line fixes

This commit is contained in:
joep van der velden
2020-03-18 17:02:44 +01:00
parent 07ffa0f60a
commit f26f9cf0b6
6 changed files with 4052 additions and 4052 deletions
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+1445 -1445
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@@ -1,283 +1,283 @@
/obj/item/flash
name = "flash"
desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
icon = 'icons/obj/device.dmi'
icon_state = "flash"
item_state = "flashtool" //looks exactly like a flash (and nothing like a flashbang)
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
flags = CONDUCT
materials = list(MAT_METAL = 300, MAT_GLASS = 300)
origin_tech = "magnets=2;combat=1"
var/times_used = 0 //Number of times it's been used.
var/broken = 0 //Is the flash burnt out?
var/last_used = 0 //last world.time it was used.
var/battery_panel = 0 //whether the flash can be modified with a cell or not
var/overcharged = 0 //if overcharged the flash will set people on fire then immediately burn out (does so even if it doesn't blind them).
var/can_overcharge = TRUE //set this to FALSE if you don't want your flash to be overcharge capable
var/use_sound = 'sound/weapons/flash.ogg'
/obj/item/flash/proc/clown_check(mob/user)
if(user && (CLUMSY in user.mutations) && prob(50))
flash_carbon(user, user, 15, 0)
return 0
return 1
/obj/item/flash/attackby(obj/item/W, mob/user, params)
if(can_overcharge)
if(istype(W, /obj/item/screwdriver))
if(battery_panel)
to_chat(user, "<span class='notice'>You close the battery compartment on the [src].</span>")
battery_panel = 0
else
to_chat(user, "<span class='notice'>You open the battery compartment on the [src].</span>")
battery_panel = 1
if(battery_panel && !overcharged)
if(istype(W, /obj/item/stock_parts/cell))
to_chat(user, "<span class='notice'>You jam the cell into battery compartment on the [src].</span>")
qdel(W)
overcharged = 1
overlays += "overcharge"
/obj/item/flash/random/New()
..()
if(prob(25))
broken = 1
icon_state = "[initial(icon_state)]burnt"
/obj/item/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
icon_state = "[initial(icon_state)]burnt"
visible_message("<span class='notice'>The [src.name] burns out!</span>")
/obj/item/flash/proc/flash_recharge(var/mob/user)
if(prob(times_used * 2)) //if you use it 5 times in a minute it has a 10% chance to break!
burn_out()
return 0
var/deciseconds_passed = world.time - last_used
for(var/seconds = deciseconds_passed/10, seconds>=10, seconds-=10) //get 1 charge every 10 seconds
times_used--
last_used = world.time
times_used = max(0, times_used) //sanity
/obj/item/flash/proc/try_use_flash(var/mob/user = null)
flash_recharge(user)
if(broken)
return 0
playsound(src.loc, use_sound, 100, 1)
flick("[initial(icon_state)]2", src)
times_used++
if(user && !clown_check(user))
return 0
return 1
/obj/item/flash/proc/flash_carbon(var/mob/living/carbon/M, var/mob/user = null, var/power = 5, targeted = 1)
if(user)
add_attack_logs(user, M, "Flashed with [src]")
if(targeted)
if(M.weakeyes)
M.Weaken(3) //quick weaken bypasses eye protection but has no eye flash
if(M.flash_eyes(1, 1))
M.AdjustConfused(power)
terrible_conversion_proc(M, user)
M.Stun(1)
visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
to_chat(user, "<span class='danger'>You blind [M] with the flash!</span>")
to_chat(M, "<span class='userdanger'>[user] blinds you with the flash!</span>")
if(M.weakeyes)
M.Stun(2)
M.visible_message("<span class='disarm'>[M] gasps and shields [M.p_their()] eyes!</span>", "<span class='userdanger'>You gasp and shields your eyes!</span>")
else
visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>")
to_chat(user, "<span class='warning'>You fail to blind [M] with the flash!</span>")
to_chat(M, "<span class='danger'>[user] fails to blind you with the flash!</span>")
return
if(M.flash_eyes())
M.AdjustConfused(power)
/obj/item/flash/attack(mob/living/M, mob/user)
if(!try_use_flash(user))
return 0
if(iscarbon(M))
flash_carbon(M, user, 5, 1)
if(overcharged)
M.adjust_fire_stacks(6)
M.IgniteMob()
burn_out()
return 1
else if(issilicon(M))
if(isrobot(M))
var/mob/living/silicon/robot/R = M
if(R.module) // Perhaps they didn't choose a module yet
for(var/obj/item/borg/combat/shield/S in R.module.modules)
if(R.activated(S))
add_attack_logs(user, M, "Flashed with [src]")
user.visible_message("<span class='disarm'>[user] tries to overloads [M]'s sensors with the [src.name], but is blocked by [M]'s shield!</span>", "<span class='danger'>You try to overload [M]'s sensors with the [src.name], but are blocked by [M.p_their()] shield!</span>")
return 1
add_attack_logs(user, M, "Flashed with [src]")
if(M.flash_eyes(affect_silicon = 1))
M.Weaken(rand(5,10))
user.visible_message("<span class='disarm'>[user] overloads [M]'s sensors with the [src.name]!</span>", "<span class='danger'>You overload [M]'s sensors with the [src.name]!</span>")
return 1
user.visible_message("<span class='disarm'>[user] fails to blind [M] with the [src.name]!</span>", "<span class='warning'>You fail to blind [M] with the [src.name]!</span>")
/obj/item/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(!try_use_flash(user))
return 0
user.visible_message("<span class='disarm'>[user]'s [src.name] emits a blinding light!</span>", "<span class='danger'>Your [src.name] emits a blinding light!</span>")
for(var/mob/living/carbon/M in oviewers(3, null))
flash_carbon(M, user, 3, 0)
/obj/item/flash/emp_act(severity)
if(!try_use_flash())
return 0
for(var/mob/living/carbon/M in viewers(3, null))
flash_carbon(M, null, 10, 0)
burn_out()
..()
/obj/item/flash/proc/terrible_conversion_proc(mob/M, mob/user)
if(ishuman(M) && ishuman(user) && M.stat != DEAD)
if(user.mind && (user.mind in SSticker.mode.head_revolutionaries))
if(M.client)
if(M.stat == CONSCIOUS)
M.mind_initialize() //give them a mind datum if they don't have one.
var/resisted
if(!ismindshielded(M))
if(user.mind in SSticker.mode.head_revolutionaries)
if(SSticker.mode.add_revolutionary(M.mind))
times_used -- //Flashes less likely to burn out for headrevs when used for conversion
else
resisted = 1
else
resisted = 1
if(resisted)
to_chat(user, "<span class='warning'>This mind seems resistant to the [name]!</span>")
else
to_chat(user, "<span class='warning'>They must be conscious before you can convert [M.p_them()]!</span>")
else
to_chat(user, "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>")
/obj/item/flash/cyborg
origin_tech = null
/obj/item/flash/cyborg/attack(mob/living/M, mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/flash/cyborg/attack_self(mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/flash/cameraflash
name = "camera"
icon = 'icons/obj/items.dmi'
desc = "A polaroid camera. 10 photos left."
icon_state = "camera"
item_state = "electropack" //spelling, a coders worst enemy. This part gave me trouble for a while.
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
can_overcharge = FALSE
var/flash_max_charges = 5
var/flash_cur_charges = 5
var/charge_tick = 0
use_sound = 'sound/items/polaroid1.ogg'
/obj/item/flash/cameraflash/burn_out() //stops from burning out
return
/obj/item/flash/cameraflash/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/flash/cameraflash/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/flash/cameraflash/process() //this and the two parts above are part of the charge system.
charge_tick++
if(charge_tick < 10)
return FALSE
charge_tick = 0
flash_cur_charges = min(flash_cur_charges+1, flash_max_charges)
return TRUE
/obj/item/flash/cameraflash/attack(mob/living/M, mob/user)
if(flash_cur_charges > 0)
flash_cur_charges -= 1
to_chat(user, "[src] now has [flash_cur_charges] charge\s.")
..()
else
to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
return
/obj/item/flash/cameraflash/attack_self(mob/living/carbon/user, flag = 0)
if(flash_cur_charges > 0)
flash_cur_charges -= 1
to_chat(user, "[src] now has [flash_cur_charges] charge\s.")
..()
else
to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
return
/obj/item/flash/memorizer
name = "memorizer"
desc = "If you see this, you're not likely to remember it any time soon."
icon_state = "memorizer"
item_state = "nullrod"
/obj/item/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 protocols 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/flash/armimplant/Destroy()
I = null
return ..()
/obj/item/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(CALLBACK(src, .proc/cooldown), flashcd * 2)
/obj/item/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(CALLBACK(src, .proc/cooldown), flashcd)
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
update_icon(1)
return TRUE
/obj/item/flash/armimplant/proc/cooldown()
overheat = FALSE
/obj/item/flash/synthetic //just a regular flash now
/obj/item/flash
name = "flash"
desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
icon = 'icons/obj/device.dmi'
icon_state = "flash"
item_state = "flashtool" //looks exactly like a flash (and nothing like a flashbang)
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
flags = CONDUCT
materials = list(MAT_METAL = 300, MAT_GLASS = 300)
origin_tech = "magnets=2;combat=1"
var/times_used = 0 //Number of times it's been used.
var/broken = 0 //Is the flash burnt out?
var/last_used = 0 //last world.time it was used.
var/battery_panel = 0 //whether the flash can be modified with a cell or not
var/overcharged = 0 //if overcharged the flash will set people on fire then immediately burn out (does so even if it doesn't blind them).
var/can_overcharge = TRUE //set this to FALSE if you don't want your flash to be overcharge capable
var/use_sound = 'sound/weapons/flash.ogg'
/obj/item/flash/proc/clown_check(mob/user)
if(user && (CLUMSY in user.mutations) && prob(50))
flash_carbon(user, user, 15, 0)
return 0
return 1
/obj/item/flash/attackby(obj/item/W, mob/user, params)
if(can_overcharge)
if(istype(W, /obj/item/screwdriver))
if(battery_panel)
to_chat(user, "<span class='notice'>You close the battery compartment on the [src].</span>")
battery_panel = 0
else
to_chat(user, "<span class='notice'>You open the battery compartment on the [src].</span>")
battery_panel = 1
if(battery_panel && !overcharged)
if(istype(W, /obj/item/stock_parts/cell))
to_chat(user, "<span class='notice'>You jam the cell into battery compartment on the [src].</span>")
qdel(W)
overcharged = 1
overlays += "overcharge"
/obj/item/flash/random/New()
..()
if(prob(25))
broken = 1
icon_state = "[initial(icon_state)]burnt"
/obj/item/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
icon_state = "[initial(icon_state)]burnt"
visible_message("<span class='notice'>The [src.name] burns out!</span>")
/obj/item/flash/proc/flash_recharge(var/mob/user)
if(prob(times_used * 2)) //if you use it 5 times in a minute it has a 10% chance to break!
burn_out()
return 0
var/deciseconds_passed = world.time - last_used
for(var/seconds = deciseconds_passed/10, seconds>=10, seconds-=10) //get 1 charge every 10 seconds
times_used--
last_used = world.time
times_used = max(0, times_used) //sanity
/obj/item/flash/proc/try_use_flash(var/mob/user = null)
flash_recharge(user)
if(broken)
return 0
playsound(src.loc, use_sound, 100, 1)
flick("[initial(icon_state)]2", src)
times_used++
if(user && !clown_check(user))
return 0
return 1
/obj/item/flash/proc/flash_carbon(var/mob/living/carbon/M, var/mob/user = null, var/power = 5, targeted = 1)
if(user)
add_attack_logs(user, M, "Flashed with [src]")
if(targeted)
if(M.weakeyes)
M.Weaken(3) //quick weaken bypasses eye protection but has no eye flash
if(M.flash_eyes(1, 1))
M.AdjustConfused(power)
terrible_conversion_proc(M, user)
M.Stun(1)
visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
to_chat(user, "<span class='danger'>You blind [M] with the flash!</span>")
to_chat(M, "<span class='userdanger'>[user] blinds you with the flash!</span>")
if(M.weakeyes)
M.Stun(2)
M.visible_message("<span class='disarm'>[M] gasps and shields [M.p_their()] eyes!</span>", "<span class='userdanger'>You gasp and shields your eyes!</span>")
else
visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>")
to_chat(user, "<span class='warning'>You fail to blind [M] with the flash!</span>")
to_chat(M, "<span class='danger'>[user] fails to blind you with the flash!</span>")
return
if(M.flash_eyes())
M.AdjustConfused(power)
/obj/item/flash/attack(mob/living/M, mob/user)
if(!try_use_flash(user))
return 0
if(iscarbon(M))
flash_carbon(M, user, 5, 1)
if(overcharged)
M.adjust_fire_stacks(6)
M.IgniteMob()
burn_out()
return 1
else if(issilicon(M))
if(isrobot(M))
var/mob/living/silicon/robot/R = M
if(R.module) // Perhaps they didn't choose a module yet
for(var/obj/item/borg/combat/shield/S in R.module.modules)
if(R.activated(S))
add_attack_logs(user, M, "Flashed with [src]")
user.visible_message("<span class='disarm'>[user] tries to overloads [M]'s sensors with the [src.name], but is blocked by [M]'s shield!</span>", "<span class='danger'>You try to overload [M]'s sensors with the [src.name], but are blocked by [M.p_their()] shield!</span>")
return 1
add_attack_logs(user, M, "Flashed with [src]")
if(M.flash_eyes(affect_silicon = 1))
M.Weaken(rand(5,10))
user.visible_message("<span class='disarm'>[user] overloads [M]'s sensors with the [src.name]!</span>", "<span class='danger'>You overload [M]'s sensors with the [src.name]!</span>")
return 1
user.visible_message("<span class='disarm'>[user] fails to blind [M] with the [src.name]!</span>", "<span class='warning'>You fail to blind [M] with the [src.name]!</span>")
/obj/item/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(!try_use_flash(user))
return 0
user.visible_message("<span class='disarm'>[user]'s [src.name] emits a blinding light!</span>", "<span class='danger'>Your [src.name] emits a blinding light!</span>")
for(var/mob/living/carbon/M in oviewers(3, null))
flash_carbon(M, user, 3, 0)
/obj/item/flash/emp_act(severity)
if(!try_use_flash())
return 0
for(var/mob/living/carbon/M in viewers(3, null))
flash_carbon(M, null, 10, 0)
burn_out()
..()
/obj/item/flash/proc/terrible_conversion_proc(mob/M, mob/user)
if(ishuman(M) && ishuman(user) && M.stat != DEAD)
if(user.mind && (user.mind in SSticker.mode.head_revolutionaries))
if(M.client)
if(M.stat == CONSCIOUS)
M.mind_initialize() //give them a mind datum if they don't have one.
var/resisted
if(!ismindshielded(M))
if(user.mind in SSticker.mode.head_revolutionaries)
if(SSticker.mode.add_revolutionary(M.mind))
times_used -- //Flashes less likely to burn out for headrevs when used for conversion
else
resisted = 1
else
resisted = 1
if(resisted)
to_chat(user, "<span class='warning'>This mind seems resistant to the [name]!</span>")
else
to_chat(user, "<span class='warning'>They must be conscious before you can convert [M.p_them()]!</span>")
else
to_chat(user, "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>")
/obj/item/flash/cyborg
origin_tech = null
/obj/item/flash/cyborg/attack(mob/living/M, mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/flash/cyborg/attack_self(mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/flash/cameraflash
name = "camera"
icon = 'icons/obj/items.dmi'
desc = "A polaroid camera. 10 photos left."
icon_state = "camera"
item_state = "electropack" //spelling, a coders worst enemy. This part gave me trouble for a while.
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
can_overcharge = FALSE
var/flash_max_charges = 5
var/flash_cur_charges = 5
var/charge_tick = 0
use_sound = 'sound/items/polaroid1.ogg'
/obj/item/flash/cameraflash/burn_out() //stops from burning out
return
/obj/item/flash/cameraflash/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/flash/cameraflash/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/flash/cameraflash/process() //this and the two parts above are part of the charge system.
charge_tick++
if(charge_tick < 10)
return FALSE
charge_tick = 0
flash_cur_charges = min(flash_cur_charges+1, flash_max_charges)
return TRUE
/obj/item/flash/cameraflash/attack(mob/living/M, mob/user)
if(flash_cur_charges > 0)
flash_cur_charges -= 1
to_chat(user, "[src] now has [flash_cur_charges] charge\s.")
..()
else
to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
return
/obj/item/flash/cameraflash/attack_self(mob/living/carbon/user, flag = 0)
if(flash_cur_charges > 0)
flash_cur_charges -= 1
to_chat(user, "[src] now has [flash_cur_charges] charge\s.")
..()
else
to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
return
/obj/item/flash/memorizer
name = "memorizer"
desc = "If you see this, you're not likely to remember it any time soon."
icon_state = "memorizer"
item_state = "nullrod"
/obj/item/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 protocols 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/flash/armimplant/Destroy()
I = null
return ..()
/obj/item/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(CALLBACK(src, .proc/cooldown), flashcd * 2)
/obj/item/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(CALLBACK(src, .proc/cooldown), flashcd)
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
update_icon(1)
return TRUE
/obj/item/flash/armimplant/proc/cooldown()
overheat = FALSE
/obj/item/flash/synthetic //just a regular flash now
@@ -1,95 +1,95 @@
/mob/living/carbon/alien/humanoid/queen
name = "alien queen"
caste = "q"
maxHealth = 250
health = 250
icon_state = "alienq_s"
status_flags = CANPARALYSE
heal_rate = 5
large = 1
ventcrawler = 0
pressure_resistance = 200 //Because big, stompy xenos should not be blown around like paper.
/mob/living/carbon/alien/humanoid/queen/New()
create_reagents(100)
//there should only be one queen
for(var/mob/living/carbon/alien/humanoid/queen/Q in GLOB.living_mob_list)
if(Q == src) continue
if(Q.stat == DEAD) continue
if(Q.client)
name = "alien princess ([rand(1, 999)])" //if this is too cutesy feel free to change it/remove it.
break
real_name = src.name
alien_organs += new /obj/item/organ/internal/xenos/plasmavessel/queen
alien_organs += new /obj/item/organ/internal/xenos/acidgland
alien_organs += new /obj/item/organ/internal/xenos/eggsac
alien_organs += new /obj/item/organ/internal/xenos/resinspinner
alien_organs += new /obj/item/organ/internal/xenos/neurotoxin
..()
/mob/living/carbon/alien/humanoid/queen/movement_delay()
. = ..()
. += 3
/mob/living/carbon/alien/humanoid/queen/handle_hud_icons_health()
..() //-Yvarov
if(healths)
if(stat != DEAD)
switch(health)
if(250 to INFINITY)
healths.icon_state = "health0"
if(175 to 250)
healths.icon_state = "health1"
if(100 to 175)
healths.icon_state = "health2"
if(50 to 100)
healths.icon_state = "health3"
if(0 to 50)
healths.icon_state = "health4"
else
healths.icon_state = "health5"
else
healths.icon_state = "health6"
/mob/living/carbon/alien/humanoid/queen/can_inject(mob/user, error_msg, target_zone, penetrate_thick)
return FALSE
//Queen verbs
/mob/living/carbon/alien/humanoid/queen/verb/lay_egg()
set name = "Lay Egg (75)"
set desc = "Lay an egg to produce huggers to impregnate prey with."
set category = "Alien"
if(locate(/obj/structure/alien/egg) in get_turf(src))
to_chat(src, "<span class='noticealien'>There's already an egg here.</span>")
return
if(powerc(75,1))//Can't plant eggs on spess tiles. That's silly.
adjustPlasma(-75)
for(var/mob/O in viewers(src, null))
O.show_message(text("<span class='alertalien'>[src] has laid an egg!</span>"), 1)
new /obj/structure/alien/egg(loc)
return
/mob/living/carbon/alien/humanoid/queen/large
icon = 'icons/mob/alienlarge.dmi'
icon_state = "queen_s"
pixel_x = -16
large = 1
/mob/living/carbon/alien/humanoid/queen/large/update_icons()
overlays.Cut()
if(stat == DEAD)
icon_state = "queen_dead"
else if(stat == UNCONSCIOUS || lying || resting)
icon_state = "queen_sleep"
else
icon_state = "queen_s"
for(var/image/I in overlays_standing)
overlays += I
/mob/living/carbon/alien/humanoid/queen
name = "alien queen"
caste = "q"
maxHealth = 250
health = 250
icon_state = "alienq_s"
status_flags = CANPARALYSE
heal_rate = 5
large = 1
ventcrawler = 0
pressure_resistance = 200 //Because big, stompy xenos should not be blown around like paper.
/mob/living/carbon/alien/humanoid/queen/New()
create_reagents(100)
//there should only be one queen
for(var/mob/living/carbon/alien/humanoid/queen/Q in GLOB.living_mob_list)
if(Q == src) continue
if(Q.stat == DEAD) continue
if(Q.client)
name = "alien princess ([rand(1, 999)])" //if this is too cutesy feel free to change it/remove it.
break
real_name = src.name
alien_organs += new /obj/item/organ/internal/xenos/plasmavessel/queen
alien_organs += new /obj/item/organ/internal/xenos/acidgland
alien_organs += new /obj/item/organ/internal/xenos/eggsac
alien_organs += new /obj/item/organ/internal/xenos/resinspinner
alien_organs += new /obj/item/organ/internal/xenos/neurotoxin
..()
/mob/living/carbon/alien/humanoid/queen/movement_delay()
. = ..()
. += 3
/mob/living/carbon/alien/humanoid/queen/handle_hud_icons_health()
..() //-Yvarov
if(healths)
if(stat != DEAD)
switch(health)
if(250 to INFINITY)
healths.icon_state = "health0"
if(175 to 250)
healths.icon_state = "health1"
if(100 to 175)
healths.icon_state = "health2"
if(50 to 100)
healths.icon_state = "health3"
if(0 to 50)
healths.icon_state = "health4"
else
healths.icon_state = "health5"
else
healths.icon_state = "health6"
/mob/living/carbon/alien/humanoid/queen/can_inject(mob/user, error_msg, target_zone, penetrate_thick)
return FALSE
//Queen verbs
/mob/living/carbon/alien/humanoid/queen/verb/lay_egg()
set name = "Lay Egg (75)"
set desc = "Lay an egg to produce huggers to impregnate prey with."
set category = "Alien"
if(locate(/obj/structure/alien/egg) in get_turf(src))
to_chat(src, "<span class='noticealien'>There's already an egg here.</span>")
return
if(powerc(75,1))//Can't plant eggs on spess tiles. That's silly.
adjustPlasma(-75)
for(var/mob/O in viewers(src, null))
O.show_message(text("<span class='alertalien'>[src] has laid an egg!</span>"), 1)
new /obj/structure/alien/egg(loc)
return
/mob/living/carbon/alien/humanoid/queen/large
icon = 'icons/mob/alienlarge.dmi'
icon_state = "queen_s"
pixel_x = -16
large = 1
/mob/living/carbon/alien/humanoid/queen/large/update_icons()
overlays.Cut()
if(stat == DEAD)
icon_state = "queen_dead"
else if(stat == UNCONSCIOUS || lying || resting)
icon_state = "queen_sleep"
else
icon_state = "queen_s"
for(var/image/I in overlays_standing)
overlays += I
File diff suppressed because it is too large Load Diff
+341 -341
View File
@@ -1,105 +1,105 @@
/mob/living/silicon
gender = NEUTER
robot_talk_understand = 1
voice_name = "synthesized voice"
has_unlimited_silicon_privilege = 1
var/syndicate = 0
var/const/MAIN_CHANNEL = "Main Frequency"
var/lawchannel = MAIN_CHANNEL // Default channel on which to state laws
var/list/stating_laws = list()// Channels laws are currently being stated on
var/list/alarms_to_show = list()
var/list/alarms_to_clear = list()
//var/list/hud_list[10]
var/list/speech_synthesizer_langs = list() //which languages can be vocalized by the speech synthesizer
var/list/alarm_handlers = list() // List of alarm handlers this silicon is registered to
var/designation = ""
var/obj/item/camera/siliconcam/aiCamera = null //photography
//Used in say.dm, allows for pAIs to have different say flavor text, as well as silicons, although the latter is not implemented.
var/speak_statement = "states"
var/speak_exclamation = "declares"
var/speak_query = "queries"
var/pose //Yes, now AIs can pose too.
var/death_sound = 'sound/voice/borg_deathsound.ogg'
//var/sensor_mode = 0 //Determines the current HUD.
var/next_alarm_notice
var/list/datum/alarm/queued_alarms = new()
hud_possible = list(SPECIALROLE_HUD, DIAG_STAT_HUD, DIAG_HUD)
var/med_hud = DATA_HUD_MEDICAL_ADVANCED //Determines the med hud to use
var/sec_hud = DATA_HUD_SECURITY_ADVANCED //Determines the sec hud to use
var/d_hud = DATA_HUD_DIAGNOSTIC_ADVANCED //There is only one kind of diag hud
var/obj/item/radio/common_radio
/mob/living/silicon/New()
GLOB.silicon_mob_list |= src
..()
var/datum/atom_hud/data/diagnostic/diag_hud = huds[DATA_HUD_DIAGNOSTIC]
diag_hud.add_to_hud(src)
diag_hud_set_status()
diag_hud_set_health()
add_language("Galactic Common")
init_subsystems()
/mob/living/silicon/med_hud_set_health()
return //we use a different hud
/mob/living/silicon/med_hud_set_status()
return //we use a different hud
/mob/living/silicon/Destroy()
GLOB.silicon_mob_list -= src
for(var/datum/alarm_handler/AH in alarm_handlers)
AH.unregister(src)
return ..()
/mob/living/silicon/rename_character(oldname, newname)
// we actually don't want it changing minds and stuff
if(!newname)
return 0
real_name = newname
name = real_name
return 1
/mob/living/silicon/proc/show_laws()
return
/mob/living/silicon/drop_item()
return
/mob/living/silicon/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = FALSE, override = FALSE, tesla_shock = FALSE, illusion = FALSE, stun = TRUE)
return FALSE //So borgs they don't die trying to fix wiring
/mob/living/silicon/emp_act(severity)
switch(severity)
if(1)
src.take_organ_damage(20)
Stun(8)
if(2)
src.take_organ_damage(10)
Stun(3)
flash_eyes(affect_silicon = 1)
to_chat(src, "<span class='danger'>*BZZZT*</span>")
to_chat(src, "<span class='warning'>Warning: Electromagnetic pulse detected.</span>")
..()
/mob/living/silicon/proc/damage_mob(var/brute = 0, var/fire = 0, var/tox = 0)
return
/mob/living/silicon/can_inject(mob/user, error_msg, target_zone, penetrate_thick)
if(error_msg)
to_chat(user, "<span class='alert'>[p_their(TRUE)] outer shell is too tough.</span>")
return FALSE
/mob/living/silicon/IsAdvancedToolUser()
return TRUE
/mob/living/silicon
gender = NEUTER
robot_talk_understand = 1
voice_name = "synthesized voice"
has_unlimited_silicon_privilege = 1
var/syndicate = 0
var/const/MAIN_CHANNEL = "Main Frequency"
var/lawchannel = MAIN_CHANNEL // Default channel on which to state laws
var/list/stating_laws = list()// Channels laws are currently being stated on
var/list/alarms_to_show = list()
var/list/alarms_to_clear = list()
//var/list/hud_list[10]
var/list/speech_synthesizer_langs = list() //which languages can be vocalized by the speech synthesizer
var/list/alarm_handlers = list() // List of alarm handlers this silicon is registered to
var/designation = ""
var/obj/item/camera/siliconcam/aiCamera = null //photography
//Used in say.dm, allows for pAIs to have different say flavor text, as well as silicons, although the latter is not implemented.
var/speak_statement = "states"
var/speak_exclamation = "declares"
var/speak_query = "queries"
var/pose //Yes, now AIs can pose too.
var/death_sound = 'sound/voice/borg_deathsound.ogg'
//var/sensor_mode = 0 //Determines the current HUD.
var/next_alarm_notice
var/list/datum/alarm/queued_alarms = new()
hud_possible = list(SPECIALROLE_HUD, DIAG_STAT_HUD, DIAG_HUD)
var/med_hud = DATA_HUD_MEDICAL_ADVANCED //Determines the med hud to use
var/sec_hud = DATA_HUD_SECURITY_ADVANCED //Determines the sec hud to use
var/d_hud = DATA_HUD_DIAGNOSTIC_ADVANCED //There is only one kind of diag hud
var/obj/item/radio/common_radio
/mob/living/silicon/New()
GLOB.silicon_mob_list |= src
..()
var/datum/atom_hud/data/diagnostic/diag_hud = huds[DATA_HUD_DIAGNOSTIC]
diag_hud.add_to_hud(src)
diag_hud_set_status()
diag_hud_set_health()
add_language("Galactic Common")
init_subsystems()
/mob/living/silicon/med_hud_set_health()
return //we use a different hud
/mob/living/silicon/med_hud_set_status()
return //we use a different hud
/mob/living/silicon/Destroy()
GLOB.silicon_mob_list -= src
for(var/datum/alarm_handler/AH in alarm_handlers)
AH.unregister(src)
return ..()
/mob/living/silicon/rename_character(oldname, newname)
// we actually don't want it changing minds and stuff
if(!newname)
return 0
real_name = newname
name = real_name
return 1
/mob/living/silicon/proc/show_laws()
return
/mob/living/silicon/drop_item()
return
/mob/living/silicon/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = FALSE, override = FALSE, tesla_shock = FALSE, illusion = FALSE, stun = TRUE)
return FALSE //So borgs they don't die trying to fix wiring
/mob/living/silicon/emp_act(severity)
switch(severity)
if(1)
src.take_organ_damage(20)
Stun(8)
if(2)
src.take_organ_damage(10)
Stun(3)
flash_eyes(affect_silicon = 1)
to_chat(src, "<span class='danger'>*BZZZT*</span>")
to_chat(src, "<span class='warning'>Warning: Electromagnetic pulse detected.</span>")
..()
/mob/living/silicon/proc/damage_mob(var/brute = 0, var/fire = 0, var/tox = 0)
return
/mob/living/silicon/can_inject(mob/user, error_msg, target_zone, penetrate_thick)
if(error_msg)
to_chat(user, "<span class='alert'>[p_their(TRUE)] outer shell is too tough.</span>")
return FALSE
/mob/living/silicon/IsAdvancedToolUser()
return TRUE
/mob/living/silicon/robot/welder_act(mob/user, obj/item/I)
if(user.a_intent != INTENT_HELP)
return
@@ -119,242 +119,242 @@
user.visible_message("<span class='alert'>[user] patches some dents on [src] with [I].</span>")
/mob/living/silicon/bullet_act(var/obj/item/projectile/Proj)
if(!Proj.nodamage)
switch(Proj.damage_type)
if(BRUTE)
adjustBruteLoss(Proj.damage)
if(BURN)
adjustFireLoss(Proj.damage)
Proj.on_hit(src,2)
return 2
/mob/living/silicon/apply_effect(var/effect = 0,var/effecttype = STUN, var/blocked = 0, var/negate_armor = 0)
return 0//The only effect that can hit them atm is flashes and they still directly edit so this works for now
/*
if(!effect || (blocked >= 2)) return 0
switch(effecttype)
if(STUN)
Stun(effect / (blocked + 1))
if(WEAKEN)
Weaken(effect / (blocked + 1))
if(PARALYZE)
Paralyse(effect / (blocked + 1))
if(IRRADIATE)
radiation += min((effect - (effect*getarmor(null, "rad"))), 0)//Rads auto check armor
if(STUTTER)
stuttering = max(stuttering,(effect/(blocked+1)))
if(EYE_BLUR)
eye_blurry = max(eye_blurry,(effect/(blocked+1)))
if(DROWSY)
drowsyness = max(drowsyness,(effect/(blocked+1)))
updatehealth()
return 1*/
/proc/islinked(var/mob/living/silicon/robot/bot, var/mob/living/silicon/ai/ai)
if(!istype(bot) || !istype(ai))
return 0
if(bot.connected_ai == ai)
return 1
return 0
// this function shows the health of the pAI in the Status panel
/mob/living/silicon/proc/show_system_integrity()
if(!src.stat)
stat(null, text("System integrity: [round((health/maxHealth)*100)]%"))
else
stat(null, text("Systems nonfunctional"))
// This adds the basic clock, shuttle recall timer, and malf_ai info to all silicon lifeforms
/mob/living/silicon/Stat()
..()
if(statpanel("Status"))
show_stat_emergency_shuttle_eta()
show_system_integrity()
//Silicon mob language procs
/mob/living/silicon/can_speak_language(datum/language/speaking)
return universal_speak || (speaking in src.speech_synthesizer_langs) //need speech synthesizer support to vocalize a language
/mob/living/silicon/add_language(var/language, var/can_speak=1)
if(..(language) && can_speak)
speech_synthesizer_langs.Add(GLOB.all_languages[language])
return 1
/mob/living/silicon/remove_language(var/rem_language)
..(rem_language)
for(var/datum/language/L in speech_synthesizer_langs)
if(L.name == rem_language)
speech_synthesizer_langs -= L
/mob/living/silicon/check_lang_data()
. = ""
if(default_language)
. += "Current default language: [default_language] - <a href='byond://?src=[UID()];default_lang=reset'>reset</a><br><br>"
for(var/datum/language/L in languages)
if(!(L.flags & NONGLOBAL))
var/default_str
if(L == default_language)
default_str = " - default - <a href='byond://?src=[UID()];default_lang=reset'>reset</a>"
else
default_str = " - <a href='byond://?src=[UID()];default_lang=[L]'>set default</a>"
var/synth = (L in speech_synthesizer_langs)
. += "<b>[L.name] (:[L.key])</b>[synth ? default_str : null]<br>Speech Synthesizer: <i>[synth ? "YES" : "NOT SUPPORTED"]</i><br>[L.desc]<br><br>"
// this function displays the stations manifest in a separate window
/mob/living/silicon/proc/show_station_manifest()
var/dat
dat += "<h4>Crew Manifest</h4>"
if(data_core)
dat += data_core.get_manifest(1) // make it monochrome
dat += "<br>"
src << browse(dat, "window=airoster")
onclose(src, "airoster")
/mob/living/silicon/assess_threat() //Secbots won't hunt silicon units
return -10
/mob/living/silicon/verb/pose()
set name = "Set Pose"
set desc = "Sets a description which will be shown when someone examines you."
set category = "IC"
pose = sanitize(copytext(input(usr, "This is [src]. It is...", "Pose", null) as text, 1, MAX_MESSAGE_LEN))
/mob/living/silicon/verb/set_flavor()
set name = "Set Flavour Text"
set desc = "Sets an extended description of your character's features."
set category = "IC"
update_flavor_text()
/mob/living/silicon/binarycheck()
return 1
/mob/living/silicon/proc/remove_med_sec_hud()
var/datum/atom_hud/secsensor = huds[sec_hud]
var/datum/atom_hud/medsensor = huds[med_hud]
for(var/datum/atom_hud/data/diagnostic/diagsensor in huds)
diagsensor.remove_hud_from(src)
secsensor.remove_hud_from(src)
medsensor.remove_hud_from(src)
/mob/living/silicon/proc/add_sec_hud()
var/datum/atom_hud/secsensor = huds[sec_hud]
secsensor.add_hud_to(src)
/mob/living/silicon/proc/add_med_hud()
var/datum/atom_hud/medsensor = huds[med_hud]
medsensor.add_hud_to(src)
/mob/living/silicon/proc/add_diag_hud()
for(var/datum/atom_hud/data/diagnostic/diagsensor in huds)
diagsensor.add_hud_to(src)
/mob/living/silicon/proc/toggle_sensor_mode()
var/sensor_type = input("Please select sensor type.", "Sensor Integration", null) in list("Security", "Medical","Diagnostic","Disable")
remove_med_sec_hud()
switch(sensor_type)
if("Security")
add_sec_hud()
to_chat(src, "<span class='notice'>Security records overlay enabled.</span>")
if("Medical")
add_med_hud()
to_chat(src, "<span class='notice'>Life signs monitor overlay enabled.</span>")
if("Diagnostic")
add_diag_hud()
to_chat(src, "<span class='notice'>Robotics diagnostic overlay enabled.</span>")
if("Disable")
to_chat(src, "Sensor augmentations disabled.")
/mob/living/silicon/proc/receive_alarm(var/datum/alarm_handler/alarm_handler, var/datum/alarm/alarm, was_raised)
if(!next_alarm_notice)
next_alarm_notice = world.time + SecondsToTicks(10)
var/list/alarms = queued_alarms[alarm_handler]
if(was_raised)
// Raised alarms are always set
alarms[alarm] = 1
else
// Alarms that were raised but then cleared before the next notice are instead removed
if(alarm in alarms)
alarms -= alarm
// And alarms that have only been cleared thus far are set as such
else
alarms[alarm] = -1
/mob/living/silicon/proc/process_queued_alarms()
if(next_alarm_notice && (world.time > next_alarm_notice))
next_alarm_notice = 0
var/alarm_raised = 0
for(var/datum/alarm_handler/AH in queued_alarms)
var/list/alarms = queued_alarms[AH]
var/reported = 0
for(var/datum/alarm/A in alarms)
if(alarms[A] == 1)
if(!reported)
reported = 1
to_chat(src, "<span class='warning'>--- [AH.category] Detected ---</span>")
raised_alarm(A)
for(var/datum/alarm_handler/AH in queued_alarms)
var/list/alarms = queued_alarms[AH]
var/reported = 0
for(var/datum/alarm/A in alarms)
if(alarms[A] == -1)
if(!reported)
reported = 1
to_chat(src, "<span class='notice'>--- [AH.category] Cleared ---</span>")
to_chat(src, "\The [A.alarm_name()].")
if(alarm_raised)
to_chat(src, "<A HREF=?src=[UID()];showalerts=1>\[Show Alerts\]</A>")
for(var/datum/alarm_handler/AH in queued_alarms)
var/list/alarms = queued_alarms[AH]
alarms.Cut()
/mob/living/silicon/proc/raised_alarm(var/datum/alarm/A)
to_chat(src, "[A.alarm_name()]!")
/mob/living/silicon/ai/raised_alarm(var/datum/alarm/A)
var/cameratext = ""
for(var/obj/machinery/camera/C in A.cameras())
cameratext += "[(cameratext == "")? "" : "|"]<A HREF=?src=[UID()];switchcamera=\ref[C]>[C.c_tag]</A>"
to_chat(src, "[A.alarm_name()]! ([(cameratext)? cameratext : "No Camera"])")
/mob/living/silicon/adjustToxLoss(var/amount)
return STATUS_UPDATE_NONE
/mob/living/silicon/get_access()
return IGNORE_ACCESS //silicons always have access
/mob/living/silicon/flash_eyes(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, type = /obj/screen/fullscreen/flash/noise)
if(affect_silicon)
return ..()
/mob/living/silicon/is_mechanical()
return 1
/mob/living/silicon/is_literate()
return 1
/////////////////////////////////// EAR DAMAGE ////////////////////////////////////
/mob/living/silicon/can_hear()
. = TRUE
/mob/living/silicon/bullet_act(var/obj/item/projectile/Proj)
if(!Proj.nodamage)
switch(Proj.damage_type)
if(BRUTE)
adjustBruteLoss(Proj.damage)
if(BURN)
adjustFireLoss(Proj.damage)
Proj.on_hit(src,2)
return 2
/mob/living/silicon/apply_effect(var/effect = 0,var/effecttype = STUN, var/blocked = 0, var/negate_armor = 0)
return 0//The only effect that can hit them atm is flashes and they still directly edit so this works for now
/*
if(!effect || (blocked >= 2)) return 0
switch(effecttype)
if(STUN)
Stun(effect / (blocked + 1))
if(WEAKEN)
Weaken(effect / (blocked + 1))
if(PARALYZE)
Paralyse(effect / (blocked + 1))
if(IRRADIATE)
radiation += min((effect - (effect*getarmor(null, "rad"))), 0)//Rads auto check armor
if(STUTTER)
stuttering = max(stuttering,(effect/(blocked+1)))
if(EYE_BLUR)
eye_blurry = max(eye_blurry,(effect/(blocked+1)))
if(DROWSY)
drowsyness = max(drowsyness,(effect/(blocked+1)))
updatehealth()
return 1*/
/proc/islinked(var/mob/living/silicon/robot/bot, var/mob/living/silicon/ai/ai)
if(!istype(bot) || !istype(ai))
return 0
if(bot.connected_ai == ai)
return 1
return 0
// this function shows the health of the pAI in the Status panel
/mob/living/silicon/proc/show_system_integrity()
if(!src.stat)
stat(null, text("System integrity: [round((health/maxHealth)*100)]%"))
else
stat(null, text("Systems nonfunctional"))
// This adds the basic clock, shuttle recall timer, and malf_ai info to all silicon lifeforms
/mob/living/silicon/Stat()
..()
if(statpanel("Status"))
show_stat_emergency_shuttle_eta()
show_system_integrity()
//Silicon mob language procs
/mob/living/silicon/can_speak_language(datum/language/speaking)
return universal_speak || (speaking in src.speech_synthesizer_langs) //need speech synthesizer support to vocalize a language
/mob/living/silicon/add_language(var/language, var/can_speak=1)
if(..(language) && can_speak)
speech_synthesizer_langs.Add(GLOB.all_languages[language])
return 1
/mob/living/silicon/remove_language(var/rem_language)
..(rem_language)
for(var/datum/language/L in speech_synthesizer_langs)
if(L.name == rem_language)
speech_synthesizer_langs -= L
/mob/living/silicon/check_lang_data()
. = ""
if(default_language)
. += "Current default language: [default_language] - <a href='byond://?src=[UID()];default_lang=reset'>reset</a><br><br>"
for(var/datum/language/L in languages)
if(!(L.flags & NONGLOBAL))
var/default_str
if(L == default_language)
default_str = " - default - <a href='byond://?src=[UID()];default_lang=reset'>reset</a>"
else
default_str = " - <a href='byond://?src=[UID()];default_lang=[L]'>set default</a>"
var/synth = (L in speech_synthesizer_langs)
. += "<b>[L.name] (:[L.key])</b>[synth ? default_str : null]<br>Speech Synthesizer: <i>[synth ? "YES" : "NOT SUPPORTED"]</i><br>[L.desc]<br><br>"
// this function displays the stations manifest in a separate window
/mob/living/silicon/proc/show_station_manifest()
var/dat
dat += "<h4>Crew Manifest</h4>"
if(data_core)
dat += data_core.get_manifest(1) // make it monochrome
dat += "<br>"
src << browse(dat, "window=airoster")
onclose(src, "airoster")
/mob/living/silicon/assess_threat() //Secbots won't hunt silicon units
return -10
/mob/living/silicon/verb/pose()
set name = "Set Pose"
set desc = "Sets a description which will be shown when someone examines you."
set category = "IC"
pose = sanitize(copytext(input(usr, "This is [src]. It is...", "Pose", null) as text, 1, MAX_MESSAGE_LEN))
/mob/living/silicon/verb/set_flavor()
set name = "Set Flavour Text"
set desc = "Sets an extended description of your character's features."
set category = "IC"
update_flavor_text()
/mob/living/silicon/binarycheck()
return 1
/mob/living/silicon/proc/remove_med_sec_hud()
var/datum/atom_hud/secsensor = huds[sec_hud]
var/datum/atom_hud/medsensor = huds[med_hud]
for(var/datum/atom_hud/data/diagnostic/diagsensor in huds)
diagsensor.remove_hud_from(src)
secsensor.remove_hud_from(src)
medsensor.remove_hud_from(src)
/mob/living/silicon/proc/add_sec_hud()
var/datum/atom_hud/secsensor = huds[sec_hud]
secsensor.add_hud_to(src)
/mob/living/silicon/proc/add_med_hud()
var/datum/atom_hud/medsensor = huds[med_hud]
medsensor.add_hud_to(src)
/mob/living/silicon/proc/add_diag_hud()
for(var/datum/atom_hud/data/diagnostic/diagsensor in huds)
diagsensor.add_hud_to(src)
/mob/living/silicon/proc/toggle_sensor_mode()
var/sensor_type = input("Please select sensor type.", "Sensor Integration", null) in list("Security", "Medical","Diagnostic","Disable")
remove_med_sec_hud()
switch(sensor_type)
if("Security")
add_sec_hud()
to_chat(src, "<span class='notice'>Security records overlay enabled.</span>")
if("Medical")
add_med_hud()
to_chat(src, "<span class='notice'>Life signs monitor overlay enabled.</span>")
if("Diagnostic")
add_diag_hud()
to_chat(src, "<span class='notice'>Robotics diagnostic overlay enabled.</span>")
if("Disable")
to_chat(src, "Sensor augmentations disabled.")
/mob/living/silicon/proc/receive_alarm(var/datum/alarm_handler/alarm_handler, var/datum/alarm/alarm, was_raised)
if(!next_alarm_notice)
next_alarm_notice = world.time + SecondsToTicks(10)
var/list/alarms = queued_alarms[alarm_handler]
if(was_raised)
// Raised alarms are always set
alarms[alarm] = 1
else
// Alarms that were raised but then cleared before the next notice are instead removed
if(alarm in alarms)
alarms -= alarm
// And alarms that have only been cleared thus far are set as such
else
alarms[alarm] = -1
/mob/living/silicon/proc/process_queued_alarms()
if(next_alarm_notice && (world.time > next_alarm_notice))
next_alarm_notice = 0
var/alarm_raised = 0
for(var/datum/alarm_handler/AH in queued_alarms)
var/list/alarms = queued_alarms[AH]
var/reported = 0
for(var/datum/alarm/A in alarms)
if(alarms[A] == 1)
if(!reported)
reported = 1
to_chat(src, "<span class='warning'>--- [AH.category] Detected ---</span>")
raised_alarm(A)
for(var/datum/alarm_handler/AH in queued_alarms)
var/list/alarms = queued_alarms[AH]
var/reported = 0
for(var/datum/alarm/A in alarms)
if(alarms[A] == -1)
if(!reported)
reported = 1
to_chat(src, "<span class='notice'>--- [AH.category] Cleared ---</span>")
to_chat(src, "\The [A.alarm_name()].")
if(alarm_raised)
to_chat(src, "<A HREF=?src=[UID()];showalerts=1>\[Show Alerts\]</A>")
for(var/datum/alarm_handler/AH in queued_alarms)
var/list/alarms = queued_alarms[AH]
alarms.Cut()
/mob/living/silicon/proc/raised_alarm(var/datum/alarm/A)
to_chat(src, "[A.alarm_name()]!")
/mob/living/silicon/ai/raised_alarm(var/datum/alarm/A)
var/cameratext = ""
for(var/obj/machinery/camera/C in A.cameras())
cameratext += "[(cameratext == "")? "" : "|"]<A HREF=?src=[UID()];switchcamera=\ref[C]>[C.c_tag]</A>"
to_chat(src, "[A.alarm_name()]! ([(cameratext)? cameratext : "No Camera"])")
/mob/living/silicon/adjustToxLoss(var/amount)
return STATUS_UPDATE_NONE
/mob/living/silicon/get_access()
return IGNORE_ACCESS //silicons always have access
/mob/living/silicon/flash_eyes(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, type = /obj/screen/fullscreen/flash/noise)
if(affect_silicon)
return ..()
/mob/living/silicon/is_mechanical()
return 1
/mob/living/silicon/is_literate()
return 1
/////////////////////////////////// EAR DAMAGE ////////////////////////////////////
/mob/living/silicon/can_hear()
. = TRUE