mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-11 10:02:24 +00:00
requested I commit into the SVN. Please PM the collective coders if you find any bugs in
their work.
AI:
The AI now has a verb that lets it change its appearance. It doesn't do much, but but
it's some neat aesthetics that compliment the little display panes scattered around the
station that the AI can modify. This was a combined effort between Firecage, Petethegoat,
and Superxpdude.
Miscellaneous Changes (by Petethegreat):
- Cup Ramen sprite changed to a nicer one by Cheridan
- Plasma sheet sprite changed to a thicker one by Aru
Metroids:
They work. There might be some lingering bugs I simply cannot catch by testing alone,
but they WORK. They act as an entire new player-controllable race, are found in
xeniobiology, and I refuse to say anything else on the matter that would spoil anything. If
you feel so entitled to, you can view the source code to spoil everything like a little
cheater! I haven't completed everything I would like to, and as a result Metroids are
pretty useless. They're still very fun though!
Xenobiology, as a result of Metroids, got a bit of expansion. Scientists have access
to Xenobiology now, for now. If anyone wants Xenobiology to become a standalone job or
whatever, here's the place to post feedback.
Bugfixes:
- Perriot's Throat virus no longer makes you mute, instead, does what it was intended
to HONKHONKHONKHONK!!!!
- Some bugfixes with Turrets.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1774 316c924e-a436-60f5-8080-3fe189b3f50e
488 lines
14 KiB
Plaintext
488 lines
14 KiB
Plaintext
/obj/item/proc/process()
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processing_items.Remove(src)
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return null
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/obj/item/proc/attack_self()
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return
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/obj/item/proc/talk_into(mob/M as mob, text)
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return
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/obj/item/proc/moved(mob/user as mob, old_loc as turf)
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return
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/obj/item/proc/dropped(mob/user as mob)
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return
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// called just as an item is picked up (loc is not yet changed)
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/obj/item/proc/pickup(mob/user)
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return
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// called after an item is placed in an equipment slot
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// user is mob that equipped it
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// slot is text of slot type e.g. "head"
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// for items that can be placed in multiple slots
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// note this isn't called during the initial dressing of a player
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/obj/item/proc/equipped(var/mob/user, var/slot)
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return
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//
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// ***TODO: implement unequipped()
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//
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/obj/item/proc/afterattack()
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return
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/obj/item/weapon/dummy/ex_act()
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return
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/obj/item/weapon/dummy/blob_act()
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return
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/obj/item/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(50))
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del(src)
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return
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if(3.0)
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if (prob(5))
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del(src)
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return
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else
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return
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/obj/item/blob_act()
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return
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/obj/item/verb/move_to_top()
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set name = "Move To Top"
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set category = "Object"
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set src in oview(1)
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if(!istype(src.loc, /turf) || usr.stat || usr.restrained() )
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return
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var/turf/T = src.loc
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src.loc = null
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src.loc = T
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/obj/item/examine()
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set src in view()
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var/t
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switch(src.w_class)
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if(1.0)
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t = "tiny"
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if(2.0)
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t = "small"
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if(3.0)
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t = "normal-sized"
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if(4.0)
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t = "bulky"
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if(5.0)
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t = "huge"
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else
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if ((usr.mutations & CLOWN) && prob(50)) t = "funny-looking"
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usr << text("This is a []\icon[][]. It is a [] item.", !src.blood_DNA ? "" : "bloody ",src, src.name, t)
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usr << src.desc
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return
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/obj/item/attack_hand(mob/user as mob)
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if (!user) return
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if (istype(src.loc, /obj/item/weapon/storage))
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for(var/mob/M in range(1, src.loc))
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if (M.s_active == src.loc)
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if (M.client)
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M.client.screen -= src
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src.throwing = 0
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if (src.loc == user)
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//canremove==0 means that object may not be removed. You can still wear it. This only applies to clothing. /N
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if(istype(src, /obj/item/clothing) && !src:canremove)
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return
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else
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user.u_equip(src)
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else
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src.pickup(user)
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if (user.hand)
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user.l_hand = src
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else
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user.r_hand = src
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src.loc = user
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src.layer = 20
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add_fingerprint(user)
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user.update_clothing()
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return
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/obj/item/attack_paw(mob/user as mob)
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if(isalien(user)) // -- TLE
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if(!user:has_fine_manipulation) // -- defaults to 0, only changes due to badminnery -- Urist
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user << "Your claws aren't capable of such fine manipulation."
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return
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if (istype(src.loc, /obj/item/weapon/storage))
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for(var/mob/M in range(1, src.loc))
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if (M.s_active == src.loc)
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if (M.client)
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M.client.screen -= src
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src.throwing = 0
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if (src.loc == user)
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//canremove==0 means that object may not be removed. You can still wear it. This only applies to clothing. /N
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if(istype(src, /obj/item/clothing) && !src:canremove)
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return
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else
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user.u_equip(src)
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if (user.hand)
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user.l_hand = src
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else
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user.r_hand = src
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src.loc = user
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src.layer = 20
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user.update_clothing()
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return
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/obj/item/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/packageWrap))
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var/obj/item/weapon/packageWrap/O = W
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if (O.amount > 1)
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var/obj/item/smallDelivery/P = new /obj/item/smallDelivery(get_turf(src.loc))
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P.wrapped = src
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src.loc = P
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O.amount -= 1
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/obj/item/attack_self(mob/user as mob)
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..()
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if(twohanded)
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if(wielded) //Trying to unwield it
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wielded = 0
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force = force_unwielded
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src.name = "[initial(name)] (Unwielded)"
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src.update_icon() //If needed by the particular item
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user << "\blue You are now carrying the [initial(name)] with one hand."
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if(istype(user.get_inactive_hand(),/obj/item/weapon/offhand))
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del user.get_inactive_hand()
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return
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else //Trying to wield it
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if(user.get_inactive_hand())
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user << "\red You need your other hand to be empty"
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return
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wielded = 1
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force = force_wielded
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src.name = "[initial(name)] (Wielded)"
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src.update_icon() //If needed by the particular item
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user << "\blue You grab the [initial(name)] with both hands, It is ready for use."
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var/obj/item/weapon/offhand/O = new /obj/item/weapon/offhand(user) ////Let's reserve his other hand~
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O.name = text("[initial(src.name)] - Offhand")
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O.desc = "Your second grip on the [initial(src.name)]"
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if(user.hand)
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user.r_hand = O ///Place dat offhand in the opposite hand
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else
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user.l_hand = O
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O.layer = 20
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return
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/obj/item/proc/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
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if (!istype(M)) // not sure if this is the right thing...
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return
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var/messagesource = M
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if (istype(M,/mob/living/carbon/brain))
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messagesource = M:container
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if (src.hitsound)
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playsound(src.loc, hitsound, 50, 1, -1)
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/////////////////////////
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user.lastattacked = M
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M.lastattacker = user
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user.attack_log += "<font color='red'> Attacked [M.name] ([M.ckey]) with [src.name]</font>"
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M.attack_log += "<font color='orange'> Attacked by [user.name] ([user.ckey]) with [src.name]</font>"
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//spawn(1800) // this wont work right
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// M.lastattacker = null
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/////////////////////////
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var/power = src.force
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if(!istype(M, /mob/living/carbon/human))
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if(istype(src, /mob/living/carbon/metroid))
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var/mob/living/carbon/metroid/Metroid = M
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if(prob(25))
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user << "\red [src] passes right through [M]!"
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return
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if(power > 0)
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Metroid.attacked += 10
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for(var/mob/O in viewers(messagesource, null))
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O.show_message(text("\red <B>[] has been attacked with [][] </B>", M, src, (user ? text(" by [].", user) : ".")), 1)
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if(power >= 3)
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var/mob/living/carbon/metroid/Metroid = M
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if(istype(Metroid, /mob/living/carbon/metroid/adult))
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if(prob(5 + round(power/2)))
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Metroid.Victim = null
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spawn(0)
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Metroid.canmove = 0
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step_away(Metroid, user)
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if(prob(25 + power*2))
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sleep(2)
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step_away(Metroid, user)
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Metroid.canmove = 1
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else
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if(prob(10 + power*2))
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Metroid.Victim = null
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spawn(0)
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step_away(Metroid, user)
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Metroid.canmove = 0
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if(prob(25 + power*4))
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sleep(2)
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step_away(Metroid, user)
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Metroid.canmove = 1
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if (istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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if (ishuman(user) || isrobot(user) || ishivebot(user) || ismonkey(user) || isalien(user))
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if (!( def_zone ))
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var/mob/user2 = user
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var/t = user2:zone_sel.selecting
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if ((t in list( "eyes", "mouth" )))
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t = "head"
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def_zone = ran_zone(t)
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var/datum/organ/external/affecting
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if (H.organs[text("[]", def_zone)])
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affecting = H.organs[text("[]", def_zone)]
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var/hit_area = parse_zone(def_zone)
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var/list/armor = H.getarmor(affecting, "melee")
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//Grabbing the set of clothing that offers the best protective value against melee attacks to that area. --NEO
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\red <B>[] has been attacked in the [] with [][] </B>", M, hit_area, src, (user ? text(" by [].", user) : ".")), 1)
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if (istype(affecting, /datum/organ/external))
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var/b_dam = (src.damtype == "brute" ? src.force : 0)
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var/f_dam = (src.damtype == "fire" ? src.force : 0)
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if (M.mutations & COLD_RESISTANCE)
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f_dam = 0
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if (def_zone == "head")
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if (b_dam && prob(armor["armor"] - src.force))
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if (prob(20))
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affecting.take_damage(power, 0)
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else
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H.show_message("\red Your [armor["clothes"]] has protected you from a hit to the head.")
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return
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if ((b_dam && prob(src.force + affecting.brute_dam + affecting.burn_dam)))
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var/time = rand(10, 120)
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if (prob(90))
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if (H.paralysis < time)
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H.paralysis = time
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else
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if (H.weakened < time)
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H.weakened = time
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if(H.stat != 2) H.stat = 1
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\red <B>[] has been knocked unconscious!</B>", H), 1, "\red You hear someone fall.", 2)
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if (prob(50))
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if (/*ticker.mode.name == "revolution" && */ M != user)
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ticker.mode.remove_revolutionary(H.mind)
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if (b_dam && prob(25 + (b_dam * 2)))
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src.add_blood(H)
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if (prob(33))
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var/turf/location = H.loc
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if (istype(location, /turf/simulated))
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location.add_blood(H)
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if (H.wear_mask)
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H.wear_mask.add_blood(H)
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if (H.head)
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H.head.add_blood(H)
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if (H.glasses && prob(33))
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H.glasses.add_blood(H)
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if (istype(user, /mob/living/carbon/human))
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var/mob/living/carbon/human/user2 = user
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if (user2.gloves)
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user2.gloves.add_blood(H)
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else
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user2.add_blood(H)
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if (prob(15))
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if (user2.wear_suit)
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user2.wear_suit.add_blood(H)
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else if (user2.w_uniform)
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user2.w_uniform.add_blood(H)
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affecting.take_damage(b_dam, f_dam)
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else if (def_zone == "chest" || def_zone == "groin")
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if (b_dam && prob(armor["armor"] - src.force))
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H.show_message("\red Your [armor["clothes"]] has protected you from a hit to the [affecting.name].")
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return
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if (b_dam && ((istype(H.r_hand, /obj/item/weapon/shield/riot))) && prob(90 - src.force))
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H.show_message("\red You have been protected from a hit to the [affecting.name].")
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return
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if (b_dam && ((istype(H.l_hand, /obj/item/weapon/shield/riot))) && prob(90 - src.force))
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H.show_message("\red You have been protected from a hit to the [affecting.name].")
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return
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if ((b_dam && prob(src.force + affecting.brute_dam + affecting.burn_dam)))
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if (prob(50))
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if (H.weakened < 5)
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H.weakened = 5
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for(var/mob/O in viewers(H, null))
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O.show_message(text("\red <B>[] has been knocked down!</B>", H), 1, "\red You hear someone fall.", 2)
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else
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if (H.stunned < 2)
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H.stunned = 2
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for(var/mob/O in viewers(H, null))
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O.show_message(text("\red <B>[] has been stunned!</B>", H), 1)
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if(H.stat != 2) H.stat = 1
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if (b_dam && prob(25 + (b_dam * 2)))
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src.add_blood(H)
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if (prob(33))
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var/turf/location = H.loc
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if (istype(location, /turf/simulated))
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location.add_blood(H)
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if (H.wear_suit)
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H.wear_suit.add_blood(H)
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if (H.w_uniform)
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H.w_uniform.add_blood(H)
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if (istype(user, /mob/living/carbon/human))
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var/mob/living/carbon/human/user2 = user
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if (user2.gloves)
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user2.gloves.add_blood(H)
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else
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user2.add_blood(H)
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if (prob(15))
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if (user2.wear_suit)
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user2.wear_suit.add_blood(H)
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else if (user2.w_uniform)
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user2.w_uniform.add_blood(H)
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affecting.take_damage(b_dam, f_dam)
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else
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if (b_dam && prob(armor["armor"] - src.force))
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H.show_message("\red Your [armor["clothes"]] has protected you from a hit to the [affecting.name].")
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return
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if (b_dam && prob(25 + (b_dam * 2)))
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src.add_blood(H)
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if (prob(33))
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var/turf/location = H.loc
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if (istype(location, /turf/simulated))
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location.add_blood(H)
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if (H.wear_suit)
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H.wear_suit.add_blood(H)
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if (H.w_uniform)
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H.w_uniform.add_blood(H)
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if (istype(user, /mob/living/carbon/human))
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var/mob/living/carbon/human/user2 = user
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if (user2.gloves)
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user2.gloves.add_blood(H)
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else
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user2.add_blood(H)
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if (prob(15))
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if (user2.wear_suit)
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user2.wear_suit.add_blood(H)
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else if (user2.w_uniform)
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user2.w_uniform.add_blood(H)
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affecting.take_damage(b_dam, f_dam)
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H.UpdateDamageIcon() ///Only reference I can find on the attack() proc actually changing mob icon -Agouri
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else
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switch(src.damtype)
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if("brute")
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if(istype(src, /mob/living/carbon/metroid))
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M.bruteloss += power
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else
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M.take_organ_damage(power)
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if (prob(33)) // Added blood for whacking non-humans too
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var/turf/location = M.loc
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if (istype(location, /turf/simulated))
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location.add_blood_floor(M)
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if("fire")
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if (!(M.mutations & COLD_RESISTANCE))
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M.take_organ_damage(0, power)
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M << "Aargh it burns!"
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M.updatehealth()
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src.add_fingerprint(user)
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return 1
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/obj/item/proc/eyestab(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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var/mob/living/carbon/human/H = M
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if(istype(H) && ( \
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(H.head && H.head.flags & HEADCOVERSEYES) || \
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(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
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(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
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))
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// you can't stab someone in the eyes wearing a mask!
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user << "\red You're going to need to remove that mask/helmet/glasses first."
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return
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var/mob/living/carbon/monkey/Mo = M
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if(istype(Mo) && ( \
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(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
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))
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// you can't stab someone in the eyes wearing a mask!
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user << "\red You're going to need to remove that mask/helmet/glasses first."
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return
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if(istype(M, /mob/living/carbon/alien) || istype(M, /mob/living/carbon/metroid))//Aliens don't have eyes./N Metroids also don't have eyes!
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user << "\red You cannot locate any eyes on this creature!"
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return
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src.add_fingerprint(user)
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//if((user.mutations & CLOWN) && prob(50))
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// M = user
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/*
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M << "\red You stab yourself in the eye."
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M.sdisabilities |= 1
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M.weakened += 4
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M.bruteloss += 10
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*/
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if(M != user)
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for(var/mob/O in (viewers(M) - user - M))
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O.show_message("\red [M] has been stabbed in the eye with [src] by [user].", 1)
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M << "\red [user] stabs you in the eye with [src]!"
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user << "\red You stab [M] in the eye with [src]!"
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else
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user.visible_message( \
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"\red [user] has stabbed themself with [src]!", \
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"\red You stab yourself in the eyes with [src]!" \
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)
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if(istype(M, /mob/living/carbon/human))
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var/datum/organ/external/affecting = M:organs["head"]
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affecting.take_damage(7)
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else
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M.take_organ_damage(7)
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M.eye_blurry += rand(3,4)
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M.eye_stat += rand(2,4)
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if (M.eye_stat >= 10)
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M.eye_blurry += 15+(0.1*M.eye_blurry)
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M.disabilities |= 1
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if(M.stat != 2)
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M << "\red Your eyes start to bleed profusely!"
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if(prob(50))
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if(M.stat != 2)
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M << "\red You drop what you're holding and clutch at your eyes!"
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M.drop_item()
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M.eye_blurry += 10
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M.paralysis += 1
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M.weakened += 4
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if (prob(M.eye_stat - 10 + 1))
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if(M.stat != 2)
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M << "\red You go blind!"
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M.sdisabilities |= 1
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return
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