mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-29 19:52:12 +00:00
Admin changes:
Admin attack logs now have a timestamps. Basically, before each log entry there is something that displays [hour:minute:second]. I plan on expanding this functionality to all kinds of logs, as well as creating a global attack log, but this will do for now.
Gloves:
You can still electrify any gloves with a power cell, however you have to use wires on non-insulated (yellow) gloves to create a "ghetto-insulation" system. I might make these gloves' stun effects more watered-down than normal insulated gloves, but that will probably be for later on.
Bugfixes:
Fixed some miscellaneous runtime errors, and more importantly, the shotgun. You can dry-pump it by clicking on it, which will eject any used shots or just make that badass "chuck-chick" sound to let everyone know you mean business. Combat shotguns can now shoot twice without the need to pump.
I also possibly fixed the issue with metroids' AI process locking up. Someone's going to have to PM me on the forums to tell me if this worked or not, because I have not been able to reproduce the bug (although I do know where it's happening in the code).
Chemistry:
Alright, so this is where the meat of this update is. In a previous revision (r1905) I mentioned the addition of a new "color" variable. This variable now has a use. When you use a spray cleaner, or a chem sprayer which now is significantly more powerful, the color combination of all the reagents inside the sprayer will be displayed instead of the plain old blue-white color. This will allow for people to easily distinguish reagents and colors, for instance, if you see some chemist running around spraying orange or purple stuff chances are that's acid he's spraying, so you should probably subdue him!
In addition, you will now be able to see beakers (large ones too) fill up visually. The color of the reagents inside the beaker is overlayed on top of the beaker. The colors may be subject to change to make them brighter or more easily identifiable by "category". Currently, most pharmaceuticals have a light pinkish color. Polytrinic acid has a distinct purple color, etc. However, with due time I can picture chemists mixing other, benign-ish reagents with harmful reagents so passerbys think that a chemist is spraying someone with something harmless, but in reality is spraying them with a bunch of PAcid. There are some consequences, for instance, concentrated acid is more powerful than watered-down acid.
Have fun with that.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1922 316c924e-a436-60f5-8080-3fe189b3f50e
330 lines
11 KiB
Plaintext
330 lines
11 KiB
Plaintext
/*
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CONTAINS:
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IMPLANT CASE
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TRACKER IMPLANT
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IMPLANT PAD
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FREEDOM IMPLANT
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IMPLANTER
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*/
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/obj/item/weapon/implantcase/proc/update()
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if (src.imp)
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src.icon_state = text("implantcase-[]", src.imp.color)
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else
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src.icon_state = "implantcase-0"
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return
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/obj/item/weapon/implantcase/attackby(obj/item/weapon/I as obj, mob/user as mob)
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..()
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if (istype(I, /obj/item/weapon/pen))
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var/t = input(user, "What would you like the label to be?", text("[]", src.name), null) as text
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if (user.equipped() != I)
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return
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if ((!in_range(src, usr) && src.loc != user))
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return
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t = copytext(sanitize(t),1,MAX_MESSAGE_LEN)
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if (t)
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src.name = text("Glass Case- '[]'", t)
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else
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src.name = "Glass Case"
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else if(istype(I, /obj/item/weapon/reagent_containers/syringe))
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if(src.imp.reagents.total_volume >= 10)
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user << "\red [src] is full."
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else
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spawn(5)
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I.reagents.trans_to(src.imp, 5)
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user << "\blue You inject 5 units of the solution. The syringe now contains [I.reagents.total_volume] units."
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else if (istype(I, /obj/item/weapon/implanter))
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if (I:imp)
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if ((src.imp || I:imp.implanted))
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return
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I:imp.loc = src
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src.imp = I:imp
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I:imp = null
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src.update()
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I:update()
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else
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if (src.imp)
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if (I:imp)
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return
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src.imp.loc = I
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I:imp = src.imp
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src.imp = null
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update()
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I:update()
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return
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/obj/item/weapon/implantcase/tracking/New()
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src.imp = new /obj/item/weapon/implant/tracking( src )
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..()
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return
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/obj/item/weapon/implantcase/explosive/New()
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src.imp = new /obj/item/weapon/implant/explosive( src )
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..()
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return
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/obj/item/weapon/implant/chem/New()
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..()
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var/datum/reagents/R = new/datum/reagents(10)
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reagents = R
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R.my_atom = src
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/obj/item/weapon/implantcase/chem/New()
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src.imp = new /obj/item/weapon/implant/chem( src )
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..()
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return
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/obj/item/weapon/implantpad/proc/update()
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if (src.case)
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src.icon_state = "implantpad-1"
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else
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src.icon_state = "implantpad-0"
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return
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/obj/item/weapon/implantpad/attack_hand(mob/user as mob)
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if ((src.case && (user.l_hand == src || user.r_hand == src)))
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if (user.hand)
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user.l_hand = src.case
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else
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user.r_hand = src.case
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src.case.loc = user
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src.case.layer = 20
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src.case.add_fingerprint(user)
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src.case = null
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user.update_clothing()
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src.add_fingerprint(user)
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update()
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else
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if (user.contents.Find(src))
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spawn( 0 )
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src.attack_self(user)
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return
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else
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return ..()
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return
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/obj/item/weapon/implantpad/attackby(obj/item/weapon/implantcase/C as obj, mob/user as mob)
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..()
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if (istype(C, /obj/item/weapon/implantcase))
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if (!( src.case ))
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user.drop_item()
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C.loc = src
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src.case = C
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else
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return
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src.update()
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return
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/obj/item/weapon/implantpad/attack_self(mob/user as mob)
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user.machine = src
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var/dat = "<B>Implant Mini-Computer:</B><HR>"
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if (src.case)
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if (src.case.imp)
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if (istype(src.case.imp, /obj/item/weapon/implant/tracking))
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var/obj/item/weapon/implant/tracking/T = src.case.imp
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dat += {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> Tracking Beacon<BR>
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<b>Zone:</b> Spinal Column> 2-5 vertebrae<BR>
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<b>Power Source:</b> Nervous System Ion Withdrawl Gradient<BR>
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<b>Life:</b> 10 minutes after death of host<BR>
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<b>Important Notes:</b> None<BR>
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<HR>
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<b>Implant Details:</b> <BR>
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<b>Function:</b> Continuously transmits low power signal on frequency- Useful for tracking.<BR>
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Range: 35-40 meters<BR>
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<b>Special Features:</b><BR>
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<i>Neuro-Safe</i>- Specialized shell absorbs excess voltages self-destructing the chip if
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a malfunction occurs thereby securing safety of subject. The implant will melt and
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disintegrate into bio-safe elements.<BR>
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<b>Integrity:</b> Gradient creates slight risk of being overcharged and frying the
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circuitry. As a result neurotoxins can cause massive damage.<HR>
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Implant Specifics:
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Frequency (144.1-148.9):
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<A href='byond://?src=\ref[src];freq=-10'>-</A>
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<A href='byond://?src=\ref[src];freq=-2'>-</A> [format_frequency(T.frequency)]
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<A href='byond://?src=\ref[src];freq=2'>+</A>
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<A href='byond://?src=\ref[src];freq=10'>+</A><BR>
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ID (1-100):
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<A href='byond://?src=\ref[src];id=-10'>-</A>
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<A href='byond://?src=\ref[src];id=-1'>-</A> [T.id]
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<A href='byond://?src=\ref[src];id=1'>+</A>
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<A href='byond://?src=\ref[src];id=10'>+</A><BR>"}
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else if (istype(src.case.imp, /obj/item/weapon/implant/freedom))
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dat += {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> Freedom Beacon<BR>
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<b>Zone:</b> Right Hand> Near wrist<BR>
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<b>Power Source:</b> Lithium Ion Battery<BR>
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<b>Life:</b> optimum 5 uses<BR>
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<b>Important Notes: <font color='red'>Illegal</font></b><BR>
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<HR>
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<b>Implant Details:</b> <BR>
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<b>Function:</b> Transmits a specialized cluster of signals to override handcuff locking
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mechanisms<BR>
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<b>Special Features:</b><BR>
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<i>Neuro-Scan</i>- Analyzes certain shadow signals in the nervous system
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<BR>
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<b>Integrity:</b> The battery is extremely weak and commonly after injection its
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life can drive down to only 1 use.<HR>
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No Implant Specifics"}
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else if (istype(src.case.imp, /obj/item/weapon/implant/explosive))
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dat += {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> Robust Corp RX-78 Prisoner Management Implant<BR>
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<b>Zone:</b> Spinal Column>Atlantis Vertebrae<BR>
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<b>Power Source:</b> Nervous System Ion Withdrawl Gradient<BR>
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<b>Life:</b> Deactivates upon death but remains within the body.<BR>
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<b>Important Notes:</b><BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal.<BR>
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<b>Special Features:</b><BR>
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<i>Direct-Interface</i>- You can use the prisoner management system to transmit short messages directly into the brain of the implanted subject.<BR>
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<i>Safe-break</i>- Can be safely deactivated remotely.<BR>
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<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
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else if (istype(src.case.imp, /obj/item/weapon/implant/chem))
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dat += {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> Robust Corp MJ-420 Prisoner Management Implant<BR>
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<b>Zone:</b> Abdominal Cavity>Abdominal Aorta<BR>
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<b>Power Source:</b> Techno-organtic Metabolization System<BR>
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<b>Life:</b> Deactivates upon death but remains within the body.<BR>
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<b>Important Notes: Due to the system functioning off of nutrients in the implanted subject's body, the subject<BR>
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will suffer from an increased appetite.</B><BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a small capsule that can contain various chemicals. Upon receiving a specially encoded signal<BR>
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the implant releases the chemicals directly into the blood stream.<BR>
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<b>Special Features:</b><BR>
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<i>Micro-Capsule</i>- Can be loaded with any sort of chemical agent via the common syringe and can hold 25 units.<BR>
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Can only be loaded while still in it's original case.<BR>
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<b>Integrity:</b> Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition,<BR>
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the implant may become unstable and either pre-maturely inject the subject or simply break."}
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else
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dat += "Implant ID not in database"
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else
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dat += "The implant casing is empty."
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else
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dat += "Please insert an implant casing!"
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user << browse(dat, "window=implantpad")
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onclose(user, "implantpad")
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return
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/obj/item/weapon/implantpad/Topic(href, href_list)
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..()
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if (usr.stat)
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return
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if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))))
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usr.machine = src
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if (href_list["freq"])
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if ((istype(src.case, /obj/item/weapon/implantcase) && istype(src.case.imp, /obj/item/weapon/implant/tracking)))
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var/obj/item/weapon/implant/tracking/T = src.case.imp
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T.frequency += text2num(href_list["freq"])
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T.frequency = sanitize_frequency(T.frequency)
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if (href_list["id"])
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if ((istype(src.case, /obj/item/weapon/implantcase) && istype(src.case.imp, /obj/item/weapon/implant/tracking)))
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var/obj/item/weapon/implant/tracking/T = src.case.imp
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T.id += text2num(href_list["id"])
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T.id = min(100, T.id)
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T.id = max(1, T.id)
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if (istype(src.loc, /mob))
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attack_self(src.loc)
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else
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for(var/mob/M in viewers(1, src))
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if (M.client)
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src.attack_self(M)
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//Foreach goto(290)
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src.add_fingerprint(usr)
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else
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usr << browse(null, "window=implantpad")
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return
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return
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/obj/item/weapon/implant/proc/trigger(emote, source as mob)
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return
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/obj/item/weapon/implant/proc/implanted(source as mob)
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return
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/obj/item/weapon/implant/freedom/New()
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src.activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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src.uses = rand(1, 5)
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..()
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return
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/obj/item/weapon/implant/freedom/trigger(emote, mob/source as mob)
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if (src.uses < 1)
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return 0
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if (emote == src.activation_emote)
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src.uses--
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source << "You feel a faint click."
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if (source.handcuffed)
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var/obj/item/weapon/W = source.handcuffed
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source.handcuffed = null
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if (source.client)
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source.client.screen -= W
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if (W)
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W.loc = source.loc
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dropped(source)
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if (W)
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W.layer = initial(W.layer)
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/obj/item/weapon/implant/freedom/implanted(mob/source as mob)
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source.mind.store_memory("Freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
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source << "The implanted freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
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/obj/item/weapon/implanter/proc/update()
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if (src.imp)
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src.icon_state = "implanter1"
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else
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src.icon_state = "implanter0"
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return
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/obj/item/weapon/implanter/attack(mob/M as mob, mob/user as mob)
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if (!istype(M, /mob/living/carbon))
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return
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if (user && src.imp)
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for (var/mob/O in viewers(M, null))
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O.show_message("\red [M] has been implanted by [user].", 1)
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M.attack_log += text("\[[time_stamp()]\] <font color='orange'> Implanted with [src.name] ([src.imp.name]) by [user.name] ([user.ckey])</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] ([src.imp.name]) to implant [M.name] ([M.ckey])</font>")
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src.imp.loc = M
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src.imp.imp_in = M
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src.imp.implanted = 1
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src.imp.implanted(M)
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src.imp = null
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user.show_message("\red You implanted the implant into [M].")
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src.icon_state = "implanter0"
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/obj/item/weapon/implant/uplink
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var/activation_emote = "chuckle"
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var/obj/item/weapon/syndicate_uplink/uplink = null
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New()
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activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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uplink = new /obj/item/weapon/syndicate_uplink/implanted(src)
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..()
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implanted(mob/source as mob)
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source.mind.store_memory("Uplink implant can be activated by using the [activation_emote] emote, <B>say *[activation_emote]</B> to attempt to activate.", 0, 0)
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source << "The implanted uplink implant can be activated by using the [activation_emote] emote, <B>say *[activation_emote]</B> to attempt to activate."
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trigger(emote, mob/source as mob)
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if(emote == activation_emote)
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uplink.attack_self(source) |