Merge github.com:Baystation12/Baystation12

This commit is contained in:
cib
2012-05-09 16:21:50 +02:00
194 changed files with 7005 additions and 5411 deletions
+29 -29
View File
@@ -522,8 +522,8 @@ var/global/BSACooldown = 0
for(var/job in notbannedlist)
ban_unban_log_save("[key_name(usr)] jobbanned [key_name(M)] from [job]. reason: [reason]")
log_admin("[key_name(usr)] banned [key_name(M)] from [job]")
feedback_inc("ban_job",1)
feedback_add_details("ban_job","- [job]")
//feedback_inc("ban_job",1)
//feedback_add_details("ban_job","- [job]")
jobban_fullban(M, job, "[reason]; By [usr.ckey] on [time2text(world.realtime)]")
if(!msg) msg = job
else msg += ", [job]"
@@ -547,8 +547,8 @@ var/global/BSACooldown = 0
if("Yes")
ban_unban_log_save("[key_name(usr)] unjobbanned [key_name(M)] from [job]")
log_admin("[key_name(usr)] unbanned [key_name(M)] from [job]")
feedback_inc("ban_job_unban",1)
feedback_add_details("ban_job_unban","- [job]")
//feedback_inc("ban_job_unban",1)
//feedback_add_details("ban_job_unban","- [job]")
jobban_unban(M, job)
if(!msg) msg = job
else msg += ", [job]"
@@ -1049,6 +1049,16 @@ var/global/BSACooldown = 0
log_admin("[key_name(usr)] has sent [key_name(M)] to the thunderdome. (Observer.)")
message_admins("[key_name_admin(usr)] has sent [key_name_admin(M)] to the thunderdome. (Observer.)", 1)
// if (href_list["adminauth"])
// if ((src.rank in list( "Admin Candidate", "Temporary Admin", "Trial Admin", "Badmin", "Game Admin", "Game Master" )))
// var/mob/M = locate(href_list["adminauth"])
// if (ismob(M) && !M.client.authenticated && !M.client.authenticating)
// M.client.verbs -= /client/proc/authorize
// M.client.authenticated = text("admin/[]", usr.client.authenticated)
// log_admin("[key_name(usr)] authorized [key_name(M)]")
// message_admins("\blue [key_name_admin(usr)] authorized [key_name_admin(M)]", 1)
// M.client << text("You have been authorized by []", usr.key)
if (href_list["revive"])
if ((src.rank in list( "Trial Admin", "Badmin", "Game Admin", "Game Master" )))
var/mob/living/M = locate(href_list["revive"])
@@ -1605,8 +1615,8 @@ var/global/BSACooldown = 0
ok = 1*/
if("toxic")
/*
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","T")
//feedback_inc("admin_secrets_fun_used",1)
//feedback_add_details("admin_secrets_fun_used","T")
for(var/obj/machinery/atmoalter/siphs/fullairsiphon/O in world)
O.t_status = 3
for(var/obj/machinery/atmoalter/siphs/scrubbers/O in world)
@@ -1904,30 +1914,16 @@ var/global/BSACooldown = 0
world << sound('granomalies.ogg')
var/turf/T = pick(blobstart)
var/obj/effect/bhole/bh = new /obj/effect/bhole( T.loc, 30 )
spawn(rand(50, 300))
spawn(rand(100, 600))
del(bh)
if("timeanomalies")
command_alert("Space-time anomalies detected on the station. There is no additional data.", "Anomaly Alert")
world << sound('spanomalies.ogg')
var/list/turfs = list( )
var/turf/picked
for(var/turf/T in world)
if(T.z == 1 && istype(T,/turf/simulated/floor) && !istype(T,/turf/space))
turfs += T
for(var/turf/T in world)
set background = 1
if(prob(20) && T.z == 1 && istype(T,/turf/simulated/floor))
spawn(50+rand(0,3000))
picked = pick(turfs)
var/obj/effect/portal/P = new /obj/effect/portal( T )
P.target = picked
P.creator = null
P.icon = 'objects.dmi'
P.failchance = 0
P.icon_state = "anom"
P.name = "wormhole"
spawn(rand(300,600))
del(P)
if("timeanomalies") //dear god this code was awful :P Still needs further optimisation
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","STA")
//moved to its own dm so I could split it up and prevent the spawns copying variables over and over
//can be found in code\game\game_modes\events\wormholes.dm
wormhole_event()
if("goblob")
//feedback_inc("admin_secrets_fun_used",1)
//feedback_add_details("admin_secrets_fun_used","BL")
@@ -2354,6 +2350,10 @@ var/global/BSACooldown = 0
var/dat = "<html><head><title>Options for [M.key]</title></head>"
var/foo = " "
if (ismob(M) && M.client)
// if(!M.client.authenticated && !M.client.authenticating)
// foo += text("<A HREF='?src=\ref[src];adminauth=\ref[M]'>Authorize</A> | ")
// else
// foo += text("<B>Authorized</B> | ")
foo += text("<A HREF='?src=\ref[src];prom_demot=\ref[M.client]'>Promote/Demote</A> | ")
if(!istype(M, /mob/new_player))
if(!ismonkey(M))
+12 -5
View File
@@ -227,7 +227,7 @@
//verbs += /proc/togglebuildmode --Merged with view variables
//verbs += /client/proc/cmd_modify_object_variables --Merged with view variables
verbs += /client/proc/togglebuildmodeself
verbs += /client/proc/debug_master_controller
else return
//Game Admin
@@ -285,11 +285,13 @@
verbs += /client/proc/get_admin_state
verbs += /client/proc/reload_admins
verbs += /client/proc/cmd_debug_make_powernets
verbs += /client/proc/enable_debug_verbs
verbs += /client/proc/everyone_random
verbs += /client/proc/only_one
verbs += /client/proc/deadmin_self
verbs += /client/proc/getruntimelog //used by coders to retrieve runtime logs
verbs += /client/proc/enable_mapping_debug
// verbs += /client/proc/giveruntimelog //used by coders to retrieve runtime logs
verbs += /client/proc/cinematic //used by coders to retrieve runtime logs
verbs += /client/proc/enable_debug_verbs
verbs += /client/proc/kill_air
verbs += /client/proc/callprocgen
verbs += /client/proc/callprocobj
@@ -403,6 +405,7 @@
verbs -= /client/proc/cmd_admin_gib_self
verbs -= /client/proc/restartcontroller
verbs -= /client/proc/play_local_sound
verbs -= /client/proc/enable_debug_verbs
verbs -= /client/proc/toggleprayers
verbs -= /client/proc/Blobize
verbs -= /client/proc/toggle_clickproc //TODO ERRORAGE (Temporary proc while the enw clickproc is being tested)
@@ -416,6 +419,9 @@
verbs -= /client/proc/deadmin_self
verbs -= /client/proc/jumptocoord
verbs -= /client/proc/everyone_random
// verbs -= /client/proc/giveruntimelog //used by coders to retrieve runtime logs
// verbs -= /client/proc/getserverlog
verbs -= /client/proc/cinematic
verbs -= /client/proc/cmd_admin_change_custom_event
verbs -= /client/proc/admin_invis
verbs -= /client/proc/callprocgen
@@ -445,13 +451,14 @@
//verbs -= /client/proc/cmd_switch_radio --removed because tcommsat is staying
verbs -= /client/proc/togglebuildmodeself
verbs -= /client/proc/kill_airgroup
verbs -= /client/proc/debug_master_controller
verbs -= /client/proc/admin_deny_shuttle
verbs -= /client/proc/cmd_admin_christmas
verbs -= /client/proc/editappear
verbs -= /client/proc/jump_to_dead_group
verbs -= /client/proc/playernotes
verbs -= /obj/admins/proc/show_skills
verbs -= /client/proc/enable_mapping_debug
verbs -= /client/proc/enable_debug_verbs
return
@@ -622,7 +629,7 @@
log_admin("[ckey] warned [M.ckey], resulting in a [AUTOBANTIME] minute autoban.")
ban_unban_log_save("[ckey] warned [M.ckey], resulting in a [AUTOBANTIME] minute autoban.")
message_admins("\blue [ckey] warned [M.ckey], resulting in a [AUTOBANTIME] minute autoban.")
feedback_inc("ban_warn",1)
//feedback_inc("ban_warn",1)
del(M.client)
// feedback_add_details("admin_verb","WARN") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
+12
View File
@@ -7,4 +7,16 @@
master_controller.process()
if("No")
return 0
//feedback_add_details("admin_verb","RMC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
/client/proc/debug_master_controller()
set category = "Debug"
set name = "Debug Master Controller"
switch(alert("Debug Master Controller or Failsafe?" ,, "Master Controller" , "Failsafe"))
if("Master Controller")
debug_variables(master_controller)
if("Failsafe")
debug_variables(Failsafe)
//feedback_add_details("admin_verb","DMC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
+1 -3
View File
@@ -3,8 +3,6 @@
set name = "Asay" //Gave this shit a shorter name so you only have to time out "asay" rather than "admin say" to use it --NeoFite
set hidden = 1
// All admins should be authenticated, but... what if?
if (!src.holder)
src << "Only administrators may use this command."
return
@@ -24,7 +22,7 @@
for (var/mob/M in world)
if (M.client && M.client.holder)
if (src.holder.rank == "Admin Observer")
M << "<span class=\"gfartadmin\"><span class=\"prefix\">ADMIN:</span> <span class=\"name\">[key_name(usr, M)]:</span> <span class=\"message\">[msg]</span></span>"
M << "<span class='adminobserver'><span class='prefix'>ADMIN:</span> <EM>[key_name(usr, M)]:</EM> <span class='message'>[msg]</span></span>"
else
M << "<span class='admin'><span class='prefix'>ADMIN:</span> <EM>[key_name(usr, M)]</EM> (<A HREF='?src=\ref[M.client.holder];adminplayerobservejump=\ref[mob]'>JMP</A>): <span class='message'>[msg]</span></span>"
+1
View File
@@ -4,6 +4,7 @@
if(!src.holder)
src << "Only administrators may use this command."
return
//feedback_add_details("admin_verb","CP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
for (var/obj/machinery/atmospherics/plumbing in world)
if (plumbing.nodealert)
+17
View File
@@ -0,0 +1,17 @@
/client/proc/cinematic(var/cinematic as anything in list("explosion",null))
set name = "cinematic"
set category = "Fun"
set desc = "Shows a cinematic." // Intended for testing but I thought it might be nice for events on the rare occasion Feel free to comment it out if it's not wanted.
set hidden = 1
if(!ticker) return
switch(cinematic)
if("explosion")
var/parameter = input(src,"station_missed = ?","Enter Parameter",0) as num
var/override
switch(parameter)
if(1)
override = input(src,"mode = ?","Enter Parameter",null) as anything in list("nuclear emergency","no override")
if(0)
override = input(src,"mode = ?","Enter Parameter",null) as anything in list("blob","nuclear emergency","AI malfunction","no override")
ticker.station_explosion_cinematic(parameter,override)
return
+3 -1
View File
@@ -23,4 +23,6 @@
if (istype(M, /mob/new_player))
continue
if (M.stat == 2 || (M.client && M.client.holder && M.client.deadchat)) //admins can toggle deadchat on and off. This is a proc in admin.dm and is only give to Administrators and above
M.show_message(rendered, 2)
M.show_message(rendered, 2)
//feedback_add_details("admin_verb","D") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
+77 -5
View File
@@ -505,6 +505,29 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
H.update_clothing()
else
alert("Invalid mob")
//feedback_add_details("admin_verb","GFA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
log_admin("[key_name(src)] has granted [M.key] full access.")
message_admins("\blue [key_name_admin(usr)] has granted [M.key] full access.", 1)
/client/proc/cmd_assume_direct_control(var/mob/M in world)
set category = "Admin"
set name = "Assume direct control"
set desc = "Direct intervention"
if(M.ckey)
if(alert("This mob is being controlled by [M.ckey]. Are you sure you wish to assume control of it? [M.ckey] will be made a ghost.",,"Yes","No") != "Yes")
return
else
var/mob/dead/observer/ghost = new/mob/dead/observer()
ghost.ckey = M.ckey;
var/mob/adminmob = src.mob
M.ckey = src.ckey;
if( isobserver(adminmob) )
del(adminmob)
//feedback_add_details("admin_verb","ADC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
log_admin("[key_name(usr)] assumed direct control of [M].")
message_admins("\blue [key_name_admin(usr)] assumed direct control of [M].", 1)
/client/proc/cmd_admin_dress(var/mob/living/carbon/human/M in world)
@@ -541,6 +564,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks
if (isnull(dresscode))
return
//feedback_add_details("admin_verb","SEQ") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
for (var/obj/item/I in M)
if (istype(I, /obj/item/weapon/implant))
continue
@@ -663,8 +687,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
W.registered_name = M.real_name
M.equip_if_possible(W, M.slot_wear_id)
var/obj/item/weapon/fireaxe/fire_axe = new(M)
fire_axe.name = "Fire Axe (Unwielded)"
var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
M.equip_if_possible(fire_axe, M.slot_r_hand)
if("masked killer")
@@ -679,8 +702,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(new /obj/item/weapon/kitchenknife(M), M.slot_l_store)
M.equip_if_possible(new /obj/item/weapon/scalpel(M), M.slot_r_store)
var/obj/item/weapon/fireaxe/fire_axe = new(M)
fire_axe.name = "Fire Axe (Unwielded)"
var/obj/item/weapon/twohanded/fireaxe/fire_axe = new(M)
M.equip_if_possible(fire_axe, M.slot_r_hand)
for(var/obj/item/carried_item in M.contents)
@@ -863,4 +885,54 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(W, M.slot_wear_id)
M.update_clothing()
return
log_admin("[key_name(usr)] changed the equipment of [key_name(M)] to [dresscode].")
message_admins("\blue [key_name_admin(usr)] changed the equipment of [key_name_admin(M)] to [dresscode]..", 1)
return
/client/proc/startSinglo()
if(alert("Are you sure? This will start up the engine. Should only be used during debug!",,"Yes","No") != "Yes")
return
for(var/obj/machinery/emitter/E in world)
if(E.anchored)
E.active = 1
for(var/obj/machinery/field_generator/F in world)
if(F.anchored)
F.Varedit_start = 1
spawn(30)
for(var/obj/machinery/the_singularitygen/G in world)
if(G.anchored)
var/obj/machinery/singularity/S = new /obj/machinery/singularity(get_turf(G), 50)
spawn(0)
del(G)
S.energy = 1750
S.current_size = 7
S.icon = '224x224.dmi'
S.icon_state = "singularity_s7"
S.pixel_x = -96
S.pixel_y = -96
S.grav_pull = 0
//S.consume_range = 3
S.dissipate = 0
//S.dissipate_delay = 10
//S.dissipate_track = 0
//S.dissipate_strength = 10
for(var/obj/machinery/power/rad_collector/Rad in world)
if(Rad.anchored)
if(!Rad.P)
var/obj/item/weapon/tank/plasma/Plasma = new/obj/item/weapon/tank/plasma(Rad)
Plasma.air_contents.toxins = 70
Rad.drainratio = 0
Rad.P = Plasma
Plasma.loc = Rad
if(!Rad.active)
Rad.toggle_power()
for(var/obj/machinery/power/smes/SMES in world)
if(SMES.anchored)
SMES.chargemode = 1
+12 -3
View File
@@ -59,6 +59,7 @@ var/intercom_range_display_status = 0
if(camera_range_display_status)
for(var/obj/machinery/camera/C in world)
new/obj/effect/debugging/camera_range(C.loc)
//feedback_add_details("admin_verb","mCRD") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
@@ -100,6 +101,7 @@ var/intercom_range_display_status = 0
output += "</ul>"
usr << browse(output,"window=airreport;size=1000x500")
//feedback_add_details("admin_verb","mCRP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
intercom_view()
set category = "Mapping"
@@ -119,10 +121,11 @@ var/intercom_range_display_status = 0
var/obj/effect/debugging/marker/F = new/obj/effect/debugging/marker(T)
if (!(F in view(7,I.loc)))
del(F)
//feedback_add_details("admin_verb","mIRD") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
enable_mapping_debug()
enable_debug_verbs()
set category = "Debug"
set name = "Mapping debug"
set name = "Debug verbs"
src.verbs += /client/proc/do_not_use_these //-errorage
src.verbs += /client/proc/camera_view //-errorage
src.verbs += /client/proc/sec_camera_report //-errorage
@@ -132,6 +135,10 @@ var/intercom_range_display_status = 0
src.verbs += /client/proc/atmosscan //check plumbing
src.verbs += /client/proc/count_objects_on_z_level
src.verbs += /client/proc/count_objects_all
src.verbs += /client/proc/cmd_assume_direct_control //-errorage
src.verbs += /client/proc/jump_to_dead_group
src.verbs += /client/proc/startSinglo
//feedback_add_details("admin_verb","mDV") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
count_objects_on_z_level()
set category = "Mapping"
@@ -174,6 +181,7 @@ var/intercom_range_display_status = 0
world << line*/
world << "There are [count] objects of type [type_path] on z-level [num_level]"
//feedback_add_details("admin_verb","mOBJZ") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
count_objects_all()
set category = "Mapping"
@@ -199,4 +207,5 @@ var/intercom_range_display_status = 0
line += " no.[i+10+j]@\[[temp_atom.x], [temp_atom.y], [temp_atom.z]\]; "
world << line*/
world << "There are [count] objects of type [type_path] in the game world"
world << "There are [count] objects of type [type_path] in the game world"
//feedback_add_details("admin_verb","mOBJ") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
+3 -1
View File
@@ -31,6 +31,7 @@
else
usr << "You already used up your jukebox monies this round!"
del(uploaded_sound)
//feedback_add_details("admin_verb","PGS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/play_local_sound(S as sound)
@@ -46,6 +47,7 @@
message_admins("[key_name_admin(src)] played a local sound [S]", 1)
playsound(get_turf_loc(src.mob), S, 50, 0, 0)
return
//feedback_add_details("admin_verb","PLS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/*
@@ -62,7 +64,7 @@
for(var/mob/living/carbon/human/CP in world)
if(CP.real_name=="Cuban Pete" && CP.key!="Rosham")
CP << "Your body can't contain the rhumba beat"
CP.gib(1)
CP.gib()
/client/proc/bananaphone()
+2 -2
View File
@@ -54,7 +54,7 @@
if(usr)
if (usr.client)
if(usr.client.holder)
M << "\bold You hear a voice in your head... \italic [msg]"
M << "\bold You think... \italic [msg]"
log_admin("SubtlePM: [key_name(usr)] -> [key_name(M)] : [msg]")
message_admins("\blue \bold SubtleMessage: [key_name_admin(usr)] -> [key_name_admin(M)] : [msg]", 1)
@@ -907,7 +907,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
config.allow_random_events = 0
usr << "Random events disabled"
message_admins("Admin [key_name_admin(usr)] has disabled random events.", 1)
feedback_add_details("admin_verb","TRE") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
//feedback_add_details("admin_verb","TRE") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/rnd_check_designs()
set category = "Debug"
@@ -37,7 +37,6 @@ var/global/sent_syndicate_strike_team = 0
if (emergency_shuttle.direction == 1 && emergency_shuttle.online == 1)
emergency_shuttle.recall()
world << "\blue <B>Alert: The shuttle is going back!</B>"
var/syndicate_commando_number = syndicate_commandos_possible //for selecting a leader
var/syndicate_leader_selected = 0 //when the leader is chosen. The last person spawned.
@@ -145,7 +144,7 @@ var/global/sent_syndicate_strike_team = 0
camera.c_tag = real_name
var/obj/item/device/radio/R = new /obj/item/device/radio/headset(src)
R.set_frequency(NUKE_FREQ) //Same frequency as the syndicate team in Nuke mode.
R.set_frequency(NUKE_FREQ) //Same frequency as the syndicate team in Nuke mode. DMTG
equip_if_possible(R, slot_ears)
equip_if_possible(new /obj/item/clothing/under/syndicate(src), slot_w_uniform)
equip_if_possible(new /obj/item/clothing/shoes/swat(src), slot_shoes)
+2
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@@ -17,6 +17,8 @@
world.tick_lag = newtick
//feedback_add_details("admin_verb","TICKLAG") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
src << "\red Error: ticklag(): Invalid world.ticklag value. No changes made."
return
+10 -10
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@@ -436,7 +436,7 @@ datum
if(15 to 25)
M:drowsyness = max(M:drowsyness, 20)
if(25 to INFINITY)
M.sleeping = 1
M.sleeping += 1
M.adjustOxyLoss(-M.getOxyLoss())
M.SetWeakened(0)
M.SetStunned(0)
@@ -2447,7 +2447,7 @@ datum
M:drowsyness = max(0,M:drowsyness-3)
M:slurring = max(0, M:slurring-3)
if(!M:sleeping_willingly)
M:sleeping = 0
M:sleeping = max(0,M.sleeping - 2)
if (M.bodytemperature < 310)//310 is the normal bodytemp. 310.055
M.bodytemperature = min(310, M.bodytemperature+5)
M.make_jittery(1)
@@ -2489,7 +2489,7 @@ datum
M:drowsyness = max(0,M:drowsyness-3)
M:slurring = max(0, M:slurring-3)
if(!M:sleeping_willingly)
M:sleeping = 0
M:sleeping = max(0,M.sleeping-2)
if (M.bodytemperature > 310)//310 is the normal bodytemp. 310.055
M.bodytemperature = min(310, M.bodytemperature-5)
M.make_jittery(1)
@@ -2508,7 +2508,7 @@ datum
M.dizziness = max(0,M.dizziness-2)
M:drowsyness = max(0,M:drowsyness-1)
if(!M:sleeping_willingly)
M:sleeping = 0
M.sleeping = max(0,M.sleeping-2)
if(M:getToxLoss() && prob(20))
M:adjustToxLoss(-1)
if (M.bodytemperature > 310)//310 is the normal bodytemp. 310.055
@@ -2543,7 +2543,7 @@ datum
M.dizziness +=5
M:drowsyness = 0
if(!M:sleeping_willingly)
M:sleeping = 0
M:sleeping = max(0,M.sleeping-2)
if (M.bodytemperature > 310)//310 is the normal bodytemp. 310.055
M.bodytemperature = max(310, M.bodytemperature-5)
M:nutrition += 1
@@ -2560,7 +2560,7 @@ datum
on_mob_life(var/mob/living/M as mob)
M:drowsyness = max(0,M:drowsyness-7)
if(!M:sleeping_willingly)
M:sleeping = 0
M:sleeping = max(0,M.sleeping-1)
if (M.bodytemperature > 310)
M.bodytemperature = max(310, M.bodytemperature-5)
M.make_jittery(1)
@@ -2780,7 +2780,7 @@ datum
on_mob_life(var/mob/living/M as mob)
M:drowsyness = max(0,M:drowsyness-7)
if(!M:sleeping_willingly)
M:sleeping = 0
M:sleeping = max(0,M.sleeping-2)
if (M.bodytemperature > 310)
M.bodytemperature = max(310, M.bodytemperature-5)
M.make_jittery(1)
@@ -3096,7 +3096,7 @@ datum
M.dizziness = max(0,M.dizziness-5)
M:drowsyness = max(0,M:drowsyness-3)
if(!M:sleeping_willingly)
M:sleeping = 0
M:sleeping = max(0,M.sleeping-2)
if (M.bodytemperature > 310)
M.bodytemperature = max(310, M.bodytemperature-5)
..()
@@ -3113,7 +3113,7 @@ datum
M.dizziness = max(0,M.dizziness-5)
M:drowsyness = max(0,M:drowsyness-3)
if(!M:sleeping_willingly)
M:sleeping = 0
M:sleeping = max(0,M.sleeping-2)
M.make_jittery(1)
..()
return
@@ -3129,7 +3129,7 @@ datum
M.dizziness = max(0,M.dizziness-5)
M:drowsyness = max(0,M:drowsyness-3)
if(!M:sleeping_willingly)
M:sleeping = 0
M:sleeping = max(0,M.sleeping - 2)
if (M.bodytemperature > 310)
M.bodytemperature = max(310, M.bodytemperature-5)
..()
+24 -16
View File
@@ -1887,19 +1887,16 @@
del(D)
del(src)
/obj/item/weapon/reagent_containers/glass/watercan
/obj/item/weapon/reagent_containers/glass/bucket/wateringcan
name = "watering can"
desc = "A watering can, for all your watering needs."
icon = 'hydroponics.dmi'
icon_state = "watercan"
item_state = "bucket"
m_amt = 200
g_amt = 0
w_class = 3.0
amount_per_transfer_from_this = 20
possible_transfer_amounts = list(10,20,30,50,70)
volume = 70
flags = FPRINT | OPENCONTAINER
attackby(var/obj/D, mob/user as mob)
if(isprox(D))
return
/obj/item/weapon/reagent_containers/glass/cantister
desc = "It's a canister. Mainly used for transporting fuel."
@@ -2291,6 +2288,25 @@
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/bottle/pacid
name = "Polytrinic Acid Bottle"
desc = "A small bottle. Contains a small amount of Polytronic Acid"
icon = 'chemical.dmi'
icon_state = "bottle17"
New()
..()
reagents.add_reagent("pacid", 30)
/obj/item/weapon/reagent_containers/glass/bottle/adminordrazine
name = "Adminordrazine Bottle"
desc = "A small bottle. Contains the liquid essence of the gods."
icon = 'drinks.dmi'
icon_state = "holyflask"
New()
..()
reagents.add_reagent("adminordrazine", 30)
/obj/item/weapon/reagent_containers/glass/bottle/ert
name = "emergency medicine bottle"
desc = "A large bottle."
@@ -3350,14 +3366,6 @@
icon_state = "cubalibreglass"
name = "Cuba Libre"
desc = "A classic mix of rum and cola."
if("irishcream")
icon_state = "irishcreamglass"
name = "Irish Cream"
desc = "It's cream, mixed with whiskey. What else would you expect from the Irish?"
if("cubalibre")
icon_state = "cubalibreglass"
name = "Cuba Libre"
desc = "A classic mix of rum and cola."
if("b52")
icon_state = "b52glass"
name = "B-52"
+7
View File
@@ -158,6 +158,13 @@
var/stunchance = 10 // chance to tackle things down
//TEMPORARY
New()
..()
spawn(0)
del(src)
//TEMPORARY
Harvest(var/obj/item/weapon/W, var/mob/living/user)
if(..())
+221 -111
View File
@@ -6,117 +6,9 @@
icon = 'custom_items.dmi'
w_class = 1.0
//////////// Clothing
/obj/item/clothing/glasses/meson/fluff/book_berner_1
name = "bespectacled mesonic surveyors"
desc = "One of the older meson scanner models retrofitted to perform like its modern counterparts."
icon = 'custom_items.dmi'
icon_state = "book_berner_1"
/obj/item/clothing/glasses/fluff/serithi_artalis_1
name = "extranet HUD"
desc = "A heads-up display with limited connectivity to the NanoTrasen Extranet, capable of displaying information from official NanoTrasen records."
icon = 'custom_items.dmi'
icon_state = "serithi_artalis_1"
/obj/item/clothing/head/helmet/hardhat/fluff/greg_anderson_1
name = "old hard hat"
desc = "An old dented hard hat with the nametag \"Anderson\". It seems to be backwards."
icon_state = "hardhat0_dblue" //Already an in-game sprite
item_state = "hardhat0_dblue"
color = "dblue"
/obj/item/clothing/under/rank/virologist/fluff/cdc_jumpsuit
name = "\improper CDC jumpsuit"
desc = "A modified standard-issue CDC jumpsuit made of a special fiber that gives special protection against biohazards. It has a biohazard symbol sewn into the back."
icon = 'custom_items.dmi'
icon_state = "cdc_jumpsuit"
color = "cdc_jumpsuit"
/obj/item/clothing/suit/storage/labcoat/fluff/cdc_labcoat
name = "\improper CDC labcoat"
desc = "A standard-issue CDC labcoat that protects against minor chemical spills. It has the name \"Wiles\" sewn on to the breast pocket."
icon = 'custom_items.dmi'
icon_state = "labcoat_cdc_open"
/obj/item/clothing/suit/storage/labcoat/fluff/pink
name = "pink labcoat"
desc = "A suit that protects against minor chemical spills. Has a pink stripe down from the shoulders."
icon = 'custom_items.dmi'
icon_state = "labcoat_pink_open"
/obj/item/clothing/suit/storage/labcoat/fluff/red
name = "red labcoat"
desc = "A suit that protects against minor chemical spills. Has a red stripe on the shoulders and rolled up sleeves."
icon = 'custom_items.dmi'
icon_state = "labcoat_red_open"
/obj/item/clothing/under/rank/medical/fluff/short
name = "short sleeve medical jumpsuit"
desc = "Made of a special fiber that gives special protection against biohazards. Has a cross on the chest denoting that the wearer is trained medical personnel and short sleeves."
icon = 'custom_items.dmi'
icon_state = "medical_short"
color = "medical_short"
/obj/item/clothing/under/fluff/jumpsuitdown
name = "rolled down jumpsuit"
desc = "A rolled down jumpsuit. Great for mechanics."
icon = 'custom_items.dmi'
icon_state = "jumpsuitdown"
item_state = "jumpsuitdown"
color = "jumpsuitdown"
/obj/item/clothing/under/fluff/olddressuniform
name = "retired dress uniform"
desc = "A retired Station Head of Staff uniform, phased out twenty years ago for the newer jumpsuit design, but still acceptable dress. Lovingly maintained."
icon = 'custom_items.dmi'
icon_state = "olddressuniform"
item_state = "olddressuniform"
color = "olddressuniform"
//////////// Useable Items
/obj/item/weapon/pen/fluff/multi
name = "multicolor pen"
desc = "It's a cool looking pen. Lots of colors!"
/obj/item/weapon/pen/fluff/fancypen
name = "fancy pen"
desc = "A fancy metal pen. It uses blue ink. An inscription on one side reads,\"L.L. - L.R.\""
icon = 'custom_items.dmi'
icon_state = "fancypen"
/obj/item/fluff/victor_kaminsky_1
name = "golden detective's badge"
desc = "NanoTrasen Security Department detective's badge, made from gold. Badge number is 564."
icon_state = "victor_kaminsky_1"
/obj/item/fluff/victor_kaminsky_1/attack_self(mob/user as mob)
for(var/mob/O in viewers(user, null))
O.show_message(text("[] shows you: \icon[] [].", user, src, src.name), 1)
src.add_fingerprint(user)
/obj/item/weapon/clipboard/fluff/smallnote
name = "small notebook"
desc = "A generic small spiral notebook that flips upwards."
icon = 'custom_items.dmi'
icon_state = "smallnotetext"
/obj/item/weapon/storage/fluff/maye_daye_1
name = "pristine lunchbox"
desc = "A pristine stainless steel lunch box. The initials M.D. are engraved on the inside of the lid."
icon = 'custom_items.dmi'
icon_state = "maye_daye_1"
/obj/item/weapon/reagent_containers/food/drinks/flask/fluff/johann_erzatz_1
name = "vintage thermos"
desc = "An older thermos with a faint shine."
icon = 'custom_items.dmi'
icon_state = "johann_erzatz_1"
volume = 50
//////////// Misc Items
//////////////////////////////////
////////// Fluff Items ///////////
//////////////////////////////////
/obj/item/fluff/wes_solari_1
name = "family photograph"
@@ -142,3 +34,221 @@
name = "old ID"
desc = "A scratched and worn identification card; it appears too damaged to inferface with any technology. You can almost make out \"Tom Cabinet\" in the smeared ink."
icon_state = "ethan_way_1"
/obj/item/fluff/val_mcneil_1
name = "rosary pendant"
desc = "A cross on a ring of beads, has McNeil etched onto the back."
icon_state = "val_mcneil_1"
//////////////////////////////////
////////// Usable Items //////////
//////////////////////////////////
/obj/item/weapon/pen/fluff/multi //spaceman96: Trenna Seber
name = "multicolor pen"
desc = "It's a cool looking pen. Lots of colors!"
/obj/item/weapon/pen/fluff/fancypen //orangebottle: Lillian Levett, Lilliana Reade
name = "fancy pen"
desc = "A fancy metal pen. It uses blue ink. An inscription on one side reads,\"L.L. - L.R.\""
icon = 'custom_items.dmi'
icon_state = "fancypen"
/obj/item/fluff/victor_kaminsky_1 //chinsky: Victor Kaminski
name = "golden detective's badge"
desc = "NanoTrasen Security Department detective's badge, made from gold. Badge number is 564."
icon_state = "victor_kaminsky_1"
/obj/item/fluff/victor_kaminsky_1/attack_self(mob/user as mob)
for(var/mob/O in viewers(user, null))
O.show_message(text("[] shows you: \icon[] [].", user, src, src.name), 1)
src.add_fingerprint(user)
/obj/item/weapon/clipboard/fluff/smallnote //lexusjjss: Lexus Langg, Zachary Tomlinson
name = "small notebook"
desc = "A generic small spiral notebook that flips upwards."
icon = 'custom_items.dmi'
icon_state = "smallnotetext"
/obj/item/weapon/storage/fluff/maye_daye_1 //morrinn: Maye Day
name = "pristine lunchbox"
desc = "A pristine stainless steel lunch box. The initials M.D. are engraved on the inside of the lid."
icon = 'custom_items.dmi'
icon_state = "maye_daye_1"
/obj/item/weapon/reagent_containers/food/drinks/flask/fluff/johann_erzatz_1 //leonheart11: Johann Erzatz
name = "vintage thermos"
desc = "An older thermos with a faint shine."
icon = 'custom_items.dmi'
icon_state = "johann_erzatz_1"
volume = 50
/obj/item/weapon/lighter/zippo/fluff/li_tsun_1 //mangled: Li Tsun
name = "blue zippo lighter"
desc = "A zippo lighter made of some blue metal."
icon = 'custom_items.dmi'
icon_state = "bluezippo"
icon_on = "bluezippoon"
icon_off = "bluezippo"
/obj/item/weapon/fluff/cado_keppel_1 //sparklysheep: Cado Keppel
name = "purple comb"
desc = "A pristine purple comb made from flexible plastic. It has a small K etched into its side."
w_class = 1.0
icon = 'custom_items.dmi'
icon_state = "purplecomb"
item_state = "purplecomb"
attack_self(mob/user)
if(user.r_hand == src || user.l_hand == src)
for(var/mob/O in viewers(user, null))
O.show_message(text("\red [] uses their [] to comb their hair with incredible style and sophistication. What a guy.", user, src), 1)
return
/obj/item/weapon/camera_test/fluff/orange
name = "orange camera"
icon = 'custom_items.dmi'
desc = "A modified detective's camera, painted in bright orange. On the back you see \"Have fun\" written in small accurate letters with something black."
icon_state = "orangecamera"
pictures_left = 30
/obj/item/weapon/card/id/fluff/lifetime //fastler: Fastler Greay; it seemed like something multiple people would have
name = "Lifetime ID Card"
desc = "A modified ID card given only to those people who have devoted their lives to the better interests of NanoTrasen. It sparkles blue."
icon = 'custom_items.dmi'
icon_state = "lifetimeid"
//////////////////////////////////
//////////// Clothing ////////////
//////////////////////////////////
//////////// Eye Wear ////////////
/obj/item/clothing/glasses/meson/fluff/book_berner_1 //asanadas: Book Berner
name = "bespectacled mesonic surveyors"
desc = "One of the older meson scanner models retrofitted to perform like its modern counterparts."
icon = 'custom_items.dmi'
icon_state = "book_berner_1"
/obj/item/clothing/glasses/fluff/serithi_artalis_1 //serithi: Serithi Artalis
name = "extranet HUD"
desc = "A heads-up display with limited connectivity to the NanoTrasen Extranet, capable of displaying information from official NanoTrasen records."
icon = 'custom_items.dmi'
icon_state = "serithi_artalis_1"
//////////// Hats ////////////
/obj/item/clothing/head/helmet/hardhat/fluff/greg_anderson_1 //deusdactyl: Greg Anderson
name = "old hard hat"
desc = "An old dented hard hat with the nametag \"Anderson\". It seems to be backwards."
icon_state = "hardhat0_dblue" //Already an in-game sprite
item_state = "hardhat0_dblue"
color = "dblue"
/obj/item/clothing/head/secsoft/fluff/swatcap //deusdactyl: James Girard
name = "\improper SWAT hat"
desc = "A black hat. The inside has the words, \"Lieutenant James Girard, LPD SWAT Team Four.\""
icon = 'custom_items.dmi'
icon_state = "swatcap"
//////////// Suits ////////////
/obj/item/clothing/suit/storage/labcoat/fluff/pink
name = "pink labcoat"
desc = "A suit that protects against minor chemical spills. Has a pink stripe down from the shoulders."
icon = 'custom_items.dmi'
icon_state = "labcoat_pink_open"
/obj/item/clothing/suit/storage/det_suit/fluff/graycoat
name = "gray coat"
desc = "Old, worn out coat. It's seen better days."
icon = 'custom_items.dmi'
icon_state = "graycoat"
item_state = "graycoat"
color = "graycoat"
//////////// Uniforms ////////////
/obj/item/clothing/under/fluff/jumpsuitdown
name = "rolled down jumpsuit"
desc = "A rolled down jumpsuit. Great for mechanics."
icon = 'custom_items.dmi'
icon_state = "jumpsuitdown"
item_state = "jumpsuitdown"
color = "jumpsuitdown"
/obj/item/clothing/under/fluff/olddressuniform
name = "retired dress uniform"
desc = "A retired Station Head of Staff uniform, phased out twenty years ago for the newer jumpsuit design, but still acceptable dress. Lovingly maintained."
icon = 'custom_items.dmi'
icon_state = "olddressuniform"
item_state = "olddressuniform"
color = "olddressuniform"
//////////// Masks ////////////
/obj/item/clothing/mask/fluff/flagmask //searif: Tsiokeriio Tarbell
name = "\improper First Nations facemask"
desc = "A simple cloth rag that bears the flag of the first nations."
icon = 'custom_items.dmi'
icon_state = "flagmask"
item_state = "flagmask"
flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH
w_class = 2
gas_transfer_coefficient = 0.90
//////////// Sets ////////////
////// CDC
/obj/item/clothing/under/rank/virologist/fluff/cdc_jumpsuit
name = "\improper CDC jumpsuit"
desc = "A modified standard-issue CDC jumpsuit made of a special fiber that gives special protection against biohazards. It has a biohazard symbol sewn into the back."
icon = 'custom_items.dmi'
icon_state = "cdc_jumpsuit"
color = "cdc_jumpsuit"
/obj/item/clothing/suit/storage/labcoat/fluff/cdc_labcoat
name = "\improper CDC labcoat"
desc = "A standard-issue CDC labcoat that protects against minor chemical spills. It has the name \"Wiles\" sewn on to the breast pocket."
icon = 'custom_items.dmi'
icon_state = "labcoat_cdc_open"
////// Short Sleeve Medical Outfit
/obj/item/clothing/under/rank/medical/fluff/short
name = "short sleeve medical jumpsuit"
desc = "Made of a special fiber that gives special protection against biohazards. Has a cross on the chest denoting that the wearer is trained medical personnel and short sleeves."
icon = 'custom_items.dmi'
icon_state = "medical_short"
color = "medical_short"
/obj/item/clothing/suit/storage/labcoat/fluff/red
name = "red labcoat"
desc = "A suit that protects against minor chemical spills. Has a red stripe on the shoulders and rolled up sleeves."
icon = 'custom_items.dmi'
icon_state = "labcoat_red_open"
////// Retired Patrol Outfit
/obj/item/clothing/suit/storage/det_suit/fluff/retpolcoat
name = "retired colony patrolman's coat"
desc = "A clean, black nylon windbreaker with the words \"OUTER LIGHT POLICE\" embroidered in gold-dyed thread on the back. \"RETIRED\" is tastefully embroidered below in a smaller font."
icon = 'custom_items.dmi'
icon_state = "retpolcoat"
item_state = "retpolcoat"
color = "retpolcoat"
/obj/item/clothing/head/det_hat/fluff/retpolcap
name = "retired colony patrolman's cap"
desc = "A clean and properly creased colony police cap. The badge is shined and polished, the word \"RETIRED\" engraved professionally under the words \"OUTER LIGHT POLICE.\""
icon = 'custom_items.dmi'
icon_state = "retpolcap"
/obj/item/clothing/under/det/fluff/retpoluniform
name = "retired colony patrolman's uniform"
desc = "A meticulously clean police uniform belonging to Precinct 31, Outer Light Colony. The word \"RETIRED\" is engraved tastefully and professionally in the badge below the number, 501."
icon = 'custom_items.dmi'
icon_state = "retpoluniform"
color = "retpoluniform"
+16
View File
@@ -29,6 +29,22 @@
if(istype(M.back,/obj/item/weapon/storage) && M.back:contents.len < M.back:storage_slots) // Try to place it in something on the mob's back first
Item.loc = M.back
ok = 1
else if(istype(Item,/obj/item/weapon/card/id)) //player wants a custom ID card - only lifetime cards for now
var/obj/item/weapon/card/id/I = Item
for(var/obj/item/weapon/card/id/C in M)
I.registered_name = M.real_name
I.name = "[M.real_name]'s Lifetime ID Card ([M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role])"
I.access = C.access
I.assignment = C.assignment
I.over_jumpsuit = C.over_jumpsuit
I.blood_type = C.blood_type
I.dna_hash = C.dna_hash
I.fingerprint_hash = C.fingerprint_hash
//
I.loc = C.loc
ok = 1
del(C)
break
else
for(var/obj/item/weapon/storage/S in M.contents) // Try to place it in any item that can store stuff, on the mob.
if (S:len < S:storage_slots)
+59
View File
@@ -1393,6 +1393,7 @@
name = "Metroid Sandwich"
desc = "A sandwich is green stuff."
icon_state = "metroidsandwich"
trash = "plate"
New()
..()
reagents.add_reagent("nutriment", 2)
@@ -1417,6 +1418,64 @@
reagents.add_reagent("nutriment", 28)
bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/mushroomsoup
name = "chantrelle soup"
desc = "A delicious and hearty mushroom soup."
icon_state = "mushroomsoup"
trash = "snack_bowl"
New()
..()
reagents.add_reagent("nutriment", 10)
bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/plumphelmetbiscuit
name = "plump helmet biscuit"
desc = "This is a finely-prepared plump helmet biscuit. The ingredients are exceptionally minced plump helmet, and well-minced dwarven wheat flour."
icon_state = "phelmbiscuit"
New()
..()
if(prob(10))
name = "exceptional plump helmet biscuit"
desc = "Microwave is taken by a fey mood! It has cooked an exceptional plump helmet biscuit!"
reagents.add_reagent("nutriment", 15)
bitesize = 2
else
reagents.add_reagent("nutriment", 5)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/chawanmushi
name = "chawanmushi"
desc = "A legendary egg custard that makes friends out of enemies. Probably too hot for a cat to eat."
icon_state = "chawanmushi"
trash = "snack_bowl"
New()
..()
reagents.add_reagent("nutriment", 5)
bitesize = 1
/obj/item/weapon/reagent_containers/food/snacks/beetsoup
name = "beet soup"
desc = "Wait, how do you spell it, again..?"
icon_state = "beetsoup"
trash = "snack_bowl"
New()
..()
switch(rand(1,6))
if(1)
name = "borsch"
if(2)
name = "bortsch"
if(3)
name = "borstch"
if(4)
name = "borsh"
if(5)
name = "borshch"
if(6)
name = "borscht"
reagents.add_reagent("nutriment", 8)
bitesize = 2
/////////////////////////////////////////////////Sliceable////////////////////////////////////////
// All the food items that can be sliced into smaller bits like Meatbread and Cheesewheels
+30
View File
@@ -1005,6 +1005,36 @@
)
result = /obj/item/weapon/reagent_containers/food/snacks/sliceable/pumpkinpie
/datum/recipe/plumphelmetbiscuit
items = list(
/obj/item/weapon/reagent_containers/food/snacks/flour,
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/plumphelmet,
)
result = /obj/item/weapon/reagent_containers/food/snacks/plumphelmetbiscuit
/datum/recipe/mushroomsoup
reagents = list("water" = 5, "milk" = 5)
items = list(
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/chanterelle,
)
result = /obj/item/weapon/reagent_containers/food/snacks/mushroomsoup
/datum/recipe/chawanmushi
reagents = list("water" = 5, "soysauce" = 5)
items = list(
/obj/item/weapon/reagent_containers/food/snacks/egg,
/obj/item/weapon/reagent_containers/food/snacks/egg,
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/chanterelle,
)
result = /obj/item/weapon/reagent_containers/food/snacks/chawanmushi
/datum/recipe/beetsoup
reagents = list("water" = 10)
items = list(
/obj/item/weapon/reagent_containers/food/snacks/grown/whitebeet,
/obj/item/weapon/reagent_containers/food/snacks/grown/cabbage,
)
result = /obj/item/weapon/reagent_containers/food/snacks/beetsoup
//////////////////////////////////////////
// bs12 food port stuff
+1 -1
View File
@@ -284,7 +284,7 @@
// seedName = pick(list("1","2","3","4"))
// seedAmt = rand(1,4)
if(prob(20))
icon_state = "asteroid[rand(0,8)]"
icon_state = "asteroid[rand(0,12)]"
spawn(2)
updateMineralOverlays()
+1 -6
View File
@@ -1,8 +1,3 @@
/obj/hud/proc/ghost_hud()
station_explosion = new h_type( src )
station_explosion.icon = 'station_explosion.dmi'
station_explosion.icon_state = "start"
station_explosion.layer = 20
station_explosion.mouse_opacity = 0
station_explosion.screen_loc = "1,3"
return
@@ -37,14 +37,6 @@
src.druggy.layer = 17
src.druggy.mouse_opacity = 0
// station explosion cinematic
src.station_explosion = new src.h_type( src )
src.station_explosion.icon = 'station_explosion.dmi'
src.station_explosion.icon_state = "start"
src.station_explosion.layer = 20
src.station_explosion.mouse_opacity = 0
src.station_explosion.screen_loc = "1,3"
var/obj/screen/using
using = new src.h_type( src )
@@ -90,7 +90,7 @@
flick("flash", flash)
// if (stat == 2 && client)
// gib(1)
// gib()
// return
// else if (stat == 2 && !client)
@@ -105,7 +105,7 @@
switch (severity)
if (1.0)
b_loss += 500
gib(1)
gib()
return
if (2.0)
@@ -741,7 +741,7 @@ In all, this is a lot like the monkey code. /N
if ("help")
if(!sleeping_willingly)
sleeping = 0
sleeping = max(0,sleeping-5)
resting = 0
AdjustParalysis(-3)
AdjustStunned(-3)
@@ -783,7 +783,7 @@ In all, this is a lot like the monkey code. /N
<BR><B>Right Hand:</B> <A href='?src=\ref[src];item=r_hand'>[(r_hand ? text("[]", r_hand) : "Nothing")]</A>
<BR><B>Head:</B> <A href='?src=\ref[src];item=head'>[(head ? text("[]", head) : "Nothing")]</A>
<BR><B>(Exo)Suit:</B> <A href='?src=\ref[src];item=suit'>[(wear_suit ? text("[]", wear_suit) : "Nothing")]</A>
<BR><A href='?src=\ref[src];item=pockets'>Empty Pockets</A>
<BR><A href='?src=\ref[src];item=pockets'>Empty Pouches</A>
<BR><A href='?src=\ref[user];mach_close=mob[name]'>Close</A>
<BR>"}
user << browse(dat, text("window=mob[name];size=340x480"))
@@ -380,7 +380,7 @@
src.drowsyness--
src.eye_blurry = max(2, src.eye_blurry)
if (prob(5))
src.sleeping = 1
src.sleeping += 1
src.Paralyse(5)
confused = max(0, confused - 1)
@@ -39,14 +39,6 @@
src.druggy.layer = 17
src.druggy.mouse_opacity = 0
// station explosion cinematic
src.station_explosion = new src.h_type( src )
src.station_explosion.icon = 'station_explosion.dmi'
src.station_explosion.icon_state = "start"
src.station_explosion.layer = 20
src.station_explosion.mouse_opacity = 0
src.station_explosion.screen_loc = "1,3"
var/obj/screen/using
using = new src.h_type( src )
@@ -80,7 +80,7 @@
flick("flash", flash)
/*
if (stat == 2 && client)
gib(1)
gib()
return
else if (stat == 2 && !client)
@@ -93,7 +93,7 @@
switch (severity)
if (1.0)
b_loss += 500
gib(1)
gib()
return
if (2.0)
@@ -490,7 +490,7 @@
if ("help")
if(!sleeping_willingly)
sleeping = 0
sleeping = max(0,sleeping-5)
resting = 0
AdjustParalysis(-3)
AdjustStunned(-3)
@@ -303,7 +303,7 @@
drowsyness--
eye_blurry = max(2, eye_blurry)
if (prob(5))
sleeping = 1
sleeping += 1
Paralyse(5)
confused = max(0, confused - 1)
@@ -1,10 +1,4 @@
/obj/hud/proc/brain_hud(var/ui_style='screen1_old.dmi')
station_explosion = new h_type( src )
station_explosion.icon = 'station_explosion.dmi'
station_explosion.icon_state = "start"
station_explosion.layer = 20
station_explosion.mouse_opacity = 0
station_explosion.screen_loc = "1,3"
blurry = new h_type( src )
blurry.screen_loc = "WEST,SOUTH to EAST,NORTH"
+1 -1
View File
@@ -141,7 +141,7 @@
drowsyness--
eye_blurry = max(2, eye_blurry)
if (prob(5))
sleeping = 1
sleeping += 1
Paralyse(5)
confused = max(0, confused - 1)
+8 -8
View File
@@ -35,7 +35,7 @@
if(prob(src.getBruteLoss() - 50))
src.gib()
/mob/living/carbon/gib(give_medal,ex_act)
/mob/living/carbon/gib()
for(var/mob/M in src)
if(M in src.stomach_contents)
src.stomach_contents.Remove(M)
@@ -43,7 +43,7 @@
for(var/mob/N in viewers(src, null))
if(N.client)
N.show_message(text("\red <B>[M] bursts out of [src]!</B>"), 2)
. = ..(ex_act)
. = ..()
/mob/living/carbon/attack_hand(mob/M as mob)
if (M.hand)
@@ -168,9 +168,9 @@
/mob/living/carbon/proc/swap_hand()
var/obj/item/item_in_hand = src.get_active_hand()
if(item_in_hand) //this segment checks if the item in your hand is twohanded.
if(item_in_hand.twohanded == 1)
if(item_in_hand.wielded == 1)
usr << text("Your other hand is too busy holding the []",item_in_hand.name)
if(istype(item_in_hand,/obj/item/weapon/twohanded))
if(item_in_hand:wielded == 1)
usr << "<span class='warning'>Your other hand is too busy holding the [item_in_hand.name]</span>"
return
src.hand = !( src.hand )
if (!( src.hand ))
@@ -228,10 +228,10 @@
if (istype(src,/mob/living/carbon/human) && src:w_uniform)
var/mob/living/carbon/human/H = src
H.w_uniform.add_fingerprint(M)
src.sleeping = max(0,src.sleeping-5)
if(!src.sleeping_willingly)
src.sleeping = 0
src.resting = 0
src.sleeping = max(0,src.sleeping-5)
if(src.sleeping == 0)
src.resting = 0
AdjustParalysis(-3)
AdjustStunned(-3)
AdjustWeakened(-3)
@@ -164,7 +164,9 @@
if ("faint")
message = "<B>[src]</B> faints."
src.sleeping = 1
if(src.sleeping)
return //Can't faint while asleep
src.sleeping += 10 //Short-short nap
m_type = 1
if ("cough")
@@ -524,6 +526,8 @@
continue //skip monkeys and leavers
if (istype(M, /mob/new_player))
continue
if(findtext(message," snores.")) //Because we have so many sleeping people.
continue
if(M.stat == 2 && M.client.ghost_sight && !(M in viewers(src,null)))
M.show_message(message)
@@ -41,14 +41,6 @@
src.druggy.layer = 17
src.druggy.mouse_opacity = 0
// station explosion cinematic
src.station_explosion = new src.h_type( src )
src.station_explosion.icon = 'station_explosion.dmi'
src.station_explosion.icon_state = "start"
src.station_explosion.layer = 20
src.station_explosion.mouse_opacity = 0
src.station_explosion.screen_loc = "1,3"
var/obj/screen/using
using = new src.h_type( src )
+109 -209
View File
@@ -335,7 +335,7 @@
// /obj/item/clothing/head/bomb_hood(src)
/*
if (stat == 2 && client)
gib(1)
gib()
return
else if (stat == 2 && !client)
@@ -350,7 +350,7 @@
if (1.0)
b_loss += 500
if (!prob(getarmor(null, "bomb")))
gib(1,1)
gib()
return
else
var/atom/target = get_edge_target_turf(src, get_dir(src, get_step_away(src, src)))
@@ -555,8 +555,8 @@
return
if (!( W.flags & ONBACK ))
return
if(W.twohanded && W.wielded)
usr << "Unwield the [initial(W.name)] first!"
if(istype(W,/obj/item/weapon/twohanded) && W:wielded)
usr << "<span class='warning'>Unwield the [initial(W.name)] first!</span>"
return
u_equip(W)
back = W
@@ -1552,7 +1552,6 @@
/obj/effect/equip_e/human/process()
if (item)
item.add_fingerprint(source)
var/item_loc = 0
if (!item)
switch(place)
if("mask")
@@ -1615,218 +1614,119 @@
//SN src = null
del(src)
return
else
switch(place)
if("mask")
if(target.wear_mask)
item_loc = 1
if("l_hand")
if(target.l_hand)
item_loc = 1
if("r_hand")
if(target.r_hand)
item_loc = 1
if("gloves")
if(target.gloves)
item_loc = 1
if("eyes")
if(target.glasses)
item_loc = 1
if("l_ear")
if(target.l_ear)
item_loc = 1
if("r_ear")
if(target.r_ear)
item_loc = 1
if("head")
if(target.head)
item_loc = 1
if("shoes")
if(target.shoes)
item_loc = 1
if("belt")
if(target.belt)
item_loc = 1
if("suit")
if(target.wear_suit)
item_loc = 1
if("back")
if(target.back)
item_loc = 1
if("uniform")
if(target.w_uniform)
item_loc = 1
if("s_store")
if(target.s_store)
item_loc = 1
if("h_store")
if(target.h_store)
item_loc = 1
if("id")
if(target.wear_id)
item_loc = 1
if("internal")
if (target.internal)
item_loc = 1
if("handcuff")
if (target.handcuffed)
item_loc = 1
var/list/L = list( "syringe", "pill", "drink", "dnainjector", "fuel")
if (item && !L.Find(place) && !item_loc)
if ((item && !( L.Find(place) )))
if(isrobot(source) && place != "handcuff")
del(src)
return
for(var/mob/O in viewers(target, null))
O.show_message(text("\red <B>[] is trying to put \a [] on []</B>", source, item, target), 1)
else
if (place == "syringe")
for(var/mob/O in viewers(target, null))
O.show_message(text("\red <B>[] is trying to inject []!</B>", source, target), 1)
else
if (place == "pill")
for(var/mob/O in viewers(target, null))
O.show_message(text("\red <B>[] is trying to force [] to swallow []!</B>", source, target, item), 1)
else
if(place == "fuel")
for(var/mob/O in viewers(target, null))
O.show_message(text("\red [source] is trying to force [target] to eat the [item:content]!"), 1)
var/message=null
switch(place)
if("syringe")
message = text("\red <B>[] is trying to inject []!</B>", source, target)
if("pill")
message = text("\red <B>[] is trying to force [] to swallow []!</B>", source, target, item)
if("fuel")
message = text("\red [source] is trying to force [target] to eat the [item:content]!")
if("drink")
message = text("\red <B>[] is trying to force [] to swallow a gulp of []!</B>", source, target, item)
if("dnainjector")
message = text("\red <B>[] is trying to inject [] with the []!</B>", source, target, item)
if("mask")
if(istype(target.wear_mask, /obj/item/clothing)&&!target.wear_mask:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.wear_mask, target)
else
if (place == "drink")
message = text("\red <B>[] is trying to take off \a [] from []'s head!</B>", source, target.wear_mask, target)
/* if("headset")
message = text("\red <B>[] is trying to take off \a [] from []'s face!</B>", source, target.w_radio, target) */
if("l_hand")
message = text("\red <B>[] is trying to take off \a [] from []'s left hand!</B>", source, target.l_hand, target)
if("r_hand")
message = text("\red <B>[] is trying to take off \a [] from []'s right hand!</B>", source, target.r_hand, target)
if("gloves")
if(istype(target.gloves, /obj/item/clothing)&&!target.gloves:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.gloves, target)
else
message = text("\red <B>[] is trying to take off the [] from []'s hands!</B>", source, target.gloves, target)
if("eyes")
if(istype(target.glasses, /obj/item/clothing)&&!target.glasses:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.glasses, target)
else
message = text("\red <B>[] is trying to take off the [] from []'s eyes!</B>", source, target.glasses, target)
if("l_ear")
if(istype(target.l_ear, /obj/item/clothing)&&!target.l_ear:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.l_ear, target)
else
message = text("\red <B>[] is trying to take off the [] from []'s left ear!</B>", source, target.l_ear, target)
if("r_ear")
if(istype(target.r_ear, /obj/item/clothing)&&!target.r_ear:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.r_ear, target)
else
message = text("\red <B>[] is trying to take off the [] from []'s right ear!</B>", source, target.r_ear, target)
if("head")
if(istype(target.head, /obj/item/clothing)&&!target.head:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.head, target)
else
message = text("\red <B>[] is trying to take off the [] from []'s head!</B>", source, target.head, target)
if("shoes")
if(istype(target.shoes, /obj/item/clothing)&&!target.shoes:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.shoes, target)
else
message = text("\red <B>[] is trying to take off the [] from []'s feet!</B>", source, target.shoes, target)
if("belt")
message = text("\red <B>[] is trying to take off the [] from []'s belt!</B>", source, target.belt, target)
if("suit")
if(istype(target.wear_suit, /obj/item/clothing)&&!target.wear_suit:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.wear_suit, target)
else
message = text("\red <B>[] is trying to take off \a [] from []'s body!</B>", source, target.wear_suit, target)
if("back")
message = text("\red <B>[] is trying to take off \a [] from []'s back!</B>", source, target.back, target)
if("handcuff")
message = text("\red <B>[] is trying to unhandcuff []!</B>", source, target)
if("uniform")
if(istype(target.w_uniform, /obj/item/clothing)&&!target.w_uniform:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.w_uniform, target)
else
message = text("\red <B>[] is trying to take off \a [] from []'s body!</B>", source, target.w_uniform, target)
if("s_store")
message = text("\red <B>[] is trying to take off \a [] from []'s suit!</B>", source, target.s_store, target)
if("h_store")
message = text("\red <B>[] is trying to empty []'s hat!</B>", source, target)
if("pockets")
for(var/obj/item/weapon/mousetrap/MT in list(target.l_store, target.r_store))
if(MT.armed)
for(var/mob/O in viewers(target, null))
O.show_message(text("\red <B>[] is trying to force [] to swallow a gulp of []!</B>", source, target, item), 1)
else
if (place == "dnainjector")
for(var/mob/O in viewers(target, null))
O.show_message(text("\red <B>[] is trying to inject [] with the []!</B>", source, target, item), 1)
else
var/message = null
switch(place)
if("mask")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their mask removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) mask</font>")
if(istype(target.wear_mask, /obj/item/clothing)&&!target.wear_mask:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.wear_mask, target)
else
message = text("\red <B>[] is trying to take off \a [] from []'s head!</B>", source, target.wear_mask, target)
/* if("headset")
message = text("\red <B>[] is trying to take off \a [] from []'s face!</B>", source, target.w_radio, target) */
if("l_hand")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their left hand item removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) left hand item</font>")
message = text("\red <B>[] is trying to take off \a [] from []'s left hand!</B>", source, target.l_hand, target)
if("r_hand")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their right hand item removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) right hand item</font>")
message = text("\red <B>[] is trying to take off \a [] from []'s right hand!</B>", source, target.r_hand, target)
if("gloves")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their gloves removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) gloves</font>")
if(istype(target.gloves, /obj/item/clothing)&&!target.gloves:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.gloves, target)
else
message = text("\red <B>[] is trying to take off the [] from []'s hands!</B>", source, target.gloves, target)
if("eyes")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their eyewear removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) eyewear</font>")
if(istype(target.glasses, /obj/item/clothing)&&!target.glasses:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.glasses, target)
else
message = text("\red <B>[] is trying to take off the [] from []'s eyes!</B>", source, target.glasses, target)
if("l_ear")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their left ear item removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) left ear item</font>")
if(istype(target.l_ear, /obj/item/clothing)&&!target.l_ear:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.l_ear, target)
else
message = text("\red <B>[] is trying to take off the [] from []'s left ear!</B>", source, target.l_ear, target)
if("r_ear")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their right ear item removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) right ear item</font>")
if(istype(target.r_ear, /obj/item/clothing)&&!target.r_ear:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.r_ear, target)
else
message = text("\red <B>[] is trying to take off the [] from []'s right ear!</B>", source, target.r_ear, target)
if("head")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their hat removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) hat</font>")
if(istype(target.head, /obj/item/clothing)&&!target.head:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.head, target)
else
message = text("\red <B>[] is trying to take off the [] from []'s head!</B>", source, target.head, target)
if("shoes")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their shoes removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) shoes</font>")
if(istype(target.shoes, /obj/item/clothing)&&!target.shoes:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.shoes, target)
else
message = text("\red <B>[] is trying to take off the [] from []'s feet!</B>", source, target.shoes, target)
if("belt")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their belt item removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) belt item</font>")
message = text("\red <B>[] is trying to take off the [] from []'s belt!</B>", source, target.belt, target)
if("suit")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their suit removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) suit</font>")
if(istype(target.wear_suit, /obj/item/clothing)&&!target.wear_suit:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.wear_suit, target)
else
message = text("\red <B>[] is trying to take off \a [] from []'s body!</B>", source, target.wear_suit, target)
if("back")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their back item removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) back item</font>")
message = text("\red <B>[] is trying to take off \a [] from []'s back!</B>", source, target.back, target)
if("handcuff")
message = text("\red <B>[] is trying to unhandcuff []!</B>", source, target)
if("uniform")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their uniform removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) uniform</font>")
if(istype(target.w_uniform, /obj/item/clothing)&&!target.w_uniform:canremove)
message = text("\red <B>[] fails to take off \a [] from []'s body!</B>", source, target.w_uniform, target)
else
message = text("\red <B>[] is trying to take off \a [] from []'s body!</B>", source, target.w_uniform, target)
if("s_store")
message = text("\red <B>[] is trying to take off \a [] from []'s suit!</B>", source, target.s_store, target)
if("h_store")
message = text("\red <B>[] is trying to empty []'s hat!</B>", source, target)
if("pockets")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their pockets emptied by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to empty [target.name]'s ([target.ckey]) pockets</font>")
for(var/obj/item/weapon/mousetrap/MT in list(target.l_store, target.r_store))
if(MT.armed)
for(var/mob/O in viewers(target, null))
if(O == source)
O.show_message(text("\red <B>You reach into the [target]'s pockets, but there was a live mousetrap in there!</B>"), 1)
else
O.show_message(text("\red <B>[source] reaches into [target]'s pockets and sets off a hidden mousetrap!</B>"), 1)
target.u_equip(MT)
if (target.client)
target.client.screen -= MT
MT.loc = source.loc
MT.triggered(source, source.hand ? "l_hand" : "r_hand")
MT.layer = OBJ_LAYER
return
message = text("\red <B>[] is trying to empty []'s pockets!!</B>", source, target)
if("CPR")
if (target.cpr_time + 3 >= world.time)
//SN src = null
del(src)
return
message = text("\red <B>[] is trying perform CPR on []!</B>", source, target)
if("id")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their ID removed by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to remove [target.name]'s ([target.ckey]) ID</font>")
message = text("\red <B>[] is trying to take off [] from []'s uniform!</B>", source, target.wear_id, target)
if("internal")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had their internals toggled by [source.name] ([source.ckey])</font>")
source.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to toggle [target.name]'s ([target.ckey]) internals</font>")
if (target.internal)
message = text("\red <B>[] is trying to remove []'s internals</B>", source, target)
else
message = text("\red <B>[] is trying to set on []'s internals.</B>", source, target)
else
for(var/mob/M in viewers(target, null))
M.show_message(message, 1)
if(O == source)
O.show_message(text("\red <B>You reach into the [target]'s pockets, but there was a live mousetrap in there!</B>"), 1)
else
O.show_message(text("\red <B>[source] reaches into [target]'s pockets and sets off a hidden mousetrap!</B>"), 1)
target.u_equip(MT)
if (target.client)
target.client.screen -= MT
MT.loc = source.loc
MT.triggered(source, source.hand ? "l_hand" : "r_hand")
MT.layer = OBJ_LAYER
return
message = text("\red <B>[] is trying to empty []'s pockets!!</B>", source, target)
if("CPR")
if (target.cpr_time >= world.time + 3)
//SN src = null
del(src)
return
message = text("\red <B>[] is trying perform CPR on []!</B>", source, target)
if("id")
message = text("\red <B>[] is trying to take off [] from []'s uniform!</B>", source, target.wear_id, target)
if("internal")
if (target.internal)
message = text("\red <B>[] is trying to remove []'s internals</B>", source, target)
else
message = text("\red <B>[] is trying to set on []'s internals.</B>", source, target)
for(var/mob/M in viewers(target, null))
M.show_message(message, 1)
spawn( 40 )
done()
return
@@ -1846,7 +1746,7 @@ It can still be worn/put on as normal.
if(source.loc != s_loc) return
if(target.loc != t_loc) return
if(LinkBlocked(s_loc,t_loc)) return
if(item && source.equipped() != item) return
if(item && source.equipped() != item) return
if ((source.restrained() || source.stat)) return
switch(place)
if("mask")
@@ -2856,4 +2756,4 @@ It can still be worn/put on as normal.
else
reset_view(0)
remoteobserve = null
src.tkdisable = 0
src.tkdisable = 0
+23 -23
View File
@@ -545,7 +545,7 @@
if(SA_pp > SA_para_min) // Enough to make us paralysed for a bit
Paralyse(3) // 3 gives them one second to wake up and run away a bit!
if(SA_pp > SA_sleep_min) // Enough to make us sleep as well
sleeping = max(sleeping, 4)
sleeping = max(src.sleeping+2, 10)
else if(SA_pp > 0.01) // There is sleeping gas in their lungs, but only a little, so give them a bit of a warning
if(prob(20) && isbreathing)
spawn(0) emote(pick("giggle", "laugh"))
@@ -819,7 +819,7 @@
drowsyness--
eye_blurry = max(2, eye_blurry)
if (prob(5))
sleeping = 1
sleeping += 1
Paralyse(5)
confused = max(0, confused - 1)
@@ -1242,7 +1242,7 @@
if(pullin) pullin.icon_state = "pull[pulling ? 1 : 0]"
if(resting || lying || sleeping) rest.icon_state = "rest[(resting || lying || sleeping) ? 1 : 0]"
if(rest) rest.icon_state = "rest[(resting || lying || sleeping) ? 1 : 0]"
if (toxin || hal_screwyhud == 4) toxin.icon_state = "tox[toxins_alert ? 1 : 0]"
@@ -1251,26 +1251,26 @@
//NOTE: the alerts dont reset when youre out of danger. dont blame me,
//blame the person who coded them. Temporary fix added.
switch(bodytemperature) //310.055 optimal body temp
if(370 to INFINITY)
bodytemp.icon_state = "temp4"
if(350 to 370)
bodytemp.icon_state = "temp3"
if(335 to 350)
bodytemp.icon_state = "temp2"
if(320 to 335)
bodytemp.icon_state = "temp1"
if(300 to 320)
bodytemp.icon_state = "temp0"
if(295 to 300)
bodytemp.icon_state = "temp-1"
if(280 to 295)
bodytemp.icon_state = "temp-2"
if(260 to 280)
bodytemp.icon_state = "temp-3"
else
bodytemp.icon_state = "temp-4"
if(bodytemp)
switch(bodytemperature) //310.055 optimal body temp
if(370 to INFINITY)
bodytemp.icon_state = "temp4"
if(350 to 370)
bodytemp.icon_state = "temp3"
if(335 to 350)
bodytemp.icon_state = "temp2"
if(320 to 335)
bodytemp.icon_state = "temp1"
if(300 to 320)
bodytemp.icon_state = "temp0"
if(295 to 300)
bodytemp.icon_state = "temp-1"
if(280 to 295)
bodytemp.icon_state = "temp-2"
if(260 to 280)
bodytemp.icon_state = "temp-3"
else
bodytemp.icon_state = "temp-4"
if(!client) return 0 //Wish we did not need these
client.screen -= hud_used.blurry
@@ -44,12 +44,4 @@
src.druggy.layer = 17
src.druggy.mouse_opacity = 0
// station explosion cinematic
src.station_explosion = new src.h_type( src )
src.station_explosion.icon = 'station_explosion.dmi'
src.station_explosion.icon_state = "start"
src.station_explosion.layer = 20
src.station_explosion.mouse_opacity = 0
src.station_explosion.screen_loc = "1,3"
*/
@@ -43,14 +43,6 @@
src.druggy.layer = 17
src.druggy.mouse_opacity = 0
// station explosion cinematic
src.station_explosion = new src.h_type( src )
src.station_explosion.icon = 'station_explosion.dmi'
src.station_explosion.icon_state = "start"
src.station_explosion.layer = 20
src.station_explosion.mouse_opacity = 0
src.station_explosion.screen_loc = "1,3"
var/obj/screen/using
using = new src.h_type( src )
+21 -21
View File
@@ -333,7 +333,7 @@
if(SA_pp > SA_para_min) // Enough to make us paralysed for a bit
Paralyse(3) // 3 gives them one second to wake up and run away a bit!
if(SA_pp > SA_sleep_min) // Enough to make us sleep as well
src.sleeping = max(src.sleeping, 2)
src.sleeping = max(src.sleeping+2, 10)
else if(SA_pp > 0.01) // There is sleeping gas in their lungs, but only a little, so give them a bit of a warning
if(prob(20))
spawn(0) emote(pick("giggle", "laugh"))
@@ -591,26 +591,26 @@
//NOTE: the alerts dont reset when youre out of danger. dont blame me,
//blame the person who coded them. Temporary fix added.
switch(src.bodytemperature) //310.055 optimal body temp
if(345 to INFINITY)
src.bodytemp.icon_state = "temp4"
if(335 to 345)
src.bodytemp.icon_state = "temp3"
if(327 to 335)
src.bodytemp.icon_state = "temp2"
if(316 to 327)
src.bodytemp.icon_state = "temp1"
if(300 to 316)
src.bodytemp.icon_state = "temp0"
if(295 to 300)
src.bodytemp.icon_state = "temp-1"
if(280 to 295)
src.bodytemp.icon_state = "temp-2"
if(260 to 280)
src.bodytemp.icon_state = "temp-3"
else
src.bodytemp.icon_state = "temp-4"
if(bodytemp)
switch(src.bodytemperature) //310.055 optimal body temp
if(345 to INFINITY)
src.bodytemp.icon_state = "temp4"
if(335 to 345)
src.bodytemp.icon_state = "temp3"
if(327 to 335)
src.bodytemp.icon_state = "temp2"
if(316 to 327)
src.bodytemp.icon_state = "temp1"
if(300 to 316)
src.bodytemp.icon_state = "temp0"
if(295 to 300)
src.bodytemp.icon_state = "temp-1"
if(280 to 295)
src.bodytemp.icon_state = "temp-2"
if(260 to 280)
src.bodytemp.icon_state = "temp-3"
else
src.bodytemp.icon_state = "temp-4"
src.client.screen -= src.hud_used.blurry
src.client.screen -= src.hud_used.druggy
@@ -677,6 +677,14 @@
/mob/living/carbon/monkey/ex_act(severity)
flick("flash", flash)
/* if (stat == 2 && client)
gib()
return
if (stat == 2 && !client)
gibs(loc, viruses)
del(src)
return*/
switch(severity)
if(1.0)
if (stat != 2)
+1 -1
View File
@@ -565,7 +565,7 @@
malf_picker.use(src)
//I am the icon meister. Bow fefore me.
//I am the icon meister. Bow fefore me. //>fefore
/mob/living/silicon/ai/proc/ai_hologram_change()
set name = "Change Hologram"
set desc = "Change the default hologram available to AI to something else."
@@ -1,10 +1,2 @@
/obj/hud/proc/ai_hud()
src.station_explosion = new src.h_type( src )
src.station_explosion.icon = 'station_explosion.dmi'
src.station_explosion.icon_state = "start"
src.station_explosion.layer = 20
src.station_explosion.mouse_opacity = 0
src.station_explosion.screen_loc = "1,3"
return
+26 -5
View File
@@ -11,6 +11,8 @@ var/datum/paiController/paiController // Global handler for pAI candidates
comments
ready = 0
/datum/paiController
var/list/pai_candidates = list()
var/list/asked = list()
@@ -42,20 +44,39 @@ var/datum/paiController/paiController // Global handler for pAI candidates
if(href_list["new"])
var/datum/paiCandidate/candidate = locate(href_list["candidate"])
var/option = href_list["option"]
var/t = ""
var/maxNameLen = 26
switch(option)
if("name")
candidate.name = input("Enter a name for your pAI", "pAI Name", candidate.name) as text
t = input("Enter a name for your pAI", "pAI Name", candidate.name) as text
if(t)
candidate.name = copytext(sanitize(t),1,maxNameLen)
if("desc")
candidate.description = input("Enter a description for your pAI", "pAI Description", candidate.description) as message
t = input("Enter a description for your pAI", "pAI Description", candidate.description) as message
if(t)
candidate.description = copytext(sanitize(t),1,MAX_MESSAGE_LEN)
if("role")
candidate.role = input("Enter a role for your pAI", "pAI Role", candidate.role) as text
t = input("Enter a role for your pAI", "pAI Role", candidate.role) as text
if(t)
candidate.role = copytext(sanitize(t),1,MAX_MESSAGE_LEN)
if("ooc")
candidate.comments = input("Enter any OOC comments", "pAI OOC Comments", candidate.comments) as message
t = input("Enter any OOC comments", "pAI OOC Comments", candidate.comments) as message
if(t)
candidate.comments = copytext(sanitize(t),1,MAX_MESSAGE_LEN)
if("save")
candidate.savefile_save(usr)
if("load")
candidate.savefile_load(usr)
//In case people have saved unsanitized stuff.
if(candidate.name)
candidate.name = copytext(sanitize(candidate.name),1,maxNameLen)
if(candidate.description)
candidate.description = copytext(sanitize(candidate.description),1,MAX_MESSAGE_LEN)
if(candidate.role)
candidate.role = copytext(sanitize(candidate.role),1,MAX_MESSAGE_LEN)
if(candidate.comments)
candidate.comments = copytext(sanitize(candidate.comments),1,MAX_MESSAGE_LEN)
if("submit")
if(candidate)
@@ -38,14 +38,6 @@
src.druggy.layer = 17
src.druggy.mouse_opacity = 0
// station explosion cinematic
src.station_explosion = new src.h_type( src )
src.station_explosion.icon = 'station_explosion.dmi'
src.station_explosion.icon_state = "start"
src.station_explosion.layer = 20
src.station_explosion.mouse_opacity = 0
src.station_explosion.screen_loc = "1,3"
var/obj/screen/using
+12 -12
View File
@@ -242,18 +242,18 @@
else
src.cells.icon_state = "charge-empty"
switch(src.bodytemperature) //310.055 optimal body temp
if(335 to INFINITY)
src.bodytemp.icon_state = "temp2"
if(320 to 335)
src.bodytemp.icon_state = "temp1"
if(300 to 320)
src.bodytemp.icon_state = "temp0"
if(260 to 300)
src.bodytemp.icon_state = "temp-1"
else
src.bodytemp.icon_state = "temp-2"
if(bodytemp)
switch(src.bodytemperature) //310.055 optimal body temp
if(335 to INFINITY)
src.bodytemp.icon_state = "temp2"
if(320 to 335)
src.bodytemp.icon_state = "temp1"
if(300 to 320)
src.bodytemp.icon_state = "temp0"
if(260 to 300)
src.bodytemp.icon_state = "temp-1"
else
src.bodytemp.icon_state = "temp-2"
if(src.pullin) src.pullin.icon_state = "pull[src.pulling ? 1 : 0]"
@@ -26,7 +26,7 @@
src << "<b>Unit slaved to [connected_ai.name], downloading laws.</b>"
lawupdate = 1
else
laws = new /datum/ai_laws/nanotrasen/New
laws = new /datum/ai_laws/nanotrasen/New
lawupdate = 0
src << "<b>Unable to locate an AI, reverting to standard NanoTrasen laws.</b>"
else
@@ -95,19 +95,26 @@
/obj/item/borg/upgrade/tasercooler/action(var/mob/living/silicon/robot/R)
if(R.module != /obj/item/weapon/robot_module/security)
if(!istype(R.module, /obj/item/weapon/robot_module/security))
R << "Upgrade mounting error! No suitable hardpoint detected!"
usr << "There's no mounting point for the module!"
return 0
var/obj/item/weapon/gun/energy/taser/cyborg/T = locate() in R
var/obj/item/weapon/gun/energy/taser/cyborg/T = locate() in R.module
if(!T)
T = locate() in R.module.contents
if(!T)
T = locate() in R.module.modules
if(!T)
usr << "This cyborg has had its taser removed!"
return 0
if(T.recharge_time <= 2)
R << "Maximum cooling achieved for this hardpoint!"
usr << "There's no room for another cooling unit!"
return 0
else
T.recharge_time = min(2 , T.recharge_time - 4)
T.recharge_time = max(2 , T.recharge_time - 4)
return 1
+12 -63
View File
@@ -191,28 +191,16 @@
var/obj/item/W = equipped()
if (W)
if(W.twohanded)
if(W.wielded)
if(hand)
var/obj/item/weapon/offhand/O = r_hand
del O
else
var/obj/item/weapon/offhand/O = l_hand
del O
W.wielded = 0 //Kinda crude, but gets the job done with minimal pain -Agouri
W.name = "[initial(W.name)]" //name reset so people don't see world fireaxes with (unwielded) or (wielded) tags
W.update_icon()
u_equip(W)
if (client)
client.screen -= W
if (W)
W.layer = initial(W.layer)
if(target)
W.loc = target.loc
else
W.loc = loc
W.dropped(src)
if (W)
W.layer = initial(W.layer)
var/turf/T = get_turf(loc)
if (istype(T))
T.Entered(W)
@@ -235,7 +223,7 @@
return r_hand
/mob/proc/get_inactive_hand()
if ( ! hand)
if (!hand)
return l_hand
else
return r_hand
@@ -650,10 +638,11 @@
for (var/mob/living/silicon/decoy/D in world)
if (eye)
eye = D
if (eye)
client.eye = eye
else
client.eye = client.mob
if (client)
if (eye)
client.eye = eye
else
client.eye = client.mob
/mob/verb/cancel_camera()
set name = "Cancel Camera View"
@@ -754,7 +743,7 @@
set category = "IC"
set src in oview(1)
if (!( usr ))
if ( !usr || usr==src || !istype(src.loc,/turf) ) //if there's no person pulling OR the person is pulling themself OR the object being pulled is inside something: abort!
return
if (!( anchored ))
usr.pulling = src
@@ -852,9 +841,9 @@
for(var/mob/M in viewers())
M.see(message)
//This is the proc for gibbing a mob. Cannot gib ghosts. Removed the medal reference,
//This is the proc for gibbing a mob. Cannot gib ghosts.
//added different sort of gibs and animations. N
/mob/proc/gib(var/ex_act = 0)
/mob/proc/gib()
if (istype(src, /mob/dead/observer))
gibs(loc, viruses)
@@ -913,10 +902,6 @@ Currently doesn't work, but should be useful later or at least as a template
else
gibs(loc, viruses, dna)
sleep(15)
for(var/obj/item/I in contents)
I.loc = get_turf(src)
if(ex_act)
I.ex_act(ex_act)
del(src)
/*
@@ -1038,8 +1023,8 @@ note dizziness decrements automatically in the mob's Life() proc.
stat(null, "([x], [y], [z])")
stat(null, "CPU: [world.cpu]")
stat(null, "Controller: [controllernum]")
//if (master_controller)
// stat(null, "Loop: [master_controller.loop_freq]")
if (master_controller)
stat(null, "Current Iteration: [controller_iteration]")
if (spell_list.len)
@@ -1053,42 +1038,6 @@ note dizziness decrements automatically in the mob's Life() proc.
statpanel("Spells","[S.holder_var_type] [S.holder_var_amount]",S)
/client/proc/station_explosion_cinematic(var/station_missed)
if(!mob || !ticker) return
if(!mob.client || !mob.hud_used || !ticker.mode) return
// M.loc = null this might make it act weird but fuck putting them in nullspace, it causes issues.
var/obj/screen/boom = mob.hud_used.station_explosion
if(!istype(boom)) return
mob.client.screen += boom
switch(ticker.mode.name)
if("nuclear emergency")
flick("start_nuke", boom)
if("AI malfunction")
flick("start_malf", boom)
else
boom.icon_state = "start"
sleep(40)
mob << sound('explosionfar.ogg')
boom.icon_state = "end"
if(!station_missed) flick("explode", boom)
else flick("explode2", boom)
sleep(40)
switch(ticker.mode.name)
if("nuclear emergency")
if(!station_missed) boom.icon_state = "loss_nuke"
else boom.icon_state = "loss_nuke2"
if("malfunction")
boom.icon_state = "loss_malf"
if("blob")
return//Nothin here yet and the general one does not fit.
else
boom.icon_state = "loss_general"
return
// facing verbs
/mob/proc/canface()
+1 -6
View File
@@ -1,8 +1,3 @@
/obj/hud/proc/unplayer_hud()
src.station_explosion = new src.h_type( src )
src.station_explosion.icon = 'station_explosion.dmi'
src.station_explosion.icon_state = "start"
src.station_explosion.layer = 20
src.station_explosion.mouse_opacity = 0
src.station_explosion.screen_loc = "1,3"
return
+28 -10
View File
@@ -3,6 +3,8 @@
datum/preferences/preferences = null
ready = 0
spawning = 0//Referenced when you want to delete the new_player later on in the code.
totalPlayers = 0 //Player counts for the Lobby tab
totalPlayersReady = 0
invisibility = 101
@@ -157,8 +159,8 @@
Stat()
..()
statpanel("Game")
if(client.statpanel=="Game" && ticker)
statpanel("Lobby")
if(client.statpanel=="Lobby" && ticker)
if(ticker.hide_mode)
stat("Game Mode:", "Secret")
else
@@ -168,14 +170,15 @@
stat("Time To Start:", ticker.pregame_timeleft)
if((ticker.current_state == GAME_STATE_PREGAME) && !going)
stat("Time To Start:", "DELAYED")
if((ticker.current_state == GAME_STATE_PLAYING) && going)
stat("Round Duration:", "[round(world.time / 36000)]:[(((world.time / 600 % 60)/10) > 1 ? world.time / 600 % 60 : add_zero(world.time / 600 % 60, 2))]:[world.time / 100 % 6][world.time / 100 % 10]")
statpanel("Lobby")
if(client.statpanel=="Lobby" && ticker)
if(ticker.current_state == GAME_STATE_PREGAME)
stat("Players: [totalPlayers]", "Players Ready: [totalPlayersReady]")
totalPlayers = 0
totalPlayersReady = 0
for(var/mob/new_player/player in world)
stat("[player.key]", (player.ready)?("(Playing)"):(null))
totalPlayers++
if(player.ready)totalPlayersReady++
Topic(href, href_list[])
if(!client) return 0
@@ -185,7 +188,6 @@
return 1
if(href_list["ready"])
if(!ready)
ready = 1
else
@@ -249,6 +251,9 @@
else if(!href_list["late_join"])
new_player_panel()
if(href_list["priv_msg"])
..() //pass PM calls along to /mob/Topic
return
proc/IsJobAvailable(rank)
var/datum/job/job = job_master.GetJob(rank)
@@ -362,13 +367,27 @@
proc/LateChoices()
var/dat = "<html><body>"
var/mills = world.time // 1/10 of a second, not real milliseconds but whatever
//var/secs = ((mills % 36000) % 600) / 10 //Not really needed, but I'll leave it here for refrence.. or something
var/mins = (mills % 36000) / 600
var/hours = mills / 36000
var/dat = "<html><body><center>"
dat += "Round Duration: [round(hours)]h [round(mins)]m<br>"
if(emergency_shuttle) //In case Nanotrasen decides reposess CentComm's shuttles.
if(emergency_shuttle.direction == 2) //Shuttle is going to centcomm, not recalled
dat += "<font color='red'><b>The station has been evacuated.</b></font><br>"
if(emergency_shuttle.direction == 1 && emergency_shuttle.timeleft() < 300) //Shuttle is past the point of no recall
dat += "<font color='red'>The station is currently undergoing evacuation procedures.</font><br>"
dat += "Choose from the following open positions:<br>"
for(var/datum/job/job in job_master.occupations)
if(job && IsJobAvailable(job.title))
dat += "<a href='byond://?src=\ref[src];SelectedJob=[job.title]'>[job.title]</a><br>"
src << browse(dat, "window=latechoices;size=300x640;can_close=0")
dat += "</center>"
src << browse(dat, "window=latechoices;size=300x640;can_close=1")
proc/create_character()
@@ -387,7 +406,6 @@
src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS cant last forever yo
new_character.dna.ready_dna(new_character)
preferences.copydisabilities(new_character)
if(mind)
+3 -1
View File
@@ -52,6 +52,8 @@
return 0
/mob/proc/say_quote(var/text)
if(!text)
return "says, \"...\""; //not the best solution, but it will stop a large number of runtimes. The cause is somewhere in the Tcomms code
var/ending = copytext(text, length(text))
if (src.disease_symptoms & DISEASE_HOARSE)
return "rasps, \"[text]\"";
@@ -63,7 +65,7 @@
return "gibbers, \"[text]\"";
if (ending == "?")
return "asks, \"[text]\"";
else if (ending == "!")
if (ending == "!")
return "exclaims, \"[text]\"";
return "says, \"[text]\"";
+4 -4
View File
@@ -439,13 +439,13 @@
usr.pulling = null
if("sleep")
if(usr.sleeping && usr.sleeping_willingly)
usr.sleeping = 0
usr.sleeping_willingly = 0
return
else if(!usr.sleeping)
usr.sleeping = 1
usr.sleeping = 20 //Short nap
usr.sleeping_willingly = 1
if("rest")
usr.resting = !usr.resting
usr.resting = !( usr.resting )
//kavala2
if("throw")
if (!usr.stat && isturf(usr.loc) && !usr.restrained())
usr:toggle_throw_mode()
+1 -1
View File
@@ -1,10 +1,10 @@
//THIS IS OBVIOUSLY WIP, SORRY -PETE
/obj/item/weapon/folder
name = "folder"
desc = "A folder."
icon = 'bureaucracy.dmi'
icon_state = "folder"
w_class = 2
pressure_resistance = 2
/obj/item/weapon/folder/blue
desc = "A blue folder."
+1 -1
View File
@@ -75,7 +75,7 @@
/obj/item/weapon/fuel/proc/injest(mob/M as mob)
switch(content)
if("Anti-Hydrogen")
M.gib(1)
M.gib()
if("Hydrogen")
M << "\blue You feel very light, as if you might just float away..."
del(src)
+38 -17
View File
@@ -1,4 +1,7 @@
// dummy generator object for testing
// thermo electric generator powered by twinned gas turbines
// more realistic than type 2, and also cooler
#define ENERGY_TRANSFER_FACTOR 10
#define POWER_PRODUCTION_FACTOR 1.25
/*/obj/machinery/power/generator/verb/set_amount(var/g as num)
set src in view(1)
@@ -35,12 +38,19 @@
if(!circ1 || !circ2)
return
var/datum/gas_mixture/hot_air = circ1.return_transfer_air()
var/datum/gas_mixture/cold_air = circ2.return_transfer_air()
var/datum/gas_mixture/air1 = circ1.return_transfer_air()
var/datum/gas_mixture/air2 = circ2.return_transfer_air()
//
var/datum/gas_mixture/hot_air = air1
var/datum/gas_mixture/cold_air = air2
lastgen = 0
if(cold_air && hot_air)
if(hot_air && cold_air)
if(hot_air.temperature < cold_air.temperature)
hot_air = air2
cold_air = air1
var/cold_air_heat_capacity = cold_air.heat_capacity()
var/hot_air_heat_capacity = hot_air.heat_capacity()
@@ -52,24 +62,25 @@
var/energy_transfer = delta_temperature*hot_air_heat_capacity*cold_air_heat_capacity/(hot_air_heat_capacity+cold_air_heat_capacity)
var/heat = energy_transfer*(1-efficiency)
lastgen = energy_transfer*efficiency
lastgen = POWER_PRODUCTION_FACTOR * energy_transfer*efficiency
hot_air.temperature = hot_air.temperature - energy_transfer/hot_air_heat_capacity
cold_air.temperature = cold_air.temperature + heat/cold_air_heat_capacity
//ENERGY_TRANSFER_FACTOR to beef up the amount of heat passed over
hot_air.temperature -= energy_transfer/hot_air_heat_capacity
cold_air.temperature += heat/cold_air_heat_capacity
world << "POWER: [lastgen] W generated at [efficiency*100]% efficiency and sinks sizes [cold_air_heat_capacity], [hot_air_heat_capacity]"
//world << "POWER: [lastgen] W generated at [efficiency*100]% efficiency and sinks sizes [cold_air_heat_capacity], [hot_air_heat_capacity]"
add_avail(lastgen)
// update icon overlays only if displayed level has changed
if(hot_air)
circ1.air2.merge(hot_air)
if(air1)
circ1.air2.merge(air1)
if(cold_air)
circ2.air2.merge(cold_air)
if(air2)
circ2.air2.merge(air2)
var/genlev = max(0, min( round(11*lastgen / 100000), 11))
var/genlev = max(0, min( round(11*lastgen / 250000), 11))
if(genlev != lastgenlev)
lastgenlev = genlev
updateicon()
@@ -97,17 +108,27 @@
user.machine = src
var/obj/machinery/atmospherics/binary/circulator/hot_circ = circ1
var/obj/machinery/atmospherics/binary/circulator/cold_circ = circ2
if(hot_circ.air1.temperature < cold_circ.air1.temperature)
hot_circ = circ2
cold_circ = circ1
var/t = "<PRE><B>Thermo-Electric Generator</B><HR>"
t += "Output : [round(lastgen)] W<BR><BR>"
t += "<B>Cold loop</B><BR>"
t += "Temperature Inlet: [round(circ1.air1.temperature, 0.1)] K Outlet: [round(circ1.air2.temperature, 0.1)] K<BR>"
t += "Pressure Inlet: [round(circ1.air1.return_pressure(), 0.1)] kPa Outlet: [round(circ1.air2.return_pressure(), 0.1)] kPa<BR>"
t += "Temperature Inlet: [round(cold_circ.air1.temperature, 0.1)] K<BR>"
t += "Temperature Outlet: [round(cold_circ.air2.temperature, 0.1)] K<BR>"
t += "Pressure Inlet: [round(cold_circ.air1.return_pressure(), 0.1)] kPa<BR>"
t += "Pressure Outlet: [round(cold_circ.air2.return_pressure(), 0.1)] kPa<BR>"
t += "<B>Hot loop</B><BR>"
t += "Temperature Inlet: [round(circ2.air1.temperature, 0.1)] K Outlet: [round(circ2.air2.temperature, 0.1)] K<BR>"
t += "Pressure Inlet: [round(circ2.air1.return_pressure(), 0.1)] kPa Outlet: [round(circ2.air2.return_pressure(), 0.1)] kPa<BR>"
t += "Temperature Inlet: [round(hot_circ.air1.temperature, 0.1)] K<BR>"
t += "Temperature Outlet: [round(hot_circ.air2.temperature, 0.1)] K<BR>"
t += "Pressure Inlet: [round(hot_circ.air1.return_pressure(), 0.1)] kPa<BR>"
t += "Pressure Outlet: [round(hot_circ.air2.return_pressure(), 0.1)] kPa<BR>"
t += "<BR><HR><A href='?src=\ref[src];close=1'>Close</A>"
+6 -3
View File
@@ -1,3 +1,5 @@
//luna's TEG - simpler and less realistic than type 1
/obj/machinery/power/generator_type2/New()
..()
@@ -52,8 +54,9 @@
var/heat = energy_transfer*(1-efficiency)
lastgen = energy_transfer*efficiency
hot_air.temperature = hot_air.temperature - energy_transfer/hot_air_heat_capacity
cold_air.temperature = cold_air.temperature + heat/cold_air_heat_capacity
//ENERGY_TRANSFER_FACTOR to beef up the amount of heat passed over
hot_air.temperature = ENERGY_TRANSFER_FACTOR*hot_air.temperature - energy_transfer/hot_air_heat_capacity
cold_air.temperature = ENERGY_TRANSFER_FACTOR*cold_air.temperature + heat/cold_air_heat_capacity
if(input1.network)
input1.network.update = 1
@@ -64,7 +67,7 @@
add_avail(lastgen/5)
// update icon overlays only if displayed level has changed
var/genlev = max(0, min( round(11*lastgen / 500000), 11))
var/genlev = max(0, min( round(11*lastgen / 100000), 11))
if(genlev != lastgenlev)
lastgenlev = genlev
updateicon()
+2 -2
View File
@@ -50,5 +50,5 @@
update_icon()
if(multiple_sprites)
icon_state = text("[initial(icon_state)]-[]", stored_ammo.len)
desc = text("There are [] shell\s left!", stored_ammo.len)
icon_state = "[initial(icon_state)]-[stored_ammo.len]"
desc = "There are [stored_ammo.len] shell\s left!"
+1
View File
@@ -19,6 +19,7 @@
caliber = ""
silenced = 0
recoil = 0
ejectshell = 1
tmp/list/mob/living/target //List of who yer targeting.
tmp/lock_time = -100
tmp/mouthshoot = 0 ///To stop people from suiciding twice... >.>
@@ -1,5 +1,5 @@
/obj/item/weapon/gun/energy/ionrifle
name = "\improper Ion Rifle"
name = "ion rifle"
desc = "A man portable anti-armor weapon designed to disable mechanical threats"
icon_state = "ionrifle"
fire_sound = 'Laser.ogg'
@@ -12,7 +12,7 @@
/obj/item/weapon/gun/energy/decloner
name = "\improper Biological Demolecularisor"
name = "biological demolecularisor"
desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."
icon_state = "decloner"
fire_sound = 'pulse3.ogg'
@@ -21,7 +21,7 @@
projectile_type = "/obj/item/projectile/energy/declone"
obj/item/weapon/gun/energy/staff
name = "\improper Staff of Change"
name = "staff of change"
desc = "an artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself"
icon = 'gun.dmi'
icon_state = "staffofchange"
@@ -52,4 +52,53 @@ obj/item/weapon/gun/energy/staff
if(!power_supply) return 0
power_supply.give(200)
update_icon()
return 1
return 1
/obj/item/weapon/gun/energy/floragun
name = "floral somatoray"
desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
icon_state = "floramut100"
item_state = "gun"
fire_sound = 'stealthoff.ogg'
charge_cost = 100
projectile_type = "/obj/item/projectile/energy/floramut"
origin_tech = "materials=2;biotech=3;powerstorage=3"
modifystate = "floramut"
var/charge_tick = 0
var/mode = 0 //0 = mutate, 1 = yield boost
New()
..()
processing_objects.Add(src)
Del()
processing_objects.Remove(src)
..()
process()
charge_tick++
if(charge_tick < 4) return 0
charge_tick = 0
if(!power_supply) return 0
power_supply.give(100)
update_icon()
return 1
attack_self(mob/living/user as mob)
switch(mode)
if(0)
mode = 1
charge_cost = 100
user << "\red The [src.name] is now set to increase yield."
projectile_type = "/obj/item/projectile/energy/florayield"
modifystate = "florayield"
if(1)
mode = 0
charge_cost = 100
user << "\red The [src.name] is now set to induce mutations."
projectile_type = "/obj/item/projectile/energy/floramut"
modifystate = "floramut"
update_icon()
return
+15 -5
View File
@@ -25,12 +25,16 @@
load_into_chamber()
if(in_chamber) return 1
if(!loaded.len) return 0
if(in_chamber)
return 1
if(!loaded.len)
return 0
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
loaded -= AC //Remove casing from loaded list.
AC.loc = get_turf(src) //Eject casing onto ground.
AC.desc += " This one is spent." //descriptions are magic
if(AC.BB)
in_chamber = AC.BB //Load projectile into chamber.
@@ -40,6 +44,7 @@
attackby(var/obj/item/A as obj, mob/user as mob)
var/num_loaded = 0
if(istype(A, /obj/item/ammo_magazine))
if((load_method == 2) && loaded.len) return
@@ -64,13 +69,18 @@
loaded += AC
num_loaded++
if(num_loaded)
user << text("\blue You load [] shell\s into the gun!", num_loaded)
user << "\blue You load [num_loaded] shell\s into the gun!"
A.update_icon()
update_icon()
return
update_icon()
desc = initial(desc) + text(" Has [] rounds remaining.", loaded.len)
examine()
..()
usr << "Has [loaded.len] round\s remaining."
if(in_chamber && !loaded.len)
usr << "However, it has a chambered round."
if(in_chamber && loaded.len)
usr << "It also has a chambered round."
return
@@ -1,13 +1,14 @@
/obj/item/weapon/gun/projectile/shotgun
name = "\improper Shotgun"
/obj/item/weapon/gun/projectile/shotgun/pump
name = "shotgun"
desc = "Useful for sweeping alleys."
icon_state = "shotgun"
max_shells = 2
item_state = "shotgun"
max_shells = 4
w_class = 4.0
force = 10
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK
caliber = "shotgun"
origin_tech = "combat=3;materials=1"
origin_tech = "combat=4;materials=2"
ammo_type = "/obj/item/ammo_casing/shotgun/beanbag"
var
recentpump = 0 // to prevent spammage
@@ -16,7 +17,8 @@
load_into_chamber()
if(in_chamber) return 1
if(in_chamber)
return 1
return 0
@@ -30,7 +32,7 @@
return
proc/pump(mob/M)
proc/pump(mob/M as mob)
playsound(M, 'shotgunpump.ogg', 60, 1)
pumped = 0
if(current_shell)//We have a shell in the chamber
@@ -44,20 +46,82 @@
current_shell = AC
if(AC.BB)
in_chamber = AC.BB //Load projectile into chamber.
update_icon() //I.E. fix the desc
return 1
/obj/item/weapon/gun/projectile/shotgun/combat
name = "\improper Combat Shotgun"
/obj/item/weapon/gun/projectile/shotgun/pump/combat
name = "combat shotgun"
icon_state = "cshotgun"
max_shells = 8
origin_tech = "combat=5;materials=2"
ammo_type = "/obj/item/ammo_casing/shotgun"
//this is largely hacky and bad :( -Pete
/obj/item/weapon/gun/projectile/shotgun/doublebarrel
name = "double-barreled shotgun"
desc = "A true classic."
icon_state = "dshotgun"
item_state = "shotgun"
max_shells = 2
w_class = 4.0
force = 10
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK
caliber = "shotgun"
origin_tech = "combat=3;materials=1"
ammo_type = "/obj/item/ammo_casing/shotgun/beanbag"
load_into_chamber()
if(in_chamber)
return 1
if(!loaded.len)
return 0
/obj/item/weapon/gun/projectile/shotgun/combat2
name = "\improper Security Combat Shotgun"
icon_state = "cshotgun"
max_shells = 4
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
loaded -= AC //Remove casing from loaded list.
AC.desc += " This one is spent."
if(AC.BB)
in_chamber = AC.BB //Load projectile into chamber.
AC.BB.loc = src //Set projectile loc to gun.
return 1
return 0
attack_self(mob/living/user as mob)
if(!(locate(/obj/item/ammo_casing/shotgun) in src) && !loaded.len)
user << "<span class='notice'>\The [src] is empty.</span>"
return
for(var/obj/item/ammo_casing/shotgun/shell in src) //This feels like a hack. //don't code at 3:30am kids!!
if(shell in loaded)
loaded -= shell
shell.loc = get_turf(src.loc)
user << "<span class='notice'>You break \the [src].</span>"
update_icon()
attackby(var/obj/item/A as obj, mob/user as mob)
if(istype(A, /obj/item/ammo_casing) && !load_method)
var/obj/item/ammo_casing/AC = A
if(AC.caliber == caliber && (loaded.len < max_shells) && (contents.len < max_shells)) //forgive me father, for i have sinned
user.drop_item()
AC.loc = src
loaded += AC
user << "<span class='notice'>You load a shell into \the [src]!</span>"
A.update_icon()
update_icon()
if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter))
user << "<span class='notice'>You begin to shorten the barrel of \the [src].</span>"
if(loaded.len)
afterattack(user, user) //will this work?
playsound(user, fire_sound, 50, 1)
user.visible_message("<span class='danger'>The shotgun goes off!</span>", "<span class='danger'>The shotgun goes off in your face!</span>")
return
if(do_after(user, 30)) //SHIT IS STEALTHY EYYYYY
icon_state = "sawnshotgun"
w_class = 3.0
item_state = "gun"
flags &= ~ONBACK //you can't sling it on your back
flags |= ONBELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
name = "sawn-off shotgun"
desc = "Omar's coming!"
user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"
+6 -6
View File
@@ -10,7 +10,7 @@
*/
/obj/item/projectile
name = "\improper Projectile"
name = "projectile"
icon = 'projectiles.dmi'
icon_state = "bullet"
density = 1
@@ -84,18 +84,18 @@
return // nope.avi
if(!silenced)
visible_message("\red [A] is hit by the [src]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
visible_message("\red [A.name] is hit by the [src.name] in the [def_zone]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
else
M << "\red You've been shot!"
M << "\red You've been shot in the [def_zone] by the [src.name]!"
if(istype(firer, /mob))
M.attack_log += text("\[[]\] <b>[]/[]</b> shot <b>[]/[]</b> with a <b>[]</b>", time_stamp(), firer, firer.ckey, M, M.ckey, src)
firer.attack_log += text("\[[]\] <b>[]/[]</b> shot <b>[]/[]</b> with a <b>[]</b>", time_stamp(), firer, firer.ckey, M, M.ckey, src)
M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
log_admin("ATTACK: [firer] ([firer.ckey]) shot [M] ([M.ckey]) with [src].")
message_admins("ATTACK: [firer] ([firer.ckey]) shot [M] ([M.ckey]) with [src].")
log_attack("<font color='red'>[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]</font>")
else
M.attack_log += text("\[[]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[]/[]</b> with a <b>[]</b>", time_stamp(), M, M.ckey, src)
M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
log_admin("ATTACK: UNKNOWN (no longer exists) shot [M] ([M.ckey]) with [src].")
message_admins("ATTACK: UNKNOWN (no longer exists) shot [M] ([M.ckey]) with [src].")
log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a [src]</font>")
+56 -1
View File
@@ -37,4 +37,59 @@
if(istype(target, /mob/living))
var/mob/M = target
M.bodytemperature = temperature
return 1
return 1
/obj/item/projectile/energy/floramut
name = "alpha somatoray"
icon_state = "energy"
damage = 0
damage_type = TOX
nodamage = 1
flag = "energy"
on_hit(var/atom/target, var/blocked = 0)
var/mob/M = target
if(istype(target, /mob/living/carbon/human) && M:mutantrace == "plant") //Plantmen possibly get mutated and damaged by the rays.
if(prob(15))
M.radiation += rand(10,30)
M.Weaken(5)
for (var/mob/V in viewers(src))
V.show_message("\red [M] writhes in pain as \his vacuoles boil.", 3, "\red You hear the crunching of leaves.", 2)
if(prob(35))
// for (var/mob/V in viewers(src)) //Public messages commented out to prevent possible metaish genetics experimentation and stuff. - Cheridan
// V.show_message("\red [M] is mutated by the radiation beam.", 3, "\red You hear the snapping of twigs.", 2)
if(prob(80))
randmutb(M)
domutcheck(M,null)
else
randmutg(M)
domutcheck(M,null)
else
M.adjustFireLoss(rand(5,15))
M.show_message("\red The radiation beam singes you!")
// for (var/mob/V in viewers(src))
// V.show_message("\red [M] is singed by the radiation beam.", 3, "\red You hear the crackle of burning leaves.", 2)
else if(istype(target, /mob/living/carbon/))
// for (var/mob/V in viewers(src))
// V.show_message("The radiation beam dissipates harmlessly through [M]", 3)
M.show_message("\blue The radiation beam dissipates harmlessly through your body.")
else
return 1
/obj/item/projectile/energy/florayield
name = "beta somatoray"
icon_state = "energy2"
damage = 0
damage_type = TOX
nodamage = 1
flag = "energy"
on_hit(var/atom/target, var/blocked = 0)
var/mob/M = target
if(istype(target, /mob/living/carbon/human) && M:mutantrace == "plant") //These rays make plantmen fat.
if(M.nutrition < 500) //sanity check
M.nutrition += 30
else if (istype(target, /mob/living/carbon/))
M.show_message("\blue The radiation beam dissipates harmlessly through your body.")
else
return 1
+9
View File
@@ -1354,6 +1354,15 @@ datum
build_path = "/obj/item/weapon/gun/energy/temperature"
locked = 1
flora_gun
name = "Floral Somatoray"
desc = "A tool that discharges controlled radiation which induces mutation in plant cells. Harmless to other organic life."
id = "flora_gun"
req_tech = list("materials" = 2, "biotech" = 3, "powerstorage" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 2000, "$glass" = 500, "$uranium" = 500)
build_path = "/obj/item/weapon/gun/energy/floragun"
large_grenade
name = "Large Grenade"
desc = "A grenade that affects a larger area and use larger containers."