Merge pull request #25 from ParadiseSS13/master

Merge from Master
This commit is contained in:
Fox-McCloud
2014-12-18 04:29:19 -05:00
15 changed files with 545 additions and 1619 deletions
-8
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@@ -108,14 +108,6 @@ var/list/uplink_items = list()
cost = 8
job = list("Clown")
//Detective
/datum/uplink_item/jobspecific/evidenceforger
name = "Evidence Forger"
desc = "An evidence scanner that allows you forge evidence by setting the output before scanning the item."
item = /obj/item/device/detective_scanner/forger
cost = 6
job = list("Detective")
/datum/uplink_item/jobspecific/conversionkit
name = "Conversion Kit Bundle"
desc = "A bundle that comes with a professional revolver conversion kit and 1 box of .357 ammo. The kit allows you to convert your revolver to fire lethal rounds or vice versa, modification is nearly perfect and will not result in catastrophic failure."
+44 -85
View File
@@ -251,35 +251,32 @@ its easier to just keep the beam vertical.
/atom/proc/add_hiddenprint(mob/living/M as mob)
if(isnull(M)) return
if(isnull(M.key)) return
if (!( src.flags ) & FPRINT)
return
if (ishuman(M))
if(ishuman(M))
var/mob/living/carbon/human/H = M
if (!istype(H.dna, /datum/dna))
if(!istype(H.dna, /datum/dna))
return 0
if (H.gloves)
if(src.fingerprintslast != H.key)
src.fingerprintshidden += text("\[[time_stamp()]\] (Wearing gloves). Real name: [], Key: []",H.real_name, H.key)
src.fingerprintslast = H.key
if(H.gloves)
if(fingerprintslast != H.ckey)
fingerprintshidden += text("\[[time_stamp()]\] (Wearing gloves). Real name: [], Key: []",H.real_name, H.key)
fingerprintslast = H.ckey
return 0
if (!( src.fingerprints ))
if(src.fingerprintslast != H.key)
src.fingerprintshidden += text("\[[time_stamp()]\] Real name: [], Key: []",H.real_name, H.key)
src.fingerprintslast = H.key
if(!( fingerprints ))
if(fingerprintslast != H.ckey)
fingerprintshidden += text("\[[time_stamp()]\] Real name: [], Key: []",H.real_name, H.key)
fingerprintslast = H.ckey
return 1
else
if(src.fingerprintslast != M.key)
src.fingerprintshidden += text("\[[time_stamp()]\] Real name: [], Key: []",M.real_name, M.key)
src.fingerprintslast = M.key
if(fingerprintslast != M.ckey)
fingerprintshidden += text("\[[time_stamp()]\] Real name: [], Key: []",M.real_name, M.key)
fingerprintslast = M.ckey
return
//Set ignoregloves to add prints irrespective of the mob having gloves on.
/atom/proc/add_fingerprint(mob/living/M as mob, ignoregloves = 0)
if(isnull(M)) return
if(isAI(M)) return
if(isnull(M.key)) return
if (!( src.flags ) & FPRINT)
return
if (ishuman(M))
if(ishuman(M))
//Add the list if it does not exist.
if(!fingerprintshidden)
fingerprintshidden = list()
@@ -301,25 +298,25 @@ its easier to just keep the beam vertical.
H.dna.real_name = H.real_name
H.check_dna()
//Now, deal with gloves.
if (H.gloves && H.gloves != src)
if(fingerprintslast != H.key)
fingerprintshidden += text("\[[]\](Wearing gloves). Real name: [], Key: []",time_stamp(), H.real_name, H.key)
fingerprintslast = H.key
H.gloves.add_fingerprint(M)
//Check if the gloves (if any) hide fingerprints
if(H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
if(G.transfer_prints)
ignoregloves = 1
//Deal with gloves the pass finger/palm prints.
//Now, deal with gloves.
if(!ignoregloves)
if(H.gloves != src)
if(prob(75) && istype(H.gloves, /obj/item/clothing/gloves/latex))
return 0
else if(H.gloves && !istype(H.gloves, /obj/item/clothing/gloves/latex))
return 0
if(H.gloves && H.gloves != src)
if(fingerprintslast != H.ckey)
fingerprintshidden += text("\[[]\](Wearing gloves). Real name: [], Key: []",time_stamp(), H.real_name, H.key)
fingerprintslast = H.ckey
H.gloves.add_fingerprint(M)
return 0
//More adminstuffz
if(fingerprintslast != H.key)
if(fingerprintslast != H.ckey)
fingerprintshidden += text("\[[]\]Real name: [], Key: []",time_stamp(), H.real_name, H.key)
fingerprintslast = H.key
fingerprintslast = H.ckey
//Make the list if it does not exist.
if(!fingerprints)
@@ -329,75 +326,37 @@ its easier to just keep the beam vertical.
var/full_print = md5(H.dna.uni_identity)
// Add the fingerprints
//
if(fingerprints[full_print])
switch(stringpercent(fingerprints[full_print])) //tells us how many stars are in the current prints.
if(28 to 32)
if(prob(1))
fingerprints[full_print] = full_print // You rolled a one buddy.
else
fingerprints[full_print] = stars(full_print, rand(0,40)) // 24 to 32
if(24 to 27)
if(prob(3))
fingerprints[full_print] = full_print //Sucks to be you.
else
fingerprints[full_print] = stars(full_print, rand(15, 55)) // 20 to 29
if(20 to 23)
if(prob(5))
fingerprints[full_print] = full_print //Had a good run didn't ya.
else
fingerprints[full_print] = stars(full_print, rand(30, 70)) // 15 to 25
if(16 to 19)
if(prob(5))
fingerprints[full_print] = full_print //Welp.
else
fingerprints[full_print] = stars(full_print, rand(40, 100)) // 0 to 21
if(0 to 15)
if(prob(5))
fingerprints[full_print] = stars(full_print, rand(0,50)) // small chance you can smudge.
else
fingerprints[full_print] = full_print
else
fingerprints[full_print] = stars(full_print, rand(0, 20)) //Initial touch, not leaving much evidence the first time.
fingerprints[full_print] = full_print
return 1
else
//Smudge up dem prints some
if(fingerprintslast != M.key)
if(fingerprintslast != M.ckey)
fingerprintshidden += text("\[[]\]Real name: [], Key: []",time_stamp(), M.real_name, M.key)
fingerprintslast = M.key
fingerprintslast = M.ckey
//Cleaning up shit.
if(fingerprints && !fingerprints.len)
del(fingerprints)
return
/atom/proc/transfer_fingerprints_to(var/atom/A)
if(!istype(A.fingerprints,/list))
// Make sure everything are lists.
if(!islist(A.fingerprints))
A.fingerprints = list()
if(!istype(A.fingerprintshidden,/list))
if(!islist(A.fingerprintshidden))
A.fingerprintshidden = list()
if(!istype(fingerprintshidden, /list))
if(!islist(fingerprints))
fingerprints = list()
if(!islist(fingerprintshidden))
fingerprintshidden = list()
//skytodo
//A.fingerprints |= fingerprints //detective
//A.fingerprintshidden |= fingerprintshidden //admin
if(A.fingerprints && fingerprints)
// Transfer
if(fingerprints)
A.fingerprints |= fingerprints.Copy() //detective
if(A.fingerprintshidden && fingerprintshidden)
A.fingerprintshidden |= fingerprintshidden.Copy() //admin A.fingerprintslast = fingerprintslast
if(fingerprintshidden)
A.fingerprintshidden |= fingerprintshidden.Copy() //admin
A.fingerprintslast = fingerprintslast
//returns 1 if made bloody, returns 0 otherwise
+9 -14
View File
@@ -713,24 +713,19 @@
check_level_sanity()
update_icon()
//Check if container is Plant-B-Gone spray (doesn't work with other sprays, may add in future)
else if (istype(O, /obj/item/weapon/reagent_containers/spray/plantbgone))
//Check if container is any spray container
else if (istype(O, /obj/item/weapon/reagent_containers/spray))
var/obj/item/weapon/reagent_containers/spray/S = O
//Check if there is a plant in the tray
if(seed)
health -= rand(5,20)
if(pestlevel > 0)
pestlevel -= 2
if(weedlevel > 0)
weedlevel -= 3
toxins += 4
check_level_sanity()
if(!S.reagents.total_volume)
user << "\red [S] is empty."
return
//Container not empty, transfer contents to tray
S.reagents.trans_to(src, S.amount_per_transfer_from_this)
visible_message("\red <B>\The [src] has been sprayed with \the [O][(user ? " by [user]." : ".")]")
playsound(loc, 'sound/effects/spray3.ogg', 50, 1, -6)
check_level_sanity()
update_icon()
else
user << "There's nothing in [src] to spray!"
+1 -1
View File
@@ -480,7 +480,7 @@
if(S.brute_dam)
var/obj/item/weapon/weldingtool/WT = src
if (WT.remove_fuel(0,user))
if (WT.remove_fuel(0,null))
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
S.heal_damage(15,0,0,1)
user.visible_message("\red \The [user] patches some dents on \the [M]'s [S.display_name] with \the [src].")
+297 -88
View File
@@ -12,6 +12,7 @@
layer = 3.9
infra_luminosity = 15
var/mob/living/carbon/occupant
var/mob/living/carbon/occupant2 //two seaters
var/datum/spacepod/equipment/equipment_system
var/obj/item/weapon/cell/high/battery
var/datum/gas_mixture/cabin_air
@@ -27,6 +28,7 @@
var/health = 100
var/lights = 0
var/lights_power = 6
var/allow2enter = 1
/obj/spacepod/New()
. = ..()
@@ -77,19 +79,27 @@
S.channel = 0 //Any channel
S.volume = 50
occupant << S
if(occupant2)
occupant2 << S
if(occupant && oldhealth > health && !health)
var/sound/S = sound('sound/effects/engine_alert1.ogg')
S.wait = 0
S.channel = 0
S.volume = 50
occupant << S
if(occupant2)
occupant2 << S
if(!health)
spawn(0)
if(occupant)
if(occupant2)
occupant2 << "<big><span class='warning'>Critical damage to the vessel detected, core explosion imminent!</span></big>"
occupant << "<big><span class='warning'>Critical damage to the vessel detected, core explosion imminent!</span></big>"
for(var/i = 10, i >= 0; --i)
if(occupant)
occupant << "<span class='warning'>[i]</span>"
if(occupant2)
occupant2 << "<span class='warning'>[i]</span>"
if(i == 0)
explosion(loc, 2, 4, 8)
sleep(10)
@@ -100,10 +110,15 @@
switch(severity)
if(1)
var/mob/living/carbon/human/H = occupant
var/mob/living/carbon/human/H2 = occupant2
if(H)
H.loc = get_turf(src)
H.ex_act(severity + 1)
H << "<span class='warning'>You are forcefully thrown from \the [src]!</span>"
if(H2)
H2.loc = get_turf(src)
H2.ex_act(severity + 1)
H2 << "<span class='warning'>You are forcefully thrown from \the [src]!</span>"
del(ion_trail)
del(src)
if(2)
@@ -297,40 +312,91 @@
return
/obj/spacepod/proc/moved_inside(var/mob/living/carbon/human/H as mob)
var/fukkendisk = usr.GetTypeInAllContents(/obj/item/weapon/disk/nuclear)
if(fukkendisk)
usr << "\red <B>The nuke-disk locks the door as you try to get in. You evil person.</b>"
return
if(H && H.client && H in range(1))
H.reset_view(src)
/*
H.client.perspective = EYE_PERSPECTIVE
H.client.eye = src
*/
H.stop_pulling()
H.forceMove(src)
src.occupant = H
src.add_fingerprint(H)
src.forceMove(src.loc)
//dir = dir_in
playsound(src, 'sound/machines/windowdoor.ogg', 50, 1)
return 1
if(src.occupant)
H.reset_view(src)
/*
H.client.perspective = EYE_PERSPECTIVE
H.client.eye = src
*/
H.stop_pulling()
H.forceMove(src)
src.occupant2 = H
src.add_fingerprint(H)
src.forceMove(src.loc)
//dir = dir_in
playsound(src, 'sound/machines/windowdoor.ogg', 50, 1)
return 1
else
H.reset_view(src)
/*
H.client.perspective = EYE_PERSPECTIVE
H.client.eye = src
*/
H.stop_pulling()
H.forceMove(src)
src.occupant = H
src.add_fingerprint(H)
src.forceMove(src.loc)
//dir = dir_in
playsound(src, 'sound/machines/windowdoor.ogg', 50, 1)
return 1
else
return 0
/obj/spacepod/proc/moved_other_inside(var/mob/living/carbon/human/H as mob)
H.reset_view(src)
H.stop_pulling()
H.forceMove(src)
src.occupant2 = H
src.forceMove(src.loc)
playsound(src, 'sound/machines/windowdoor.ogg', 50, 1)
return 1
/obj/spacepod/MouseDrop_T(mob/M as mob, mob/user as mob)
if(M != user)
return
move_inside(M, user)
if(M.stat != 0)
move_inside(M, user)
else
return
else
move_inside(M, user)
/obj/spacepod/verb/move_inside()
set category = "Object"
set name = "Enter Pod"
set src in oview(1)
var/fukkendisk = usr.GetTypeInAllContents(/obj/item/weapon/disk/nuclear)
if(fukkendisk)
usr << "\red <B>The nuke-disk is locking the door every time you try to open it. You get the feeling that it doesn't want to go into the spacepod.</b>"
return
if(usr.restrained() || usr.stat || usr.weakened || usr.stunned || usr.paralysis || usr.resting) //are you cuffed, dying, lying, stunned or other
return
if (usr.stat || !ishuman(usr))
return
if (src.occupant)
usr << "\blue <B>The [src.name] is already occupied!</B>"
return
if(allow2enter)
usr << "\blue <B>You starts climbing into the secondary seat.</B>"
visible_message("\blue [usr] starts to climb into [src.name]")
if(enter_after(40,usr))
moved_inside(usr)
else
usr << "You stop entering the spacepod."
return
else
usr << "\red <B>The [src.name]'s doors are locked.</B>"
return
/*
if (usr.abiotic())
usr << "\blue <B>Subject cannot have abiotic items on.</B>"
@@ -359,53 +425,155 @@
set src = usr.loc
if(usr != src.occupant)
if(src.occupant2)
if(usr != src.occupant2)
return
else
inertia_dir = 0 // engage reverse thruster and power down pod
src.occupant2.loc = src.loc
src.occupant2 = null
usr << "<span class='notice'>You climb out of the pod</span>"
else
return
else
inertia_dir = 0 // engage reverse thruster and power down pod
src.occupant.loc = src.loc
src.occupant = null
usr << "<span class='notice'>You climb out of the pod</span>"
return
inertia_dir = 0 // engage reverse thruster and power down pod
src.occupant.loc = src.loc
src.occupant = null
usr << "<span class='notice'>You climb out of the pod</span>"
return
/obj/spacepod/verb/exit_pod2()
if(!src.occupant2)
set hidden = 1
return
else
set name = "Eject Secondary Seat"
set category = "Spacepod"
set src = usr.loc
set hidden = 0
if(usr.ckey == src.occupant2.ckey)
usr << "<span class='notice'>Use 'Exit Pod'</span>"
return
else
usr << "<span class='notice'>You eject [src.occupant2.name].</span>"
src.occupant2.visible_message("You were ejected from the pod!")
inertia_dir = 0 // engage reverse thruster and power down pod
src.occupant2.loc = src.loc
src.occupant2 = null
/obj/spacepod/verb/locksecondseat()
set name = "Lock Doors"
set category = "Spacepod"
set src = usr.loc
if(usr.ckey == src.occupant2.ckey)
if(!allow2enter)
usr << "<span class='notice'>You can't unlock the doors from your seat. </span>"
return
else
usr << "<span class='notice'>You can't lock the doors from your seat. </span>"
return
else
if(src.allow2enter)
src.allow2enter = 0
usr << "<span class='notice'>You lock the doors.</span>"
else
src.allow2enter = 1
usr << "<span class='notice'>You unlock the doors.</span>"
/obj/spacepod/verb/toggleDoors()
set name = "Toggle Nearby Pod Doors"
set category = "Spacepod"
set src = usr.loc
if(src.occupant2)
if(usr.ckey != src.occupant2.ckey)
set name = "Toggle Nearby Pod Doors"
set category = "Spacepod"
set src = usr.loc
for(var/obj/machinery/door/poddoor/P in oview(3,src))
if(istype(P, /obj/machinery/door/poddoor/three_tile_hor) || istype(P, /obj/machinery/door/poddoor/three_tile_ver) || istype(P, /obj/machinery/door/poddoor/four_tile_hor) || istype(P, /obj/machinery/door/poddoor/four_tile_ver))
var/mob/living/carbon/human/L = usr
if(P.check_access(L.get_active_hand()) || P.check_access(L.wear_id))
if(P.density)
P.open()
return 1
else
P.close()
return 1
usr << "<span class='warning'>Access denied.</span>"
for(var/obj/machinery/door/poddoor/P in oview(3,src))
if(istype(P, /obj/machinery/door/poddoor/three_tile_hor) || istype(P, /obj/machinery/door/poddoor/three_tile_ver) || istype(P, /obj/machinery/door/poddoor/four_tile_hor) || istype(P, /obj/machinery/door/poddoor/four_tile_ver))
var/mob/living/carbon/human/L = usr
if(P.check_access(L.get_active_hand()) || P.check_access(L.wear_id))
if(P.density)
P.open()
return 1
else
P.close()
return 1
usr << "<span class='warning'>Access denied.</span>"
return
usr << "<span class='warning'>You are not close to any pod doors.</span>"
return
usr << "<span class='warning'>You are not close to any pod doors.</span>"
return
else
return
else
set name = "Toggle Nearby Pod Doors"
set category = "Spacepod"
set src = usr.loc
for(var/obj/machinery/door/poddoor/P in oview(3,src))
if(istype(P, /obj/machinery/door/poddoor/three_tile_hor) || istype(P, /obj/machinery/door/poddoor/three_tile_ver) || istype(P, /obj/machinery/door/poddoor/four_tile_hor) || istype(P, /obj/machinery/door/poddoor/four_tile_ver))
var/mob/living/carbon/human/L = usr
if(P.check_access(L.get_active_hand()) || P.check_access(L.wear_id))
if(P.density)
P.open()
return 1
else
P.close()
return 1
usr << "<span class='warning'>Access denied.</span>"
return
usr << "<span class='warning'>You are not close to any pod doors.</span>"
return
/obj/spacepod/verb/fireWeapon()
set name = "Fire Pod Weapons"
set desc = "Fire the weapons."
set category = "Spacepod"
set src = usr.loc
equipment_system.weapon_system.fire_weapons()
if(src.occupant2)
if(usr.ckey != src.occupant2.ckey)
set name = "Fire Pod Weapons"
set desc = "Fire the weapons."
set category = "Spacepod"
set src = usr.loc
equipment_system.weapon_system.fire_weapons()
else
return
else
set name = "Fire Pod Weapons"
set desc = "Fire the weapons."
set category = "Spacepod"
set src = usr.loc
equipment_system.weapon_system.fire_weapons()
obj/spacepod/verb/toggleLights()
set name = "Toggle Lights"
set category = "Spacepod"
set src = usr.loc
if (usr != occupant)
return
lights = !lights
if(lights)
SetLuminosity(luminosity + lights_power)
if(src.occupant2)
if(usr.ckey != src.occupant2.ckey)
set name = "Toggle Lights"
set category = "Spacepod"
set src = usr.loc
if (usr != occupant)
return
lights = !lights
if(lights)
SetLuminosity(luminosity + lights_power)
else
SetLuminosity(luminosity - lights_power)
occupant << "Toggled lights [lights?"on":"off"]."
return
else
return
else
SetLuminosity(luminosity - lights_power)
occupant << "Toggled lights [lights?"on":"off"]."
return
set name = "Toggle Lights"
set category = "Spacepod"
set src = usr.loc
if (usr != occupant)
return
lights = !lights
if(lights)
SetLuminosity(luminosity + lights_power)
else
SetLuminosity(luminosity - lights_power)
occupant << "Toggled lights [lights?"on":"off"]."
return
/obj/spacepod/proc/enter_after(delay as num, var/mob/user as mob, var/numticks = 5)
var/delayfraction = delay/numticks
@@ -480,41 +648,82 @@ obj/spacepod/verb/toggleLights()
return 1
/obj/spacepod/relaymove(mob/user, direction)
var/moveship = 1
if(battery && battery.charge >= 3 && health)
src.dir = direction
switch(direction)
if(1)
if(inertia_dir == 2)
inertia_dir = 0
moveship = 0
if(2)
if(inertia_dir == 1)
inertia_dir = 0
moveship = 0
if(4)
if(inertia_dir == 8)
inertia_dir = 0
moveship = 0
if(8)
if(inertia_dir == 4)
inertia_dir = 0
moveship = 0
if(moveship)
step(src, direction)
if(istype(src.loc, /turf/space))
inertia_dir = direction
else
if(!battery)
user << "<span class='warning'>No energy cell detected.</span>"
else if(battery.charge < 3)
user << "<span class='warning'>Not enough charge left.</span>"
else if(!health)
user << "<span class='warning'>She's dead, Jim</span>"
if(src.occupant2)
if(user.ckey != src.occupant2.ckey)
var/moveship = 1
if(battery && battery.charge >= 3 && health)
src.dir = direction
switch(direction)
if(1)
if(inertia_dir == 2)
inertia_dir = 0
moveship = 0
if(2)
if(inertia_dir == 1)
inertia_dir = 0
moveship = 0
if(4)
if(inertia_dir == 8)
inertia_dir = 0
moveship = 0
if(8)
if(inertia_dir == 4)
inertia_dir = 0
moveship = 0
if(moveship)
step(src, direction)
if(istype(src.loc, /turf/space))
inertia_dir = direction
else
if(!battery)
user << "<span class='warning'>No energy cell detected.</span>"
else if(battery.charge < 3)
user << "<span class='warning'>Not enough charge left.</span>"
else if(!health)
user << "<span class='warning'>She's dead, Jim</span>"
else
user << "<span class='warning'>Unknown error has occurred, yell at pomf.</span>"
return 0
battery.charge = max(0, battery.charge - 3)
else
user << "<span class='warning'>Unknown error has occurred, yell at pomf.</span>"
return 0
battery.charge = max(0, battery.charge - 3)
return
else
var/moveship = 1
if(battery && battery.charge >= 3 && health)
src.dir = direction
switch(direction)
if(1)
if(inertia_dir == 2)
inertia_dir = 0
moveship = 0
if(2)
if(inertia_dir == 1)
inertia_dir = 0
moveship = 0
if(4)
if(inertia_dir == 8)
inertia_dir = 0
moveship = 0
if(8)
if(inertia_dir == 4)
inertia_dir = 0
moveship = 0
if(moveship)
step(src, direction)
if(istype(src.loc, /turf/space))
inertia_dir = direction
else
if(!battery)
user << "<span class='warning'>No energy cell detected.</span>"
else if(battery.charge < 3)
user << "<span class='warning'>Not enough charge left.</span>"
else if(!health)
user << "<span class='warning'>She's dead, Jim</span>"
else
user << "<span class='warning'>Unknown error has occurred, yell at pomf.</span>"
return 0
battery.charge = max(0, battery.charge - 3)
/obj/effect/landmark/spacepod/random
name = "spacepod spawner"
+5 -584
View File
@@ -5,10 +5,10 @@ atom/var/list/suit_fibers
atom/proc/add_fibers(mob/living/carbon/human/M)
if(M.gloves && istype(M.gloves,/obj/item/clothing/))
var/obj/item/clothing/gloves/G = M.gloves
if(G.transfer_blood) //bloodied gloves transfer blood to touched objects
if(G.transfer_blood > 1) //bloodied gloves transfer blood to touched objects
if(add_blood(G.bloody_hands_mob)) //only reduces the bloodiness of our gloves if the item wasn't already bloody
G.transfer_blood--
else if(M.bloody_hands)
else if(M.bloody_hands > 1)
if(add_blood(M.bloody_hands_mob))
M.bloody_hands--
if(!suit_fibers) suit_fibers = list()
@@ -19,13 +19,13 @@ atom/proc/add_fibers(mob/living/carbon/human/M)
if(prob(10*item_multiplier) && !(fibertext in suit_fibers))
//world.log << "Added fibertext: [fibertext]"
suit_fibers += fibertext
if(!(M.wear_suit.body_parts_covered & 32))
if(!(M.wear_suit.body_parts_covered & UPPER_TORSO))
if(M.w_uniform)
fibertext = "Fibers from \a [M.w_uniform]."
if(prob(12*item_multiplier) && !(fibertext in suit_fibers)) //Wearing a suit means less of the uniform exposed.
//world.log << "Added fibertext: [fibertext]"
suit_fibers += fibertext
if(!(M.wear_suit.body_parts_covered & 64))
if(!(M.wear_suit.body_parts_covered & HANDS))
if(M.gloves)
fibertext = "Material from a pair of [M.gloves.name]."
if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
@@ -45,583 +45,4 @@ atom/proc/add_fibers(mob/living/carbon/human/M)
fibertext = "Material from a pair of [M.gloves.name]."
if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
//world.log << "Added fibertext: [fibertext]"
suit_fibers += "Material from a pair of [M.gloves.name]."
if(!suit_fibers.len) del suit_fibers
var/const/FINGERPRINT_COMPLETE = 6 //This is the output of the stringpercent(print) proc, and means about 80% of
//the print must be there for it to be complete. (Prints are 32 digits)
obj/machinery/computer/forensic_scanning
name = "\improper High-Res Forensic Scanning Computer"
icon_state = "forensic"
var/obj/item/scanning
var/temp = ""
var/canclear = 1
var/authenticated = 0
//Here's the structure for files: each entry is a list, and entry one in that list is the string of their
//full and scrambled fingerprint. This acts as the method to arrange evidence. Each subsequent entry is list
//in the form (from entries):
// 1: Object
// 2: All prints on the object
// 3: All fibers on the object
// 4: All blood on the object
//This is then used to show what objects were used to "find" the full print, as well as the fibers on it.
var/list/files
//This holds objects (1) without prints, and their fibers(2) and blood(3).
var/list/misc
var/obj/item/weapon/f_card/card
var/scan_data = ""
var/scan_name = ""
var/scan_process = 0
req_access = list(access_forensics_lockers)
New()
..()
new /obj/item/weapon/book/manual/detective(get_turf(src))
return
attack_ai(mob/user)
return attack_hand(user)
attack_hand(mob/user)
if(..())
return
user.set_machine(src)
var/dat = ""
var/isai = 0
if(istype(usr,/mob/living/silicon))
isai = 1
if(temp)
dat += "<tt>[temp]</tt><br><br>"
if(canclear) dat += "<a href='?src=\ref[src];operation=clear'>{Clear Screen}</a>"
else
if(!authenticated)
dat += "<a href='?src=\ref[src];operation=login'>{Log In}</a>"
else
dat += "<a href='?src=\ref[src];operation=logout'>{Log Out}</a><br><hr><br>"
if(scanning)
if(scan_process)
dat += "Scan Object: {[scanning.name]}<br>"
dat += "<a href='?src=\ref[src];operation=cancel'>{Cancel Scan}</a> {Print}<br>"
else
if(isai) dat += "Scan Object: {[scanning.name]}<br>"
else dat += "Scan Object: <a href='?src=\ref[src];operation=eject'>{[scanning.name]}</a><br>"
dat += "<a href='?src=\ref[src];operation=scan'>{Scan}</a> <a href='?src=\ref[src];operation=print'>{Print}</a><br>"
else
if(isai) dat += "{No Object Inserted}<br>"
else dat += "<a href='?src=\ref[src];operation=insert'>{No Object Inserted}</a><br>"
dat += "{Scan} <a href='?src=\ref[src];operation=print'>{Print}</a><br>"
dat += "<a href='?src=\ref[src];operation=database'>{Access Database}</a><br><br>"
dat += "<tt>[scan_data]</tt>"
if(scan_data && !scan_process)
dat += "<br><a href='?src=\ref[src];operation=erase'>{Erase Data}</a>"
user << browse(dat,"window=scanner")
onclose(user,"scanner")
Topic(href,href_list)
switch(href_list["operation"])
if("login")
var/mob/M = usr
if(istype(M,/mob/living/silicon))
authenticated = 1
updateDialog()
return
if (allowed(M))
authenticated = 1
if("logout")
authenticated = 0
if("clear")
if(canclear)
temp = null
if("eject")
if(scanning)
scanning.loc = loc
scanning = null
else
temp = "Eject Failed: No Object"
if("insert")
var/mob/M = usr
var/obj/item/I = M.get_active_hand()
if(I && istype(I))
if(istype(I, /obj/item/weapon/evidencebag))
scanning = I.contents[1]
scanning.loc = src
I.overlays -= scanning
I.icon_state = "evidenceobj"
else
scanning = I
M.drop_item()
I.loc = src
else
usr << "Invalid Object Rejected."
if("card") //Processing a fingerprint card.
var/mob/M = usr
var/obj/item/I = M.get_active_hand()
if(!(I && istype(I,/obj/item/weapon/f_card)))
I = card
if(I && istype(I,/obj/item/weapon/f_card))
card = I
if(!card.fingerprints)
card.fingerprints = list()
if(card.amount > 1 || !card.fingerprints.len)
usr << "\red ERROR: No prints/too many cards."
if(card.loc == src)
card.loc = src.loc
card = null
return
M.drop_item()
I.loc = src
process_card()
else
usr << "\red Invalid Object Rejected."
if("database") //Viewing all records in each database
canclear = 1
if(href_list["delete_record"])
delete_dossier(href_list["delete_record"])
if(href_list["delete_aux"])
delete_record(href_list["delete_aux"])
if((!misc || !misc.len) && (!files || !files.len))
temp = "Database is empty."
else
if(files && files.len)
temp = "<b>Criminal Evidence Database</b><br><br>"
temp += "Consolidated data points:<br>"
for(var/print in files)
var/list/file = files[print]
temp += "<a href='?src=\ref[src];operation=record;identifier=[print]'>{[file[2]]}</a><br>"
temp += "<br><a href='?src=\ref[src];operation=card'>{Insert Finger Print Card (To complete a Dossier)}</a><br><br><br>"
else
temp = ""
if(misc && misc.len)
temp += "<b>Auxiliary Evidence Database</b><br><br>"
temp += "This is where anything without fingerprints goes.<br><br>"
for(var/atom in misc)
var/list/data_entry = misc[atom]
temp += "<a href='?src=\ref[src];operation=auxiliary;identifier=[atom]'>{[data_entry[3]]}</a><br>"
if("record") //Viewing a record from the "files" database.
canclear = 0
if(files)
var/list/dossier = files[href_list["identifier"]]
if(href_list["ren"])
var/new_title = copytext(sanitize(input("Rename to what?", "Dossier Editing", "Dossier [files.Find(href_list["identifier"])]") as null|text),1,MAX_MESSAGE_LEN)
if(new_title)
dossier[2] = new_title
else
usr << "Illegal or blank name."
temp = "<b>Criminal Evidence Database</b><br><br>"
temp += "Consolidated data points: [dossier[2]]<br>"
var/print_string = "Fingerprints: Print not complete!<br>"
if(stringpercent(dossier[1]) <= FINGERPRINT_COMPLETE)
print_string = "Fingerprints: (80% or higher completion reached)<br>[dossier[1]]<br>"
temp += print_string
for(var/object in dossier)
if(object == dossier[1] || object == dossier[2])
continue
temp += "<hr>"
var/list/outputs = dossier[object]
var/list/prints = outputs[1]
temp += "<big><b>Object:</b> [outputs[4]]</big><br>"
temp += "&nbsp<b>Fingerprints:</b><br>"
temp += "&nbsp;&nbsp;&nbsp;&nbsp;[prints.len] Unique fingerprints found.<br>"
var/complete_prints = 0
for(var/print in prints)
if(stringpercent(prints[print]) <= FINGERPRINT_COMPLETE)
complete_prints++
temp += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[prints[print]]<br>"
if(complete_prints)
temp += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;And [prints.len - complete_prints] unknown unique prints.<br>"
else
temp += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;No prints of sufficient completeness.<br>"
var/list/fibers = outputs[2]
if(fibers && fibers.len)
temp += "&nbsp<b>Fibers:</b><br>"
for(var/j = 1, j <= fibers.len, j++)
temp += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[fibers[j]]<br>"
var/list/blood = outputs[3]
if(blood && blood.len)
temp += "&nbsp<b>Blood:</b><br>"
for(var/named in blood)
temp += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Type: [blood[named]], DNA: [named]<br>"
temp += "<br><a href='?src=\ref[src];operation=record;identifier=[href_list["identifier"]];ren=true'>{Rename this Dossier}</a>"
temp += "<br><a href='?src=\ref[src];operation=database;delete_record=[href_list["identifier"]]'>{Delete this Dossier}</a>"
temp += "<br><a href='?src=\ref[src];operation=databaseprint;identifier=[href_list["identifier"]]'>{Print}</a>"
else
temp = "ERROR. Database not found!<br>"
temp += "<br><a href='?src=\ref[src];operation=database'>{Return}</a>"
if("databaseprint") //Printing from the "files" database.
if(files)
var/obj/item/weapon/paper/P = new(loc)
var/list/dossier = files[href_list["identifier"]]
P.name = "\improper Database File ([dossier[2]])"
P.overlays += "paper_words"
P.info = "<b>Criminal Evidence Database</b><br><br>"
P.info += "Consolidated data points: [dossier[2]]<br>"
var/print_string = "Fingerprints: Print not complete!<br>"
if(stringpercent(dossier[1]) <= FINGERPRINT_COMPLETE)
print_string = "Fingerprints: (80% or higher completion reached)<br>[dossier[1]]<br>"
P.info += print_string
for(var/object in dossier)
if(object == dossier[1] || object == dossier[2])
continue
P.info += "<hr>"
var/list/outputs = dossier[object]
var/list/prints = outputs[1]
P.info += "<big><b>Object:</b> [outputs[4]]</big><br>"
P.info += "&nbsp<b>Fingerprints:</b><br>"
P.info += "&nbsp;&nbsp;&nbsp;&nbsp;[prints.len] Unique fingerprints found.<br>"
var/complete_prints = 0
for(var/print in prints)
if(stringpercent(prints[print]) <= FINGERPRINT_COMPLETE)
complete_prints++
P.info += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[prints[print]]<br>"
if(complete_prints)
P.info += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;And [prints.len - complete_prints] unknown unique prints.<br>"
else
P.info += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;No prints of sufficient completeness.<br>"
var/list/fibers = outputs[2]
if(fibers && fibers.len)
P.info += "&nbsp<b>Fibers:</b><br>"
for(var/j = 1, j <= fibers.len, j++)
P.info += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[fibers[j]]<br>"
var/list/blood = outputs[3]
if(blood && blood.len)
P.info += "&nbsp<b>Blood:</b><br>"
for(var/named in blood)
P.info += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Type: [blood[named]], DNA: [named]<br>"
else
usr << "ERROR. Database not found!<br>"
if("auxiliary") //Viewing a record from the "misc" database.
canclear = 0
if(misc)
temp = "<b>Auxiliary Evidence Database</b><br><br>"
var/list/outputs = misc[href_list["identifier"]]
temp += "<big><b>Consolidated data points:</b> [outputs[3]]</big><br>"
var/list/prints = outputs[4]
if(prints)
temp += "&nbsp<b>Fingerprints:</b><br>"
temp += "&nbsp;&nbsp;&nbsp;&nbsp;[prints.len] Unique fingerprints found.<br>"
var/complete_prints = 0
for(var/print in prints)
if(stringpercent(prints[print]) <= FINGERPRINT_COMPLETE)
complete_prints++
temp += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[prints[print]]<br>"
if(complete_prints)
temp += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;And [prints.len - complete_prints] unknown unique prints.<br>"
else
temp += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;No prints of sufficient completeness.<br>"
var/list/fibers = outputs[1]
if(fibers && fibers.len)
temp += "&nbsp<b>Fibers:</b><br>"
for(var/fiber in fibers)
temp += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[fiber]<br>"
var/list/blood = outputs[2]
if(blood && blood.len)
temp += "&nbsp<b>Blood:</b><br>"
for(var/named in blood)
temp += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Type: [blood[named]], DNA: [named]<br>"
temp += "<br><a href='?src=\ref[src];operation=database;delete_aux=[href_list["identifier"]]'>{Delete This Record}</a>"
temp += "<br><a href='?src=\ref[src];operation=auxiliaryprint;identifier=[href_list["identifier"]]'>{Print}</a>"
else
temp = "ERROR. Database not found!<br>"
temp += "<br><a href='?src=\ref[src];operation=database'>{Return}</a>"
if("auxiliaryprint") //Printing from the "misc" database.
if(misc)
var/obj/item/weapon/paper/P = new(loc)
var/list/outputs = misc[href_list["identifier"]]
P.name = "\improper Auxiliary Database File ([outputs[3]])"
P.overlays += "paper_words"
P.info = "<b>Auxiliary Evidence Database</b><br><br>"
P.info += "<big><b>Consolidated data points:</b> [outputs[3]]</big><br>"
var/list/prints = outputs[4]
if(prints)
P.info += "&nbsp<b>Fingerprints:</b><br>"
P.info += "&nbsp;&nbsp;&nbsp;&nbsp;[prints.len] Unique fingerprints found.<br>"
var/complete_prints = 0
for(var/print in prints)
if(stringpercent(prints[print]) <= FINGERPRINT_COMPLETE)
complete_prints++
P.info += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[prints[print]]<br>"
if(complete_prints)
P.info += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;And [prints.len - complete_prints] unknown unique prints.<br>"
else
P.info += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;No prints of sufficient completeness.<br>"
var/list/fibers = outputs[1]
if(fibers && fibers.len)
P.info += "&nbsp<b>Fibers:</b><br>"
for(var/fiber in fibers)
P.info += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[fiber]<br>"
var/list/blood = outputs[2]
if(blood && blood.len)
P.info += "&nbsp<b>Blood:</b><br>"
for(var/named in blood)
P.info += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Type: [blood[named]], DNA: [named]<br>"
else
usr << "ERROR. Database not found!<br>"
if("scan")
if(istype(scanning,/obj/item/weapon/f_card))
card = scanning
scanning = initial(scanning)
process_card()
else if(scanning)
scan_process = 3
scan_data = "Scanning [scanning]: 25% complete"
updateDialog()
sleep(50)
if(!scan_process)
scan_data = null
updateDialog()
return
scan_data = "Scanning [scanning]: 50% complete"
updateDialog()
scan_process = 2
sleep(50)
if(!scan_process)
scan_data = null
updateDialog()
return
scan_data = "Scanning [scanning]: 75% complete"
updateDialog()
scan_process = 1
sleep(50)
if(!scan_process)
scan_data = null
updateDialog()
return
if(scanning)
scan_process = 0
scan_name = scanning.name
scan_data = "<u>[scanning]</u><br><br>"
if (scanning.blood_DNA)
scan_data += "Blood Found:<br>"
for(var/blood in scanning.blood_DNA)
scan_data += "Blood type: [scanning.blood_DNA[blood]]\nDNA: [blood]<br><br>"
else
scan_data += "No Blood Found<br><br>"
if(!scanning.fingerprints)
scan_data += "No Fingerprints Found<br><br>"
else
scan_data += "Isolated [scanning.fingerprints.len] Fingerprints. Loaded into database.<br>"
add_data(scanning)
if(!scanning.suit_fibers)
scan_data += "No Fibers/Materials Located<br>"
else
scan_data += "Fibers/Materials Found:<br>"
for(var/data in scanning.suit_fibers)
scan_data += "- [data]<br>"
if(istype(scanning,/obj/item/device/detective_scanner) || (istype(scanning, /obj/item/device/pda) && scanning:cartridge && scanning:cartridge.access_security))
scan_data += "<br><b>Data transfered from \the [scanning] to Database.</b><br>"
add_data_scanner(scanning)
else if(!scanning.fingerprints)
scan_data += "<br><b><a href='?src=\ref[src];operation=add'>Add to Database?</a></b><br>"
else
temp = "Scan Failed: No Object"
if("print") //Printing scan data
if(scan_data)
temp = "Scan Data Printed."
var/obj/item/weapon/paper/P = new(loc)
P.name = "\improper Scan Data ([scan_name])"
P.info = "<tt>[scan_data]</tt>"
P.overlays += "paper_words"
else
temp = "Print Failed: No Data"
if("erase")
scan_data = ""
if("cancel")
scan_process = 0
if("add") //Adding an object (Manually) to the database.
if(scanning)
add_data(scanning)
else
temp = "Data Transfer Failed: No Object."
if("rename")
if(!files || !files[href_list["identifier"]])
temp = "ERROR: Record/Database not found!"
else
var/new_title = copytext(sanitize(input("Rename to what?", "Dossier Editing", "Dossier [files.Find(href_list["identifier"])]") as null|text),1,MAX_MESSAGE_LEN)
if(new_title)
var/list/file = files[href_list["identifier"]]
file[2] = new_title
updateUsrDialog()
ex_act()
return
proc/add_data_scanner(var/obj/item/device/W)
if(istype(W, /obj/item/device/detective_scanner))
var/obj/item/device/detective_scanner/D = W
if(D.stored)
for(var/atom in D.stored)
var/list/data = D.stored[atom]
add_data_master(atom,data[1],data[2],data[3],data[4])
D.stored = list()
else if(istype(W, /obj/item/device/pda) && W:cartridge && W:cartridge.access_security)
if(W:cartridge.stored_data)
for(var/atom in W:cartridge.stored_data)
var/list/data = W:cartridge.stored_data[atom]
add_data_master(atom,data[1],data[2],data[3],data[4])
W:cartridge.stored_data = list()
return
proc/add_data(var/atom/scanned_atom)
return add_data_master("\ref [scanned_atom]", scanned_atom.fingerprints,\
scanned_atom.suit_fibers, scanned_atom.blood_DNA, "[scanned_atom.name] (Direct Scan)")
/********************************
*****DO NOT DIRECTLY CALL ME*****
********************************/
proc/add_data_master(var/atom_reference, var/list/atom_fingerprints, var/list/atom_suit_fibers, var/list/atom_blood_DNA, var/atom_name)
//What follows is massive. It cross references all stored data in the scanner with the other stored data,
//and what is already in the computer. Not sure how bad the lag may/may not be.
if(!misc)
misc = list()
var/list/data_entry = misc[atom_reference]
if(data_entry)
var/list/fibers = data_entry[1]
if(!fibers)
fibers = list()
if(atom_suit_fibers)
for(var/fiber in atom_suit_fibers) //Fibers~~~
if(!fibers.Find(fiber)) //It isn't! Add!
fibers += fiber
var/list/blood = data_entry[2]
if(!blood)
blood = list()
if(atom_blood_DNA)
for(var/main_blood in atom_blood_DNA)
if(!blood[main_blood])
blood[main_blood] = atom_blood_DNA[blood]
var/list/prints = data_entry[4]
if(!prints && atom_fingerprints)
prints = list()
if(atom_fingerprints)
for(var/print in atom_fingerprints)
if(!prints[print])
prints[print] = atom_fingerprints[print]
else
var/list/templist[4]
templist[1] = atom_suit_fibers ? atom_suit_fibers.Copy() : null
templist[2] = atom_blood_DNA ? atom_blood_DNA.Copy() : null
templist[3] = atom_name
templist[4] = atom_fingerprints ? atom_fingerprints.Copy() : null
misc[atom_reference] = templist //Store it!
//Has prints.
if(atom_fingerprints)
if(!files)
files = list()
for(var/main_print in atom_fingerprints)
data_entry = files[main_print]
if(data_entry)//The print is already in here!
var/list/internal_atom = data_entry[atom_reference] //Lets see if we can find the current object
if(internal_atom)
//We must be on a roll! Just update what needs to be updated.
var/list/internal_prints = internal_atom[1]
for(var/print in atom_fingerprints) //Sorry for the double loop! D:
var/associated_print = internal_prints[print]
var/reference_print = atom_fingerprints[print]
if(associated_print && associated_print != reference_print) //It does not match
internal_prints[print] = stringmerge(associated_print, reference_print)
else if(!associated_print)
internal_prints[print] = reference_print
//If the main print was updated, lets update the master as well.
if(print == main_print && (!associated_print || (associated_print && associated_print != reference_print)))
update_fingerprints(main_print, internal_prints[print])
//Fibers.
var/list/fibers = internal_atom[2]
if(!fibers)
fibers = list()
if(atom_suit_fibers)
for(var/fiber in atom_suit_fibers) //Fibers~~~
if(!fibers.Find(fiber)) //It isn't! Add!
fibers += fiber
//Blood.
var/list/blood = internal_atom[3]
if(!blood)
blood = list()
if(atom_blood_DNA)
for(var/main_blood in atom_blood_DNA)
if(!blood[main_blood])
blood[main_blood] = atom_blood_DNA[blood]
continue
//It's not in there! We gotta add it.
update_fingerprints(main_print, atom_fingerprints[main_print])
var/list/data_point[4]
data_point[1] = atom_fingerprints ? atom_fingerprints.Copy() : null
data_point[2] = atom_suit_fibers ? atom_suit_fibers.Copy() : null
data_point[3] = atom_blood_DNA ? atom_blood_DNA.Copy() : null
data_point[4] = atom_name
data_entry[atom_reference] = data_point
continue
//No print at all! New data entry, go!
var/list/data_point[4]
data_point[1] = atom_fingerprints ? atom_fingerprints.Copy() : null
data_point[2] = atom_suit_fibers ? atom_suit_fibers.Copy() : null
data_point[3] = atom_blood_DNA ? atom_blood_DNA.Copy() : null
data_point[4] = atom_name
var/list/new_file[2]
new_file[1] = atom_fingerprints[main_print]
new_file[2] = "Dossier [files.len + 1]"
new_file[atom_reference] = data_point
files[main_print] = new_file
return 1
/********************************
***END DO NOT DIRECTLY CALL ME***
********************************/
proc/update_fingerprints(var/ref_print, var/new_print)
var/list/master = files[ref_print]
if(master)
master[1] = stringmerge(master[1],new_print)
else
CRASH("Fucking hell. Something went wrong, and it tried to update a null print or something. Tell SkyMarshal (and give him this call stack)")
return
proc/process_card() //Same as above, but for fingerprint cards
if(card.fingerprints && !(card.amount > 1) && islist(card.fingerprints) && files && files.len)
usr << "You insert the card, and it is destroyed by the machinery in the process of comparing prints."
var/found = 0
for(var/master_print in card.fingerprints)
var/list/data_entry = files[master_print]
if(data_entry)
found = 1
data_entry[1] = master_print
if(found)
usr << "The machinery finds it can complete a match."
else
usr << "No match found."
del(card)
else
usr << "\red ERROR: No prints/too many cards."
if(card.loc == src)
card.loc = src.loc
card = null
return
return
proc/delete_record(var/atom_ref) //Deletes an entry in the misc database at the given location
if(misc && misc.len)
misc.Remove(atom_ref)
return
proc/delete_dossier(var/print) //Deletes a Dossier at a given location.
if(files && files.len)
files.Remove(print)
return
detective
icon_state = "old"
name = "PowerScan Mk.I"
suit_fibers += "Material from a pair of [M.gloves.name]."
+18 -34
View File
@@ -1,4 +1,4 @@
//CONTAINS: Evidence bags and fingerprint cards
//CONTAINS: Evidence bags
/obj/item/weapon/evidencebag
name = "evidence bag"
@@ -8,17 +8,22 @@
item_state = ""
w_class = 1
/obj/item/weapon/evidencebag/afterattack(obj/item/I, mob/user as mob, proximity)
if(!proximity) return
if(!in_range(I, user))
/obj/item/weapon/evidencebag/afterattack(obj/item/I, mob/user,proximity)
if(!proximity || loc == I)
return
evidencebagEquip(I, user)
/obj/item/weapon/evidencebag/attackby(obj/item/I, mob/user)
if(evidencebagEquip(I, user))
return 1
/obj/item/weapon/evidencebag/proc/evidencebagEquip(obj/item/I, mob/user)
if(!istype(I) || I.anchored == 1)
return ..()
return
if(istype(I, /obj/item/weapon/evidencebag))
user << "<span class='notice'>You find putting an evidence bag in another evidence bag to be slightly absurd.</span>"
return
return 1 //now this is podracing
if(I.w_class > 3)
user << "<span class='notice'>[I] won't fit in [src].</span>"
@@ -26,7 +31,7 @@
if(contents.len)
user << "<span class='notice'>[src] already has something inside it.</span>"
return ..()
return
if(!isturf(I.loc)) //If it isn't on the floor. Do some checks to see if it's in our hands or a box. Otherwise give up.
if(istype(I.loc,/obj/item/weapon/storage)) //in a container.
@@ -40,8 +45,8 @@
else
return
user.visible_message("[user] puts [I] into [src]", "You put [I] inside [src].",\
"You hear a rustle as someone puts something into a plastic bag.")
user.visible_message("<span class='notice'>[user] puts [I] into [src].</span>", "<span class='notice'>You put [I] inside [src].</span>",\
"<span class='notice'>You hear a rustle as someone puts something into a plastic bag.</span>")
icon_state = "evidence"
@@ -58,14 +63,13 @@
desc = "An evidence bag containing [I]. [I.desc]"
I.loc = src
w_class = I.w_class
return
return 1
/obj/item/weapon/evidencebag/attack_self(mob/user as mob)
if(contents.len)
var/obj/item/I = contents[1]
user.visible_message("[user] takes [I] out of [src]", "You take [I] out of [src].",\
"You hear someone rustle around in a plastic bag, and remove something.")
user.visible_message("<span class='notice'>[user] takes [I] out of [src].</span>", "<span class='notice'>You take [I] out of [src].</span>",\
"<span class='notice'>You hear someone rustle around in a plastic bag, and remove something.</span>")
overlays.Cut() //remove the overlays
user.put_in_hands(I)
w_class = 1
@@ -88,24 +92,4 @@
new /obj/item/weapon/evidencebag(src)
new /obj/item/weapon/evidencebag(src)
..()
return
/obj/item/weapon/f_card
name = "finger print card"
desc = "Used to take fingerprints."
icon = 'icons/obj/card.dmi'
icon_state = "fingerprint0"
var/amount = 10.0
item_state = "paper"
throwforce = 1
w_class = 1.0
throw_speed = 3
throw_range = 5
/obj/item/weapon/fcardholder
name = "fingerprint card case"
desc = "Apply finger print card."
icon = 'icons/obj/items.dmi'
icon_state = "fcardholder0"
item_state = "clipboard"
return
@@ -1,3 +1,4 @@
/mob
var/bloody_hands = 0
var/mob/living/carbon/human/bloody_hands_mob
@@ -26,19 +27,16 @@
can_be_placed_into = null
flags = FPRINT | TABLEPASS | OPENCONTAINER | NOBLUDGEON
/obj/item/weapon/reagent_containers/glass/rag/attack_self(mob/user as mob)
return
/obj/item/weapon/reagent_containers/glass/rag/attack(atom/target as obj|turf|area, mob/user as mob , flag)
if(ismob(target) && target.reagents && reagents.total_volume)
user.visible_message("\red \The [target] has been smothered with \the [src] by \the [user]!", "\red You smother \the [target] with \the [src]!", "You hear some struggling and muffled cries of surprise")
user.visible_message("<span class='danger'>[user] has smothered \the [target] with \the [src]!</span>", "<span class='danger'>You smother \the [target] with \the [src]!</span>", "You hear some struggling and muffled cries of surprise")
src.reagents.reaction(target, TOUCH)
spawn(5) src.reagents.clear_reagents()
src.reagents.clear_reagents()
return
else
..()
/obj/item/weapon/reagent_containers/glass/rag/afterattack(atom/A as obj|turf|area, mob/user as mob, proximity)
/obj/item/weapon/reagent_containers/glass/rag/afterattack(atom/A as obj|turf|area, mob/user as mob,proximity)
if(!proximity) return
if(istype(A) && src in user)
user.visible_message("[user] starts to wipe down [A] with [src]!")
@@ -46,10 +44,3 @@
user.visible_message("[user] finishes wiping off the [A]!")
A.clean_blood()
return
/obj/item/weapon/reagent_containers/glass/rag/examine()
if (!usr)
return
usr << "That's \a [src]."
usr << desc
return
+143 -371
View File
@@ -1,401 +1,173 @@
//CONTAINS: Detective's Scanner
// TODO: Split everything into easy to manage procs.
/obj/item/device/detective_scanner
name = "Scanner"
desc = "Used to scan objects for DNA and fingerprints."
name = "forensic scanner"
desc = "Used to remotely scan objects and biomass for DNA and fingerprints. Can print a report of the findings."
icon_state = "forensic1"
var/amount = 20.0
var/list/stored = list()
w_class = 3.0
item_state = "electronic"
flags = FPRINT | TABLEPASS | CONDUCT | NOBLUDGEON
slot_flags = SLOT_BELT
var/scanning = 0
var/list/log = list()
attackby(obj/item/weapon/f_card/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/f_card))
if (W.fingerprints)
return
if (src.amount == 20)
return
if (W.amount + src.amount > 20)
src.amount = 20
W.amount = W.amount + src.amount - 20
else
src.amount += W.amount
//W = null
del(W)
add_fingerprint(user)
if (W)
W.add_fingerprint(user)
return
/obj/item/device/detective_scanner/attack_self(var/mob/user)
if(log.len && !scanning)
scanning = 1
user << "<span class='notice'>Printing report, please wait...</span>"
attack(mob/living/carbon/human/M as mob, mob/user as mob)
if (!ishuman(M))
user << "\red [M] is not human and cannot have the fingerprints."
flick("forensic0",src)
return 0
if (( !( istype(M.dna, /datum/dna) ) || M.gloves) )
user << "\blue No fingerprints found on [M]"
flick("forensic0",src)
return 0
else
if (src.amount < 1)
user << text("\blue Fingerprints scanned on [M]. Need more cards to print.")
else
src.amount--
var/obj/item/weapon/f_card/F = new /obj/item/weapon/f_card( user.loc )
F.amount = 1
F.add_fingerprint(M)
F.icon_state = "fingerprint1"
F.name = text("FPrintC- '[M.name]'")
spawn(100)
user << "\blue Done printing."
user << "\blue [M]'s Fingerprints: [md5(M.dna.uni_identity)]"
if ( !M.blood_DNA || !M.blood_DNA.len )
user << "\blue No blood found on [M]"
if(M.blood_DNA)
del(M.blood_DNA)
else
user << "\blue Blood found on [M]. Analysing..."
spawn(15)
for(var/blood in M.blood_DNA)
user << "\blue Blood type: [M.blood_DNA[blood]]\nDNA: [blood]"
return
// Create our paper
var/obj/item/weapon/paper/P = new(get_turf(src))
P.name = "paper- 'Scanner Report'"
P.info = "<center><font size='6'><B>Scanner Report</B></font></center><HR><BR>"
P.info += list2text(log, "<BR>")
P.info += "<HR><B>Notes:</B><BR>"
P.info_links = P.info
afterattack(atom/A as obj|turf|area, mob/user as mob, proximity)
if(!proximity) return
if(loc != user)
return
if(istype(A,/obj/machinery/computer/forensic_scanning)) //breaks shit.
return
if(istype(A,/obj/item/weapon/f_card))
user << "The scanner displays on the screen: \"ERROR 43: Object on Excluded Object List.\""
flick("forensic0",src)
return
if(ismob(loc))
var/mob/M = loc
M.put_in_hands(P)
M << "<span class='notice'>Report printed. Log cleared.<span>"
add_fingerprint(user)
// Clear the logs
log = list()
scanning = 0
else
user << "<span class='notice'>The scanner has no logs or is in use.</span>"
/obj/item/device/detective_scanner/attack(mob/living/M as mob, mob/user as mob)
return
//Special case for blood splaters.
if (istype(A, /obj/effect/decal/cleanable/blood) || istype(A, /obj/effect/rune) || istype(A, /obj/effect/decal/cleanable/blood/gibs))
if(!isnull(A.blood_DNA))
for(var/blood in A.blood_DNA)
user << "\blue Blood type: [A.blood_DNA[blood]]\nDNA: [blood]"
flick("forensic2",src)
return
/obj/item/device/detective_scanner/afterattack(atom/A, mob/user as mob, proximity)
scan(A, user)
//General
if ((!A.fingerprints || !A.fingerprints.len) && !A.suit_fibers && !A.blood_DNA)
user.visible_message("\The [user] scans \the [A] with \a [src], the air around [user.gender == MALE ? "him" : "her"] humming[prob(70) ? " gently." : "."]" ,\
"\blue Unable to locate any fingerprints, materials, fibers, or blood on [A]!",\
"You hear a faint hum of electrical equipment.")
flick("forensic0",src)
return 0
/obj/item/device/detective_scanner/proc/scan(var/atom/A, var/mob/user)
if(add_data(A))
user << "\blue Object already in internal memory. Consolidating data..."
flick("forensic2",src)
return
//PRINTS
if(!A.fingerprints || !A.fingerprints.len)
if(A.fingerprints)
del(A.fingerprints)
else
user << "\blue Isolated [A.fingerprints.len] fingerprints: Data Stored: Scan with Hi-Res Forensic Scanner to retrieve."
var/list/complete_prints = list()
for(var/i in A.fingerprints)
var/print = A.fingerprints[i]
if(stringpercent(print) <= FINGERPRINT_COMPLETE)
complete_prints += print
if(complete_prints.len < 1)
user << "\blue &nbsp;&nbsp;No intact prints found"
else
user << "\blue &nbsp;&nbsp;Found [complete_prints.len] intact prints"
for(var/i in complete_prints)
user << "\blue &nbsp;&nbsp;&nbsp;&nbsp;[i]"
//FIBERS
if(A.suit_fibers)
user << "\blue Fibers/Materials Data Stored: Scan with Hi-Res Forensic Scanner to retrieve."
flick("forensic2",src)
//Blood
if (A.blood_DNA)
user << "\blue Blood found on [A]. Analysing..."
spawn(15)
for(var/blood in A.blood_DNA)
user << "Blood type: \red [A.blood_DNA[blood]] \t \black DNA: \red [blood]"
if(prob(80) || !A.fingerprints)
user.visible_message("\The [user] scans \the [A] with \a [src], the air around [user.gender == MALE ? "him" : "her"] humming[prob(70) ? " gently." : "."]" ,\
"You finish scanning \the [A].",\
"You hear a faint hum of electrical equipment.")
flick("forensic2",src)
return 0
else
user.visible_message("\The [user] scans \the [A] with \a [src], the air around [user.gender == MALE ? "him" : "her"] humming[prob(70) ? " gently." : "."]\n[user.gender == MALE ? "He" : "She"] seems to perk up slightly at the readout." ,\
"The results of the scan pique your interest.",\
"You hear a faint hum of electrical equipment, and someone making a thoughtful noise.")
flick("forensic2",src)
return 0
return
proc/add_data(atom/A as mob|obj|turf|area)
//I love associative lists.
var/list/data_entry = stored["\ref [A]"]
if(islist(data_entry)) //Yay, it was already stored!
//Merge the fingerprints.
var/list/data_prints = data_entry[1]
for(var/print in A.fingerprints)
var/merged_print = data_prints[print]
if(!merged_print)
data_prints[print] = A.fingerprints[print]
else
data_prints[print] = stringmerge(data_prints[print],A.fingerprints[print])
//Now the fibers
var/list/fibers = data_entry[2]
if(!fibers)
fibers = list()
if(A.suit_fibers && A.suit_fibers.len)
for(var/j = 1, j <= A.suit_fibers.len, j++) //Fibers~~~
if(!fibers.Find(A.suit_fibers[j])) //It isn't! Add!
fibers += A.suit_fibers[j]
var/list/blood = data_entry[3]
if(!blood)
blood = list()
if(A.blood_DNA && A.blood_DNA.len)
for(var/main_blood in A.blood_DNA)
if(!blood[main_blood])
blood[main_blood] = A.blood_DNA[blood]
return 1
var/list/sum_list[4] //Pack it back up!
sum_list[1] = A.fingerprints ? A.fingerprints.Copy() : null
sum_list[2] = A.suit_fibers ? A.suit_fibers.Copy() : null
sum_list[3] = A.blood_DNA ? A.blood_DNA.Copy() : null
sum_list[4] = "\The [A] in \the [get_area(A)]"
stored["\ref [A]"] = sum_list
return 0
/obj/item/device/detective_scanner/forger
var/list/custom_forgery[3]
var/forging = 0
New()
..()
custom_forgery[1] = list()
custom_forgery[2] = list()
custom_forgery[3] = list()
attack_self(var/mob/user as mob)
var/list/customprints = list()
var/list/customfiber = list()
var/list/customblood = list()
if(forging)
user << "\red You are already forging evidence"
return 0
clear_forgery()
//fingerprint loop
while(1)
var/print = html_encode(input(usr,"Please enter a custom fingerprint or hit cancel to finish fingerprints") as text|null)
if(!usr.client)
forging = 0
break
if(!print )
break
customprints[print] = print
while(1)
var/fiber = html_encode(input(usr,"Please enter a custom fiber/material trace or hit cancel to finish fibers/materials") as text|null)
if(!usr.client)
forging = 0
break
if(!fiber)
break
customfiber[fiber] = null
while(1)
var/blood = html_encode(input(usr,"Please enter a custom Blood DNA or hit cancel to finish forging") as text|null)
var/bloodtype = html_encode(input(usr,"Please enter a custom Blood Type") as text|null)
if(!usr.client)
forging = 0
break
if(!blood)
break
customblood[blood] = bloodtype
forging = 0
if(!customprints.len && !customfiber.len)
user << "\blue No forgery saved."
return
user << "\blue Forgery saved and will be tied to the next applicable scanned item."
custom_forgery[1] = customprints ? customprints.Copy() : null
custom_forgery[2] = customfiber ? customfiber.Copy() : null
custom_forgery[3] = customblood ? customblood.Copy() : null
//shameless copy pasting
afterattack(atom/A as obj|turf|area, mob/user as mob)
var/list/custom_finger = list()
var/list/custom_fiber = list()
var/list/custom_blood = list()
if(custom_forgery)
custom_finger = custom_forgery[1]
custom_fiber = custom_forgery[2]
custom_blood = custom_forgery[3]
if(!in_range(A,user))
if(!scanning)
// Can remotely scan objects and mobs.
if(!in_range(A, user) && !(A in view(world.view, user)))
return
if(loc != user)
return
if(istype(A,/obj/machinery/computer/forensic_scanning)) //breaks shit.
return
if(istype(A,/obj/item/weapon/f_card))
user << "The scanner displays on the screen: \"ERROR 43: Object on Excluded Object List.\""
return
add_fingerprint(user)
scanning = 1
user.visible_message("\The [user] points the [src.name] at \the [A] and performs a forensic scan.")
user << "<span class='notice'>You scan \the [A]. The scanner is now analysing the results...</span>"
//Special case for blood splaters.
if (istype(A, /obj/effect/decal/cleanable/blood) || istype(A, /obj/effect/rune))
if(!isnull(A.blood_DNA))
for(var/blood in A.blood_DNA)
user << "\blue Blood type: [A.blood_DNA[blood]]\nDNA: [blood]"
return
// GATHER INFORMATION
//General
if ((!A.fingerprints || !A.fingerprints.len) && !A.suit_fibers && !A.blood_DNA)
if(!custom_finger.len && !custom_fiber.len && !custom_blood.len)
user.visible_message("\The [user] scans \the [A] with \a [src], the air around [user.gender == MALE ? "him" : "her"] humming[prob(70) ? " gently." : "."]" ,\
"\blue Unable to locate any fingerprints, materials, fibers, or blood on [A]!",\
"You hear a faint hum of electrical equipment.")
return 0
//Make our lists
var/list/fingerprints = list()
var/list/blood = list()
var/list/fibers = list()
var/list/reagents = list()
var/target_name = A.name
// Start gathering
if(A.blood_DNA && A.blood_DNA.len)
blood = A.blood_DNA.Copy()
if(A.suit_fibers && A.suit_fibers.len)
fibers = A.suit_fibers.Copy()
if(ishuman(A))
var/mob/living/carbon/human/H = A
if (istype(H.dna, /datum/dna) && !H.gloves)
fingerprints += md5(H.dna.uni_identity)
else if(!ismob(A))
if(A.fingerprints && A.fingerprints.len)
fingerprints = A.fingerprints.Copy()
// Only get reagents from non-mobs.
if(A.reagents && A.reagents.reagent_list.len)
for(var/datum/reagent/R in A.reagents.reagent_list)
reagents[R.name] = R.volume
// Get blood data from the blood reagent.
if(istype(R, /datum/reagent/blood))
if(R.data["blood_DNA"] && R.data["blood_type"])
var/blood_DNA = R.data["blood_DNA"]
var/blood_type = R.data["blood_type"]
blood[blood_DNA] = blood_type
// We gathered everything. Create a fork and slowly display the results to the holder of the scanner.
spawn(0)
var/found_something = 0
add_log("<B>[worldtime2text()][get_timestamp()] - [target_name]</B>", 0)
// Fingerprints
if(fingerprints && fingerprints.len)
sleep(30)
add_log("<span class='info'><B>Prints:</B></span>")
for(var/finger in fingerprints)
add_log("[finger]")
found_something = 1
// Blood
if (blood && blood.len)
sleep(30)
add_log("<span class='info'><B>Blood:</B></span>")
found_something = 1
for(var/B in blood)
add_log("Type: <font color='red'>[blood[B]]</font> DNA: <font color='red'>[B]</font>")
//Fibers
if(fibers && fibers.len)
sleep(30)
add_log("<span class='info'><B>Fibers:</B></span>")
for(var/fiber in fibers)
add_log("[fiber]")
found_something = 1
//Reagents
if(reagents && reagents.len)
sleep(30)
add_log("<span class='info'><B>Reagents:</B></span>")
for(var/R in reagents)
add_log("Reagent: <font color='red'>[R]</font> Volume: <font color='red'>[reagents[R]]</font>")
found_something = 1
// Get a new user
var/mob/holder = null
if(ismob(src.loc))
holder = src.loc
if(!found_something)
add_log("<I># No forensic traces found #</I>", 0) // Don't display this to the holder user
if(holder)
holder << "<span class='notice'>Unable to locate any fingerprints, materials, fibers, or blood on \the [target_name]!</span>"
else
user.visible_message("\The [user] scans \the [A] with \a [src], the air around [user.gender == MALE ? "him" : "her"] humming[prob(70) ? " gently." : "."]" ,\
"\blue Unable to locate any fingerprints, materials, fibers, or blood on [A], loading custom forgery instead.",\
"You hear a faint hum of electrical equipment.")
if(holder)
holder << "<span class='notice'>You finish scanning \the [target_name].</span>"
if(add_data(A))
user << "\blue Object already in internal memory. Consolidating data..."
add_log("---------------------------------------------------------", 0)
scanning = 0
return
/obj/item/device/detective_scanner/proc/add_log(var/msg, var/broadcast = 1)
if(scanning)
if(broadcast && ismob(loc))
var/mob/M = loc
M << msg
log += "&nbsp;&nbsp;[msg]"
else
CRASH("[src] \ref[src] is adding a log when it was never put in scanning mode!")
//PRINTS
if(!A.fingerprints || !A.fingerprints.len)
if(A.fingerprints)
del(A.fingerprints)
if(custom_finger.len)
user << "\blue Isolated [custom_finger.len] fingerprints: Data Stored: Scan with Hi-Res Forensic Scanner to retrieve."
user << "\blue &nbsp;&nbsp;Found [custom_finger.len] intact prints"
for(var/i in custom_finger)
user << "\blue &nbsp;&nbsp;&nbsp;&nbsp;[i]"
else if(A.fingerprints && A.fingerprints.len)
user << "\blue Isolated [A.fingerprints.len] fingerprints: Data Stored: Scan with Hi-Res Forensic Scanner to retrieve."
var/list/complete_prints = list()
for(var/i in A.fingerprints)
var/print = A.fingerprints[i]
if(stringpercent(print) <= FINGERPRINT_COMPLETE)
complete_prints += print
if(complete_prints.len < 1)
user << "\blue &nbsp;&nbsp;No intact prints found"
else
user << "\blue &nbsp;&nbsp;Found [complete_prints.len] intact prints"
for(var/i in complete_prints)
user << "\blue &nbsp;&nbsp;&nbsp;&nbsp;[i]"
//FIBERS
if(custom_fiber.len)
user << "\blue Forged Fibers/Materials Data Found: Scan with Hi-Res Forensic Scanner to retrieve."
else if(A.suit_fibers)
user << "\blue Fibers/Materials Data Stored: Scan with Hi-Res Forensic Scanner to retrieve."
//Blood
if(custom_blood.len)
user << "\blue Forged Blood found. Analysing..."
spawn(15)
for(var/blood in custom_blood)
user << "Blood type: \red [custom_blood[blood]] \t \black DNA: \red [blood]"
else if (A.blood_DNA)
user << "\blue Blood found on [A]. Analysing..."
spawn(15)
for(var/blood in A.blood_DNA)
user << "Blood type: \red [A.blood_DNA[blood]] \t \black DNA: \red [blood]"
return
add_data(atom/A as mob|obj|turf|area)
//I love associative lists.
var/list/data_entry = stored["\ref [A]"]
var/list/custom_finger = list()
var/list/custom_fiber = list()
var/list/custom_blood = list()
if(custom_forgery)
custom_finger = custom_forgery[1]
custom_fiber = custom_forgery[2]
custom_blood = custom_forgery[3]
if(islist(data_entry)) //Yay, it was already stored!
//Merge the fingerprints.
var/list/data_prints = data_entry[1]
if(custom_finger.len)
for(var/print in custom_finger)
var/merged_print = data_prints[print]
if(!merged_print)
data_prints[print] = custom_finger
else
data_prints[print] = stringmerge(data_prints[print],custom_finger[print])
else
for(var/print in A.fingerprints)
var/merged_print = data_prints[print]
if(!merged_print)
data_prints[print] = A.fingerprints[print]
else
data_prints[print] = stringmerge(data_prints[print],A.fingerprints[print])
//Now the fibers
var/list/fibers = data_entry[2]
if(!fibers)
fibers = list()
if(custom_fiber.len)
for(var/j = 1, j <= custom_fiber.len, j++) //Fibers~~~
if(!fibers.Find(custom_fiber[j])) //It isn't! Add!
fibers += custom_fiber[j]
else if(A.suit_fibers && A.suit_fibers.len)
for(var/j = 1, j <= A.suit_fibers.len, j++) //Fibers~~~
if(!fibers.Find(A.suit_fibers[j])) //It isn't! Add!
fibers += A.suit_fibers[j]
var/list/blood = data_entry[3]
if(!blood)
blood = list()
if(custom_blood.len)
for(var/main_blood in custom_blood)
if(!blood[main_blood])
blood[main_blood] = custom_blood[blood]
else if(A.blood_DNA && A.blood_DNA.len)
for(var/main_blood in A.blood_DNA)
if(!blood[main_blood])
blood[main_blood] = A.blood_DNA[blood]
return 1
var/list/sum_list[4] //Pack it back up!
if(custom_finger.len || custom_fiber.len || custom_blood.len)
sum_list[1] = custom_finger ? custom_finger.Copy() : null
sum_list[2] = custom_fiber ? custom_fiber.Copy() : null
sum_list[3] = custom_blood ? custom_blood.Copy() : null
else
sum_list[1] = A.fingerprints ? A.fingerprints.Copy() : null
sum_list[2] = A.suit_fibers ? A.suit_fibers.Copy() : null
sum_list[3] = A.blood_DNA ? A.blood_DNA.Copy() : null
sum_list[4] = "\The [A] in \the [get_area(A)]"
stored["\ref [A]"] = sum_list
clear_forgery()
return 0
proc/clear_forgery()
if(custom_forgery.len)
custom_forgery[1] = list()
custom_forgery[2] = list()
custom_forgery[3] = list()
/proc/get_timestamp()
return time2text(world.time + 432000, ":ss")
+5 -4
View File
@@ -9,7 +9,7 @@
while sprite_sheets should be used for "flexible" clothing items that do not need to be refitted (e.g. vox wearing jumpsuits).
*/
var/list/sprite_sheets_refit = null
//BS12: Species-restricted clothing check.
/obj/item/clothing/mob_can_equip(M as mob, slot)
@@ -53,12 +53,12 @@
icon_override = sprite_sheets[target_species]
else
icon_override = initial(icon_override)
if (sprite_sheets_obj && (target_species in sprite_sheets_obj))
icon = sprite_sheets_obj[target_species]
else
icon = initial(icon)
//Ears: currently only used for headsets and earmuffs
/obj/item/clothing/ears
name = "ears"
@@ -153,6 +153,7 @@ BLIND // can't see anything
body_parts_covered = HANDS
slot_flags = SLOT_GLOVES
attack_verb = list("challenged")
var/transfer_prints = FALSE
var/pickpocket = 0 //Master pickpocket?
var/clipped = 0
species_restricted = list("exclude","Unathi","Tajaran")
@@ -181,7 +182,7 @@ BLIND // can't see anything
set src in usr
..()
return
/obj/item/clothing/under/proc/set_sensors(mob/usr as mob)
var/mob/M = usr
if (istype(M, /mob/dead/)) return
@@ -63,6 +63,7 @@
siemens_coefficient = 0.30
permeability_coefficient = 0.01
_color="white"
transfer_prints = TRUE
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi'
-401
View File
@@ -1,401 +0,0 @@
//CONTAINS: Detective's Scanner
/obj/item/device/detective_scanner
name = "Scanner"
desc = "Used to scan objects for DNA and fingerprints."
icon_state = "forensic1"
var/amount = 20.0
var/list/stored = list()
w_class = 3.0
item_state = "electronic"
flags = FPRINT | TABLEPASS | CONDUCT | NOBLUDGEON
slot_flags = SLOT_BELT
attackby(obj/item/weapon/f_card/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/f_card))
if (W.fingerprints)
return
if (src.amount == 20)
return
if (W.amount + src.amount > 20)
src.amount = 20
W.amount = W.amount + src.amount - 20
else
src.amount += W.amount
//W = null
del(W)
add_fingerprint(user)
if (W)
W.add_fingerprint(user)
return
attack(mob/living/carbon/human/M as mob, mob/user as mob)
if (!ishuman(M))
user << "\red [M] is not human and cannot have the fingerprints."
flick("forensic0",src)
return 0
if (( !( istype(M.dna, /datum/dna) ) || M.gloves) )
user << "\blue No fingerprints found on [M]"
flick("forensic0",src)
return 0
else
if (src.amount < 1)
user << text("\blue Fingerprints scanned on [M]. Need more cards to print.")
else
src.amount--
var/obj/item/weapon/f_card/F = new /obj/item/weapon/f_card( user.loc )
F.amount = 1
F.add_fingerprint(M)
F.icon_state = "fingerprint1"
F.name = text("FPrintC- '[M.name]'")
user << "\blue Done printing."
user << "\blue [M]'s Fingerprints: [md5(M.dna.uni_identity)]"
if ( !M.blood_DNA || !M.blood_DNA.len )
user << "\blue No blood found on [M]"
if(M.blood_DNA)
del(M.blood_DNA)
else
user << "\blue Blood found on [M]. Analysing..."
spawn(15)
for(var/blood in M.blood_DNA)
user << "\blue Blood type: [M.blood_DNA[blood]]\nDNA: [blood]"
return
afterattack(atom/A as obj|turf|area, mob/user as mob, proximity)
if(!proximity) return
if(loc != user)
return
if(istype(A,/obj/machinery/computer/forensic_scanning)) //breaks shit.
return
if(istype(A,/obj/item/weapon/f_card))
user << "The scanner displays on the screen: \"ERROR 43: Object on Excluded Object List.\""
flick("forensic0",src)
return
add_fingerprint(user)
//Special case for blood splaters.
if (istype(A, /obj/effect/decal/cleanable/blood) || istype(A, /obj/effect/rune) || istype(A, /obj/effect/decal/cleanable/blood/gibs))
if(!isnull(A.blood_DNA))
for(var/blood in A.blood_DNA)
user << "\blue Blood type: [A.blood_DNA[blood]]\nDNA: [blood]"
flick("forensic2",src)
return
//General
if ((!A.fingerprints || !A.fingerprints.len) && !A.suit_fibers && !A.blood_DNA)
user.visible_message("\The [user] scans \the [A] with \a [src], the air around [user.gender == MALE ? "him" : "her"] humming[prob(70) ? " gently." : "."]" ,\
"\blue Unable to locate any fingerprints, materials, fibers, or blood on [A]!",\
"You hear a faint hum of electrical equipment.")
flick("forensic0",src)
return 0
if(add_data(A))
user << "\blue Object already in internal memory. Consolidating data..."
flick("forensic2",src)
return
//PRINTS
if(!A.fingerprints || !A.fingerprints.len)
if(A.fingerprints)
del(A.fingerprints)
else
user << "\blue Isolated [A.fingerprints.len] fingerprints: Data Stored: Scan with Hi-Res Forensic Scanner to retrieve."
var/list/complete_prints = list()
for(var/i in A.fingerprints)
var/print = A.fingerprints[i]
if(stringpercent(print) <= FINGERPRINT_COMPLETE)
complete_prints += print
if(complete_prints.len < 1)
user << "\blue &nbsp;&nbsp;No intact prints found"
else
user << "\blue &nbsp;&nbsp;Found [complete_prints.len] intact prints"
for(var/i in complete_prints)
user << "\blue &nbsp;&nbsp;&nbsp;&nbsp;[i]"
//FIBERS
if(A.suit_fibers)
user << "\blue Fibers/Materials Data Stored: Scan with Hi-Res Forensic Scanner to retrieve."
flick("forensic2",src)
//Blood
if (A.blood_DNA)
user << "\blue Blood found on [A]. Analysing..."
spawn(15)
for(var/blood in A.blood_DNA)
user << "Blood type: \red [A.blood_DNA[blood]] \t \black DNA: \red [blood]"
if(prob(80) || !A.fingerprints)
user.visible_message("\The [user] scans \the [A] with \a [src], the air around [user.gender == MALE ? "him" : "her"] humming[prob(70) ? " gently." : "."]" ,\
"You finish scanning \the [A].",\
"You hear a faint hum of electrical equipment.")
flick("forensic2",src)
return 0
else
user.visible_message("\The [user] scans \the [A] with \a [src], the air around [user.gender == MALE ? "him" : "her"] humming[prob(70) ? " gently." : "."]\n[user.gender == MALE ? "He" : "She"] seems to perk up slightly at the readout." ,\
"The results of the scan pique your interest.",\
"You hear a faint hum of electrical equipment, and someone making a thoughtful noise.")
flick("forensic2",src)
return 0
return
proc/add_data(atom/A as mob|obj|turf|area)
//I love associative lists.
var/list/data_entry = stored["\ref [A]"]
if(islist(data_entry)) //Yay, it was already stored!
//Merge the fingerprints.
var/list/data_prints = data_entry[1]
for(var/print in A.fingerprints)
var/merged_print = data_prints[print]
if(!merged_print)
data_prints[print] = A.fingerprints[print]
else
data_prints[print] = stringmerge(data_prints[print],A.fingerprints[print])
//Now the fibers
var/list/fibers = data_entry[2]
if(!fibers)
fibers = list()
if(A.suit_fibers && A.suit_fibers.len)
for(var/j = 1, j <= A.suit_fibers.len, j++) //Fibers~~~
if(!fibers.Find(A.suit_fibers[j])) //It isn't! Add!
fibers += A.suit_fibers[j]
var/list/blood = data_entry[3]
if(!blood)
blood = list()
if(A.blood_DNA && A.blood_DNA.len)
for(var/main_blood in A.blood_DNA)
if(!blood[main_blood])
blood[main_blood] = A.blood_DNA[blood]
return 1
var/list/sum_list[4] //Pack it back up!
sum_list[1] = A.fingerprints ? A.fingerprints.Copy() : null
sum_list[2] = A.suit_fibers ? A.suit_fibers.Copy() : null
sum_list[3] = A.blood_DNA ? A.blood_DNA.Copy() : null
sum_list[4] = "\The [A] in \the [get_area(A)]"
stored["\ref [A]"] = sum_list
return 0
/obj/item/device/detective_scanner/forger
var/list/custom_forgery[3]
var/forging = 0
New()
..()
custom_forgery[1] = list()
custom_forgery[2] = list()
custom_forgery[3] = list()
attack_self(var/mob/user as mob)
var/list/customprints = list()
var/list/customfiber = list()
var/list/customblood = list()
if(forging)
user << "\red You are already forging evidence"
return 0
clear_forgery()
//fingerprint loop
while(1)
var/print = html_encode(input(usr,"Please enter a custom fingerprint or hit cancel to finish fingerprints") as text|null)
if(!usr.client)
forging = 0
break
if(!print )
break
customprints[print] = print
while(1)
var/fiber = html_encode(input(usr,"Please enter a custom fiber/material trace or hit cancel to finish fibers/materials") as text|null)
if(!usr.client)
forging = 0
break
if(!fiber)
break
customfiber[fiber] = null
while(1)
var/blood = html_encode(input(usr,"Please enter a custom Blood DNA or hit cancel to finish forging") as text|null)
var/bloodtype = html_encode(input(usr,"Please enter a custom Blood Type") as text|null)
if(!usr.client)
forging = 0
break
if(!blood)
break
customblood[blood] = bloodtype
forging = 0
if(!customprints.len && !customfiber.len)
user << "\blue No forgery saved."
return
user << "\blue Forgery saved and will be tied to the next applicable scanned item."
custom_forgery[1] = customprints ? customprints.Copy() : null
custom_forgery[2] = customfiber ? customfiber.Copy() : null
custom_forgery[3] = customblood ? customblood.Copy() : null
//shameless copy pasting
afterattack(atom/A as obj|turf|area, mob/user as mob)
var/list/custom_finger = list()
var/list/custom_fiber = list()
var/list/custom_blood = list()
if(custom_forgery)
custom_finger = custom_forgery[1]
custom_fiber = custom_forgery[2]
custom_blood = custom_forgery[3]
if(!in_range(A,user))
return
if(loc != user)
return
if(istype(A,/obj/machinery/computer/forensic_scanning)) //breaks shit.
return
if(istype(A,/obj/item/weapon/f_card))
user << "The scanner displays on the screen: \"ERROR 43: Object on Excluded Object List.\""
return
add_fingerprint(user)
//Special case for blood splaters.
if (istype(A, /obj/effect/decal/cleanable/blood) || istype(A, /obj/effect/rune))
if(!isnull(A.blood_DNA))
for(var/blood in A.blood_DNA)
user << "\blue Blood type: [A.blood_DNA[blood]]\nDNA: [blood]"
return
//General
if ((!A.fingerprints || !A.fingerprints.len) && !A.suit_fibers && !A.blood_DNA)
if(!custom_finger.len && !custom_fiber.len && !custom_blood.len)
user.visible_message("\The [user] scans \the [A] with \a [src], the air around [user.gender == MALE ? "him" : "her"] humming[prob(70) ? " gently." : "."]" ,\
"\blue Unable to locate any fingerprints, materials, fibers, or blood on [A]!",\
"You hear a faint hum of electrical equipment.")
return 0
else
user.visible_message("\The [user] scans \the [A] with \a [src], the air around [user.gender == MALE ? "him" : "her"] humming[prob(70) ? " gently." : "."]" ,\
"\blue Unable to locate any fingerprints, materials, fibers, or blood on [A], loading custom forgery instead.",\
"You hear a faint hum of electrical equipment.")
if(add_data(A))
user << "\blue Object already in internal memory. Consolidating data..."
return
//PRINTS
if(!A.fingerprints || !A.fingerprints.len)
if(A.fingerprints)
del(A.fingerprints)
if(custom_finger.len)
user << "\blue Isolated [custom_finger.len] fingerprints: Data Stored: Scan with Hi-Res Forensic Scanner to retrieve."
user << "\blue &nbsp;&nbsp;Found [custom_finger.len] intact prints"
for(var/i in custom_finger)
user << "\blue &nbsp;&nbsp;&nbsp;&nbsp;[i]"
else if(A.fingerprints && A.fingerprints.len)
user << "\blue Isolated [A.fingerprints.len] fingerprints: Data Stored: Scan with Hi-Res Forensic Scanner to retrieve."
var/list/complete_prints = list()
for(var/i in A.fingerprints)
var/print = A.fingerprints[i]
if(stringpercent(print) <= FINGERPRINT_COMPLETE)
complete_prints += print
if(complete_prints.len < 1)
user << "\blue &nbsp;&nbsp;No intact prints found"
else
user << "\blue &nbsp;&nbsp;Found [complete_prints.len] intact prints"
for(var/i in complete_prints)
user << "\blue &nbsp;&nbsp;&nbsp;&nbsp;[i]"
//FIBERS
if(custom_fiber.len)
user << "\blue Forged Fibers/Materials Data Found: Scan with Hi-Res Forensic Scanner to retrieve."
else if(A.suit_fibers)
user << "\blue Fibers/Materials Data Stored: Scan with Hi-Res Forensic Scanner to retrieve."
//Blood
if(custom_blood.len)
user << "\blue Forged Blood found. Analysing..."
spawn(15)
for(var/blood in custom_blood)
user << "Blood type: \red [custom_blood[blood]] \t \black DNA: \red [blood]"
else if (A.blood_DNA)
user << "\blue Blood found on [A]. Analysing..."
spawn(15)
for(var/blood in A.blood_DNA)
user << "Blood type: \red [A.blood_DNA[blood]] \t \black DNA: \red [blood]"
return
add_data(atom/A as mob|obj|turf|area)
//I love associative lists.
var/list/data_entry = stored["\ref [A]"]
var/list/custom_finger = list()
var/list/custom_fiber = list()
var/list/custom_blood = list()
if(custom_forgery)
custom_finger = custom_forgery[1]
custom_fiber = custom_forgery[2]
custom_blood = custom_forgery[3]
if(islist(data_entry)) //Yay, it was already stored!
//Merge the fingerprints.
var/list/data_prints = data_entry[1]
if(custom_finger.len)
for(var/print in custom_finger)
var/merged_print = data_prints[print]
if(!merged_print)
data_prints[print] = custom_finger
else
data_prints[print] = stringmerge(data_prints[print],custom_finger[print])
else
for(var/print in A.fingerprints)
var/merged_print = data_prints[print]
if(!merged_print)
data_prints[print] = A.fingerprints[print]
else
data_prints[print] = stringmerge(data_prints[print],A.fingerprints[print])
//Now the fibers
var/list/fibers = data_entry[2]
if(!fibers)
fibers = list()
if(custom_fiber.len)
for(var/j = 1, j <= custom_fiber.len, j++) //Fibers~~~
if(!fibers.Find(custom_fiber[j])) //It isn't! Add!
fibers += custom_fiber[j]
else if(A.suit_fibers && A.suit_fibers.len)
for(var/j = 1, j <= A.suit_fibers.len, j++) //Fibers~~~
if(!fibers.Find(A.suit_fibers[j])) //It isn't! Add!
fibers += A.suit_fibers[j]
var/list/blood = data_entry[3]
if(!blood)
blood = list()
if(custom_blood.len)
for(var/main_blood in custom_blood)
if(!blood[main_blood])
blood[main_blood] = custom_blood[blood]
else if(A.blood_DNA && A.blood_DNA.len)
for(var/main_blood in A.blood_DNA)
if(!blood[main_blood])
blood[main_blood] = A.blood_DNA[blood]
return 1
var/list/sum_list[4] //Pack it back up!
if(custom_finger.len || custom_fiber.len || custom_blood.len)
sum_list[1] = custom_finger ? custom_finger.Copy() : null
sum_list[2] = custom_fiber ? custom_fiber.Copy() : null
sum_list[3] = custom_blood ? custom_blood.Copy() : null
else
sum_list[1] = A.fingerprints ? A.fingerprints.Copy() : null
sum_list[2] = A.suit_fibers ? A.suit_fibers.Copy() : null
sum_list[3] = A.blood_DNA ? A.blood_DNA.Copy() : null
sum_list[4] = "\The [A] in \the [get_area(A)]"
stored["\ref [A]"] = sum_list
clear_forgery()
return 0
proc/clear_forgery()
if(custom_forgery.len)
custom_forgery[1] = list()
custom_forgery[2] = list()
custom_forgery[3] = list()
+8 -8
View File
@@ -73,7 +73,7 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
// Damaged heart virtually reduces the blood volume, as the blood isn't
// being pumped properly anymore.
var/datum/organ/internal/heart/heart = internal_organs_by_name["heart"]
if(heart)
if(heart.damage > 1 && heart.damage < heart.min_bruised_damage)
blood_volume *= 0.8
@@ -314,13 +314,13 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
return D
return res
proc/blood_incompatible(donor,receiver)
if(!donor || !receiver) return 0
var
donor_antigen = copytext(donor,1,lentext(donor))
receiver_antigen = copytext(receiver,1,lentext(receiver))
donor_rh = (findtext(donor,"+")>0)
receiver_rh = (findtext(receiver,"+")>0)
/proc/blood_incompatible(donor,receiver)
var/donor_antigen = copytext(donor,1,lentext(donor))
var/receiver_antigen = copytext(receiver,1,lentext(receiver))
var/donor_rh = findtext("+",donor)
var/receiver_rh = findtext("+",receiver)
if(donor_rh && !receiver_rh) return 1
switch(receiver_antigen)
if("A")
@@ -495,6 +495,9 @@ datum
var/mob/living/carbon/human/human = M
if(human.dna.mutantrace == null)
M << "\red Your flesh rapidly mutates!"
M << "<b>You are now a Shadow Person, a mutant race of darkness-dwelling humanoids.</b>"
M << "\red Your body reacts violently to light. \green However, it naturally heals in darkness."
M << "Aside from your new traits, you are mentally unchanged and retain your prior obligations."
human.dna.mutantrace = "shadow"
human.update_mutantrace()
..()
+7 -8
View File
@@ -1078,7 +1078,7 @@
"auL" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 5},/obj/structure/closet{name = "Evidence Closet"},/obj/effect/decal/cleanable/cobweb,/turf/simulated/floor{icon_state = "neutral"; dir = 1},/area/security/detectives_office)
"auM" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/obj/machinery/atmospherics/pipe/simple/supply/hidden,/turf/simulated/floor{icon_state = "neutral"; dir = 1},/area/security/detectives_office)
"auN" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/obj/structure/table,/obj/structure/table,/obj/item/weapon/folder/red{pixel_y = 3},/turf/simulated/floor{icon_state = "neutral"; dir = 1},/area/security/detectives_office)
"auO" = (/obj/structure/cable{d1 = 1; d2 = 4; icon_state = "1-4"; tag = ""},/obj/machinery/atmospherics/pipe/manifold{_color = "red"; icon_state = "manifold-r-f"; level = 1; name = "pipe manifold"},/obj/structure/table,/obj/item/weapon/fcardholder,/turf/simulated/floor{icon_state = "neutral"; dir = 1},/area/security/detectives_office)
"auO" = (/obj/machinery/light,/obj/machinery/computer/secure_data,/turf/simulated/floor{icon_state = "floorgrime"},/area/security/detectives_office)
"auP" = (/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; pixel_x = 0; tag = ""},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/turf/simulated/floor{icon_state = "neutral"; dir = 1},/area/security/detectives_office)
"auQ" = (/obj/structure/cable{d1 = 4; d2 = 8; icon_state = "4-8"; pixel_x = 0; tag = ""},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/obj/structure/disposalpipe/segment,/obj/machinery/door/poddoor{density = 0; icon_state = "pdoor0"; id = "Secure Gate"; name = "Security Blast Door"; opacity = 0},/obj/machinery/door/airlock/maintenance{name = "Detective Maintenance"; req_access_txt = "4"},/turf/simulated/floor{icon_state = "floorgrime"},/area/security/detectives_office)
"auR" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/obj/structure/cable{d1 = 2; d2 = 8; icon_state = "2-8"; tag = ""},/obj/structure/disposalpipe/segment,/obj/machinery/atmospherics/pipe/simple/supply/hidden,/turf/simulated/floor/plating,/area/maintenance/fsmaint)
@@ -1104,7 +1104,7 @@
"avl" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 5},/obj/effect/decal/cleanable/dirt,/turf/simulated/floor{icon_state = "floorgrime"},/area/security/detectives_office)
"avm" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/turf/simulated/floor{icon_state = "floorgrime"},/area/security/detectives_office)
"avn" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/obj/effect/decal/cleanable/dirt,/turf/simulated/floor{icon_state = "floorgrime"},/area/security/detectives_office)
"avo" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/obj/machinery/computer/med_data,/turf/simulated/floor{icon_state = "floorgrime"},/area/security/detectives_office)
"avo" = (/obj/machinery/computer/med_data,/turf/simulated/floor{icon_state = "floorgrime"},/area/security/detectives_office)
"avp" = (/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 4},/obj/structure/disposalpipe/segment,/turf/simulated/wall/r_wall,/area)
"avq" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/structure/disposalpipe/segment,/obj/machinery/atmospherics/pipe/simple/supply/hidden{dir = 9; pixel_y = 0},/turf/simulated/floor/plating,/area/maintenance/fsmaint)
"avr" = (/obj/machinery/vending/chinese,/turf/simulated/floor/wood,/area/crew_quarters/mrchangs)
@@ -1155,7 +1155,7 @@
"awk" = (/obj/effect/decal/cleanable/dirt,/turf/simulated/floor{icon_state = "floorgrime"},/area/security/detectives_office)
"awl" = (/turf/simulated/floor{icon_state = "floorgrime"},/area/security/detectives_office)
"awm" = (/obj/structure/stool,/turf/simulated/floor{icon_state = "floorgrime"},/area/security/detectives_office)
"awn" = (/obj/machinery/computer/secure_data,/turf/simulated/floor{icon_state = "floorgrime"},/area/security/detectives_office)
"awn" = (/obj/structure/cable{d1 = 1; d2 = 4; icon_state = "1-4"; tag = ""},/obj/machinery/atmospherics/pipe/manifold{_color = "red"; icon_state = "manifold-r-f"; level = 1; name = "pipe manifold"},/obj/structure/table,/turf/simulated/floor{icon_state = "neutral"; dir = 1},/area/security/detectives_office)
"awo" = (/obj/structure/disposalpipe/segment,/turf/simulated/wall/r_wall,/area)
"awp" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/structure/disposalpipe/segment,/turf/simulated/floor/plating,/area/maintenance/fsmaint)
"awq" = (/obj/structure/stool/bed/chair/wood/wings,/turf/simulated/floor/wood,/area/crew_quarters/mrchangs)
@@ -1199,7 +1199,6 @@
"axc" = (/obj/structure/table,/obj/item/weapon/paper_bin{pixel_x = -3; pixel_y = 7},/obj/item/weapon/pen,/turf/simulated/floor{icon_state = "floorgrime"},/area/security/detectives_office)
"axd" = (/obj/machinery/photocopier,/turf/simulated/floor{icon_state = "floorgrime"},/area/security/detectives_office)
"axe" = (/obj/structure/filingcabinet/chestdrawer,/turf/simulated/floor{icon_state = "floorgrime"},/area/security/detectives_office)
"axf" = (/obj/machinery/computer/forensic_scanning,/obj/machinery/light,/turf/simulated/floor{icon_state = "floorgrime"},/area/security/detectives_office)
"axg" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"; tag = ""},/obj/structure/disposalpipe/segment,/obj/machinery/light/small{dir = 8},/turf/simulated/floor/plating,/area/maintenance/fsmaint)
"axh" = (/obj/structure/table/woodentable,/obj/machinery/atmospherics/unary/vent_scrubber{on = 1; scrub_N2O = 1; scrub_Toxins = 1},/turf/simulated/floor/wood,/area/crew_quarters/mrchangs)
"axi" = (/obj/machinery/hologram/holopad,/turf/simulated/floor/wood,/area/crew_quarters/mrchangs)
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