Merge remote-tracking branch 'upstream/master' into departmental-clothing-vendors

This commit is contained in:
E-MonaRhg
2021-09-11 20:26:54 +02:00
255 changed files with 1654 additions and 676 deletions
+1 -1
View File
@@ -13,7 +13,7 @@
var/list/insultmsg = list("FUCK EVERYONE!", "I'M A TATER!", "ALL SECURITY TO SHOOT ME ON SIGHT!", "I HAVE A BOMB!", "CAPTAIN IS A COMDOM!", "FOR THE SYNDICATE!")
/obj/item/megaphone/attack_self(mob/living/user as mob)
if(user.client && (user.client.prefs.muted & MUTE_IC))
if(check_mute(user.ckey, MUTE_IC))
to_chat(src, "<span class='warning'>You cannot speak in IC (muted).</span>")
return
if(!ishuman(user))
@@ -27,8 +27,8 @@
return
var/turf/T = get_turf(P)
if(P.level < 2 && T.level == 1 && T.intact)
to_chat(user, "<span class='warning'>You must remove the plating first.</span>")
if(P.level < 2 && T.level == 1 && T.intact && !T.transparent_floor)
to_chat(user, "<span class='warning'>You must remove the flooring first.</span>")
return
P.change_color(GLOB.pipe_colors[paint_setting])
@@ -21,3 +21,11 @@
/obj/item/mounted/frame/light_switch/do_build(turf/on_wall, mob/user)
new /obj/machinery/light_switch(get_turf(user), get_dir(user, on_wall))
qdel(src)
/obj/item/mounted/frame/light_switch/windowtint
name = "window tint control button frame"
desc = "Used for repairing or building window tint control buttons"
/obj/item/mounted/frame/light_switch/windowtint/do_build(turf/on_wall, mob/user)
new /obj/machinery/button/windowtint(get_turf(user), get_dir(user, on_wall))
qdel(src)
+13 -2
View File
@@ -1,6 +1,17 @@
GLOBAL_LIST_INIT(rod_recipes, list ( \
new/datum/stack_recipe("grille", /obj/structure/grille, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("table frame", /obj/structure/table_frame, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("grille", /obj/structure/grille, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("table frame", /obj/structure/table_frame, 2, time = 10, one_per_turf = 1, on_floor = 1), \
null,
new /datum/stack_recipe("railing", /obj/structure/railing, 3, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("railing corner", /obj/structure/railing/corner, 3, time = 10, one_per_turf = 1, on_floor = 1), \
null,
new /datum/stack_recipe_list("chainlink fence", list( \
new /datum/stack_recipe("chainlink fence", /obj/structure/fence, 5, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("chainlink fence post", /obj/structure/fence/post, 5, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("chainlink fence corner", /obj/structure/fence/corner, 5, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("chainlink fence door", /obj/structure/fence/door, 10, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("chainlink fence end", /obj/structure/fence/end, 3, time = 10, one_per_turf = 1, on_floor = 1), \
)), \
))
/obj/item/stack/rods
@@ -89,7 +89,10 @@ GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
new/datum/stack_recipe/window("windoor frame", /obj/structure/windoor_assembly, 5, time = 0, on_floor = TRUE, window_checks = TRUE), \
null, \
new/datum/stack_recipe/window("directional reinforced window", /obj/structure/window/reinforced, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe/window("fulltile reinforced window", /obj/structure/window/full/reinforced, 2, time = 0, on_floor = TRUE, window_checks = TRUE) \
new/datum/stack_recipe/window("fulltile reinforced window", /obj/structure/window/full/reinforced, 2, time = 0, on_floor = TRUE, window_checks = TRUE), \
null, \
new/datum/stack_recipe/window("directional electrochromic window", /obj/structure/window/reinforced/polarized, 2, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe/window("fulltile electrochromic window", /obj/structure/window/full/reinforced/polarized, 4, time = 0, on_floor = TRUE, window_checks = TRUE) \
))
/obj/item/stack/sheet/rglass
@@ -92,6 +92,7 @@ GLOBAL_LIST_INIT(metal_recipes, list(
null,
new /datum/stack_recipe("mass driver button frame", /obj/item/mounted/frame/driver_button, 1, time = 50, one_per_turf = 0, on_floor = 1),
new /datum/stack_recipe("light switch frame", /obj/item/mounted/frame/light_switch, 1, time = 50, one_per_turf = 0, on_floor = 1),
new /datum/stack_recipe("window tint control button frame", /obj/item/mounted/frame/light_switch/windowtint, 1, time = 50, one_per_turf = 0, on_floor = 1),
null,
new /datum/stack_recipe("grenade casing", /obj/item/grenade/chem_grenade),
new /datum/stack_recipe("light fixture frame", /obj/item/mounted/frame/light_fixture, 2),
+77 -32
View File
@@ -3,6 +3,7 @@
/obj/item/defibrillator
name = "defibrillator"
desc = "A device that delivers powerful shocks to detachable paddles that resuscitate incapacitated patients."
icon = 'icons/obj/defib.dmi'
icon_state = "defibunit"
item_state = "defibunit"
slot_flags = SLOT_BACK
@@ -17,27 +18,27 @@
)
var/paddles_on_defib = TRUE //if the paddles are on the defib (TRUE)
var/safety = TRUE //if you can zap people with the defibs on harm mode
var/powered = FALSE //if there's a cell in the defib with enough power for a revive, blocks paddles from reviving otherwise
var/obj/item/twohanded/shockpaddles/paddles
var/obj/item/stock_parts/cell/high/cell = null
var/safety = TRUE //if you can zap people with the defibs on harm mode
var/combat = FALSE //can we revive through space suits?
var/heart_attack = FALSE //can it give instant heart attacks when zapped on harm intent with combat?
var/base_icon_state = "defibpaddles"
var/obj/item/twohanded/shockpaddles/paddle_type = /obj/item/twohanded/shockpaddles
/obj/item/defibrillator/get_cell()
return cell
/obj/item/defibrillator/New() //starts without a cell for rnd
..()
paddles = make_paddles()
/obj/item/defibrillator/Initialize(mapload) //starts without a cell for rnd
. = ..()
paddles = new paddle_type(src)
update_icon()
return
/obj/item/defibrillator/loaded/New() //starts with hicap
..()
paddles = make_paddles()
/obj/item/defibrillator/loaded/Initialize(mapload) //starts with hicap
. = ..()
cell = new(src)
update_icon()
return
/obj/item/defibrillator/update_icon()
update_power()
@@ -158,9 +159,6 @@
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/defibrillator/proc/make_paddles()
return new /obj/item/twohanded/shockpaddles(src)
/obj/item/defibrillator/equipped(mob/user, slot)
..()
if(slot != slot_back)
@@ -214,38 +212,68 @@
/obj/item/defibrillator/compact
name = "compact defibrillator"
desc = "A belt-equipped defibrillator that can be rapidly deployed."
desc = "A belt-mounted defibrillator that can be rapidly deployed."
icon_state = "defibcompact"
item_state = "defibcompact"
sprite_sheets = null //Because Vox had the belt defibrillator sprites in back.dm
w_class = WEIGHT_CLASS_NORMAL
slot_flags = SLOT_BELT
origin_tech = "biotech=5"
/obj/item/defibrillator/compact/loaded/Initialize(mapload)
. = ..()
cell = new(src)
update_icon()
/obj/item/defibrillator/compact/item_action_slot_check(slot, mob/user)
if(slot == slot_belt)
return TRUE
/obj/item/defibrillator/compact/loaded/New()
..()
paddles = make_paddles()
cell = new(src)
update_icon()
return
/obj/item/defibrillator/compact/combat
name = "combat defibrillator"
desc = "A belt-equipped blood-red defibrillator that can be rapidly deployed. Does not have the restrictions or safeties of conventional defibrillators and can revive through space suits."
desc = "A belt-mounted blood-red defibrillator that can be rapidly deployed. Does not have the restrictions or safeties of conventional defibrillators and can revive through space suits."
icon_state = "defibcombat"
item_state = "defibcombat"
paddle_type = /obj/item/twohanded/shockpaddles/syndicate
combat = TRUE
safety = FALSE
/obj/item/defibrillator/compact/combat/loaded/New()
..()
paddles = make_paddles()
/obj/item/defibrillator/compact/combat/loaded/Initialize(mapload)
. = ..()
cell = new(src)
update_icon()
return
/obj/item/defibrillator/compact/combat/attackby(obj/item/W, mob/user, params)
/obj/item/defibrillator/compact/advanced
name = "advanced compact defibrillator"
desc = "A belt-mounted state-of-the-art defibrillator that can be rapidly deployed in all environments. Uses an experimental self-charging cell, meaning that it will (probably) never stop working. Can be used to defibrillate through space suits. It is impossible to damage."
icon_state = "defibnt"
item_state = "defibnt"
paddle_type = /obj/item/twohanded/shockpaddles/advanced
combat = TRUE
safety = TRUE
heart_attack = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF //Objective item, better not have it destroyed.
var/next_emp_message //to prevent spam from the emagging message on the advanced defibrillator
/obj/item/defibrillator/compact/advanced/attackby(obj/item/W, mob/user, params)
if(W == paddles)
paddles.unwield()
toggle_paddles()
update_icon()
/obj/item/defibrillator/compact/advanced/loaded/Initialize(mapload)
. = ..()
cell = new /obj/item/stock_parts/cell/bluespace/charging(src)
update_icon()
/obj/item/defibrillator/compact/advanced/emp_act(severity)
if(world.time > next_emp_message)
atom_say("Warning: Electromagnetic pulse detected. Integrated shielding prevented all potential hardware damage.")
playsound(src, 'sound/machines/defib_saftyon.ogg', 50)
next_emp_message = world.time + 5 SECONDS
/obj/item/defibrillator/compact/advanced/attackby(obj/item/W, mob/user, params)
if(W == paddles)
paddles.unwield()
toggle_paddles()
@@ -257,6 +285,7 @@
/obj/item/twohanded/shockpaddles
name = "defibrillator paddles"
desc = "A pair of plastic-gripped paddles with flat metal surfaces that are used to deliver powerful electric shocks."
icon = 'icons/obj/defib.dmi'
icon_state = "defibpaddles"
item_state = "defibpaddles"
force = 0
@@ -268,6 +297,7 @@
var/revivecost = 1000
var/cooldown = FALSE
var/busy = FALSE
var/base_icon_state = "defibpaddles"
var/obj/item/defibrillator/defib
/obj/item/twohanded/shockpaddles/New(mainunit)
@@ -280,10 +310,10 @@
return
/obj/item/twohanded/shockpaddles/update_icon()
icon_state = "defibpaddles[wielded]"
item_state = "defibpaddles[wielded]"
icon_state = "[base_icon_state][wielded]"
item_state = "[base_icon_state][wielded]"
if(cooldown)
icon_state = "defibpaddles[wielded]_cooldown"
icon_state = "[base_icon_state][wielded]_cooldown"
/obj/item/twohanded/shockpaddles/suicide_act(mob/user)
user.visible_message("<span class='danger'>[user] is putting the live paddles on [user.p_their()] chest! It looks like [user.p_theyre()] trying to commit suicide.</span>")
@@ -336,7 +366,7 @@
to_chat(user, "<span class='notice'>[defib] is recharging.</span>")
return
if(!ishuman(M))
to_chat(user, "<span class='notice'>The instructions on [defib] don't mention how to revive that...</span>")
to_chat(user, "<span class='notice'>The instructions on [defib] don't mention how to defibrillate that...</span>")
return
else
if(user.a_intent == INTENT_HARM && !defib.safety)
@@ -347,7 +377,7 @@
H.Weaken(5)
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
H.emote("gasp")
if(!H.undergoing_cardiac_arrest() && (prob(10) || defib.combat)) // Your heart explodes.
if(!H.undergoing_cardiac_arrest() && (prob(10) || (defib.combat && !defib.heart_attack) || prob(10) && (defib.combat && defib.heart_attack))) // Your heart explodes.
H.set_heartattack(TRUE)
SEND_SIGNAL(H, COMSIG_LIVING_MINOR_SHOCK, 100)
add_attack_logs(user, M, "Stunned with [src]")
@@ -470,7 +500,8 @@
/obj/item/borg_defib
name = "defibrillator paddles"
desc = "A pair of mounted paddles with flat metal surfaces that are used to deliver powerful electric shocks."
desc = "A pair of paddles with flat metal surfaces that are used to deliver powerful electric shocks."
icon = 'icons/obj/defib.dmi'
icon_state = "defibpaddles0"
item_state = "defibpaddles0"
force = 0
@@ -590,3 +621,17 @@
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
busy = FALSE
update_icon()
/obj/item/twohanded/shockpaddles/syndicate
name = "combat defibrillator paddles"
desc = "A pair of high-tech paddles with flat plasteel surfaces to revive deceased operatives (unless they exploded). They possess both the ability to penetrate armor and to deliver powerful or disabling shocks offensively."
icon_state = "syndiepaddles0"
item_state = "syndiepaddles0"
base_icon_state = "syndiepaddles"
/obj/item/twohanded/shockpaddles/advanced
name = "advanced defibrillator paddles"
desc = "A pair of high-tech paddles with flat plasteel surfaces that are used to deliver powerful electric shocks. They possess the ability to penetrate armor to deliver shock."
icon_state = "ntpaddles0"
item_state = "ntpaddles0"
base_icon_state = "ntpaddles"
@@ -170,28 +170,6 @@
block = GLOB.hulkblock
..()
/obj/item/dnainjector/xraymut
name = "DNA-Injector (Xray)"
desc = "Finally you can see what the Captain does."
datatype = DNA2_BUF_SE
value = 0xFFF
forcedmutation = TRUE
/obj/item/dnainjector/xraymut/Initialize()
block = GLOB.xrayblock
..()
/obj/item/dnainjector/antixray
name = "DNA-Injector (Anti-Xray)"
desc = "It will make you see harder."
datatype = DNA2_BUF_SE
value = 0x001
forcedmutation = TRUE
/obj/item/dnainjector/antixray/Initialize()
block = GLOB.xrayblock
..()
/obj/item/dnainjector/firemut
name = "DNA-Injector (Fire)"
desc = "Gives you fire."
@@ -716,7 +716,6 @@
new /obj/item/stack/cable_coil(src)
new /obj/item/restraints/handcuffs(src)
new /obj/item/dnainjector/xraymut(src)
new /obj/item/dnainjector/firemut(src)
new /obj/item/dnainjector/telemut(src)
new /obj/item/dnainjector/hulkmut(src)