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* Add raw tg emote datums * Some more initial implementation * First (big) commit * More reworks, most emotes seem to work but cooldowns are weird * Add the remaining emote species * Add simple mobs * Update defines, add more comments * Remove unnecessary intentional calls * Fix some bugs, add more functionality - Silicon mobs/bots can't use all the living emotes - Sound volume can now be specified for emotes - Added a define for emotes to not go thru runechat - Reorganized some emotes - Some human emotes that need breath will gasp - IPCs can beep boop - Restore power warn for robits - Sneezing and coughing have sound effects * Fixes emote species separation not working in *help * Reorganize emotes based on what's available on paradise * mouthful mode * Update implants to use emote signals * Update species whitelist to use a typecache * Cleanups * More small changes - Remove old extraneous typecache - Reconfigure drask emotes - Make all mime emotes visible (since they're silent) * Remove old emote functions * Update emote sounds, volume * Rework more emotes into EMOTE_VISIBLE * *rumble* * More slight testing and cleanup - Drop audio emote cooldown from 10 to 5 seconds - Change clapping behaivor slightly, putting it into run_emote - Update some emote flags here and there - Fix up johnny, though remind me why this one exists? * Fix indentation, missing typecast * fix some returns * More review * Rename emote files * Add'l review * Even more emote fixes! - Move defines out into an emote define file - Integrate audio and general emote cooldowns - change some 1 and 2 into visible/audible - Try to fix monkey screech * Add ability for admins to mute users' emotes. * Rename cooldowns, add general mob emote cooldown. * Fix flip not always geting the right message * Add some emote target handling, docs * Fix admin rights, indentation * Update emote.dm set default mode to ANY * General implant fixes - The way implant triggers are handled is now improved, with separate checks for death and emotes instead of just checking deathgasp. - Implants can choose to be triggered for the first death or for every death. - Voice of God play dead now activates sad trombone read: voice of god can now no longer lowtiergod nukies * Bunch of other changes and bugfixes - Adds number flag for behavior - Reworks how muzzling/vocalizing emotes works - Breaks out sound effects - Drops cooldown to 1.5s * Fix people being able to snore/nightmare while awake. * Bump paralysis on living emotes * First review pass * Clean up implants (while we're here) and fix compile errors * in living error * More outstanding review fixes * use more isx() checks * Add pre-emote signal, try_run_emote() * Prevent silicons from playing their deathgasp multiple times * Add emote postfix behavior for adding parameters to non-message params. Also adds a signal to intercept emote actions. * Fix linter complaints * Remove new player checks on GLOB.dead_mob_list * Fix species emotes not being distinguished, remove weird legacy code * monkey ball * better docs == better code * Fix audio cooldown, silicon emotes * Fix ghost emotes (don't worry they're staying) * Restore spin to 2 seconds * oh johnny boy * Make fainting last two seconds instead of .2 seconds * Remove extra highfive message * Tick friendly emotes * Fix up friendly emotes, ghost emotes * Add some emote message safeguards, prevent flip from showing twice * Fix ghost vision message format * Fix hands_use_check on non-carbon mobs * Bring emotes in line with say re. oxyloss * Add option for death implants to not trigger on gib * Try adding some unit testing * Include emote unit tests * More attempts at unit testing * More attempts at unit testing? * forget it this is fine * Housekeeping * Little bit more * Remove extra bolding from ghostsight emotes * More sanity checks, fix snore * Remove stack trace when unintentional emote fails * Update code/modules/mob/living/silicon/silicon_emote.dm oops Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> * More implant cleanups * Oh I missed this * Silence wagging, more review fixes * Oops 2 * ensure everything can swear * High-five fixes and status effect stuff - Adds new on_timeout() function that gets triggered when a status effect expires - Fixes up passing arguments to status effects - Ensures high-five explosions don't kill the wizards * More review stuff - Add a stat to text to make things easier - Make it harder to delete emotes - BIG DANGER - pose can no longer be set while unconscious * Remove extra high five logic, godmode changes * forgor * Fix gasp not working * Update docs for good measure * Some review and custom emote fixes * Fixes death alarms being broken * Better handle stat_allowed, more review comments. * ..() conventions * This is why unit tests are nice * Remove drone snowflake emote stuff * Linting * No more flipping on the ground * Snap doesn't require hands free * Does it make complete sense? no, but it's Fun * Apply suggestions from code review Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> * Fix revenant messages, power warning * epic webedit fail, laugh at this user Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
59 lines
2.0 KiB
Plaintext
59 lines
2.0 KiB
Plaintext
/obj/item/implant/chem
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name = "chem implant"
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desc = "Injects things."
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icon_state = "reagents"
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origin_tech = "materials=3;biotech=4"
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container_type = OPENCONTAINER
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trigger_causes = IMPLANT_TRIGGER_DEATH_ANY
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/obj/item/implant/chem/get_data()
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var/dat = {"<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>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>
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<i>Micro-Capsule</i>- Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units.<BR>
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Can only be loaded while still in its original case.<BR>
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<b>Integrity:</b> Implant will last so long as the subject is alive."}
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return dat
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/obj/item/implant/chem/New()
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..()
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create_reagents(50)
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GLOB.tracked_implants += src
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/obj/item/implant/chem/Destroy()
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GLOB.tracked_implants -= src
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return ..()
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/obj/item/implant/chem/death_trigger(mob/victim, gibbed)
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activate(reagents.total_volume)
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/obj/item/implant/chem/activate(cause)
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if(!cause || !imp_in) return 0
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var/mob/living/carbon/R = imp_in
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var/injectamount = null
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if(cause == "action_button")
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injectamount = reagents.total_volume
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else
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injectamount = cause
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reagents.trans_to(R, injectamount)
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to_chat(R, "<span class='italics'>You hear a faint beep.</span>")
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if(!reagents.total_volume)
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to_chat(R, "<span class='italics'>You hear a faint click from your chest.</span>")
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qdel(src)
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/obj/item/implantcase/chem
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name = "implant case - 'Remote Chemical'"
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desc = "A glass case containing a remote chemical implant."
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/obj/item/implantcase/chem/New()
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imp = new /obj/item/implant/chem(src)
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..()
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