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* biting off more than I can chew, but I feel like hurting myself * more shit * progress continues, moral stays sameish * bite of 2587 * mod_theme down, but probably broken * 385 errors, 16 warnings, zero tgui interactions * 292 19 * final strech to buggy mess, break time * it compiles. It almost fucking certainly doesnt work, but it compiles * fudhsciffubgsbgpgb actions not working as should for modules * fuck it we'll just open the pr as we work on it * icons work now * tgui stuff * more progress * JUDGEMENT * IT LIVES. TGUI LIVES. Special thanks to Sirryan and my brother. * jetpacks, gps, and go do what exo-suits yourself * almost ready * sorry to whoever has to review this * should work™️ * should be good now * pushing changes so I can do reviews next * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * lore™️ Adds illegals level to modsuit parts from syndicate. * early returns * and these illegals * no uplink reference idiot * mod inhands are a good idea * this is needed for inhands nerd * Bomb detector working, modsutis cover ears. skin things * overslotting removal, cyborg charging, ert loadout for gamma * duplicated signal * modsuit themes, removes broken mister / bad base type module, 2 cores in robotics. * tether module, orb module, holster stuff * built in no slip, cheaper 87 * removes modules already installed, engineer ert get jetpack, equip into modsuit storage * comments spaces and duplicate flags * Some adjustments and thoughts on armor, heads get guns because they are cool like that / looting command members armor * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Compile TGUI, slowdown adjustment, Modsuit to MODsuit * sonar, do after, more equipment, acid handling * overlay bugs / ERT / DS suits autodeploy * middle click action buttons * traders, sec modsuit energy nerf * surplus weighting * Kinesis module. * Pathfinder module, kinesis balance, blueprint for pathfinder and kinesis * more power / unused module removed * name, ds fix, pre equipped to cc suit * depot / grammer * ok should be good™️ * overslot, dupe gun, missing suit storage * stealth nerf, new kit * gun stuff / ds theme * bio armor is gone * let me push changes please thank you * makes shocks work right * copies over some changes TG made to module prices after porting * Merge remote-tracking branch 'upstream/master' into Because-I-hate-myself-and-someone-has-to-try-it- * sirryans changes Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Update code/modules/telesci/gps.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Update code/modules/telesci/gps.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Control define, ERT / DS have gloves / boots again. * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * More changes * god I hate tgui. Why do all the bundles live underground, instead of in my basement? * she updates my master till I testmerge * modsuits can recharge again * fixes a lot of shit * Ready for TM probably * sure fuck it whatever that makes sense I guess * the pinpointer works better™️ * Another storage module bug fix * hair and medical stuff * fuck fuck fuck * fixes sonar * Bag exploit fixes / plasma runtimes / ear nerf * dna lock improvement / cryostorage * whoops * Ball form second cooldown wasn't helping, no more infinite cores * she springs my lock till I ***SNAP*** * plasmaman no longer die * fixes modsuit emp issues * atmos no longer fucking dies * Fixes, module printing, and a restriction on newly constructed modsuits * Inventory code my hated * WOOO PREFERENCE CODE WOOOOO * icons my hated * fix for mods / spaceproof shit * holy shit whhhyyyyy * backpack first * Update mod_theme.dm * prevent infinite gun arms / infinite modsuit cores / syndicate modules * fixes tm error * scream loudly if species sprites break. They shouldn't, but, you know. * deconflicted with luck * converts to refit for species * fix pathfinder * fixes modsuits being funky power wise * lockboxes :gatto: , as well as DN-MP shield lock, and slight nerf to atmos modsuit * nerfs the atmos modsuit * magboots for ds / CC modsuit * downside of autosave: typing in wrong window saves bad stuff * Gamma ERT have internal cameras again. * spellcheck when * ah fuck * yes delete the null that works * whoops * fixes error / description * un vulps your cannon * fixes tails disapeering on base modsuits * space to underscore * tgui fix / tajaran * springlock buff, cryopod fix * u helps * WHO PUTS A GUN IN ITEMS * tgui moment * mining modsuit nerf / hidden holster module * PAIN * UNATHI TIDE STATION WIDE * I love special code * slightly dense * shark jumpscare * fixes ghost item, fixes springlock being bad * YIPPEEEE IT WORKED * she decons my flict * pain * ebbas days are numbered :^) * hidden * r-r-r-ebuild * fixes more bugs * qwerty, you are dense * fixes gps * fix mulebot crate * level fix * adds back icon * moving storage, fix bug, modules activate / deactivate message * yeah * yeah * yeah™️ * steels requests * windoors no longer make pathfinder module explode * chat spam * oil slicks + modsuits * whoops * bag check * ofc * Update code/modules/mod/mod_control.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/datums/uplink_items/uplink_nuclear.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/mod/mod_control.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/mod/modules/module_pathfinder.dm Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
97 lines
3.6 KiB
Plaintext
97 lines
3.6 KiB
Plaintext
//Science modules for MODsuits
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///Reagent Scanner - Lets the user scan reagents.
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/obj/item/mod/module/reagent_scanner
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name = "MOD reagent scanner module"
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desc = "A module based off research-oriented Nanotrasen HUDs, this is capable of scanning the contents of \
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containers and projecting the information in an easy-to-read format on the wearer's display. \
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It cannot detect flavors, so that's up to you."
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icon_state = "scanner"
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module_type = MODULE_TOGGLE
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complexity = 1
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active_power_cost = DEFAULT_CHARGE_DRAIN * 0.2
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incompatible_modules = list(/obj/item/mod/module/reagent_scanner)
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cooldown_time = 0.5 SECONDS
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/obj/item/mod/module/reagent_scanner/on_activation()
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. = ..()
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if(!.)
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return
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mod.helmet.scan_reagents = TRUE
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/obj/item/mod/module/reagent_scanner/on_deactivation(display_message = TRUE, deleting = FALSE)
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. = ..()
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if(!.)
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return
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mod.helmet.scan_reagents = FALSE
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/obj/item/mod/module/reagent_scanner/advanced
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name = "MOD advanced reagent scanner module"
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complexity = 0
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removable = FALSE
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var/explosion_detection_dist = 21
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/obj/item/mod/module/reagent_scanner/advanced/on_activation()
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. = ..()
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if(!.)
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return
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GLOB.doppler_arrays += src
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/obj/item/mod/module/reagent_scanner/advanced/on_deactivation(display_message = TRUE, deleting = FALSE)
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. = ..()
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if(!.)
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return
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GLOB.doppler_arrays -= src
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/obj/item/mod/module/reagent_scanner/advanced/proc/sense_explosion(x0, y0, z0, devastation_range, heavy_impact_range,
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light_impact_range, took, orig_dev_range, orig_heavy_range, orig_light_range)
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var/turf/T = get_turf(src)
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var/dx = abs(x0 - T.x)
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var/dy = abs(y0 - T.y)
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var/distance
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if(T.z != z0)
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return
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if(dx > dy)
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distance = dx
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else
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distance = dy
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if(distance > explosion_detection_dist)
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return
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to_chat(mod.wearer, "<span class='notice'>Explosion detected! Epicenter: [devastation_range], Outer: [heavy_impact_range], Shock: [light_impact_range]</span>")
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///Teleporter - Lets the user teleport to a nearby location.
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/obj/item/mod/module/anomaly_locked/teleporter
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name = "MOD teleporter module"
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desc = "A module that uses a bluespace core to let the user transport their particles elsewhere."
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icon_state = "teleporter"
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module_type = MODULE_ACTIVE
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complexity = 3
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use_power_cost = DEFAULT_CHARGE_DRAIN * 5
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cooldown_time = 5 SECONDS
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accepted_anomalies = list(/obj/item/assembly/signaler/anomaly/bluespace)
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/// Time it takes to teleport
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var/teleport_time = 1.25 SECONDS //This is a bluespace core this should be fast, like you can get a phazon with this man, we don't have anomaly refining either
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/obj/item/mod/module/anomaly_locked/teleporter/on_select_use(atom/target)
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. = ..()
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if(!.)
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return
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var/turf/target_turf = get_turf(target)
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if(!istype(target_turf) || target_turf.density || !(target_turf in view(9, mod.wearer))) //No. No camera bug shenanigins.
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return
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var/matrix/pre_matrix = matrix()
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pre_matrix.Scale(4, 0.25)
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var/matrix/post_matrix = matrix()
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post_matrix.Scale(0.25, 4)
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animate(mod.wearer, teleport_time, color = COLOR_CYAN, transform = pre_matrix.Multiply(mod.wearer.transform), easing = SINE_EASING|EASE_OUT)
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if(!do_after(mod.wearer, teleport_time, target = mod.wearer))
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animate(mod.wearer, teleport_time * 0.1, color = null, transform = post_matrix.Multiply(mod.wearer.transform), easing = SINE_EASING|EASE_IN)
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return
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animate(mod.wearer, teleport_time * 0.1, color = null, transform = post_matrix.Multiply(mod.wearer.transform), easing = SINE_EASING|EASE_IN)
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if(!do_teleport(mod.wearer, target_turf, sound_in = 'sound/effects/phasein.ogg'))
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return
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drain_power(use_power_cost)
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/obj/item/mod/module/anomaly_locked/teleporter/prebuilt
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prebuilt = TRUE
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