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* adds antaghud icon * TGUI bundle build dont push changes i didnt stage challenge 2025 (IMPOSSIBLE) * Adds organ repair passive * Description fix * Runs prettier * Fixes desc 2 * Fix revert * Remove vamp text * Fix some CI + Partial refactor * Fixes CI * Fixes gamemodes I messed with * Moves these procs over * Description fix again * Add back limit requiring drainees to have ckeys * Adds terminator icon * Update code/datums/status_effects/buffs.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/modules/surgery/organs/augments_internal.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Update code/modules/antagonists/mind_flayer/powers/flayer_stealth_powers.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * More lewv review * Clamps the EMP severity * Fixes "surveilance" typos * The TODO is gone and can't hurt me anymore * Update code/modules/antagonists/mind_flayer/flayer_datum.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Update code/game/objects/items/weapons/pneumaticCannon.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Update code/game/objects/items/weapons/stunbaton.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * More lewc reviews * Update code/modules/antagonists/_common/antag_datum.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Update code/modules/antagonists/_common/antag_datum.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Update code/modules/antagonists/mind_flayer/flayer_datum.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Update code/modules/antagonists/mind_flayer/flayer_datum.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Update code/modules/antagonists/mind_flayer/flayer_datum.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Update code/modules/antagonists/mind_flayer/flayer_datum.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Update code/modules/antagonists/mind_flayer/flayer_power.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Fixes some camera bug issues + lewc reviews * Update code/modules/antagonists/mind_flayer/powers/flayer_passives.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Update code/modules/antagonists/mind_flayer/flayer_power.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Updates a comment and fixes whitespace * Autodocs flayerprod * Update code/modules/antagonists/mind_flayer/powers/flayer_mobility_powers.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * qdel things we dont need anymore + typing an argument of add_abillity * Remove debug log * Update code/modules/antagonists/mind_flayer/flayer_power.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Slightly buffs, and fixes GC issues of tether * I no longer feel i am a mindflayer * Fixes formatting of greeting * Better greeting * Worlds shittiest sprite * Don't need this TODO anymore * Fixes double description * Changes the wording on the borg laws * and bundle too * The cannon uses shrapnel now * Initial style changes * Ratios for brain damage * Adds a chemical to test for flayerism * Fixes the brain damage ratios * Abilities are purchasable again * Updates TGUI properly * im sorry linter * Steam smoke * Hi bundle * Re-abstracts this proc post syndi orgs * Fixes gamemode logic post cling round removal * I WONT FORGET IT THIS TIME * Fix name of steam ability * I'm a fool * Fixes processed passives + removes debug message * Fixes updating abilities inside UI * Better description for quicksilver form * First part lewc review * Remove debug thingy * Apply suggestions from code review Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Fixes defines + GCs weapon spells * We don't need this * Eyes GC properly * Update code/modules/antagonists/mind_flayer/powers/flayer_mobility_powers.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * adds better logging to the assimilate * Adds parenthesis Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * TGUI Bundle Rebuild * Fixes and Reworks TGUI * Cleaner JS and Fixes * adds anti-snitching clause to borg laws * changes the span for the borg messages * No holoparasites * Puts baton silence in line with glare * Fixes total_swarms_gathered * Nuke old trait * Gun no longer not stuck * Rejuv clears delayed knockdown * Some weapon ability fixes * Makes radio enable timers not counterintuitive * Fixes beepsky runtimes * Makes naming more consistent * Adds one-click-antag * Adds the mind flayer toggle (doesn't technically work) * Adds flayers to check_antagonist * Gives IDs to the status effects * Also this one * Makes retracting work again if it's in your offhand * Fixes pacification tech levels * Grapple is a weapon ability now, nullifcation retracts implants * Fixed descriptions * Adds some pizzaz to torque enhancer * This actually needs to be like this * Moves a helper proc over to a helper proc file * Extra admin visibility * Nukes the wacky flayer mob * Makes silicon administrative access more sane * Terminator form better description * Makes rejuv set stamina to 0 * Various price increases * AAAAAAAAAAAAA * Better feedback + logging on cyborg subversion * Swarm purchase display (temp fix) * Makes mindflayer sounds more silent * UI improvements * Various mindflayer fixes * Typo * More fixes * Fixes innates from being stupid * Forgot to add this check earlier * Oh this is how you add things to the protolathe * Changes some description and upgrade messages * Allows you to drain people beyond your limit * Fixes some weapon upgrade issues * Fix CI * Fixes some draining issues * More UI Tweaks and QoL * Fixes most of the issues * text * Fixes * Adds a radio jamming option to intruder * Gives obfusciation to jammer ability * Small passive cleanup * Fixes Search and Adds Ability Stages to UI * Adds freebie abilities * Restructuring chain and adding blackbox * Tgui polish * Small fix for traceroute * Fixes one click antag * Increases EMP resistance cost * Changes the pneumatic cannon into a shotgun * Slightly lower static * Fixed innate building rendering in upgrades * Fixes icon and description * Consistency * Punctuation fix. * Quick reboot + terminator form synergy * Adds safety deleting * Fix level for torque * Fixes a bad bug * Update code/game/gamemodes/objective.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Aaaaaaaaaaa * Makes torque a martial art and some martial arts safeties * Replaces vortex arm with barrier * Fix paths * Adds torque knockdown * Part 1 lewc review * HIIIII SQUIDWARD I'M IN YOUR BRANCH NOW * Removes flak cannon * Flayer respects mindshielding now on vamp+cling * Fixes EMP resist * More fixes * DGL review * Contra review * Clean up weapon powers * Various tweaks * Borg hand slight improvements * Parent call needs to be after this * Fixes stuff * Adds a new proc that is called when a spell is purchased * NEW SPRITES WOOOO * Traceroute update * Slightly lower traceroute cost * Formatting * Oops * Wow this could've been bad * Overclock small buff * Reduces cost of 1st level EMP immunity * Lewc review * TGUI Bundle Rebuild * Fix barricades * Lewc review * Okay FINE qwerty I'll change this * Traceroute thingy * I am an idiot * First part * Lewc review * Forgor this one * Last bits * Update code/game/objects/items/control_wand.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/modules/antagonists/mind_flayer/powers/flayer_mobility_powers.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Null * Static-ness * Update code/game/gamemodes/changeling/traitor_chan.dm Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/__DEFINES/mindflayer_defines.dm Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Last bits --------- Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> Co-authored-by: DGamerL <daan.lyklema@gmail.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com>
253 lines
7.9 KiB
Plaintext
253 lines
7.9 KiB
Plaintext
/////////////////////////////////////////////
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//// SMOKE SYSTEMS
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// direct can be optionally added when set_up, to make the smoke always travel in one direction
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// in case you wanted a vent to always smoke north for example
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/////////////////////////////////////////////
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/obj/effect/particle_effect/smoke
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name = "smoke"
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icon_state = "smoke"
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icon = 'icons/effects/96x96.dmi'
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pixel_x = -32
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pixel_y = -32
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opacity = TRUE
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anchored = FALSE
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plane = SMOKE_PLANE
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layer = FLY_LAYER
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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var/steps = 0
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var/lifetime = 10 SECONDS_TO_LIFE_CYCLES
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var/direction
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var/causes_coughing = FALSE
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/obj/effect/particle_effect/smoke/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSobj, src)
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RegisterSignal(src, list(COMSIG_MOVABLE_CROSSED, COMSIG_CROSSED_MOVABLE), PROC_REF(smoke_mob)) //If someone crosses the smoke or the smoke crosses someone
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GLOB.smokes_active++
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lifetime += rand(-1, 1)
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create_reagents(10)
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/obj/effect/particle_effect/smoke/Destroy()
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animate(src, 2 SECONDS, alpha = 0, easing = EASE_IN | CIRCULAR_EASING)
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STOP_PROCESSING(SSobj, src)
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UnregisterSignal(src, list(COMSIG_MOVABLE_CROSSED, COMSIG_CROSSED_MOVABLE))
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GLOB.smokes_active--
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return ..()
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/obj/effect/particle_effect/smoke/proc/fade_out(frames = 16)
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animate(src, 2 SECONDS, alpha = 0, easing = EASE_IN | CIRCULAR_EASING)
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/obj/effect/particle_effect/smoke/proc/kill_smoke()
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STOP_PROCESSING(SSobj, src)
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INVOKE_ASYNC(src, PROC_REF(fade_out))
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QDEL_IN(src, 2 SECONDS)
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/obj/effect/particle_effect/smoke/process()
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lifetime--
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if(lifetime < 1)
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kill_smoke()
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return FALSE
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if(steps >= 1)
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step(src,direction)
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steps--
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for(var/mob/living/carbon/M in range(1, src))
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smoke_mob(M)
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return TRUE
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/obj/effect/particle_effect/smoke/proc/smoke_mob(mob/living/carbon/breather)
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SIGNAL_HANDLER //COMSIG_MOVABLE_CROSSED and COMSIG_CROSSED_MOVABLE
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if(!istype(breather))
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return FALSE
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if(lifetime < 1)
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return FALSE
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if(!breather.can_breathe_gas())
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return FALSE
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if(breather.smoke_delay)
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addtimer(CALLBACK(src, PROC_REF(remove_smoke_delay), breather), 1 SECONDS) //Sometimes during testing I'd somehow end up with a permanent smoke delay, so this is in case of that
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return FALSE
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if(reagents)
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reagents.trans_to(breather, reagents.total_volume)
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if(causes_coughing)
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breather.drop_item()
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breather.adjustOxyLoss(1)
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INVOKE_ASYNC(breather, TYPE_PROC_REF(/mob/living/carbon, emote), "cough")
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breather.smoke_delay++
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addtimer(CALLBACK(src, PROC_REF(remove_smoke_delay), breather), 1 SECONDS)
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return TRUE
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/obj/effect/particle_effect/smoke/proc/remove_smoke_delay(mob/living/carbon/C)
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if(C)
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C.smoke_delay = 0
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/datum/effect_system/smoke_spread
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effect_type = /obj/effect/particle_effect/smoke
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var/datum/reagents/chemicals_to_add
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var/units_per_smoke = 0
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var/direction
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/datum/effect_system/smoke_spread/set_up(amount = 5, only_cardinals = FALSE, source, desired_direction, datum/reagents/chemicals = null)
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number = clamp(amount, 0, 20)
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cardinals = only_cardinals
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location = get_turf(source)
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if(desired_direction)
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direction = desired_direction
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if(chemicals)
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chemicals_to_add = chemicals
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units_per_smoke = clamp((chemicals_to_add.total_volume / number), 0, 10)
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/datum/effect_system/smoke_spread/start()
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var/smoke_budget = GLOBAL_SMOKE_LIMIT - GLOB.smokes_active
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if(smoke_budget < number) //Dream blunt rotation scenario
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return
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for(var/i in 1 to number)
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if(holder)
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location = get_turf(holder)
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var/obj/effect/particle_effect/smoke/S = new effect_type(location, (chemicals_to_add ? TRUE : FALSE))
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if(chemicals_to_add)
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chemicals_to_add.copy_to(S, units_per_smoke)
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S.color = mix_color_from_reagents(chemicals_to_add.reagent_list)
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if(!direction)
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if(cardinals)
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S.direction = pick(GLOB.cardinal)
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else
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S.direction = pick(GLOB.alldirs)
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else
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S.direction = direction
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S.steps = pick(0,1,1,1,2,2,2,3)
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S.process()
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/////////////////////////////////////////////
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// Bad smoke
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/////////////////////////////////////////////
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/obj/effect/particle_effect/smoke/bad
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lifetime = 16 SECONDS_TO_LIFE_CYCLES
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causes_coughing = TRUE
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/obj/effect/particle_effect/smoke/bad/CanPass(atom/movable/mover, turf/target)
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if(istype(mover, /obj/item/projectile/beam))
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var/obj/item/projectile/beam/B = mover
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B.damage = (B.damage / 2)
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return TRUE
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/datum/effect_system/smoke_spread/bad
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effect_type = /obj/effect/particle_effect/smoke/bad
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/// Steam smoke
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/datum/effect_system/smoke_spread/steam
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effect_type = /obj/effect/particle_effect/smoke/steam
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/obj/effect/particle_effect/smoke/steam
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color = COLOR_OFF_WHITE
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lifetime = 10 SECONDS_TO_LIFE_CYCLES
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causes_coughing = TRUE
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/obj/effect/particle_effect/smoke/steam/Crossed(atom/movable/AM, oldloc)
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. = ..()
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if(!isliving(AM))
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return
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var/mob/living/crosser = AM
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if(IS_MINDFLAYER(crosser))
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return // Mindflayers are fully immune to steam
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if(!ishuman(crosser))
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crosser.adjustFireLoss(8)
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return
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var/mob/living/carbon/human/human_crosser = AM
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var/fire_armour = human_crosser.get_thermal_protection()
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if(fire_armour >= FIRE_SUIT_MAX_TEMP_PROTECT || HAS_TRAIT(human_crosser, TRAIT_RESISTHEAT))
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return
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crosser.adjustFireLoss(5)
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if(prob(20))
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to_chat(crosser, "<span class='warning'>You are being scalded by the hot steam!</span>")
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/////////////////////////////////////////////
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// Nanofrost smoke
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/////////////////////////////////////////////
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/obj/effect/particle_effect/smoke/freezing
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name = "nanofrost smoke"
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color = "#B2FFFF"
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opacity = FALSE
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/datum/effect_system/smoke_spread/freezing
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effect_type = /obj/effect/particle_effect/smoke/freezing
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var/blast = FALSE
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/datum/effect_system/smoke_spread/freezing/proc/Chilled(atom/A)
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if(issimulatedturf(A))
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var/turf/simulated/T = A
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if(!T.blocks_air)
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var/datum/milla_safe/smoke_spread_chill/milla = new()
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milla.invoke_async(src, T)
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for(var/obj/machinery/atmospherics/unary/vent_pump/V in T)
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if(!isnull(V.welded) && !V.welded) //must be an unwelded vent pump.
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V.welded = TRUE
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V.update_icon()
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V.visible_message("<span class='danger'>[V] was frozen shut!</span>")
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for(var/obj/machinery/atmospherics/unary/vent_scrubber/U in T)
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if(!isnull(U.welded) && !U.welded) //must be an unwelded vent scrubber.
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U.welded = TRUE
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U.update_icon()
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U.visible_message("<span class='danger'>[U] was frozen shut!</span>")
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for(var/mob/living/L in T)
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L.ExtinguishMob()
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for(var/obj/item/Item in T)
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Item.extinguish()
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/datum/milla_safe/smoke_spread_chill
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/datum/milla_safe/smoke_spread_chill/on_run(datum/effect_system/smoke_spread/smoke, turf/T)
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var/datum/gas_mixture/env = get_turf_air(T)
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if(get_dist(T, smoke) < 2) // Otherwise we'll get silliness like people using Nanofrost to kill people through walls with cold air
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env.set_temperature(2)
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for(var/obj/effect/hotspot/H in T)
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qdel(H)
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if(env.toxins())
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env.set_nitrogen(env.nitrogen() + env.toxins())
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env.set_toxins(0)
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/datum/effect_system/smoke_spread/freezing/set_up(amount = 5, only_cardinals = FALSE, source, desired_direction, datum/reagents/chemicals, blasting = FALSE)
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..()
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blast = blasting
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/datum/effect_system/smoke_spread/freezing/start()
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if(blast)
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for(var/turf/T in RANGE_TURFS(2, location))
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Chilled(T)
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..()
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/////////////////////////////////////////////
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// Sleep smoke
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/////////////////////////////////////////////
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/obj/effect/particle_effect/smoke/sleeping
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color = "#9C3636"
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lifetime = 20 SECONDS_TO_LIFE_CYCLES
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causes_coughing = TRUE
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/obj/effect/particle_effect/smoke/sleeping/process()
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if(..())
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for(var/mob/living/carbon/M in range(1,src))
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smoke_mob(M)
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/obj/effect/particle_effect/smoke/sleeping/smoke_mob(mob/living/carbon/M)
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if(..())
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M.Sleeping(20 SECONDS)
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return TRUE
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/datum/effect_system/smoke_spread/sleeping
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effect_type = /obj/effect/particle_effect/smoke/sleeping
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////////////////////////////////////
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// See-through smoke
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///////////////////////////////////
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/obj/effect/particle_effect/smoke/transparent
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opacity = FALSE
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alpha = 125
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/datum/effect_system/smoke_spread/transparent
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effect_type = /obj/effect/particle_effect/smoke/transparent
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