensitive mixtures than smaller grenades.
threatscale = 1.1 // 10% more effective.
/obj/item/weapon/grenade/chem_grenade/large/prime()
if(stage != READY)
return
var/has_reagents = 0
var/obj/item/slime_extract/valid_core = null
for(var/obj/item/slime_extract/S in beakers)
if(S.Uses)
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.reagents.trans_to(S, G.reagents.total_volume)
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
if(!istype(G)) continue
if(G.reagents.total_volume) has_reagents = 1
for(var/obj/item/slime_extract/E in beakers)
if(!istype(E)) continue
if(E.Uses) valid_core = E
if(E.reagents.total_volume) has_reagents = 1
//If there is still a core (sometimes it's used up)
//and there are reagents left, behave normally,
//otherwise drop it on the ground for timed reactions like gold.
if(!has_reagents)
playsound(loc, prime_sound, 50, 1)
return
playsound(loc, 'sound/effects/bamf.ogg', 50, 1)
update_mob()
if(valid_core)
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.reagents.trans_to(valid_core, G.reagents.total_volume)
//If there is still a core (sometimes it's used up)
//and there are reagents left, behave normally
if(valid_core && valid_core.reagents && valid_core.reagents.total_volume)
valid_core.reagents.trans_to(src,valid_core.reagents.total_volume)
else
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.reagents.trans_to(src, G.reagents.total_volume)
if(reagents.total_volume) //The possible reactions didnt use up all reagents.
var/datum/effect/system/steam_spread/steam = new /datum/effect/system/steam_spread()
steam.set_up(10, 0, get_turf(src))
steam.attach(src)
steam.start()
for(var/atom/A in view(affected_area, loc))
if( A == src ) continue
reagents.reaction(A, 1, 10)
invisibility = INVISIBILITY_MAXIMUM //Why am i doing this?
spawn(50) //To make sure all reagents can work
qdel(src) //correctly before deleting the grenade.
if(S)
if(S.reagents && S.reagents.total_volume)
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
S.reagents.trans_to(G, S.reagents.total_volume)
else
S.forceMove(get_turf(src))
no_splash = TRUE
..()
//I tried to just put it in the allowed_containers list but
@@ -399,6 +359,71 @@
else
return ..()
/obj/item/weapon/grenade/chem_grenade/cryo // Intended for rare cryogenic mixes. Cools the area moderately upon detonation.
name = "cryo grenade"
desc = "A custom made cryogenic grenade. It rapidly cools its contents upon detonation."
icon_state = "cryog"
affected_area = 2
ignition_temp = -100
/obj/item/weapon/grenade/chem_grenade/pyro // Intended for pyrotechnical mixes. Produces a small fire upon detonation, igniting potentially flammable mixtures.
name = "pyro grenade"
desc = "A custom made pyrotechnical grenade. It heats up and ignites its contents upon detonation."
icon_state = "pyrog"
origin_tech = "combat=4;engineering=4"
affected_area = 3
ignition_temp = 500 // This is enough to expose a hotspot.
/obj/item/weapon/grenade/chem_grenade/adv_release // Intended for weaker, but longer lasting effects. Could have some interesting uses.
name = "advanced release grenade"
desc = "A custom made advanced release grenade. It is able to be detonated more than once. Can be configured using a multitool."
icon_state = "timeg"
origin_tech = "combat=3;engineering=4"
var/unit_spread = 10 // Amount of units per repeat. Can be altered with a multitool.
/obj/item/weapon/grenade/chem_grenade/adv_release/attackby(obj/item/I, mob/user, params)
if(ismultitool(I))
switch(unit_spread)
if(0 to 24)
unit_spread += 5
if(25 to 99)
unit_spread += 25
else
unit_spread = 5
to_chat(user, "<span class='notice'> You set the time release to [unit_spread] units per detonation.</span>")
return
..()
/obj/item/weapon/grenade/chem_grenade/adv_release/prime()
if(stage != READY)
return
var/total_volume = 0
for(var/obj/item/weapon/reagent_containers/RC in beakers)
total_volume += RC.reagents.total_volume
if(!total_volume)
qdel(src)
qdel(nadeassembly)
return
var/fraction = unit_spread/total_volume
var/datum/reagents/reactants = new(unit_spread)
reactants.my_atom = src
for(var/obj/item/weapon/reagent_containers/RC in beakers)
RC.reagents.trans_to(reactants, RC.reagents.total_volume*fraction, threatscale, 1, 1)
chem_splash(get_turf(src), affected_area, list(reactants), ignition_temp, threatscale)
if(nadeassembly)
var/mob/M = get_mob_by_ckey(assemblyattacher)
var/mob/last = get_mob_by_ckey(nadeassembly.fingerprintslast)
var/turf/T = get_turf(src)
var/area/A = get_area(T)
message_admins("grenade primed by an assembly, attached by [key_name_admin(M)]<A HREF='?_src_=holder;adminmoreinfo=\ref[M]'>(?)</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[M]'>FLW</A>) and last touched by [key_name_admin(last)]<A HREF='?_src_=holder;adminmoreinfo=\ref[last]'>(?)</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[last]'>FLW</A>) ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[A.name] (JMP)</a>.")
log_game("grenade primed by an assembly, attached by [key_name(M)] and last touched by [key_name(last)] ([nadeassembly.a_left.name] and [nadeassembly.a_right.name]) at [A.name] ([T.x], [T.y], [T.z])")
else
addtimer(src, "prime", det_time)
var/turf/DT = get_turf(src)
var/area/DA = get_area(DT)
log_game("A grenade detonated at [DA.name] ([DT.x], [DT.y], [DT.z])")
/obj/item/weapon/grenade/chem_grenade/metalfoam
payload_name = "metal foam"
@@ -58,7 +58,7 @@
var/mob/living/carbon/M = AM
if(ishuman(M))
if(isobj(M:shoes))
if((M:shoes.flags&NOSLIP) || (M:species.bodyflags & FEET_NOSLIP))
if(M:shoes.flags & NOSLIP)
return
else
to_chat(M, "<span class='warning'>Your feet feel like they're on fire!</span>")
@@ -32,7 +32,7 @@
/*/obj/item/weapon/grenade/afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
if(istype(target, /obj/item/weapon/storage)) return ..() // Trying to put it in a full container
if(istype(target, /obj/item/weapon/gun/grenadelauncher)) return ..()
if((user.get_active_hand() == src) && (!active) && (clown_check(user)) && target.loc != src.loc)
if((user.is_in_active_hand(src)) && (!active) && (clown_check(user)) && target.loc != src.loc)
to_chat(user, "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>")
active = 1
icon_state = initial(icon_state) + "_active"
@@ -104,6 +104,10 @@
/obj/item/weapon/restraints/handcuffs/cable/white
color = COLOR_WHITE
/obj/item/weapon/restraints/handcuffs/cable/random/New()
color = pick(COLOR_RED, COLOR_BLUE, COLOR_GREEN, COLOR_WHITE, COLOR_PINK, COLOR_YELLOW, COLOR_CYAN)
..()
/obj/item/weapon/restraints/handcuffs/alien
icon_state = "handcuffAlien"
@@ -100,7 +100,6 @@
slot_flags = SLOT_BACK|SLOT_BELT
block_chance = 30
sharp = 1
edge = 1
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
@@ -187,7 +186,6 @@
armour_penetration = 35
slot_flags = SLOT_BACK
sharp = 1
edge = 1
attack_verb = list("chopped", "sliced", "cut", "reaped")
hitsound = 'sound/weapons/rapierhit.ogg'
@@ -266,7 +264,6 @@
w_class = WEIGHT_CLASS_HUGE
flags = NODROP | ABSTRACT
sharp = 1
edge = 1
attack_verb = list("sawed", "torn", "cut", "chopped", "diced")
hitsound = 'sound/weapons/chainsaw.ogg'
@@ -278,7 +275,6 @@
desc = "Used for absolutely hilarious sacrifices."
hitsound = 'sound/items/bikehorn.ogg'
sharp = 1
edge = 1
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut", "honked")
/obj/item/weapon/nullrod/whip
@@ -324,7 +320,6 @@
flags = ABSTRACT | NODROP
w_class = WEIGHT_CLASS_HUGE
sharp = 1
edge = 1
/obj/item/weapon/nullrod/carp
name = "carp-sie plushie"
@@ -354,7 +349,6 @@
block_chance = 40
slot_flags = SLOT_BACK
sharp = 0
edge = 0
hitsound = "swing_hit"
attack_verb = list("smashed", "slammed", "whacked", "thwacked")
icon = 'icons/obj/weapons.dmi'
@@ -368,7 +362,6 @@
w_class = WEIGHT_CLASS_HUGE
desc = "They say fear is the true mind killer, but stabbing them in the head works too. Honour compels you to not sheathe it once drawn."
sharp = 1
edge = 1
slot_flags = null
flags = HANDSLOW
hitsound = 'sound/weapons/bladeslice.ogg'
@@ -394,7 +387,6 @@
attack_verb = list("poked", "impaled", "pierced", "jabbed")
hitsound = 'sound/weapons/bladeslice.ogg'
sharp = 1
edge = 1
/obj/item/weapon/nullrod/rosary
name = "prayer beads"
@@ -35,7 +35,7 @@
var/mob/M = imp_in
var/area/t = get_area(M)
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null)
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(src)
a.follow_target = M
switch(cause)
@@ -52,7 +52,7 @@
else
a.autosay("[mobname] has died-zzzzt in-in-in...", "[mobname]'s Death Alarm")
qdel(src)
qdel(a)
/obj/item/weapon/implant/death_alarm/emp_act(severity) //for some reason alarms stop going off in case they are emp'd, even without this
@@ -159,6 +159,11 @@
return 0
to_chat(imp_in, "<span class='notice'>Your dusting implant activates!</span>")
imp_in.visible_message("<span class = 'warning'>[imp_in] burns up in a flash!</span>")
for(var/obj/item/I in imp_in.contents)
if(I == src)
continue
if(I.flags & NODROP)
qdel(I)
imp_in.dust()
/obj/item/weapon/implant/dust/emp_act(severity)
+7 -3
View File
@@ -98,9 +98,7 @@
throw_range = 6
materials = list(MAT_METAL=12000)
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
no_embed = 1
sharp = 1
edge = 1
/obj/item/weapon/kitchen/knife/suicide_act(mob/user)
user.visible_message(pick("<span class='suicide'>[user] is slitting \his wrists with the [src.name]! It looks like \he's trying to commit suicide.</span>", \
@@ -114,7 +112,6 @@
icon_state = "pknife"
item_state = "knife"
sharp = 0
edge = 0
/obj/item/weapon/kitchen/knife/ritual
name = "ritual knife"
@@ -151,6 +148,13 @@
origin_tech = "materials=3;combat=4"
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "cut")
/obj/item/weapon/kitchen/knife/combat/cyborg
name = "cyborg knife"
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "knife"
desc = "A cyborg-mounted plasteel knife. Extremely sharp and durable."
origin_tech = null
/obj/item/weapon/kitchen/knife/carrotshiv
name = "carrot shiv"
icon_state = "carrotshiv"
+17 -17
View File
@@ -1183,9 +1183,9 @@
/obj/item/weapon/book/manual/faxes
name = "A Guide to Faxes"
desc = "A NanoTrasen-approved guide to writing faxes"
desc = "A Nanotrasen-approved guide to writing faxes"
icon_state = "book6"
author = "NanoTrasen"
author = "Nanotrasen"
title = "A Guide to Faxes"
dat = {"
@@ -1213,14 +1213,14 @@
<li>Faxes are your main method of communicating with the NAS Trurl, better known as Central Command.</li>
<li>Faxes allow personnel on the station to maintain open lines of communication with the NAS Trurl, allowing for vital information to flow both ways.</li>
<li>Being written communications, proper grammar, syntax and typography is required, in addition to a signature and, if applicable, a stamp. Failure to sign faxes will lead to an automatic rejection.</li>
<li>We at NanoTrasen provide Fax Machines to every Head of Staff, in addition to the Magistrate, NanoTrasen Representative, and Internal Affairs Agents.</li>
<li>We at Nanotrasen provide Fax Machines to every Head of Staff, in addition to the Magistrate, Nanotrasen Representative, and Internal Affairs Agents.</li>
<li>This means that we trust the recipients of these fax machines to only use them in the proper circumstances (see <B>When to Fax?</B>).</li>
<h1><a name="when"><B>When to Fax?</B></a></h1><BR>
<li>While it is up to the discretion of each individual person to decide when to fax Central Command, there are some simple guidelines on when to do this.</li>
<li>Firstly, any situation that can reasonably be solved on-site, <I>should</I> be handled on-site. Knowledge of Standard Operating Procedure is <B>mandatory</B> for everyone with access to a fax machine.</li>
<li>Resolving issues on-site not only leads to more expedient problem-solving, it also frees up company resources and provides valuable work experience for all parties involved.</li>
<li>This means that you should work with the Heads of Staff concerning personnel and workplace issues, and attempt to resolve situations with them. If, for whatever reason, the relevent Head of Staff is not available or receptive, consider speaking with the Captain and/or NanoTrasen Representative.</li>
<li>This means that you should work with the Heads of Staff concerning personnel and workplace issues, and attempt to resolve situations with them. If, for whatever reason, the relevent Head of Staff is not available or receptive, consider speaking with the Captain and/or Nanotrasen Representative.</li>
<li>If, for whatever reason, these issues cannot be solved on-site, either due to incompetence or just plain refusal to cooperate, faxing Central Command becomes a viable option.</li>
<li>Secondly, station status reports should be sent occasionally, but never at the start of the shift. Remember, we assign personnel to the station. We do not need a repeat of what we just signed off on.</li>
<li>Thirdly, staff/departmental evaluations are always welcome, especially in cases of noticeable (in)competence. Just as a brilliant coworker can be rewarded, an incompetent one can be punished.</li>
@@ -2487,7 +2487,7 @@
<li><a href="#foreword">Foreword</a></li>
<li><a href="#cap">Captain</a></li>
<li><a href="#hop">Head of Personnel</a></li>
<li><a href="#ntrep">NanoTrasen Representative</a></li>
<li><a href="#ntrep">Nanotrasen Representative</a></li>
<li><a href="#bs">Blueshield Officer</a></li>
<li><a href="#ai">AI</a></li>
</ol>
@@ -2507,9 +2507,9 @@
<li>The Captain must keep the Nuclear Authentication Disk on their person at all times or, failing that, in the possession of the Head of Security or Blueshield;</li>
<li>The Captain is to attempt to resolve every issue that arises in Command locally before contacting Central Command;</li>
<li>The Captain is not permitted to carry their Antique Laser Gun or Space Armor unless there's an immediate emergency that requires attending to;</li>
<li>The Captain, despite being in charge of the Cyberiad, is not independent from NanoTrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;</li>
<li>The Captain, despite being in charge of the Cyberiad, is not independent from Nanotrasen. Any attempts to disregard general company policy are to be considered an instant condition for contract termination;</li>
<li>The Captain may only promote personnel to a Acting Head of Staff position if there is no assigned Head of Staff associated with the Department. Said Acting Head of Staff must be a member of the Department they are to lead. See below for more information on Chain of Command;</li>
<li>The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, Magistrate, NanoTrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station.</li>
<li>The Captain may not fire any Head of Staff without reasonable justification (ie, incompetency, criminal activity, or otherwise any action that endangers/compromises the station and/or crew). The Captain may not fire any Central Command VIPs (ie, Blueshield, Magistrate, Nanotrasen Representative) without permission from Central Command, unless they are blatantly acting against the well-being and safety of the crew and station.</li>
</ol><BR>
<h1><a name="hop"><B>Head of Personnel</B></a></h1><BR>
@@ -2518,7 +2518,7 @@
<li>The Head of Personnel may not give any personnel increased access without authorization from the relevant Head of Staff. This includes the Head of Personnel. In addition, the Head of Personnel may only give Captain-Level access to someone if they are the Acting Captain. This access is to be removed when a proper Captain arrives on the station;</li>
<li>The Head of Personnel may not increase any Job Openings unless the relevant Head of Staff approves;</li>
<li>The Head of Personnel may not fire any personnel without authorization from the relevant Head of Staff, unless other conditions apply (see Space Law and General Standard Operating Procedure);</li>
<li>The Head of Personnel may not promote any personnel to the following Jobs without authorization from Central Command: Barber, Brig Physician, NanoTrasen Representative, Blueshield, Security Pod Pilot, Mechanic and Magistrate; (This is due to them being karma locked. Do not promote people to these positions without approval from the Administrators);</li>
<li>The Head of Personnel may not promote any personnel to the following Jobs without authorization from Central Command: Barber, Brig Physician, Nanotrasen Representative, Blueshield, Security Pod Pilot, Mechanic and Magistrate; (This is due to them being karma locked. Do not promote people to these positions without approval from the Administrators);</li>
<li>The Head of Personnel is free to utilize paperwork at their discretion. However, during major station emergencies, expediency should take precedence over bureaucracy;</li>
<li>The Head of Personnel may not leave their office unmanned if there are personnel waiting in line. Failure to respond to personnel with a legitimate request within ten (10) minutes, either via radio or in person, is to be considered a breach of Standard Operating Procedure;</li>
<li>Despite nominally being in charge of Supply, the Head of Personnel should allow the Quartermaster to run the Department, unless they prove themselves to be incompetent/dangerous;</li>
@@ -2526,13 +2526,13 @@
<li>The Head of Personnel is not permitted to perform Security duty. The Head of Personnel is permitted to carry an Energy Gun, for self-defence only.</li>
</ol><BR>
<h1><a name="ntrep"><B>NanoTrasen Representative</B></a></h1><BR>
<h1><a name="ntrep"><B>Nanotrasen Representative</B></a></h1><BR>
<ol>
<li>The NanoTrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the NanoTrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;</li>
<li>The NanoTrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;</li>
<li>The NanoTrasen Representative must, together with the Magistrate and Head of Security, ensure that Space Law is being followed and correctly applied;</li>
<li>The NanoTrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition they may not threaten to fire, or have Central Command, fire anyone, unless they actually possess a demotion note;</li>
<li>The NanoTrasen Representative is permitted to carry their Stun-Cane, or a Telescopic Baton if the Stun-Cane is lost.</li>
<li>The Nanotrasen Representative is to ensure that every Department is following Standard Operating Procedure, up to and including the respective Head of Staff. If a Head of Staff is not available for a Department, the Nanotrasen Representative must ensure that the Captain appoints an Acting Head of Staff for said Department;</li>
<li>The Nanotrasen Representative must attempt to resolve any breach of Standard Operating Procedure locally before contacting Central Command. This is an imperative: Standard Operating Procedure should always be followed unless there is a very good reason not to;</li>
<li>The Nanotrasen Representative must, together with the Magistrate and Head of Security, ensure that Space Law is being followed and correctly applied;</li>
<li>The Nanotrasen Representative may not threaten the use of a fax in order to gain leverage over any personnel, up to and including Command. In addition they may not threaten to fire, or have Central Command, fire anyone, unless they actually possess a demotion note;</li>
<li>The Nanotrasen Representative is permitted to carry their Stun-Cane, or a Telescopic Baton if the Stun-Cane is lost.</li>
</ol><BR>
<h1><a name="bs"><B>Blueshield Officer</B></a></h1><BR>
@@ -2547,14 +2547,14 @@
<b><i>The following are procedures for AI Maintenance:</i></b><br>
<ol>
<li>Only the Captain or Research Director may enter the AI Upload to perform Law Changes (see below), and only the Captain, Research Director or Chief Engineer may enter the AI Core to perform a Carding (see below);</li>
<li> No Law Changes are to be performed without approval from the Captain and Research Director. The only Lawsets to be used are those provided by NanoTrasen. Failure to legally perform a Law Change is to be considered Sabotage. Command must be informed prior to the Law Change, and all objections must be taken into consideration. If the number of Command personnel opposing the Law Change is greater than the number of Command personnel in favour, the Law Change is not to be done. If the Law Change is performed, the crew is to be immediately informed of the new Law(s);</li>
<li> No Law Changes are to be performed without approval from the Captain and Research Director. The only Lawsets to be used are those provided by Nanotrasen. Failure to legally perform a Law Change is to be considered Sabotage. Command must be informed prior to the Law Change, and all objections must be taken into consideration. If the number of Command personnel opposing the Law Change is greater than the number of Command personnel in favour, the Law Change is not to be done. If the Law Change is performed, the crew is to be immediately informed of the new Law(s);</li>
<li>The AI may not be Carded unless it it clearly malfunctioning or subverted. However, any member of Command may card it if the AI agrees to it, either at the end of the shift, or due to external circumstances (such as massive damage to the AI Satellite);</li>
<li>The AI Upload and Minisat Antechamber Turrets are to be kept on Non-Lethal in Code Green and Code Blue. The AI Core Turrets are to be kept on Lethal at all times. If a legal Law Change or Carding is occurring, the Turrets are to be disabled;</li>
<li>If the AI Unit is not malfunctioning or subverted, any attempt at performing an illegal Carding or Law Change is to be responded to with non-lethal force. If the illegal attempts persist, and the perpetrator is demonstrably hostile, lethal force from Command/Security is permitted;</li>
<li>Freeform Laws are only to be added if absolutely necessary due to external circumstances (such as major station emergencies). Adding unnecessary Freeform Laws is not permitted. Exception is made if the AI Unit and majority of Command agree to the Freeform Law that is proposed;</li>
<li>Any use of the "Purge" Module is to be followed by the upload of a NanoTrasen-approved Lawset immediately. AI Units must be bound to a Lawset at all times.</li>
<li>Any use of the "Purge" Module is to be followed by the upload of a Nanotrasen-approved Lawset immediately. AI Units must be bound to a Lawset at all times.</li>
</ol><BR>
</body>
</html>
"}
"}
+15 -13
View File
@@ -6,7 +6,6 @@
var/w_class_on = WEIGHT_CLASS_BULKY
var/icon_state_on = "axe1"
var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
no_embed = 1 // Physically impossible for energy weapons to embed themselves into people, this should fix that. -- Dave
hitsound = 'sound/weapons/blade1.ogg' // Probably more appropriate than the previous hitsound. -- Dave
usesound = 'sound/weapons/blade1.ogg'
toolspeed = 1
@@ -25,6 +24,7 @@
force = force_on
throwforce = throwforce_on
hitsound = 'sound/weapons/blade1.ogg'
throw_speed = 4
if(attack_verb_on.len)
attack_verb = attack_verb_on
if(!item_color)
@@ -38,6 +38,7 @@
force = initial(force)
throwforce = initial(throwforce)
hitsound = initial(hitsound)
throw_speed = initial(throw_speed)
if(attack_verb_on.len)
attack_verb = list()
icon_state = initial(icon_state)
@@ -70,7 +71,6 @@
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
attack_verb_on = list()
sharp = 1
edge = 1
/obj/item/weapon/melee/energy/axe/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] swings the [src.name] towards /his head! It looks like \he's trying to commit suicide.</span>")
@@ -85,11 +85,12 @@
throw_speed = 3
throw_range = 5
hitsound = "swing_hit"
embed_chance = 75
embedded_impact_pain_multiplier = 10
armour_penetration = 35
origin_tech = "combat=3;magnets=4;syndicate=4"
block_chance = 50
sharp = 1
edge = 1
var/hacked = 0
var/blade_color
@@ -121,7 +122,6 @@
force_on = 30
force = 18 //About as much as a spear
sharp = 1
edge = 1
hitsound = 'sound/weapons/circsawhit.ogg'
icon = 'icons/obj/surgery.dmi'
icon_state = "esaw_0"
@@ -200,26 +200,28 @@
name = "energy blade"
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
icon_state = "blade"
force = 30
sharp = 1
edge = 1
force = 30 //Normal attacks deal esword damage
hitsound = 'sound/weapons/blade1.ogg'
active = 1
throwforce = 1//Throwing or dropping the item deletes it.
throw_speed = 3
throw_range = 1
w_class = WEIGHT_CLASS_BULKY //So you can't hide it in your pocket or some such.
armour_penetration = 50
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
var/datum/effect/system/spark_spread/spark_system
sharp = 1
//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
/obj/item/weapon/melee/energy/blade/New()
..()
spark_system = new /datum/effect/system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
/obj/item/weapon/melee/energy/blade/dropped()
..()
qdel(src)
/obj/item/weapon/melee/energy/blade/attack_self(mob/user)
return
/obj/item/weapon/melee/energy/blade/hardlight
name = "hardlight blade"
desc = "An extremely sharp blade made out of hard light. Packs quite a punch."
icon_state = "lightblade"
item_state = "lightblade"
@@ -32,7 +32,6 @@
block_chance = 50
armour_penetration = 75
sharp = 1
edge = 1
origin_tech = "combat=5"
attack_verb = list("lunged at", "stabbed")
hitsound = 'sound/weapons/rapierhit.ogg'
+49 -24
View File
@@ -1,12 +1,10 @@
#define is_cleanable(A) (istype(A, /obj/effect/decal/cleanable) || istype(A, /obj/effect/rune))
/obj/item/weapon/mop
desc = "The world of janitalia wouldn't be complete without a mop."
name = "mop"
icon = 'icons/obj/janitor.dmi'
icon_state = "mop"
force = 3.0
throwforce = 5.0
force = 3
throwforce = 5
throw_speed = 3
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
@@ -43,23 +41,25 @@
to_chat(user, "<span class='warning'>Your mop is dry!</span>")
return
var/turf/simulated/turf = A
if(is_cleanable(A))
turf = A.loc
A = null
var/turf/simulated/T = get_turf(A)
if(istype(turf))
user.visible_message("[user] begins to clean \the [turf] with [src].", "<span class='notice'>You begin to clean \the [turf] with [src]...</span>")
if(istype(A, /obj/item/weapon/reagent_containers/glass/bucket) || istype(A, /obj/structure/janitorialcart))
return
if(do_after(user, src.mopspeed, target = turf))
if(istype(T))
user.visible_message("[user] begins to clean [T] with [src].", "<span class='notice'>You begin to clean [T] with [src]...</span>")
if(do_after(user, src.mopspeed, target = T))
to_chat(user, "<span class='notice'>You finish mopping.</span>")
clean(turf)
clean(T)
/obj/effect/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/mop) || istype(I, /obj/item/weapon/soap))
return
..()
else
return ..()
/obj/item/weapon/mop/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J)
J.put_in_cart(src, user)
@@ -75,22 +75,47 @@
/obj/item/weapon/mop/advanced
desc = "The most advanced tool in a custodian's arsenal. Just think of all the viscera you will clean up with this!"
name = "advanced mop"
mopcap = 15
mopcap = 10
icon_state = "advmop"
item_state = "mop" //meh will do for now until TG makes one
item_state = "mop"
origin_tech = "materials=3;engineering=3"
force = 6
throwforce = 8
throw_range = 4
mopspeed = 10
mopspeed = 20
var/refill_enabled = TRUE //Self-refill toggle for when a janitor decides to mop with something other than water.
var/refill_rate = 1 //Rate per process() tick mop refills itself
var/refill_reagent = "water" //Determins what reagent to use for refilling, just in case someone wanted to make a HOLY MOP OF PURGING
/obj/item/weapon/mop/advanced/New()
..()
processing_objects.Add(src)
/obj/item/weapon/mop/advanced/attack_self(mob/user)
refill_enabled = !refill_enabled
if(refill_enabled)
processing_objects.Add(src)
else
processing_objects.Remove(src)
to_chat(user, "<span class='notice'>You set the condenser switch to the '[refill_enabled ? "ON" : "OFF"]' position.</span>")
playsound(user, 'sound/machines/click.ogg', 30, 1)
/obj/item/weapon/mop/advanced/process()
if(reagents.total_volume < mopcap)
reagents.add_reagent(refill_reagent, refill_rate)
/obj/item/weapon/mop/advanced/examine(mob/user)
..()
to_chat(user, "<span class='notice'>The condenser switch is set to <b>[refill_enabled ? "ON" : "OFF"]</b>.</span>")
/obj/item/weapon/mop/advanced/Destroy()
if(refill_enabled)
processing_objects.Remove(src)
return ..()
/obj/item/weapon/mop/advanced/cyborg
mopcap = 40
/obj/item/weapon/mop/advanced/cyborg/New()
..()
reagents.add_reagent("water", mopcap)
/obj/item/weapon/mop/advanced/cyborg/examine(mob/user)
..(user)
to_chat(user, "<span class='notice'>The mop's water tank has [round(reagents.get_reagent_amount("water"))] units of water left.</span>")
/obj/item/weapon/mop/advanced/cyborg/janicart_insert(mob/user, obj/structure/janitorialcart/J)
return
+13 -13
View File
@@ -26,17 +26,17 @@
to_chat(user, "<span class='notice'>You'll need to get closer to see any more.</span>")
return
if(tank)
to_chat(user, "<span class='notice'>\icon [tank] It has \the [tank] mounted onto it.</span>")
to_chat(user, "<span class='notice'>[bicon(tank)] It has [tank] mounted onto it.</span>")
/obj/item/weapon/melee/powerfist/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/tank))
if(!tank)
var/obj/item/weapon/tank/IT = W
if(IT.volume <= 3)
to_chat(user, "<span class='warning'>\The [IT] is too small for \the [src].</span>")
to_chat(user, "<span class='warning'>[IT] is too small for [src].</span>")
return
updateTank(W, 0, user)
else if(istype(W, /obj/item/weapon/wrench))
else if(iswrench(W))
switch(fisto_setting)
if(1)
fisto_setting = 2
@@ -45,8 +45,8 @@
if(3)
fisto_setting = 1
playsound(loc, W.usesound, 50, 1)
to_chat(user, "<span class='notice'>You tweak \the [src]'s piston valve to [fisto_setting].</span>")
else if(istype(W, /obj/item/weapon/screwdriver))
to_chat(user, "<span class='notice'>You tweak [src]'s piston valve to [fisto_setting].</span>")
else if(isscrewdriver(W))
if(tank)
updateTank(tank, 1, user)
@@ -54,29 +54,29 @@
/obj/item/weapon/melee/powerfist/proc/updateTank(obj/item/weapon/tank/thetank, removing = 0, mob/living/carbon/human/user)
if(removing)
if(!tank)
to_chat(user, "<span class='notice'>\The [src] currently has no tank attached to it.</span>")
to_chat(user, "<span class='notice'>[src] currently has no tank attached to it.</span>")
return
to_chat(user, "<span class='notice'>You detach \the [thetank] from \the [src].</span>")
to_chat(user, "<span class='notice'>You detach [thetank] from [src].</span>")
tank.forceMove(get_turf(user))
user.put_in_hands(tank)
tank = null
if(!removing)
if(tank)
to_chat(user, "<span class='warning'>\The [src] already has a tank.</span>")
to_chat(user, "<span class='warning'>[src] already has a tank.</span>")
return
if(!user.unEquip(thetank))
return
to_chat(user, "<span class='notice'>You hook \the [thetank] up to \the [src].</span>")
to_chat(user, "<span class='notice'>You hook [thetank] up to [src].</span>")
tank = thetank
thetank.forceMove(src)
/obj/item/weapon/melee/powerfist/attack(mob/living/target, mob/living/user)
if(!tank)
to_chat(user, "<span class='warning'>\The [src] can't operate without a source of gas!</span>")
to_chat(user, "<span class='warning'>[src] can't operate without a source of gas!</span>")
return
if(tank && !tank.air_contents.remove(gasperfist * fisto_setting))
to_chat(user, "<span class='warning'>\The [src]'s piston-ram lets out a weak hiss, it needs more gas!</span>")
to_chat(user, "<span class='warning'>[src]'s piston-ram lets out a weak hiss, it needs more gas!</span>")
playsound(loc, 'sound/effects/refill.ogg', 50, 1)
return
@@ -90,8 +90,8 @@
playsound(loc, 'sound/weapons/genhit2.ogg', 50, 1)
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
spawn(0)
target.throw_at(throw_target, 5 * fisto_setting, 0.2)
target.throw_at(throw_target, 5 * fisto_setting, 0.2)
add_logs(user, target, "power fisted", src)
+262
View File
@@ -0,0 +1,262 @@
/*Contains:
Rapid Pipe Dispenser
*/
#define SIMPLE_CAP 20
#define SUPPLY_CAP 32
#define SCRUBBERS_CAP 33
#define HE_EXCHANGER 17
#define CONNECTOR 4
#define UNARY_VENT 7
#define PASSIVE_VENT 37
#define GAS_SCRUBBER 10
#define INJECTOR 34
#define GAS_SENSOR 98
#define METER 99
#define DISPOSALS_JUNCTION 2
#define ATMOS_MODE 1
#define DISPOSALS_MODE 2
#define ROTATION_MODE 3
#define FLIP_MODE 4
#define DELETE_MODE 5
#define ATMOS_PIPING 1
#define SUPPLY_PIPING 2
#define SCRUBBERS_PIPING 3
#define DEVICES 4
#define HEAT_PIPING 5
/obj/item/weapon/rpd
name = "rapid pipe dispenser"
desc = "This device can rapidly dispense atmospherics and disposals piping, manipulate loose piping, and recycle any detached pipes it is applied to."
icon = 'icons/obj/tools.dmi'
icon_state = "rpd"
opacity = 0
density = 0
anchored = 0
flags = CONDUCT
force = 10
throwforce = 10
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL = 30000, MAT_GLASS = 5000)
origin_tech = "engineering=4;materials=2"
var/datum/effect/system/spark_spread/spark_system
var/lastused
var/iconrotation = 0 //used to orient icons and pipes
var/mode = 1 //Disposals, atmospherics, etc.
var/pipetype = 1//For nanoUI menus
var/whatpipe = 0 //What kind of pipe is it? See code/game/machinery/pipe/construction.dm for a list of defines
var/whatdpipe = 0 //What kind of disposals pipe is it? See code/game/machinery/pipe/dispenser.dm for a list of defines
var/spawndelay = 4 //How long should we have to wait between dispensing pipes?
var/walldelay = 40 //How long should drilling into a wall take?
/obj/item/weapon/rpd/New()
..()
spark_system = new /datum/effect/system/spark_spread()
spark_system.set_up(1, 0, src)
spark_system.attach(src)
//Procs
/obj/item/weapon/rpd/proc/Activaterpd(delay)
playsound(loc, "sound/machines/click.ogg", 50, 1)
if(prob(15))
spark_system.start()
if(delay)
lastused = world.time
/obj/item/weapon/rpd/proc/Manipulatepipes(subject, atmosverb, disposalsverb)
if(istype(subject, /obj/item/pipe))
call(subject, atmosverb)()
else if(istype(subject, /obj/structure/disposalconstruct/))
call(subject, disposalsverb)()
//Lists of things
var/list/pipelist = list( //id refers to the pipe_type found in construction.dm, icon refers to the name of the icon state in icons/obj/pipe-item.dmi. Icons are made with the asset-cache
list("pipename" = "Straight pipe", "id" = 0, "category" = ATMOS_PIPING, "orientations" = 2, "icon" = "simple"),
list("pipename" = "Bent pipe", "id" = 1, "category" = ATMOS_PIPING, "orientations" = 4, "icon" = "simple", "bendy" = 1),
list("pipename" = "T-manifold", "id" = 5, "category" = ATMOS_PIPING, "orientations" = 4, "icon" = "manifold"),
list("pipename" = "4-way manifold", "id" = 19, "category" = ATMOS_PIPING, "orientations" = 1, "icon" = "manifold4w"),
list("pipename" = "Pipe cap", "id" = 20, "category" = ATMOS_PIPING, "orientations" = 4, "icon" = "cap"),
list("pipename" = "Manual valve", "id" = 8, "category" = ATMOS_PIPING, "orientations" = 2, "icon" = "mvalve"),
list("pipename" = "Digital valve", "id" = 35, "category" = ATMOS_PIPING, "orientations" = 2, "icon" = "dvalve"),
list("pipename" = "Manual T-valve", "id" = 18, "category" = ATMOS_PIPING, "orientations" = 4, "icon" = "tvalve"),
list("pipename" = "Digital T-valve", "id" = 38, "category" = ATMOS_PIPING, "orientations" = 4, "icon" = "dtvalve"),
list("pipename" = "Straight supply pipe", "id" = 24, "category" = SUPPLY_PIPING, "orientations" = 2, "icon" = "simple"),
list("pipename" = "Bent supply pipe", "id" = 25, "category" = SUPPLY_PIPING, "orientations" = 4, "icon" = "simple", "bendy" = 1),
list("pipename" = "Supply T-manifold", "id" = 28, "category" = SUPPLY_PIPING, "orientations" = 4, "icon" = "manifold"),
list("pipename" = "4-way supply manifold", "id" = 30, "category" = SUPPLY_PIPING, "orientations" = 1, "icon" = "manifold4w"),
list("pipename" = "Supply pipe cap", "id" = 32, "category" = SUPPLY_PIPING, "orientations" = 4, "icon" = "cap"),
list("pipename" = "Straight scrubbers pipe", "id" = 26, "category" = SCRUBBERS_PIPING, "orientations" = 2, "icon" = "simple"),
list("pipename" = "Bent scrubbers pipe", "id" = 27, "category" = SCRUBBERS_PIPING, "orientations" = 4, "icon" = "simple", "bendy" = 1),
list("pipename" = "Scrubbers T-manifold", "id" = 29, "category" = SCRUBBERS_PIPING, "orientations" = 4, "icon" = "manifold"),
list("pipename" = "4-way scrubbers manifold", "id" = 31, "category" = SCRUBBERS_PIPING, "orientations" = 1, "icon" = "manifold4w"),
list("pipename" = "Scrubbers pipe cap", "id" = 33, "category" = SCRUBBERS_PIPING, "orientations" = 4, "icon" = "cap"),
list("pipename" = "Universal pipe adapter", "id" = 23, "category" = DEVICES, "orientations" = 2, "icon" = "universal"),
list("pipename" = "Connector", "id" = 4, "category" = DEVICES, "orientations" = 4, "icon" = "connector"),
list("pipename" = "Unary vent", "id" = 7, "category" = DEVICES, "orientations" = 4, "icon" = "uvent"),
list("pipename" = "Scrubber", "id" = 10, "category" = DEVICES, "orientations" = 4, "icon" = "scrubber"),
list("pipename" = "Gas pump", "id" = 9, "category" = DEVICES, "orientations" = 4, "icon" = "pump"),
list("pipename" = "Volume pump", "id" = 16, "category" = DEVICES, "orientations" = 4, "icon" = "volumepump"),
list("pipename" = "Passive gate", "id" = 15, "category" = DEVICES, "orientations" = 4, "icon" = "passivegate"),
list("pipename" = "Gas filter", "id" = 13, "category" = DEVICES, "orientations" = 4, "icon" = "filter"),
list("pipename" = "Gas mixer", "id" = 14, "category" = DEVICES, "orientations" = 4, "icon" = "mixer"),
list("pipename" = "Gas sensor", "id" = 98, "category" = DEVICES, "orientations" = 1, "icon" = "sensor"),
list("pipename" = "Meter", "id" = 99, "category" = DEVICES, "orientations" = 1, "icon" = "meter"),
list("pipename" = "Passive vent", "id" = 37, "category" = DEVICES, "orientations" = 4, "icon" = "passive vent"),
list("pipename" = "Dual-port vent pump", "id" = 36, "category" = DEVICES, "orientations" = 2, "icon" = "dual-port vent"),
list("pipename" = "Air injector", "id" = 34, "category" = DEVICES, "orientations" = 4, "icon" = "injector"),
list("pipename" = "Straight HE pipe", "id" = 2, "category" = HEAT_PIPING, "orientations" = 2, "icon" = "he"),
list("pipename" = "Bent HE pipe", "id" = 3, "category" = HEAT_PIPING, "orientations" = 4, "icon" = "he", "bendy" = 1),
list("pipename" = "Junction", "id" = 6, "category" = HEAT_PIPING, "orientations" = 4, "icon" = "junction"),
list("pipename" = "Heat exchanger", "id" = 17, "category" = HEAT_PIPING, "orientations" = 4, "icon" = "heunary"))
var/list/dpipelist = list(
list("pipename" = "Straight pipe", "id" = 0, "orientations" = 2, "icon" = "conpipe-s"),
list("pipename" = "Bent pipe", "id" = 1, "orientations" = 4, "icon" = "conpipe-c"),
list("pipename" = "Junction", "id" = 2, "orientations" = 4, "icon" = "conpipe-j1"),
list("pipename" = "Y-junction", "id" = 4, "orientations" = 4, "icon" = "conpipe-y"),
list("pipename" = "Trunk", "id" = 5, "orientations" = 4, "icon" = "conpipe-t"),
list("pipename" = "Bin", "id" = 6, "orientations" = 1, "icon" = "condisposal"),
list("pipename" = "Outlet", "id" = 7, "orientations" = 4, "icon" = "outlet"),
list("pipename" = "Chute", "id" = 8, "orientations" = 4, "icon" = "intake"))
var/list/mainmenu = list(
list("category" = "Atmospherics", "mode" = 1, "icon" = "wrench"),
list("category" = "Disposals", "mode" = 2, "icon" = "recycle"),
list("category" = "Rotate", "mode" = 3, "icon" = "rotate-right"),
list("category" = "Flip", "mode" = 4, "icon" = "exchange"),
list("category" = "Recycle", "mode" = 5, "icon" = "trash"))
var/list/pipemenu = list(
list("pipecategory" = "Normal", "pipemode" = 1),
list("pipecategory" = "Supply", "pipemode" = 2),
list("pipecategory" = "Scrubber", "pipemode" = 3),
list("pipecategory" = "Devices", "pipemode" = 4),
list("pipecategory" = "Heat exchange", "pipemode" = 5))
//NanoUI stuff
/obj/item/weapon/rpd/attack_self(mob/user)
ui_interact(user)
/obj/item/weapon/rpd/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1, var/datum/topic_state/state = inventory_state)
ui = nanomanager.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "rpd.tmpl", "[name]", 400, 650, state = state)
ui.open()
ui.set_auto_update(1)
/obj/item/weapon/rpd/ui_data(mob/user, ui_key = "main", datum/topic_state/state = inventory_state)
var/data[0]
data["dpipelist"] = dpipelist
data["iconrotation"] = iconrotation
data["mainmenu"] = mainmenu
data["mode"] = mode
data["pipelist"] = pipelist
data["pipemenu"] = pipemenu
data["pipetype"] = pipetype
data["whatdpipe"] = whatdpipe
data["whatpipe"] = whatpipe
return data
/obj/item/weapon/rpd/Topic(href, href_list, nowindow, state)
..()
if(href_list["iconrotation"])
iconrotation = text2num(sanitize(href_list["iconrotation"]))
else if(href_list["whatpipe"])
whatpipe = text2num(sanitize(href_list["whatpipe"]))
else if(href_list["whatdpipe"])
whatdpipe = text2num(sanitize(href_list["whatdpipe"]))
else if(href_list["pipetype"])
pipetype = text2num(sanitize(href_list["pipetype"]))
else if(href_list["mode"])
mode = text2num(sanitize(href_list["mode"]))
else
return
nanomanager.update_uis(src)
//What the RPD actually does
/obj/item/weapon/rpd/afterattack(atom/target, mob/user, proximity)
..()
var/turf/T = get_turf(target)
if(src.loc != user || ismob(target) || istype(target, /obj/structure/window) || !proximity || world.time < lastused + spawndelay)
return
if(mode == ATMOS_MODE && !istype(T, /turf/simulated/shuttle)) //No pipes on shuttles nerds
if(istype(T, /turf/simulated/wall)) //Drilling into walls takes time
playsound(loc, "sound/weapons/circsawhit.ogg", 50, 1)
user.visible_message("<span class = 'notice'>[user] starts drilling a hole in [T]...</span>", "<span class = 'notice'>You start drilling a hole in [T]...</span>", "<span class = 'warning'>You hear a drill.</span>")
if(!do_after(user, walldelay, target = T))
return
user.visible_message("<span class = 'notice'>[user] finishes drilling a hole in [T]!</span>", "<span class = 'notice'>You finish drilling a hole in [T]!</span>", "<span class = 'warning'>You hear clanking.</span>")
var/obj/item/pipe/P
if(whatpipe == GAS_SENSOR)
P = new /obj/item/pipe_gsensor(T)
else if(whatpipe == METER)
P = new /obj/item/pipe_meter(T)
else
P = new(T, pipe_type = whatpipe, dir = user.dir)
if(iconrotation == 0 && P.is_bent_pipe()) //Automatic rotation of dispensed pipes
P.dir = turn(user.dir, 135)
else if(iconrotation == 0 && P.pipe_type in list(CONNECTOR, UNARY_VENT, GAS_SCRUBBER, HE_EXCHANGER, SIMPLE_CAP, SUPPLY_CAP, SCRUBBERS_CAP, INJECTOR, PASSIVE_VENT)) //Some pipes dispense oppositely to what you'd expect, but we don't want to do anything if they selected a direction
P.flip()
else if(iconrotation != 0 && P.is_bent_pipe()) //If they selected a rotation and the pipe is bent
P.dir = turn(iconrotation, -45)
else if(iconrotation != 0)
P.dir = iconrotation
to_chat(user, "<span class = 'notice'>[src] rapidly dispenses [P]!</span>")
Activaterpd(1)
else if(mode == DISPOSALS_MODE && !istype(T, /turf/simulated/shuttle))
if(istype(T, /turf/simulated/wall)) //No disposals pipes on walls
to_chat(user, "<span class = 'warning'>That type of pipe won't fit on [T]!</span>")
return
var/obj/structure/disposalconstruct/P = new(T) //Now we make the pipe
P.dir = iconrotation
P.ptype = whatdpipe
if(iconrotation == 0) //Automatic rotation
P.dir = user.dir
if(iconrotation == 0 && whatdpipe != DISPOSALS_JUNCTION) //Disposals pipes are in the opposite direction to atmos pipes, so we need to flip them. Junctions don't have this quirk though
P.flip()
P.update()
to_chat(user, "<span class = 'notice'>[src] rapidly dispenses [P]!</span>")
Activaterpd(1)
else if(mode == ROTATION_MODE)
for(var/obj/W in T)
Manipulatepipes(W, /obj/item/pipe/verb/rotate, /obj/structure/disposalconstruct/verb/rotate)
else if(mode == FLIP_MODE)
for(var/obj/W in T)
Manipulatepipes(W, /obj/item/pipe/verb/flip, /obj/structure/disposalconstruct/verb/flip)
else if(mode == DELETE_MODE)
var/eaten
for(var/obj/W in T)
if(istype(W, /obj/item/pipe) || istype(W, /obj/item/pipe_meter) || istype(W, /obj/item/pipe_gsensor) || istype(W, /obj/structure/disposalconstruct) && !W.anchored)
QDEL_NULL(W)
eaten = TRUE
if(eaten)
to_chat(user, "<span class='notice'>[src] sucks up the loose pipes on [T].")
Activaterpd()
else
to_chat(user, "<span class='notice'>There were no loose pipes on [T].</span>")
#undef SIMPLE_CAP
#undef SUPPLY_CAP
#undef SCRUBBERS_CAP
#undef HE_EXCHANGER
#undef CONNECTOR
#undef UNARY_VENT
#undef PASSIVE_VENT
#undef GAS_SCRUBBER
#undef INJECTOR
#undef GAS_SENSOR
#undef METER
#undef DISPOSALS_JUNCTION
#undef ATMOS_MODE
#undef DISPOSALS_MODE
#undef ROTATION_MODE
#undef FLIP_MODE
#undef DELETE_MODE
#undef ATMOS_PIPING
#undef SUPPLY_PIPING
#undef SCRUBBERS_PIPING
#undef DEVICES
#undef HEAT_PIPING
+7 -10
View File
@@ -5,7 +5,6 @@
item_state = "scissor"
force = 5
sharp = 1
edge = 1
w_class = WEIGHT_CLASS_SMALL
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("slices", "cuts", "stabs", "jabs")
@@ -39,14 +38,14 @@
for(var/i in facial_hair_styles_list)
var/datum/sprite_accessory/facial_hair/tmp_facial = facial_hair_styles_list[i]
if(C.species.name in tmp_facial.species_allowed) //If the species is allowed to have the style, add the style to the list. Or, if the character has a prosthetic head, give them the human hair styles.
if(C.species.flags & ALL_RPARTS) //If the character is of a species that can have full body prosthetics and their head doesn't suport human hair 'wigs', don't add the style to the list.
if(C.species.bodyflags & ALL_RPARTS) //If the character is of a species that can have full body prosthetics and their head doesn't suport human hair 'wigs', don't add the style to the list.
if(robohead.is_monitor)
to_chat(user, "<span class='warning'>You are unable to find anything on [H]'s face worth cutting. How disappointing.</span>")
return
continue //If the head DOES support human hair wigs, make sure they don't get monitor-oriented styles.
species_facial_hair += i
else
if(C.species.flags & ALL_RPARTS) //If the target is of a species that can have prosthetic heads, and the head supports human hair 'wigs' AND the hair-style is human-suitable, add it to the list.
if(C.species.bodyflags & ALL_RPARTS) //If the target is of a species that can have prosthetic heads, and the head supports human hair 'wigs' AND the hair-style is human-suitable, add it to the list.
if(!robohead.is_monitor)
if("Human" in tmp_facial.species_allowed)
species_facial_hair += i
@@ -62,14 +61,14 @@
for(var/i in hair_styles_list)
var/datum/sprite_accessory/hair/tmp_hair = hair_styles_list[i]
if(C.species.name in tmp_hair.species_allowed) //If the species is allowed to have the style, add the style to the list. Or, if the character has a prosthetic head, give them the human facial hair styles.
if(C.species.flags & ALL_RPARTS) //If the character is of a species that can have full body prosthetics and their head doesn't suport human hair 'wigs', don't add the style to the list.
if(C.species.bodyflags & ALL_RPARTS) //If the character is of a species that can have full body prosthetics and their head doesn't suport human hair 'wigs', don't add the style to the list.
if(robohead.is_monitor)
to_chat(user, "<span class='warning'>You are unable to find anything on [H]'s head worth cutting. How disappointing.</span>")
return
continue //If the head DOES support human hair wigs, make sure they don't get monitor-oriented styles.
species_hair += i
else
if(C.species.flags & ALL_RPARTS) //If the target is of a species that can have prosthetic heads, and the head supports human hair 'wigs' AND the hair-style is human-suitable, add it to the list.
if(C.species.bodyflags & ALL_RPARTS) //If the target is of a species that can have prosthetic heads, and the head supports human hair 'wigs' AND the hair-style is human-suitable, add it to the list.
if(!robohead.is_monitor)
if("Human" in tmp_hair.species_allowed)
species_hair += i
@@ -95,7 +94,6 @@
user.visible_message("<span class='notice'>[user] finishes cutting [M]'s hair!</span>")
/obj/item/weapon/scissors/safety //Totally safe, I assure you.
name = "safety scissors"
desc = "The blades of the scissors appear to be made of some sort of ultra-strong metal alloy."
force = 18 //same as e-daggers
var/is_cutting = 0 //to prevent spam clicking this for huge accumulation of losebreath.
@@ -118,10 +116,9 @@
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
user.visible_message("<span class='danger'>[user] abruptly stops cutting [M]'s hair and slices their throat!</span>", "<span class='danger'>You stop cutting [M]'s hair and slice their throat!</span>") //Just a little off the top.
H.AdjustLoseBreath(10) //30 Oxy damage over time
H.apply_damage(18, BRUTE, "head", sharp =1, edge =1, used_weapon = "scissors")
var/turf/location = get_turf(H)
if(istype(location, /turf/simulated))
location.add_blood(H)
H.apply_damage(18, BRUTE, "head", sharp =1, used_weapon = "scissors")
var/turf/location = get_turf(src)
H.add_splatter_floor(location)
H.bloody_hands(H)
H.bloody_body(H)
var/mob/living/carbon/human/U = user
+1 -26
View File
@@ -5,7 +5,6 @@
icon = 'icons/obj/shards.dmi'
icon_state = "large"
sharp = 1
edge = 1
desc = "Could probably be used as ... a throwing weapon?"
w_class = WEIGHT_CLASS_TINY
force = 5.0
@@ -88,28 +87,4 @@
if(affecting.take_damage(5, 0))
H.UpdateDamageIcon()
H.updatehealth()
..()
// Shrapnel
/obj/item/weapon/shard/shrapnel
name = "shrapnel"
icon = 'icons/obj/shards.dmi'
icon_state = "shrapnellarge"
desc = "A bunch of tiny bits of shattered metal."
/obj/item/weapon/shard/shrapnel/New()
src.icon_state = pick("shrapnellarge", "shrapnelmedium", "shrapnelsmall")
switch(src.icon_state)
if("shrapnelsmall")
src.pixel_x = rand(-12, 12)
src.pixel_y = rand(-12, 12)
if("shrapnelmedium")
src.pixel_x = rand(-8, 8)
src.pixel_y = rand(-8, 8)
if("shrapnellarge")
src.pixel_x = rand(-5, 5)
src.pixel_y = rand(-5, 5)
else
return
..()
+1 -1
View File
@@ -38,7 +38,7 @@
else if(istype(target,/mob/living/carbon))
for(var/obj/item/carried_item in target.contents)
if(!istype(carried_item, /obj/item/weapon/implant))//If it's not an implant.
carried_item.add_blood(target)//Oh yes, there will be blood...
carried_item.add_mob_blood(target)//Oh yes, there will be blood...
var/mob/living/carbon/human/H = target
H.bloody_hands(target,0)
H.bloody_body(target)
@@ -317,7 +317,7 @@
/obj/item/weapon/storage/fancy/rollingpapers
name = "rolling paper pack"
desc = "A pack of NanoTrasen brand rolling papers."
desc = "A pack of Nanotrasen brand rolling papers."
w_class = WEIGHT_CLASS_TINY
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cig_paper_pack"
@@ -478,7 +478,7 @@
/obj/item/weapon/storage/attack_self(mob/user as mob)
//Clicking on itself will empty it, if it has the verb to do that.
if(user.get_active_hand() == src)
if(user.is_in_active_hand(src))
if(src.verbs.Find(/obj/item/weapon/storage/verb/quick_empty))
src.quick_empty()
return
@@ -157,6 +157,22 @@
new /obj/item/weapon/grenade/empgrenade(src)
new /obj/item/weapon/implanter/emp/(src)
/obj/item/weapon/storage/box/syndie_kit/throwing_weapons
name = "boxed throwing kit"
can_hold = list(/obj/item/weapon/throwing_star, /obj/item/weapon/restraints/legcuffs/bola/tactical)
max_combined_w_class = 16
max_w_class = WEIGHT_CLASS_NORMAL
/obj/item/weapon/storage/box/syndie_kit/throwing_weapons/New()
..()
new /obj/item/weapon/throwing_star(src)
new /obj/item/weapon/throwing_star(src)
new /obj/item/weapon/throwing_star(src)
new /obj/item/weapon/throwing_star(src)
new /obj/item/weapon/throwing_star(src)
new /obj/item/weapon/restraints/legcuffs/bola/tactical(src)
new /obj/item/weapon/restraints/legcuffs/bola/tactical(src)
/obj/item/weapon/storage/box/syndie_kit/sarin
name = "Sarin Gas Grenades"
@@ -54,7 +54,9 @@
C.update_internals_hud_icon(0)
else
var/can_open_valve = 0
if(C.wear_mask && C.wear_mask.flags & AIRTIGHT)
if(C.get_organ_slot("breathing_tube"))
can_open_valve = 1
else if(C.wear_mask && C.wear_mask.flags & AIRTIGHT)
can_open_valve = 1
else if(ishuman(C))
var/mob/living/carbon/human/H = C
@@ -128,7 +128,7 @@ Frequency:
if(turfs.len)
L["None (Dangerous)"] = pick(turfs)
var/t1 = input(user, "Please select a teleporter to lock in on.", "Hand Teleporter") as null|anything in L
if(!t1 || (user.get_active_hand() != src || user.stat || user.restrained()))
if(!t1 || (!user.is_in_active_hand(src) || user.stat || user.restrained()))
return
if(active_portals >= 3)
user.show_message("<span class='notice'>\The [src] is recharging!</span>")
+1 -3
View File
@@ -228,7 +228,6 @@
hitsound = 'sound/items/Wirecutter.ogg'
usesound = 'sound/items/Wirecutter.ogg'
sharp = 1
edge = 1
toolspeed = 1
/obj/item/weapon/wirecutters/New(loc, param_color = null)
@@ -241,8 +240,7 @@
/obj/item/weapon/wirecutters/attack(mob/living/carbon/C, mob/user)
if(istype(C) && C.handcuffed && istype(C.handcuffed, /obj/item/weapon/restraints/handcuffs/cable))
user.visible_message("<span class='notice'>[user] cuts [C]'s restraints with [src]!</span>")
qdel(C.handcuffed)
C.handcuffed = null
QDEL_NULL(C.handcuffed)
if(C.buckled && C.buckled.buckle_requires_restraints)
C.buckled.unbuckle_mob(C)
C.update_handcuffed()
@@ -162,7 +162,6 @@
force = 5
throwforce = 15
sharp = 1
edge = 1
w_class = WEIGHT_CLASS_BULKY
slot_flags = SLOT_BACK
force_unwielded = 5
@@ -209,8 +208,6 @@
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 75
sharp = 1
edge = 1
no_embed = 1 // Like with the single-handed esword, this shouldn't be embedding in people.
/obj/item/weapon/twohanded/dualsaber/New()
blade_color = pick("red", "blue", "green", "purple")
@@ -297,7 +294,6 @@
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
sharp = 1
edge = 1
no_spin_thrown = 1
var/obj/item/weapon/grenade/explosive = null
var/war_cry = "AAAAARGH!!!"
@@ -442,7 +438,6 @@
attack_verb = list("sawed", "cut", "hacked", "carved", "cleaved", "butchered", "felled", "timbered")
hitsound = "swing_hit"
sharp = 1
edge = 1
actions_types = list(/datum/action/item_action/startchainsaw)
var/on = 0
@@ -499,8 +494,6 @@
origin_tech = "materials=6;syndicate=4"
attack_verb = list("sawed", "cut", "hacked", "carved", "cleaved", "butchered", "felled", "timbered")
sharp = 1
edge = 1
no_embed = 1
/obj/item/weapon/twohanded/chainsaw/update_icon()
if(wielded)
@@ -539,7 +532,6 @@
icon_state = "mjollnir0"
flags = CONDUCT
slot_flags = SLOT_BACK
no_embed = 1
force = 5
force_unwielded = 5
force_wielded = 20
@@ -604,7 +596,6 @@
icon_state = "mjollnir0"
flags = CONDUCT
slot_flags = SLOT_BACK
no_embed = 1
force = 5
force_unwielded = 5
force_wielded = 25
@@ -652,7 +643,6 @@
icon_state = "knighthammer0"
flags = CONDUCT
slot_flags = SLOT_BACK
no_embed = 1
force = 5
force_unwielded = 5
force_wielded = 30
@@ -718,7 +708,6 @@
force = 5
throwforce = 15
sharp = 1
edge = 1
w_class = WEIGHT_CLASS_HUGE
armour_penetration = 20
slot_flags = SLOT_BACK
+14 -3
View File
@@ -43,7 +43,6 @@
force = 40
throwforce = 10
sharp = 1
edge = 1
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 50
@@ -67,7 +66,6 @@
force = 40
throwforce = 10
sharp = 1
edge = 1
w_class = WEIGHT_CLASS_NORMAL
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
@@ -83,7 +81,6 @@
/obj/item/weapon/harpoon
name = "harpoon"
sharp = 1
edge = 0
desc = "Tharr she blows!"
icon_state = "harpoon"
item_state = "harpoon"
@@ -130,6 +127,20 @@ obj/item/weapon/wirerod/attackby(obj/item/I, mob/user, params)
qdel(I)
qdel(src)
/obj/item/weapon/throwing_star
name = "throwing star"
desc = "An ancient weapon still used to this day due to it's ease of lodging itself into victim's body parts"
icon_state = "throwingstar"
item_state = "eshield0"
force = 2
throwforce = 20 //This is never used on mobs since this has a 100% embed chance.
throw_speed = 4
embedded_pain_multiplier = 4
w_class = WEIGHT_CLASS_SMALL
embed_chance = 100
embedded_fall_chance = 0 //Hahaha!
sharp = 1
materials = list(MAT_METAL=500, MAT_GLASS=500)
/obj/item/weapon/spear/kidan
icon_state = "kidanspear"
+1 -2
View File
@@ -19,7 +19,7 @@
if(I.force >= max || I.throwforce >= max)//no esword sharpening
to_chat(user, "<span class='notice'>[I] is much too powerful to sharpen further.</span>")
return
if(requires_sharpness && !I.edge)
if(requires_sharpness && !I.sharp)
to_chat(user, "<span class='notice'>You can only sharpen items that are already sharp, such as knives.</span>")
return
if(istype(I, /obj/item/weapon/twohanded))//some twohanded items should still be sharpenable, but handle force differently. therefore i need this stuff
@@ -39,7 +39,6 @@
return
user.visible_message("<span class='notice'>[user] sharpens [I] with [src]!</span>", "<span class='notice'>You sharpen [I], making it much more deadly than before.</span>")
if(!requires_sharpness)
I.edge = 1
I.sharp = 1
I.force = Clamp(I.force + increment, 0, max)
I.throwforce = Clamp(I.throwforce + increment, 0, max)