Conflicts:
	.travis.yml
	code/controllers/configuration.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/jobs/job/medical.dm
	code/game/jobs/job/security.dm
	code/game/machinery/Sleeper.dm
	code/game/machinery/computer/communications.dm
	code/game/machinery/cryopod.dm
	code/game/objects/items/weapons/RCD.dm
	code/game/objects/items/weapons/storage/boxes.dm
	code/game/turfs/simulated/floor.dm
	code/game/turfs/simulated/floor_types.dm
	code/global.dm
	code/modules/materials/materials.dm
	code/modules/mob/living/silicon/ai/ai.dm
	code/modules/projectiles/guns/projectile/automatic.dm
	polaris.dme
This commit is contained in:
Neerti
2015-08-23 01:30:46 -04:00
792 changed files with 19715 additions and 17049 deletions

View File

@@ -98,6 +98,7 @@
return
/obj/effect/alien/resin/attack_hand()
usr.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if (HULK in usr.mutations)
usr << "<span class='notice'>You easily destroy the [name].</span>"
for(var/mob/O in oviewers(src))
@@ -124,6 +125,7 @@
/obj/effect/alien/resin/attackby(obj/item/weapon/W as obj, mob/user as mob)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
var/aforce = W.force
health = max(0, health - aforce)
playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
@@ -231,6 +233,7 @@ Alien plants should do something if theres a lot of poison
return
/obj/effect/alien/weeds/attackby(var/obj/item/weapon/W, var/mob/user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(W.attack_verb.len)
visible_message("<span class='danger'>\The [src] have been [pick(W.attack_verb)] with \the [W][(user ? " by [user]." : ".")]</span>")
else
@@ -338,6 +341,7 @@ Alien plants should do something if theres a lot of poison
var/health = 100
var/status = GROWING //can be GROWING, GROWN or BURST; all mutually exclusive
flags = PROXMOVE
/obj/effect/alien/egg/New()
if(config.aliens_allowed)

View File

@@ -37,12 +37,12 @@
/datum/poster/bay_8
icon_state="bsposter8"
name = "Pinup Girl Cindy"
desc = "This particular one is of Nanotrasen's PR girl, Cindy, in a particularly feminine pose."
desc = "This particular one is of a historical corporate PR girl, Cindy, in a particularly feminine pose."
/datum/poster/bay_9
icon_state="bsposter9"
name = "Pinup Girl Amy"
desc = "This particular one is of Amy, the nymphomaniac Urban Legend of Nanotrasen Space Stations. How this photograph came to be is not known."
desc = "This particular one is of Amy, the nymphomaniac urban legend of deep space. How this photograph came to be is not known."
/datum/poster/bay_10
icon_state="bsposter10"
@@ -52,12 +52,12 @@
/datum/poster/bay_11
icon_state="bsposter11"
name = "Underwater Laboratory"
desc = "This particular one is of the fabled last crew of Nanotrasen's previous project before going big on phoron research."
desc = "This particular one is of the fabled last crew of a previous Company project."
/datum/poster/bay_12
icon_state="bsposter12"
name = "Rogue AI"
desc = "This particular one depicts the shell of the infamous AI that catastropically comandeered one of Nanotrasen's earliest space stations. Back then, the corporation was just known as TriOptimum."
desc = "This particular one depicts the shell of the infamous AI that catastropically comandeered one of humanity's earliest space stations. Back then, the Company was just known as TriOptimum."
/datum/poster/bay_13
icon_state="bsposter13"
@@ -172,7 +172,7 @@
/datum/poster/bay_35
icon_state="bsposter35"
name = "Lamarr"
desc = "This is a poster depicting the pet and mascot of the NSS Exodus science department."
desc = "This is a poster depicting the pet and mascot of the science department."
/datum/poster/bay_36
icon_state="bsposter36"

View File

@@ -198,11 +198,11 @@ steam.start() -- spawns the effect
if (istype(M))
return 0
if (M.internal != null)
if(M.wear_mask && (M.wear_mask.flags & AIRTIGHT))
if(M.wear_mask && (M.wear_mask.item_flags & AIRTIGHT))
return 0
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.head && (H.head.flags & AIRTIGHT))
if(H.head && (H.head.item_flags & AIRTIGHT))
return 0
return 0
return 1

View File

@@ -9,7 +9,7 @@
/obj/effect/expl_particles/New()
..()
spawn (15)
src.loc = null
qdel(src)
return
/obj/effect/expl_particles/Move()
@@ -49,7 +49,7 @@
/obj/effect/explosion/New()
..()
spawn (10)
src.loc = null
qdel(src)
return
/datum/effect/system/explosion

View File

@@ -1,26 +0,0 @@
/obj/effect/vaultspawner
var/maxX = 6
var/maxY = 6
var/minX = 2
var/minY = 2
/obj/effect/vaultspawner/New(turf/location as turf,lX = minX,uX = maxX,lY = minY,uY = maxY,var/type = null)
if(!type)
type = pick("sandstone","rock","alien")
var/lowBoundX = location.x
var/lowBoundY = location.y
var/hiBoundX = location.x + rand(lX,uX)
var/hiBoundY = location.y + rand(lY,uY)
var/z = location.z
for(var/i = lowBoundX,i<=hiBoundX,i++)
for(var/j = lowBoundY,j<=hiBoundY,j++)
if(i == lowBoundX || i == hiBoundX || j == lowBoundY || j == hiBoundY)
new /turf/simulated/wall/vault(locate(i,j,z),type)
else
new /turf/simulated/floor/vault(locate(i,j,z),type)
qdel(src)

View File

@@ -1,3 +1,9 @@
// Uncomment this define to check for possible lengthy processing of emp_act()s.
// If emp_act() takes more than defined deciseconds (1/10 seconds) an admin message and log is created.
// I do not recommend having this uncommented on main server, it probably causes a bit more lag, espicially with larger EMPs.
// #define EMPDEBUG 10
proc/empulse(turf/epicenter, heavy_range, light_range, log=0)
if(!epicenter) return
@@ -24,6 +30,9 @@ proc/empulse(turf/epicenter, heavy_range, light_range, log=0)
M << 'sound/effects/EMPulse.ogg'
for(var/atom/T in range(light_range, epicenter))
#ifdef EMPDEBUG
var/time = world.timeofday
#endif
var/distance = get_dist(epicenter, T)
if(distance < 0)
distance = 0
@@ -36,4 +45,8 @@ proc/empulse(turf/epicenter, heavy_range, light_range, log=0)
T.emp_act(2)
else if(distance <= light_range)
T.emp_act(2)
#ifdef EMPDEBUG
if((world.timeofday - time) >= EMPDEBUG)
log_and_message_admins("EMPDEBUG: [T.name] - [T.type] - took [world.timeofday - time]ds to process emp_act()!")
#endif
return 1

View File

@@ -25,9 +25,13 @@
var/action_button_name //It is also the text which gets displayed on the action button. If not set it defaults to 'Use [name]'. If it's not set, there'll be no button.
var/action_button_is_hands_free = 0 //If 1, bypass the restrained, lying, and stunned checks action buttons normally test for
//Since any item can now be a piece of clothing, this has to be put here so all items share it.
var/flags_inv //This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc.
//This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc.
//It should be used purely for appearance. For gameplay effects caused by items covering body parts, use body_parts_covered.
var/flags_inv = 0
var/body_parts_covered = 0 //see setup.dm for appropriate bit flags
var/item_flags = 0 //Miscellaneous flags pertaining to equippable objects.
//var/heat_transfer_coefficient = 1 //0 prevents all transfers, 1 is invisible
var/gas_transfer_coefficient = 1 // for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets)
var/permeability_coefficient = 1 // for chemicals/diseases
@@ -168,7 +172,6 @@
else
if(isliving(src.loc))
return
user.next_move = max(user.next_move+2,world.time + 2)
user.put_in_active_hand(src)
return
@@ -418,14 +421,12 @@ var/list/global/slot_flags_enumeration = list(
/obj/item/proc/eyestab(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
var/mob/living/carbon/human/H = M
if(istype(H) && ( \
(H.head && H.head.flags & HEADCOVERSEYES) || \
(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
// you can't stab someone in the eyes wearing a mask!
user << "<span class='warning'>You're going to need to remove the eye covering first.</span>"
return
if(istype(H))
for(var/obj/item/protection in list(H.head, H.wear_mask, H.glasses))
if(protection && (protection.body_parts_covered & EYES))
// you can't stab someone in the eyes wearing a mask!
user << "<span class='warning'>You're going to need to remove the eye covering first.</span>"
return
if(!M.has_eyes())
user << "<span class='warning'>You cannot locate any eyes on [M]!</span>"
@@ -605,10 +606,10 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
usr.visible_message("[zoomdevicename ? "[usr] looks up from the [src.name]" : "[usr] lowers the [src.name]"].")
return
/obj/item/proc/pwr_drain()
return 0 // Process Kill
/obj/item/proc/resolve_attackby(atom/A, mob/source)
return A.attackby(src,source)

View File

@@ -48,7 +48,7 @@
var/area/A = get_area()
var/text = {"<HTML><head><title>[src]</title></head><BODY>
<h2>[station_name()] blueprints</h2>
<small>Property of Nanotrasen. For heads of staff only. Store in high-secure storage.</small><hr>
<small>Property of [company_name]. For heads of staff only. Store in high-secure storage.</small><hr>
"}
switch (get_area_type())
if (AREA_SPACE)

View File

@@ -68,7 +68,7 @@
/obj/item/weapon/pen/crayon/afterattack(atom/target, mob/user as mob, proximity)
if(!proximity) return
if(istype(target,/turf/simulated/floor))
var/drawtype = input("Choose what you'd like to draw.", "Crayon scribbles") in list("graffiti","rune","letter")
var/drawtype = input("Choose what you'd like to draw.", "Crayon scribbles") in list("graffiti","rune","letter","arrow")
switch(drawtype)
if("letter")
drawtype = input("Choose the letter.", "Crayon scribbles") in list("a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z")
@@ -77,6 +77,9 @@
user << "You start drawing graffiti on the [target.name]."
if("rune")
user << "You start drawing a rune on the [target.name]."
if("arrow")
drawtype = input("Choose the arrow.", "Crayon scribbles") in list("left", "right", "up", "down")
user << "You start drawing an arrow on the [target.name]."
if(instant || do_after(user, 50))
new /obj/effect/decal/cleanable/crayon(target,colour,shadeColour,drawtype)
user << "You finish drawing."

View File

@@ -1284,40 +1284,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
user << "<span class='notice'>No significant chemical agents found in [A].</span>"
if(5)
if((istype(A, /obj/item/weapon/tank)) || (istype(A, /obj/machinery/portable_atmospherics)))
var/obj/icon = A
for (var/mob/O in viewers(user, null))
O << "<span class='warning'>\The [user] has used [src] on \icon[icon] [A].</span>"
var/pressure = A:air_contents.return_pressure()
var/total_moles = A:air_contents.total_moles
user << "<span class='notice'>Results of analysis of \icon[icon]</span>"
if (total_moles>0)
user << "<span class='notice'>Pressure: [round(pressure,0.1)] kPa</span>"
for(var/g in A:air_contents.gas)
user << "<span class='notice'>[gas_data.name[g]]: [round((A:air_contents.gas[g] / total_moles) * 100)]%</span>"
user << "<span class='notice'>Temperature: [round(A:air_contents.temperature-T0C)]&deg;C</span>"
else
user << "<span class='notice'>Tank is empty!</span>"
if (istype(A, /obj/machinery/atmospherics/pipe/tank))
var/obj/icon = A
for (var/mob/O in viewers(user, null))
O << "<span class='warning'>\The [user] has used [src] on \icon[icon] [A]</span>"
var/obj/machinery/atmospherics/pipe/tank/T = A
var/pressure = T.parent.air.return_pressure()
var/total_moles = T.parent.air.total_moles
user << "<span class='notice'>Results of analysis of \icon[icon]</span>"
if (total_moles>0)
user << "<span class='notice'>Pressure: [round(pressure,0.1)] kPa</span>"
for(var/g in T.parent.air.gas)
user << "<span class='notice'>[gas_data.name[g]]: [round((T.parent.air.gas[g] / total_moles) * 100)]%</span>"
user << "<span class='notice'>Temperature: [round(T.parent.air.temperature-T0C)]&deg;C</span>"
else
user << "<span class='notice'>Tank is empty!</span>"
analyze_gases(A, user)
if (!scanmode && istype(A, /obj/item/weapon/paper) && owner)
// JMO 20140705: Makes scanned document show up properly in the notes. Not pretty for formatted documents,

View File

@@ -1,6 +1,6 @@
/obj/item/radio/integrated
name = "\improper PDA radio module"
desc = "An electronic radio system of nanotrasen origin."
desc = "An electronic radio system."
icon = 'icons/obj/module.dmi'
icon_state = "power_mod"
var/obj/item/device/pda/hostpda = null
@@ -40,7 +40,7 @@
var/mob/living/bot/secbot/active // the active bot; if null, show bot list
var/list/botstatus // the status signal sent by the bot
var/control_freq = AI_FREQ
var/control_freq = BOT_FREQ
// create a new QM cartridge, and register to receive bot control & beacon message
New()
@@ -112,7 +112,7 @@
var/list/beacons
var/beacon_freq = 1400
var/control_freq = AI_FREQ
var/control_freq = BOT_FREQ
// create a new QM cartridge, and register to receive bot control & beacon message
New()

View File

@@ -46,7 +46,7 @@
ui.open()
ui.set_auto_update(1)
/obj/item/device/aicard/Topic(href, href_list, nowindow, state)
/obj/item/device/aicard/Topic(href, href_list, state)
if(..())
return 1

View File

@@ -19,7 +19,7 @@
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINERING = 1)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage
/obj/item/device/debugger/is_used_on(obj/O, mob/user)

View File

@@ -51,7 +51,7 @@
var/mob/living/carbon/human/H = M //mob has protective eyewear
if(istype(H))
for(var/obj/item/clothing/C in list(H.head,H.wear_mask,H.glasses))
if(istype(C) && C.flags & (HEADCOVERSEYES|MASKCOVERSEYES|GLASSESCOVERSEYES))
if(istype(C) && (C.body_parts_covered & EYES))
user << "<span class='warning'>You're going to need to remove [C.name] first.</span>"
return
@@ -141,7 +141,7 @@
/obj/item/device/flashlight/flare
name = "flare"
desc = "A red Nanotrasen issued flare. There are instructions on the side, it reads 'pull cord, make light'."
desc = "A red standard-issue flare. There are instructions on the side reading 'pull cord, make light'."
w_class = 2.0
brightness_on = 7 // Pretty bright.
light_color = "#e58775"

View File

@@ -4,212 +4,193 @@
icon_state = "labeler1"
item_state = "flight"
var/mode_nice = "standard"
var/mode = "floor"
var/tile_dir_mode = 0
var/decal = "remove all decals"
var/paint_dir = "precise"
var/paint_colour = "white"
// mode 0 ignore direction; sets dir=0
// mode 1 all-direction
// mode 2 corner selecting the side CW from the selected corner
// mode 3 cardinal
// mode 4 warningcorner and warnwhitecorner direction fix
// mode 5 Opposite corner tiles where the second icon_state is "[mode]_inv"
/obj/item/device/floor_painter/afterattack(atom/A, mob/user as mob, proximity)
var/list/decals = list(
"quarter-turf" = list("path" = /obj/effect/floor_decal/corner, "precise" = 1, "coloured" = 1),
"hazard stripes" = list("path" = /obj/effect/floor_decal/industrial/warning),
"corner, hazard" = list("path" = /obj/effect/floor_decal/industrial/warning/corner),
"hatched marking" = list("path" = /obj/effect/floor_decal/industrial/hatch),
"dotted outline" = list("path" = /obj/effect/floor_decal/industrial/outline, "coloured" = 1),
"loading sign" = list("path" = /obj/effect/floor_decal/industrial/loading),
"1" = list("path" = /obj/effect/floor_decal/sign),
"2" = list("path" = /obj/effect/floor_decal/sign/two),
"A" = list("path" = /obj/effect/floor_decal/sign/a),
"B" = list("path" = /obj/effect/floor_decal/sign/b),
"C" = list("path" = /obj/effect/floor_decal/sign/c),
"D" = list("path" = /obj/effect/floor_decal/sign/d),
"Ex" = list("path" = /obj/effect/floor_decal/sign/ex),
"M" = list("path" = /obj/effect/floor_decal/sign/m),
"CMO" = list("path" = /obj/effect/floor_decal/sign/cmo),
"V" = list("path" = /obj/effect/floor_decal/sign/v),
"Psy" = list("path" = /obj/effect/floor_decal/sign/p),
"remove all decals" = list("path" = /obj/effect/floor_decal/reset)
)
var/list/paint_dirs = list(
"north" = NORTH,
"northwest" = NORTHWEST,
"west" = WEST,
"southwest" = SOUTHWEST,
"south" = SOUTH,
"southeast" = SOUTHEAST,
"east" = EAST,
"northeast" = NORTHEAST,
"precise" = 0
)
var/list/paint_colours = list(
"white" = COLOR_WHITE,
"light gray" = COLOR_SILVER,
"dark gray" = COLOR_GRAY,
"blue-grey" = "#6A97B0",
"pale blue-grey" = "#8BBBD5",
"green-grey" = "#8DAF6A",
"pale green-gray" = "#AED18B",
"red-gray" = "#AA5F61",
"pale red-gray" = "#CC9090",
"purple-gray" = "#A2819E",
"pale purple-gray" = "#BDA2BA",
"black" = COLOR_BLACK,
"red" = COLOR_RED,
"dark red" = COLOR_MAROON,
"yellow" = COLOR_YELLOW,
"dark yellow" = COLOR_OLIVE,
"green" = COLOR_LIME,
"dark green" = COLOR_GREEN,
"cyan" = COLOR_CYAN,
"teal" = COLOR_TEAL,
"blue" = COLOR_BLUE,
"dark blue" = COLOR_NAVY,
"magenta" = COLOR_PINK,
"purple" = COLOR_PURPLE,
"orange" = COLOR_ORANGE,
"dark orange" = "#B95A00",
"dark brown" = "#917448",
"brown" = "#B19664",
"pale brown" = "#CEB689"
)
/obj/item/device/floor_painter/afterattack(var/atom/A, var/mob/user, proximity, params)
if(!proximity)
return
if(istype(A, /turf/simulated/floor))
var/turf/simulated/floor/F = A
var/turf/simulated/floor/F = A
if(!istype(F))
user << "<span class='warning'>\The [src] can only be used on station flooring.</span>"
return
if(F.is_steel_floor()) // only tiled floors
if(tile_dir_mode)
var/D = get_dir(usr, F)
if(usr.loc == F)
D = usr.dir
if(!F.flooring || !F.flooring.can_paint || F.broken || F.burnt)
user << "<span class='warning'>\The [src] cannot paint broken or missing tiles.</span>"
return
switch(tile_dir_mode)
if(1) // All directions accepted
F.set_dir(D)
F.icon_state = mode
if(2) // Corner mode - diagonal directions converted CW around.
switch(D)
if(NORTHEAST)
D = EAST
if(SOUTHEAST)
D = SOUTH
if(SOUTHWEST)
D = WEST
if(NORTHWEST)
D = NORTH
F.set_dir(D)
F.icon_state = mode
if(3) // cardinal directions only. I've adjusted diagonals the same way the facing code does.
switch(D)
if(NORTHEAST)
D = EAST
if(SOUTHEAST)
D = EAST
if(SOUTHWEST)
D = WEST
if(NORTHWEST)
D = WEST
F.set_dir(D)
F.icon_state = mode
if(4) // floors.dmi icon_states "warningcorner" and "warnwhitecorner" are incorrect, this fixes it
var/D2
switch(D)
if(NORTHEAST)
D2 = WEST
if(SOUTHEAST)
D2 = SOUTH
if(SOUTHWEST)
D2 = NORTH
if(NORTHWEST)
D2 = EAST
F.set_dir(D2)
F.icon_state = mode
if(5)
F.set_dir(0)
if(D == NORTH || D == SOUTH || D == NORTHEAST || D == SOUTHWEST)
F.icon_state = mode
else
F.icon_state = "[mode]_inv"
else
F.set_dir(0)
F.icon_state = mode
var/list/decal_data = decals[decal]
var/config_error
if(!islist(decal_data))
config_error = 1
var/painting_decal
if(!config_error)
painting_decal = decal_data["path"]
if(!ispath(painting_decal))
config_error = 1
if(config_error)
user << "<span class='warning'>\The [src] flashes an error light. You might need to reconfigure it.</span>"
return
if(F.decals && F.decals.len > 5 && painting_decal != /obj/effect/floor_decal/reset)
user << "<span class='warning'>\The [F] has been painted too much; you need to clear it off.</span>"
return
var/painting_dir = 0
if(paint_dir == "precise")
if(!decal_data["precise"])
painting_dir = user.dir
else
usr << "You can't paint that!"
var/list/mouse_control = params2list(params)
var/mouse_x = text2num(mouse_control["icon-x"])
var/mouse_y = text2num(mouse_control["icon-y"])
if(isnum(mouse_x) && isnum(mouse_y))
if(mouse_x <= 16)
if(mouse_y <= 16)
painting_dir = WEST
else
painting_dir = NORTH
else
if(mouse_y <= 16)
painting_dir = SOUTH
else
painting_dir = EAST
else
painting_dir = user.dir
else if(paint_dirs[paint_dir])
painting_dir = paint_dirs[paint_dir]
var/painting_colour
if(paint_colour && !isnull(paint_colours[paint_colour]) && decal_data["coloured"])
painting_colour = paint_colours[paint_colour]
new painting_decal(F, painting_dir, painting_colour)
/obj/item/device/floor_painter/attack_self(mob/user as mob)
var/type = input("What type of floor?", "Floor painter", "solid") in list("solid", "corner", "opposite corners", "side/three corners", "special", "letters")
tile_dir_mode = 0
var/choice = input("Do you wish to change the decal type, paint direction, or paint colour?") as null|anything in list("Decal","Direction", "Colour")
switch(type)
if("solid")
tile_dir_mode = 0
var/design = input("Which color?", "Floor painter") in list("standard", "dark", "red", "blue", "green", "yellow", "purple", "neutral", "white", "white-red", "white-blue", "white-green", "white-yellow", "white-purple", "freezer", "hydro", "showroom")
if(design == "standard")
mode = "floor"
mode_nice = "standard"
return
if(design == "white")
mode = "white"
mode_nice = "white"
return
if(design == "dark")
mode = "dark"
mode_nice = "dark"
return
if(design == "showroom" || design == "hydro" || design == "freezer")
mode = "[design]floor"
mode_nice = design
return
mode_nice = design
mode = "[replacetext(design, "-", "")]full"
if("corner")
var/design = input("Which design?", "Floor painter") in list("black", "red", "blue", "green", "yellow", "purple", "neutral", "white", "white-red", "white-blue", "white-green", "white-yellow", "white-purple")
mode_nice = "[design] corner"
mode = "[replacetext(design, "-", "")]corner"
tile_dir_mode = 2
if("opposite corners")
var/design = input("Which design?", "Floor painter") in list("bar", "cmo", "yellowpatch", "cafeteria", "red-yellow", "red-blue", "red-green", "green-yellow", "green-blue", "blue-yellow")
mode_nice = design
if(design == "bar" || design == "cmo" || design == "yellowpatch" || design == "cafeteria")
mode = design
else
mode = "[replacetext(design, "-", "")]full"
if(design == "yellowpatch")
tile_dir_mode = 5
else
tile_dir_mode = 0
if("side/three corners")
var/design = input("Which design?", "Floor painter") in list("black", "red", "blue", "green", "yellow", "purple", "neutral", "white", "white-red", "white-blue", "white-green", "white-yellow", "white-purple", "red-yellow", "red-blue", "blue-red", "red-green", "green-yellow", "green-blue", "blue-yellow")
if(design == "white")
mode = "whitehall"
mode_nice = "white side"
else if(design == "black") // because SOMEONE made the black/grey side/corner sprite have the same name as the 'empty space' sprite :(
mode = "blackfloor"
mode_nice = design
else
mode_nice = design
mode = replacetext(design, "-", "")
tile_dir_mode = 1
if("special")
var/design = input("Which design?", "Floor painter") in list("arrival", "escape", "caution", "warning", "white-warning", "white-blue-green", "loadingarea", "delivery", "bot", "white-delivery", "white-bot")
if(design == "white-blue-green")
mode_nice = design
mode = "whitebluegreencorners"
tile_dir_mode = 2
else if(design == "delivery" || design == "bot" || design == "white-delivery" || design == "white-bot")
mode_nice = design
mode = replacetext(design, "-", "")
tile_dir_mode = 0
else if(design == "loadingarea")
mode_nice = design
mode = design
tile_dir_mode = 3
else
if(design == "white-warning")
mode_nice = design
design = "warnwhite"
var/s_corner = alert("Do you want to paint a single corner of the tile?", "Floor painter","Yes","No") == "Yes"
if(s_corner)
mode_nice = "[design] corner"
mode = "[design]corner"
if(design == "warning" || design == "white-warning") // sprites for these are weird, need to fix dirs (icons/turf/floors.dmi, "warningcorner" and "warnwhitecorner")
tile_dir_mode = 4
else
tile_dir_mode = 2
else
mode_nice = design
mode = design
tile_dir_mode = 1
if("letters")
var/which = input("Which letters/design?", "Floor painter") in list("A1", "A2", "DI", "SA", "SA (red)", "SB", "SB (red)", "SC", "SC (red)", "W (red)", "V (green)", "Psy", "Ex", "Ex (blue)", "CMO", "O (OP)", "P (OP)")
mode_nice = which
switch(which)
if("A1")
mode = "white_1"
if("A2")
mode = "white_2"
if("DI")
mode = "white_d"
if("SA")
mode = "white_a"
if("SA (red)")
mode = "whitered_a"
tile_dir_mode = 3
if("SB")
mode = "white_b"
if("SB (red)")
mode = "whitered_b"
tile_dir_mode = 3
if("SC")
mode = "white_c"
if("SC (red)")
mode = "whitered_c"
tile_dir_mode = 3
if("W (red)")
mode = "whitered_w"
tile_dir_mode = 3
if("V (green)")
mode = "whitegreen_v"
tile_dir_mode = 3
if("Psy")
mode = "white_p"
if("Ex")
mode = "white_ex"
if("Ex (blue)")
mode = "whiteblue_ex"
tile_dir_mode = 3
if("CMO") // yes this is also in "opposite corners" choices, but it's a different icon_state (!!)
mode = "white_cmo"
if("O (OP)")
mode = "white_halfo"
if("P (OP)")
mode = "white_halfp"
if(choice == "Decal")
var/new_decal = input("Select a decal.") as null|anything in decals
if(new_decal && !isnull(decals[new_decal]))
decal = new_decal
user << "<span class='notice'>You set \the [src] decal to '[decal]'.</span>"
else if(choice == "Direction")
var/new_dir = input("Select a direction.") as null|anything in paint_dirs
if(new_dir && !isnull(paint_dirs[new_dir]))
paint_dir = new_dir
user << "<span class='notice'>You set \the [src] direction to '[paint_dir]'.</span>"
else if(choice == "Colour")
var/new_colour = input("Select a colour.") as null|anything in paint_colours
if(new_colour && !isnull(paint_colours[new_colour]))
paint_colour = new_colour
user << "<span class='notice'>You set \the [src] colour to '[paint_colour]'.</span>"
/obj/item/device/floor_painter/examine(mob/user)
..(user)
user << "It is in [mode_nice] mode."
user << "It is configured to produce the '[decal]' decal with a direction of '[paint_dir]' using [paint_colour] paint."
/obj/item/device/floor_painter/verb/choose_colour(new_colour in paint_colours)
set name = "Choose Colour"
set desc = "Choose a floor painter colour."
set category = "Object"
set src in usr
if(usr.incapacitated())
return
if(new_colour && !isnull(paint_colours[new_colour]))
paint_colour = new_colour
usr << "<span class='notice'>You set \the [src] colour to '[paint_colour]'.</span>"
/obj/item/device/floor_painter/verb/choose_decal(new_decal in decals)
set name = "Choose Decal"
set desc = "Choose a floor painter decal."
set category = "Object"
set src in usr
if(usr.incapacitated())
return
if(new_decal && !isnull(decals[new_decal]))
decal = new_decal
usr << "<span class='notice'>You set \the [src] decal to '[decal]'.</span>"
/obj/item/device/floor_painter/verb/choose_direction(new_dir in paint_dirs)
set name = "Choose Direction"
set desc = "Choose a floor painter direction."
set category = "Object"
set src in usr
if(usr.incapacitated())
return
if(new_dir && !isnull(paint_dirs[new_dir]))
paint_dir = new_dir
usr << "<span class='notice'>You set \the [src] direction to '[paint_dir]'.</span>"

View File

@@ -67,8 +67,8 @@
user << "It has [uses] lights remaining."
/obj/item/device/lightreplacer/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/stack/material/glass))
var/obj/item/stack/material/glass/G = W
if(istype(W, /obj/item/stack/material) && W.get_material_name() == "glass")
var/obj/item/stack/G = W
if(uses >= max_uses)
user << "<span class='warning'>[src.name] is full.</span>"
return

View File

@@ -18,6 +18,6 @@
matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINERING = 1)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage
var/obj/machinery/clonepod/connecting //same for cryopod linkage

View File

@@ -16,16 +16,11 @@
/obj/item/device/pipe_painter/afterattack(atom/A, mob/user as mob, proximity)
if(!proximity)
return
if(!istype(A,/obj/machinery/atmospherics/pipe) || istype(A,/obj/machinery/atmospherics/pipe/tank) || istype(A,/obj/machinery/atmospherics/pipe/vent) || istype(A,/obj/machinery/atmospherics/pipe/simple/heat_exchanging) || istype(A,/obj/machinery/atmospherics/pipe/simple/insulated) || !in_range(user, A))
return
var/obj/machinery/atmospherics/pipe/P = A
var/turf/T = P.loc
if (P.level < 2 && T.level==1 && isturf(T) && T.intact)
user << "<span class='warning'>You must remove the plating first.</span>"
return
P.change_color(pipe_colors[mode])
/obj/item/device/pipe_painter/attack_self(mob/user as mob)

View File

@@ -22,7 +22,7 @@
var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
var/drained_this_tick = 0 // This is unfortunately necessary to ensure we process powersinks BEFORE other machinery such as APCs.
var/datum/powernet/PN // Our powernet
var/datum/powernet/PN // Our powernet
var/obj/structure/cable/attached // the attached cable
/obj/item/device/powersink/Destroy()
@@ -34,7 +34,7 @@
if(istype(I, /obj/item/weapon/screwdriver))
if(mode == 0)
var/turf/T = loc
if(isturf(T) && !T.intact)
if(isturf(T) && !!T.is_plating())
attached = locate() in T
if(!attached)
user << "No exposed cable here to attach to."

View File

@@ -120,5 +120,5 @@
channels = list("Service" = 1)
/obj/item/device/encryptionkey/ert
name = "\improper NanoTrasen ERT radio encryption key"
name = "\improper ERT radio encryption key"
channels = list("Response Team" = 1, "Science" = 1, "Command" = 1, "Medical" = 1, "Engineering" = 1, "Security" = 1, "Supply" = 1, "Service" = 1)

View File

@@ -192,7 +192,7 @@
*/
/obj/item/device/radio/headset/headset_cargo
name = "supply radio headset"
desc = "A headset used by the QM and his slaves."
desc = "A headset used by the QM and their slaves."
icon_state = "cargo_headset"
item_state = "headset"
ks2type = /obj/item/device/encryptionkey/headset_cargo

View File

@@ -67,3 +67,10 @@
icon_state = "intercom-p"
else
icon_state = "intercom"
/obj/item/device/radio/intercom/locked
freerange = 1
var/locked_frequency
/obj/item/device/radio/intercom/locked/set_frequency()
..(locked_frequency)

View File

@@ -578,7 +578,6 @@
if(keyslot.syndie)
src.syndie = 1
for (var/ch_name in src.channels)
if(!radio_controller)
sleep(30) // Waiting for the radio_controller to be created.

View File

@@ -7,59 +7,6 @@ GAS ANALYZER
MASS SPECTROMETER
REAGENT SCANNER
*/
/obj/item/device/t_scanner
name = "\improper T-ray scanner"
desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
icon_state = "t-ray0"
var/on = 0
slot_flags = SLOT_BELT
w_class = 2
item_state = "electronic"
matter = list(DEFAULT_WALL_MATERIAL = 150)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINERING = 1)
/obj/item/device/t_scanner/attack_self(mob/user)
on = !on
icon_state = "t-ray[on]"
if(on)
processing_objects.Add(src)
/obj/item/device/t_scanner/process()
if(!on)
processing_objects.Remove(src)
return null
for(var/turf/T in range(1, src.loc) )
if(!T.intact)
continue
for(var/obj/O in T.contents)
if(O.level != 1)
continue
if(O.invisibility == 101)
O.invisibility = 0
O.alpha = 128
spawn(10)
if(O)
var/turf/U = O.loc
if(U.intact)
O.invisibility = 101
O.alpha = 255
var/mob/living/M = locate() in T
if(M && M.invisibility == 2)
M.invisibility = 0
spawn(2)
if(M)
M.invisibility = INVISIBILITY_LEVEL_TWO
/obj/item/device/healthanalyzer
@@ -254,7 +201,14 @@ REAGENT SCANNER
matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINERING = 1)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
/obj/item/device/analyzer/atmosanalyze(var/mob/user)
var/air = user.return_air()
if (!air)
return
return atmosanalyzer_scan(src, air, user)
/obj/item/device/analyzer/attack_self(mob/user as mob)
@@ -264,27 +218,7 @@ REAGENT SCANNER
usr << "<span class='warning'>You don't have the dexterity to do this!</span>"
return
var/turf/location = user.loc
if (!( istype(location, /turf) ))
return
var/datum/gas_mixture/environment = location.return_air()
var/pressure = environment.return_pressure()
var/total_moles = environment.total_moles
user.show_message("<span class='notice'><b>Results:</b></span>", 1)
if(abs(pressure - ONE_ATMOSPHERE) < 10)
user.show_message("<span class='notice'>Pressure: [round(pressure,0.1)] kPa</span>", 1)
else
user.show_message("<span class='warning'>Pressure: [round(pressure,0.1)] kPa</span>", 1)
if(total_moles)
for(var/g in environment.gas)
user.show_message("<span class='notice'>[gas_data.name[g]]: [round((environment.gas[g] / total_moles)*100)]%</span>", 1)
user.show_message("<span class='notice'>Temperature: [round(environment.temperature-T0C)]&deg;C</span>", 1)
src.add_fingerprint(user)
analyze_gases(src, user)
return
/obj/item/device/mass_spectrometer

View File

@@ -14,7 +14,7 @@
throw_range = 15
throw_speed = 3
origin_tech = list(TECH_DATA = 1, TECH_ENGINERING = 1, TECH_ILLEGAL = 3)
origin_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1, TECH_ILLEGAL = 3)
var/obj/item/device/radio/spy/radio
var/obj/machinery/camera/spy/camera
@@ -53,7 +53,7 @@
w_class = 2.0
origin_tech = list(TECH_DATA = 1, TECH_ENGINERING = 1, TECH_ILLEGAL = 3)
origin_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1, TECH_ILLEGAL = 3)
var/operating = 0
var/obj/item/device/radio/spy/radio

View File

@@ -0,0 +1,135 @@
#define OVERLAY_CACHE_LEN 50
/obj/item/device/t_scanner
name = "\improper T-ray scanner"
desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
icon_state = "t-ray0"
slot_flags = SLOT_BELT
w_class = 2
item_state = "electronic"
matter = list(DEFAULT_WALL_MATERIAL = 150)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINERING = 1)
var/scan_range = 1
var/on = 0
var/list/active_scanned = list() //assoc list of objects being scanned, mapped to their overlay
var/client/user_client //since making sure overlays are properly added and removed is pretty important, so we track the current user explicitly
var/flicker = 0
var/global/list/overlay_cache = list() //cache recent overlays
/obj/item/device/t_scanner/update_icon()
icon_state = "t-ray[on]"
/obj/item/device/t_scanner/attack_self(mob/user)
set_active(!on)
/obj/item/device/t_scanner/proc/set_active(var/active)
on = active
if(on)
processing_objects.Add(src)
flicker = 0
else
processing_objects.Remove(src)
set_user_client(null)
update_icon()
//If reset is set, then assume the client has none of our overlays, otherwise we only send new overlays.
/obj/item/device/t_scanner/process()
if(!on) return
//handle clients changing
var/client/loc_client = null
if(ismob(src.loc))
var/mob/M = src.loc
loc_client = M.client
set_user_client(loc_client)
//no sense processing if no-one is going to see it.
if(!user_client) return
//get all objects in scan range
var/list/scanned = get_scanned_objects(scan_range)
var/list/update_add = scanned - active_scanned
var/list/update_remove = active_scanned - scanned
//Add new overlays
for(var/obj/O in update_add)
var/image/overlay = get_overlay(O)
active_scanned[O] = overlay
user_client.images += overlay
//Remove stale overlays
for(var/obj/O in update_remove)
user_client.images -= active_scanned[O]
active_scanned -= O
//Flicker effect
for(var/obj/O in active_scanned)
var/image/overlay = active_scanned[O]
if(flicker)
overlay.alpha = 0
else
overlay.alpha = 128
flicker = !flicker
//creates a new overlay for a scanned object
/obj/item/device/t_scanner/proc/get_overlay(obj/scanned)
//Use a cache so we don't create a whole bunch of new images just because someone's walking back and forth in a room.
//Also means that images are reused if multiple people are using t-rays to look at the same objects.
if(scanned in overlay_cache)
. = overlay_cache[scanned]
else
var/image/I = image(loc = scanned, icon = scanned.icon, icon_state = scanned.icon_state, layer = HUD_LAYER)
//Pipes are special
if(istype(scanned, /obj/machinery/atmospherics/pipe))
var/obj/machinery/atmospherics/pipe/P = scanned
I.color = P.pipe_color
I.overlays += P.overlays
I.alpha = 128
I.mouse_opacity = 0
. = I
// Add it to cache, cutting old entries if the list is too long
overlay_cache[scanned] = .
if(overlay_cache.len > OVERLAY_CACHE_LEN)
overlay_cache.Cut(1, overlay_cache.len-OVERLAY_CACHE_LEN-1)
/obj/item/device/t_scanner/proc/get_scanned_objects(var/scan_dist)
. = list()
var/turf/center = get_turf(src.loc)
if(!center) return
for(var/turf/T in range(scan_range, center))
if(!!T.is_plating())
continue
for(var/obj/O in T.contents)
if(O.level != 1)
continue
if(!O.invisibility)
continue //if it's already visible don't need an overlay for it
. += O
/obj/item/device/t_scanner/proc/set_user_client(var/client/new_client)
if(new_client == user_client)
return
if(user_client)
for(var/scanned in active_scanned)
user_client.images -= active_scanned[scanned]
if(new_client)
for(var/scanned in active_scanned)
new_client.images += active_scanned[scanned]
else
active_scanned.Cut()
user_client = new_client
/obj/item/device/t_scanner/dropped(mob/user)
set_user_client(null)
#undef OVERLAY_CACHE_LEN

View File

@@ -9,6 +9,7 @@
var/mob/attacher = null
var/valve_open = 0
var/toggle = 1
flags = PROXMOVE
/obj/item/device/transfer_valve/proc/process_activation(var/obj/item/device/D)
@@ -69,7 +70,7 @@
/obj/item/device/transfer_valve/attack_self(mob/user as mob)
ui_interact(user)
/obj/item/device/transfer_valve/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
// this is the data which will be sent to the ui
@@ -80,7 +81,7 @@
data["valveOpen"] = valve_open ? 1 : 0
// update the ui if it exists, returns null if no ui is passed/found
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
// the ui does not exist, so we'll create a new() one
// for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm

View File

@@ -15,6 +15,9 @@
/datum/uplink_category/ammunition
name = "Ammunition"
/datum/uplink_category/grenades
name = "Grenades and Thrown Objects"
/datum/uplink_category/visible_weapons
name = "Highly Visible and Dangerous Weapons"
@@ -36,5 +39,8 @@
/datum/uplink_category/hardsuit_modules
name = "Hardsuit Modules"
/datum/uplink_category/services
name = "Services"
/datum/uplink_category/badassery
name = "Badassery"

View File

@@ -9,6 +9,7 @@ var/datum/uplink/uplink = new()
items_assoc = list()
items = init_subtypes(/datum/uplink_item)
categories = init_subtypes(/datum/uplink_category)
categories = dd_sortedObjectList(categories)
for(var/datum/uplink_item/item in items)
if(!item.name)
@@ -38,15 +39,31 @@ var/datum/uplink/uplink = new()
..()
antag_roles = list()
/datum/uplink_item/proc/buy(var/obj/item/device/uplink/U, var/mob/user)
purchase_log(U)
var/cost = cost(U.uses)
var/goods = get_goods(U, get_turf(user))
/datum/uplink_item/proc/buy(var/obj/item/device/uplink/U, var/mob/user)
var/extra_args = extra_args(user)
if(!extra_args)
return
if(!can_buy(U))
return
var/cost = cost(U.uses)
var/goods = get_goods(U, get_turf(user), user, extra_args)
if(!goods)
return
purchase_log(U)
U.uses -= cost
U.used_TC += cost
return goods
// Any additional arguments you wish to send to the get_goods
/datum/uplink_item/proc/extra_args(var/mob/user)
return 1
/datum/uplink_item/proc/can_buy(obj/item/device/uplink/U)
if(cost(U.uses) > U.uses)
return 0
@@ -90,11 +107,14 @@ datum/uplink_item/dd_SortValue()
/********************************
* *
* Physical Uplink Entires *
* Physical Uplink Entries *
* *
********************************/
/datum/uplink_item/item/buy(var/obj/item/device/uplink/U, var/mob/user)
var/obj/item/I = ..()
if(!I)
return
if(istype(I, /list))
var/list/L = I
if(L.len) I = L[1]
@@ -131,7 +151,7 @@ datum/uplink_item/dd_SortValue()
path = /obj/item/ammo_magazine/a357
/datum/uplink_item/item/ammo/mc9mm
name = ".9mm"
name = "9mm"
path = /obj/item/ammo_magazine/mc9mm
/datum/uplink_item/item/ammo/darts
@@ -142,17 +162,20 @@ datum/uplink_item/dd_SortValue()
name = "14.5mm"
path = /obj/item/weapon/storage/box/sniperammo
/datum/uplink_item/item/ammo/a10mm
name = "10mm"
path = /obj/item/ammo_magazine/a10mm
/datum/uplink_item/item/ammo/a762
name = "7.62mm"
path = /obj/item/ammo_magazine/a762
/***************************************
* Highly Visible and Dangerous Weapons *
***************************************/
/datum/uplink_item/item/visible_weapons
category = /datum/uplink_category/visible_weapons
/datum/uplink_item/item/visible_weapons/emp
name = "5xEMP Grenades"
item_cost = 3
path = /obj/item/weapon/storage/box/emps
/datum/uplink_item/item/visible_weapons/energy_sword
name = "Energy Sword"
item_cost = 4
@@ -188,6 +211,17 @@ datum/uplink_item/dd_SortValue()
item_cost = DEFAULT_TELECRYSTAL_AMOUNT
path = /obj/item/weapon/gun/projectile/heavysniper
//These are for traitors (or other antags, perhaps) to have the option of purchasing some merc gear.
/datum/uplink_item/item/visible_weapons/submachinegun
name = "Submachine Gun"
item_cost = 6
path = /obj/item/weapon/gun/projectile/automatic/c20r
/datum/uplink_item/item/visible_weapons/assaultrifle
name = "Assault Rifle"
item_cost = 7
path = /obj/item/weapon/gun/projectile/automatic/sts35
/*************************************
* Stealthy and Inconspicuous Weapons *
*************************************/
@@ -345,6 +379,12 @@ datum/uplink_item/dd_SortValue()
..()
antag_roles = list(MODE_MERCENARY)
/datum/uplink_item/item/tools/money
name = "Operations Funding"
item_cost = 3
path = /obj/item/weapon/storage/secure/briefcase/money
desc = "A briefcase with 10,000 untraceable thalers for funding your sneaky activities."
/***********
* Implants *
***********/
@@ -433,6 +473,27 @@ datum/uplink_item/dd_SortValue()
item_cost = 8
path = /obj/item/rig_module/mounted
/***********
* Grenades *
************/
/datum/uplink_item/item/grenades
category = /datum/uplink_category/grenades
/datum/uplink_item/item/grenades/anti_photon
name = "5xPhoton Disruption Grenades"
item_cost = 2
path = /obj/item/weapon/storage/box/anti_photons
/datum/uplink_item/item/grenades/emp
name = "5xEMP Grenades"
item_cost = 3
path = /obj/item/weapon/storage/box/emps
/datum/uplink_item/item/grenades/smoke
name = "5xSmoke Grenades"
item_cost = 2
path = /obj/item/weapon/storage/box/smokes
/************
* Badassery *
************/
@@ -512,6 +573,124 @@ datum/uplink_item/dd_SortValue()
return "\icon[icon]"
/********************************
* *
* Abstract Uplink Entries *
* *
********************************/
var/image/default_abstract_uplink_icon
/datum/uplink_item/abstract/log_icon()
if(!default_abstract_uplink_icon)
default_abstract_uplink_icon = image('icons/obj/pda.dmi', "pda-syn")
return "\icon[default_abstract_uplink_icon]"
/****************
* Announcements *
*****************/
/datum/uplink_item/abstract/announcements
category = /datum/uplink_category/services
/datum/uplink_item/abstract/announcements/buy(var/obj/item/device/uplink/U, var/mob/user)
. = ..()
if(.)
log_and_message_admins("has triggered a falsified [src]", user)
/datum/uplink_item/abstract/announcements/fake_centcom
item_cost = DEFAULT_TELECRYSTAL_AMOUNT / 2
/datum/uplink_item/abstract/announcements/fake_centcom/New()
..()
name = "[command_name()] Update Announcement"
desc = "Causes a falsified [command_name()] Update. Triggers immediately after supplying additional data."
antag_roles = list(MODE_MERCENARY)
/datum/uplink_item/abstract/announcements/fake_centcom/get_goods(var/obj/item/device/uplink/U, var/loc, var/mob/user, var/list/args)
command_announcement.Announce(args.["message"], args.["title"])
return 1
/datum/uplink_item/abstract/announcements/fake_crew_arrival
name = "Crew Arrival Announcement/Records"
desc = "Creates a fake crew arrival announcement as well as fake crew records, using your current appearance (including held items!) and worn id card. Trigger with care!"
item_cost = 4
/datum/uplink_item/abstract/announcements/fake_crew_arrival/New()
..()
antag_roles = list(MODE_MERCENARY)
/datum/uplink_item/abstract/announcements/fake_crew_arrival/get_goods(var/obj/item/device/uplink/U, var/loc, var/mob/user, var/list/args)
if(!user)
return 0
var/obj/item/weapon/card/id/I = GetIdCard(user)
var/datum/data/record/random_general_record
var/datum/data/record/random_medical_record
if(data_core.general.len)
random_general_record = pick(data_core.general)
random_medical_record = find_medical_record("id", random_general_record.fields["id"])
var/datum/data/record/general = data_core.CreateGeneralRecord(user)
if(I)
general.fields["age"] = I.age
general.fields["rank"] = I.assignment
general.fields["real_rank"] = I.assignment
general.fields["name"] = I.registered_name
general.fields["sex"] = I.sex
else
var/mob/living/carbon/human/H
if(istype(user,/mob/living/carbon/human))
H = user
general.fields["age"] = H.age
else
general.fields["age"] = initial(H.age)
var/assignment = GetAssignment(user)
general.fields["rank"] = assignment
general.fields["real_rank"] = assignment
general.fields["name"] = user.real_name
general.fields["sex"] = capitalize(user.gender)
general.fields["species"] = user.get_species()
var/datum/data/record/medical = data_core.CreateMedicalRecord(general.fields["name"], general.fields["id"])
data_core.CreateSecurityRecord(general.fields["name"], general.fields["id"])
if(!random_general_record)
general.fields["citizenship"] = random_general_record.fields["citizenship"]
general.fields["faction"] = random_general_record.fields["faction"]
general.fields["fingerprint"] = random_general_record.fields["fingerprint"]
general.fields["home_system"] = random_general_record.fields["home_system"]
general.fields["religion"] = random_general_record.fields["religion"]
if(random_medical_record)
medical.fields["b_type"] = random_medical_record.fields["b_type"]
medical.fields["b_dna"] = random_medical_record.fields["b_type"]
if(I)
general.fields["fingerprint"] = I.fingerprint_hash
medical.fields["b_type"] = I.blood_type
medical.fields["b_dna"] = I.dna_hash
AnnounceArrivalSimple(general.fields["name"], general.fields["rank"])
return 1
/datum/uplink_item/abstract/announcements/fake_ion_storm
name = "Ion Storm Announcement"
desc = "Interferes with the station's ion sensors. Triggers immediately upon investment."
item_cost = 1
/datum/uplink_item/abstract/announcements/fake_ion_storm/get_goods(var/obj/item/device/uplink/U, var/loc)
ion_storm_announcement()
return 1
/datum/uplink_item/abstract/announcements/fake_radiation
name = "Radiation Storm Announcement"
desc = "Interferes with the station's radiation sensors. Triggers immediately upon investment."
item_cost = 3
/datum/uplink_item/abstract/announcements/fake_radiation/get_goods(var/obj/item/device/uplink/U, var/loc)
var/datum/event_meta/EM = new(EVENT_LEVEL_MUNDANE, "Fake Radiation Storm", add_to_queue = 0)
new/datum/event/radiation_storm/syndicate(EM)
return 1
/****************
* Support procs *
****************/

View File

@@ -44,7 +44,7 @@ var/datum/uplink_random_selection/default_uplink_selection = new/datum/uplink_ra
items += new/datum/uplink_random_item(/datum/uplink_item/item/ammo/a357)
items += new/datum/uplink_random_item(/datum/uplink_item/item/visible_weapons/heavysniper, 15, 0)
items += new/datum/uplink_random_item(/datum/uplink_item/item/ammo/sniperammo, 15, 0)
items += new/datum/uplink_random_item(/datum/uplink_item/item/visible_weapons/emp, 50)
items += new/datum/uplink_random_item(/datum/uplink_item/item/grenades/emp, 50)
items += new/datum/uplink_random_item(/datum/uplink_item/item/visible_weapons/crossbow, 33)
items += new/datum/uplink_random_item(/datum/uplink_item/item/visible_weapons/energy_sword, 75)

View File

@@ -43,7 +43,7 @@
user << "You set about modifying the helmet into [src]."
var/mob/living/carbon/human/H = user
if(istype(H))
species_restricted = list(H.species.name)
species_restricted = list(H.species.get_bodytype())
kit.use(1,user)
return 1
return ..()
@@ -62,7 +62,7 @@
user << "You set about modifying the suit into [src]."
var/mob/living/carbon/human/H = user
if(istype(H))
species_restricted = list(H.species.name)
species_restricted = list(H.species.get_bodytype())
kit.use(1,user)
return 1
return ..()

View File

@@ -127,8 +127,8 @@
/obj/item/robot_parts/robot_suit/attackby(obj/item/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/stack/material/steel) && !l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
var/obj/item/stack/material/steel/M = W
if(istype(W, /obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL && !l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
var/obj/item/stack/material/M = W
if (M.use(1))
var/obj/item/weapon/secbot_assembly/ed209_assembly/B = new /obj/item/weapon/secbot_assembly/ed209_assembly
B.loc = get_turf(src)

View File

@@ -4,7 +4,7 @@
desc = "A tube of paste containing swarms of repair nanites. Very effective in repairing robotic machinery."
icon = 'icons/obj/nanopaste.dmi'
icon_state = "tube"
origin_tech = list(TECH_MATERIAL = 4, TECH_ENGINERING = 3)
origin_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3)
amount = 10

View File

@@ -1,33 +0,0 @@
/obj/item/stack/light_w
name = "wired glass tile"
singular_name = "wired glass floor tile"
desc = "A glass tile, which is wired, somehow."
icon_state = "glass_wire"
w_class = 3.0
force = 3.0
throwforce = 5.0
throw_speed = 5
throw_range = 20
flags = CONDUCT
max_amount = 60
/obj/item/stack/light_w/attackby(var/obj/item/O as obj, var/mob/user as mob)
..()
if(istype(O,/obj/item/weapon/wirecutters))
var/obj/item/stack/cable_coil/CC = new/obj/item/stack/cable_coil(user.loc)
CC.amount = 5
amount--
new/obj/item/stack/material/glass(user.loc)
if(amount <= 0)
user.drop_from_inventory(src)
qdel(src)
if(istype(O,/obj/item/stack/material/steel))
var/obj/item/stack/material/steel/M = O
if (M.use(1))
use(1)
new/obj/item/stack/tile/light(get_turf(user))
user << "<span class='notice'>You make a light tile.</span>"
else
user << "<span class='warning'>You need one metal sheet to finish the light tile.</span>"
return

View File

@@ -68,10 +68,7 @@
if (istype(E, /datum/stack_recipe_list))
var/datum/stack_recipe_list/srl = E
if (src.get_amount() >= srl.req_amount)
t1 += "<a href='?src=\ref[src];sublist=[i]'>[srl.title] ([srl.req_amount] [src.singular_name]\s)</a>"
else
t1 += "[srl.title] ([srl.req_amount] [src.singular_name]\s)<br>"
t1 += "<a href='?src=\ref[src];sublist=[i]'>[srl.title]</a>"
if (istype(E, /datum/stack_recipe))
var/datum/stack_recipe/R = E
@@ -360,8 +357,6 @@
/datum/stack_recipe_list
var/title = "ERROR"
var/list/recipes = null
var/req_amount = 1
New(title, recipes, req_amount = 1)
New(title, recipes)
src.title = title
src.recipes = recipes
src.req_amount = req_amount

View File

@@ -1,36 +0,0 @@
/obj/item/stack/tile/light
name = "light tile"
singular_name = "light floor tile"
desc = "A floor tile, made out off glass. It produces light."
icon_state = "tile_e"
w_class = 3.0
force = 3.0
throwforce = 5.0
throw_speed = 5
throw_range = 20
flags = CONDUCT
max_amount = 60
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "smashed")
var/on = 1
var/state //0 = fine, 1 = flickering, 2 = breaking, 3 = broken
/obj/item/stack/tile/light/New(var/loc, var/amount=null)
..()
if(prob(5))
state = 3 //broken
else if(prob(5))
state = 2 //breaking
else if(prob(10))
state = 1 //flickering occasionally
else
state = 0 //fine
/obj/item/stack/tile/light/attackby(var/obj/item/O as obj, var/mob/user as mob)
..()
if(istype(O,/obj/item/weapon/crowbar))
new/obj/item/stack/material/steel(user.loc)
amount--
new/obj/item/stack/light_w(user.loc)
if(amount <= 0)
user.drop_from_inventory(src)
qdel(src)

View File

@@ -1,34 +0,0 @@
/obj/item/stack/tile/steel
name = "floor tile"
singular_name = "floor tile"
desc = "Those could work as a pretty decent throwing weapon" //why?
icon_state = "tile"
force = 6.0
matter = list(DEFAULT_WALL_MATERIAL = 937.5)
throwforce = 15.0
throw_speed = 5
throw_range = 20
flags = CONDUCT
/obj/item/stack/tile/steel/New(var/loc, var/amount=null)
..()
src.pixel_x = rand(1, 14)
src.pixel_y = rand(1, 14)
return
/obj/item/stack/tile/steel/cyborg
name = "floor tile synthesizer"
desc = "A device that makes floor tiles."
gender = NEUTER
matter = null
uses_charge = 1
charge_costs = list(250)
stacktype = /obj/item/stack/tile/steel
build_type = /obj/item/stack/tile/steel
/obj/item/stack/tile/steel/proc/build(turf/S as turf)
if (istype(S,/turf/space))
S.ChangeTurf(/turf/simulated/floor/plating/airless)
else
S.ChangeTurf(/turf/simulated/floor/plating)
return

View File

@@ -5,7 +5,7 @@
* Wood
* Carpet
*/
/obj/item/stack/tile
name = "tile"
singular_name = "tile"
@@ -14,6 +14,11 @@
max_amount = 60
var/build_type = null
/obj/item/stack/tile/New()
..()
pixel_x = rand(-7, 7)
pixel_y = rand(-7, 7)
/*
* Grass
*/
@@ -64,3 +69,59 @@
throw_speed = 5
throw_range = 20
flags = 0
/obj/item/stack/tile/floor
name = "floor tile"
singular_name = "floor tile"
desc = "Those could work as a pretty decent throwing weapon" //why?
icon_state = "tile"
force = 6.0
matter = list(DEFAULT_WALL_MATERIAL = 937.5)
throwforce = 15.0
throw_speed = 5
throw_range = 20
flags = CONDUCT
/obj/item/stack/tile/floor_red
name = "red floor tile"
singular_name = "red floor tile"
icon_state = "tile_red"
/obj/item/stack/tile/floor_steel
name = "steel floor tile"
singular_name = "steel floor tile"
icon_state = "tile_steel"
matter = list("plasteel" = 937.5)
/obj/item/stack/tile/floor_white
name = "white floor tile"
singular_name = "white floor tile"
icon_state = "tile_white"
matter = list("plastic" = 937.5)
/obj/item/stack/tile/floor_yellow
name = "yellow floor tile"
singular_name = "yellow floor tile"
icon_state = "tile_yellow"
/obj/item/stack/tile/floor_dark
name = "dark floor tile"
singular_name = "dark floor tile"
icon_state = "fr_tile"
matter = list("plasteel" = 937.5)
/obj/item/stack/tile/floor_freezer
name = "freezer floor tile"
singular_name = "freezer floor tile"
icon_state = "tile_freezer"
matter = list("plastic" = 937.5)
/obj/item/stack/tile/floor/cyborg
name = "floor tile synthesizer"
desc = "A device that makes floor tiles."
gender = NEUTER
matter = null
uses_charge = 1
charge_costs = list(250)
stacktype = /obj/item/stack/tile/floor
build_type = /obj/item/stack/tile/floor

View File

@@ -104,7 +104,7 @@
/obj/item/toy/nanotrasenballoon
name = "criminal balloon"
desc = "Across the balloon the following is printed: \"Man, I love NT soooo much. I use only NanoTrasen products. You have NO idea.\""
desc = "Across the balloon the following is printed: \"Man, I love NanoTrasen soooo much. I use only NT products. You have NO idea.\""
throwforce = 0
throw_speed = 4
throw_range = 20
@@ -344,7 +344,6 @@
item_state = "sword0"
var/active = 0.0
w_class = 2.0
flags = NOSHIELD
attack_verb = list("attacked", "struck", "hit")
attack_self(mob/user as mob)

View File

@@ -35,7 +35,7 @@ AI MODULES
return
if(ticker && ticker.mode && ticker.mode.name == "blob")
usr << "Law uploads have been disabled by NanoTrasen!"
usr << "Law uploads have been disabled by [company_name]!"
return
if (comp.current.stat == 2 || comp.current.control_disabled == 1)
@@ -83,7 +83,7 @@ AI MODULES
laws.sync(target, 0)
addAdditionalLaws(target, sender)
target << "[sender] has uploaded a change to the laws you must follow, using \an [src]. From now on: "
target << "\The [sender] has uploaded a change to the laws you must follow, using \an [src]. From now on: "
target.show_laws()
/obj/item/weapon/aiModule/proc/log_law_changes(var/mob/living/silicon/ai/target, var/mob/sender)
@@ -140,13 +140,7 @@ AI MODULES
if(!targetName)
usr << "No name detected on module, please enter one."
return 0
..()
/obj/item/weapon/aiModule/oneHuman/transmitInstructions(var/mob/living/silicon/ai/target, var/mob/sender)
..()
var/law = "Only [targetName] is a crew member."
target << "[sender.real_name] attempted to modify your zeroth law." // And lets them know that someone tried. --NeoFite
target << "It would be in your best interest to play along with [sender.real_name] that [law]"
return ..()
/obj/item/weapon/aiModule/oneHuman/addAdditionalLaws(var/mob/living/silicon/ai/target, var/mob/sender)
var/law = "Only [targetName] is an crew member."

View File

@@ -13,7 +13,7 @@
throw_speed = 1
throw_range = 5
w_class = 3.0
origin_tech = list(TECH_ENGINERING = 4, TECH_MATERIAL = 2)
origin_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 2)
matter = list(DEFAULT_WALL_MATERIAL = 50000)
var/datum/effect/effect/system/spark_spread/spark_system
var/stored_matter = 0
@@ -103,7 +103,7 @@
else if(!deconstruct && (istype(T,/turf/space) || istype(T,get_base_turf(T.z))))
build_cost = 1
build_type = "floor"
build_turf = /turf/simulated/floor/plating/airless
build_turf = /turf/simulated/floor/airless
else if(!deconstruct && istype(T,/turf/simulated/floor/plating/asteroid))
build_cost = 1
build_type = "floor"

View File

@@ -97,27 +97,75 @@
var/registered_name = "Unknown" // The name registered_name on the card
slot_flags = SLOT_ID
var/age = "\[UNSET\]"
var/blood_type = "\[UNSET\]"
var/dna_hash = "\[UNSET\]"
var/fingerprint_hash = "\[UNSET\]"
var/sex = "\[UNSET\]"
var/icon/front
var/icon/side
//alt titles are handled a bit weirdly in order to unobtrusively integrate into existing ID system
var/assignment = null //can be alt title or the actual job
var/rank = null //actual job
var/dorm = 0 // determines if this ID has claimed a dorm already
var/dorm = 0 // determines if this ID has claimed a dorm already
/obj/item/weapon/card/id/New()
..()
spawn(30)
if(istype(loc, /mob/living/carbon/human))
var/mob/living/carbon/human/H = loc
blood_type = H.dna.b_type
dna_hash = H.dna.unique_enzymes
fingerprint_hash = md5(H.dna.uni_identity)
/obj/item/weapon/card/id/examine(mob/user)
set src in oview(1)
if(in_range(usr, src))
show(usr)
usr << desc
else
usr << "<span class='warning'>It is too far away.</span>"
/obj/item/weapon/card/id/proc/prevent_tracking()
return 0
/obj/item/weapon/card/id/proc/show(mob/user as mob)
user << browse_rsc(front, "front.png")
user << browse_rsc(side, "side.png")
var/datum/browser/popup = new(user, "idcard", name, 600, 250)
popup.set_content(dat())
popup.set_title_image(usr.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
return
/obj/item/weapon/card/id/proc/update_name()
name = "[src.registered_name]'s ID Card ([src.assignment])"
/obj/item/weapon/card/id/proc/set_id_photo(var/mob/M)
front = getFlatIcon(M, SOUTH, always_use_defdir = 1)
side = getFlatIcon(M, WEST, always_use_defdir = 1)
/obj/item/weapon/card/id/proc/set_owner_info(var/mob/living/carbon/human/H)
if(!H || !H.dna)
return
age = H.age
blood_type = H.dna.b_type
dna_hash = H.dna.unique_enzymes
fingerprint_hash = md5(H.dna.uni_identity)
registered_name = H.real_name
sex = capitalize(H.gender)
set_id_photo(H)
update_name()
/obj/item/weapon/card/id/proc/dat()
var/dat = ("<table><tr><td>")
dat += text("Name: []</A><BR>", registered_name)
dat += text("Sex: []</A><BR>\n", sex)
dat += text("Age: []</A><BR>\n", age)
dat += text("Rank: []</A><BR>\n", assignment)
dat += text("Fingerprint: []</A><BR>\n", fingerprint_hash)
dat += text("Blood Type: []<BR>\n", blood_type)
dat += text("DNA Hash: []<BR><BR>\n", dna_hash)
if(front && side)
dat +="<td align = center valign = top>Photo:<br><img src=front.png height=80 width=80 border=4><img src=side.png height=80 width=80 border=4></td>"
dat += "</tr></table>"
return dat
/obj/item/weapon/card/id/attack_self(mob/user as mob)
for(var/mob/O in viewers(user, null))
O.show_message(text("[] shows you: \icon[] []: assignment: []", user, src, src.name, src.assignment), 1)
user.visible_message("\The [user] shows you: \icon[src] [src.name]. The assignment on the card: [src.assignment]",\
"You flash your ID card: \icon[src] [src.name]. The assignment on the card: [src.assignment]")
src.add_fingerprint(user)
return
@@ -139,7 +187,6 @@
usr << "The fingerprint hash on the card is [fingerprint_hash]."
return
/obj/item/weapon/card/id/silver
name = "identification card"
desc = "A silver card which shows honour and dedication."
@@ -152,75 +199,6 @@
icon_state = "gold"
item_state = "gold_id"
/obj/item/weapon/card/id/syndicate
name = "agent card"
access = list(access_maint_tunnels, access_syndicate, access_external_airlocks)
origin_tech = list(TECH_ILLEGAL = 3)
var/registered_user=null
/obj/item/weapon/card/id/syndicate/New(mob/user as mob)
..()
if(!isnull(user)) // Runtime prevention on laggy starts or where users log out because of lag at round start.
registered_name = ishuman(user) ? user.real_name : user.name
else
registered_name = "Agent Card"
assignment = "Agent"
name = "[registered_name]'s ID Card ([assignment])"
/obj/item/weapon/card/id/syndicate/afterattack(var/obj/item/weapon/O as obj, mob/user as mob, proximity)
if(!proximity) return
if(istype(O, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/I = O
src.access |= I.access
if(istype(user, /mob/living) && user.mind)
if(user.mind.special_role)
usr << "<span class='notice'>The card's microscanners activate as you pass it over the ID, copying its access.</span>"
/obj/item/weapon/card/id/syndicate/attack_self(mob/user as mob)
if(!src.registered_name)
//Stop giving the players unsanitized unputs! You are giving ways for players to intentionally crash clients! -Nodrak
var t = sanitizeName(input(user, "What name would you like to put on this card?", "Agent card name", ishuman(user) ? user.real_name : user.name), MAX_NAME_LEN)
if(!t) //Same as mob/new_player/prefrences.dm
alert("Invalid name.")
return
src.registered_name = t
var u = sanitize(input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Agent"), MAX_LNAME_LEN)
if(!u)
alert("Invalid assignment.")
src.registered_name = ""
return
src.assignment = u
src.name = "[src.registered_name]'s ID Card ([src.assignment])"
user << "<span class='notice'>You successfully forge the ID card.</span>"
registered_user = user
else if(!registered_user || registered_user == user)
if(!registered_user) registered_user = user //
switch(alert("Would you like to display the ID, or retitle it?","Choose.","Rename","Show"))
if("Rename")
var t = sanitize(input(user, "What name would you like to put on this card?", "Agent card name", ishuman(user) ? user.real_name : user.name), 26)
if(!t || t == "Unknown" || t == "floor" || t == "wall" || t == "r-wall") //Same as mob/new_player/prefrences.dm
alert("Invalid name.")
return
src.registered_name = t
var u = sanitize(input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant"))
if(!u)
alert("Invalid assignment.")
return
src.assignment = u
src.name = "[src.registered_name]'s ID Card ([src.assignment])"
user << "<span class='notice'>You successfully forge the ID card.</span>"
return
if("Show")
..()
else
..()
/obj/item/weapon/card/id/syndicate_command
name = "syndicate ID card"
desc = "An ID straight from the Syndicate."
@@ -255,4 +233,4 @@
/obj/item/weapon/card/id/centcom/ERT/New()
..()
access += get_all_station_access()
access |= get_all_station_access()

View File

@@ -0,0 +1,204 @@
var/global/list/syndicate_ids = list()
/obj/item/weapon/card/id/syndicate
name = "agent card"
assignment = "Agent"
origin_tech = list(TECH_ILLEGAL = 3)
var/electronic_warfare = 1
var/registered_user = null
var/list/initial_access = list(access_maint_tunnels, access_syndicate, access_external_airlocks)
/obj/item/weapon/card/id/syndicate/New(mob/user as mob)
syndicate_ids += src
..()
access = initial_access.Copy()
/obj/item/weapon/card/id/syndicate/Destroy()
syndicate_ids -= src
registered_user = null
return ..()
// On mob destruction, ensure any references are cleared
/mob/Destroy()
for(var/obj/item/weapon/card/id/syndicate/SID in syndicate_ids)
if(SID.registered_user == src)
SID.registered_user = null
return ..()
/obj/item/weapon/card/id/syndicate/prevent_tracking()
return electronic_warfare
/obj/item/weapon/card/id/syndicate/afterattack(var/obj/item/weapon/O as obj, mob/user as mob, proximity)
if(!proximity) return
if(istype(O, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/I = O
src.access |= I.access
if(player_is_antag(user))
user << "<span class='notice'>The microscanner activate as you pass it over the ID, copying its access.</span>"
/obj/item/weapon/card/id/syndicate/attack_self(mob/user as mob)
if(!registered_user)
registered_user = user
set_owner_info(user)
user << "<span class='notice'>The microscanner marks you as its owner, preventing others some accessing its internals.</span>"
if(registered_user == user)
switch(alert("Would you like edit the ID, or show it?","Show or Edit?", "Edit","Show"))
if("Edit")
ui_interact(user)
if("Show")
..()
else
..()
/obj/item/weapon/card/id/syndicate/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
var/data[0]
var/entries[0]
entries[++entries.len] = list("name" = "Age", "value" = age)
entries[++entries.len] = list("name" = "Appearance", "value" = "Set")
entries[++entries.len] = list("name" = "Assignment", "value" = assignment)
entries[++entries.len] = list("name" = "Blood Type", "value" = blood_type)
entries[++entries.len] = list("name" = "DNA Hash", "value" = dna_hash)
entries[++entries.len] = list("name" = "Fingerprint Hash", "value" = fingerprint_hash)
entries[++entries.len] = list("name" = "Name", "value" = registered_name)
entries[++entries.len] = list("name" = "Photo", "value" = "Update")
entries[++entries.len] = list("name" = "Sex", "value" = sex)
entries[++entries.len] = list("name" = "Factory Reset", "value" = "Use With Care")
data["electronic_warfare"] = electronic_warfare
data["entries"] = entries
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, "agent_id_card.tmpl", "Agent id", 600, 400)
ui.set_initial_data(data)
ui.open()
/obj/item/weapon/card/id/syndicate/CanUseTopic(mob/user)
if(user != registered_user)
return STATUS_CLOSE
return ..()
/obj/item/weapon/card/id/syndicate/Topic(href, href_list, var/datum/topic_state/state)
if(..())
return 1
var/user = usr
if(href_list["electronic_warfare"])
electronic_warfare = text2num(href_list["electronic_warfare"])
user << "<span class='notice'>Electronic warfare [electronic_warfare ? "enabled" : "disabled"].</span>"
else if(href_list["set"])
switch(href_list["set"])
if("Age")
var/new_age = input(user,"What age would you like to put on this card?","Agent Card Age", age) as null|num
if(!isnull(new_age) && CanUseTopic(user, state))
if(new_age < 0)
age = initial(age)
else
age = new_age
user << "<span class='notice'>Age has been set to '[age]'.</span>"
. = 1
if("Appearance")
var/datum/card_state/choice = input(user, "Select the appearance for this card.", "Agent Card Appearance") as null|anything in id_card_states()
if(choice && CanUseTopic(user, state))
src.icon_state = choice.icon_state
src.item_state = choice.item_state
usr << "<span class='notice'>Appearance changed to [choice].</span>"
. = 1
if("Assignment")
var/new_job = sanitize(input(user,"What assignment would you like to put on this card?\nChanging assignment will not grant or remove any access levels.","Agent Card Assignment", assignment) as null|text)
if(!isnull(new_job) && CanUseTopic(user, state))
src.assignment = new_job
user << "<span class='notice'>Occupation changed to '[new_job]'.</span>"
update_name()
. = 1
if("Blood Type")
var/default = blood_type
if(default == initial(blood_type) && ishuman(user))
var/mob/living/carbon/human/H = user
if(H.dna)
default = H.dna.b_type
var/new_blood_type = sanitize(input(user,"What blood type would you like to be written on this card?","Agent Card Blood Type",default) as null|text)
if(!isnull(new_blood_type) && CanUseTopic(user, state))
src.blood_type = new_blood_type
user << "<span class='notice'>Blood type changed to '[new_blood_type]'.</span>"
. = 1
if("DNA Hash")
var/default = dna_hash
if(default == initial(dna_hash) && ishuman(user))
var/mob/living/carbon/human/H = user
if(H.dna)
default = H.dna.unique_enzymes
var/new_dna_hash = sanitize(input(user,"What DNA hash would you like to be written on this card?","Agent Card DNA Hash",default) as null|text)
if(!isnull(new_dna_hash) && CanUseTopic(user, state))
src.dna_hash = new_dna_hash
user << "<span class='notice'>DNA hash changed to '[new_dna_hash]'.</span>"
. = 1
if("Fingerprint Hash")
var/default = fingerprint_hash
if(default == initial(fingerprint_hash) && ishuman(user))
var/mob/living/carbon/human/H = user
if(H.dna)
default = md5(H.dna.uni_identity)
var/new_fingerprint_hash = sanitize(input(user,"What fingerprint hash would you like to be written on this card?","Agent Card Fingerprint Hash",default) as null|text)
if(!isnull(new_fingerprint_hash) && CanUseTopic(user, state))
src.fingerprint_hash = new_fingerprint_hash
user << "<span class='notice'>Fingerprint hash changed to '[new_fingerprint_hash]'.</span>"
. = 1
if("Name")
var/new_name = sanitizeName(input(user,"What name would you like to put on this card?","Agent Card Name", registered_name) as null|text)
if(!isnull(new_name) && CanUseTopic(user, state))
src.registered_name = new_name
update_name()
user << "<span class='notice'>Name changed to '[new_name]'.</span>"
. = 1
if("Photo")
set_id_photo(user)
user << "<span class='notice'>Photo changed.</span>"
. = 1
if("Sex")
var/new_sex = sanitize(input(user,"What sex would you like to put on this card?","Agent Card Sex", sex) as null|text)
if(!isnull(new_sex) && CanUseTopic(user, state))
src.sex = new_sex
user << "<span class='notice'>Sex changed to '[new_sex]'.</span>"
. = 1
if("Factory Reset")
if(alert("This will factory reset the card, including access and owner. Continue?", "Factory Reset", "No", "Yes") == "Yes" && CanUseTopic(user, state))
age = initial(age)
access = initial_access.Copy()
assignment = initial(assignment)
blood_type = initial(blood_type)
dna_hash = initial(dna_hash)
electronic_warfare = initial(electronic_warfare)
fingerprint_hash = initial(fingerprint_hash)
icon_state = initial(icon_state)
name = initial(name)
registered_name = initial(registered_name)
registered_user = null
sex = initial(sex)
user << "<span class='notice'>All information has been deleted from \the [src].</span>"
. = 1
// Always update the UI, or buttons will spin indefinitely
nanomanager.update_uis(src)
/var/global/list/id_card_states
/proc/id_card_states()
if(!id_card_states)
id_card_states = list()
for(var/path in typesof(/obj/item/weapon/card/id))
var/obj/item/weapon/card/id/ID = path
var/datum/card_state/CS = new()
CS.icon_state = initial(ID.icon_state)
CS.item_state = initial(ID.item_state)
CS.name = initial(ID.name) + " - " + initial(ID.icon_state)
id_card_states += CS
id_card_states = dd_sortedObjectList(id_card_states)
return id_card_states
/datum/card_state
var/name
var/icon_state
var/item_state
/datum/card_state/dd_SortValue()
return name

View File

@@ -100,10 +100,6 @@ CIGARETTE PACKETS ARE IN FANCY.DM
flags |= NOREACT // so it doesn't react until you light it
create_reagents(chem_volume) // making the cigarrete a chemical holder with a maximum volume of 15
/obj/item/clothing/mask/smokable/Destroy()
..()
qdel(reagents)
/obj/item/clothing/mask/smokable/process()
var/turf/location = get_turf(src)
smoketime--

View File

@@ -139,11 +139,6 @@
build_path = /obj/machinery/computer/crew
origin_tech = list(TECH_DATA = 3, TECH_BIO = 2, TECH_MAGNET = 2)
/obj/item/weapon/circuitboard/mech_bay_power_console
name = T_BOARD("mech bay power control console")
build_path = /obj/machinery/computer/mech_bay_power_console
origin_tech = list(TECH_DATA = 2, TECH_POWER = 3)
/obj/item/weapon/circuitboard/operating
name = T_BOARD("patient monitoring console")
build_path = /obj/machinery/computer/operating
@@ -195,4 +190,4 @@
/obj/item/weapon/circuitboard/rcon_console
name = T_BOARD("RCON remote control console")
build_path = /obj/machinery/computer/rcon
origin_tech = list(TECH_DATA = 4, TECH_ENGINERING = 3, TECH_POWER = 5)
origin_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 3, TECH_POWER = 5)

View File

@@ -0,0 +1,13 @@
#ifndef T_BOARD
#error T_BOARD macro is not defined but we need it!
#endif
/obj/item/weapon/circuitboard/mech_recharger
name = T_BOARD("mech recharger")
build_path = "/obj/machinery/mech_recharger"
board_type = "machine"
origin_tech = list(TECH_DATA = 2, TECH_POWER = 2, TECH_ENGINEERING = 2)
req_components = list(
"/obj/item/weapon/stock_parts/capacitor" = 2,
"/obj/item/weapon/stock_parts/scanning_module" = 1,
"/obj/item/weapon/stock_parts/manipulator" = 2)

View File

@@ -6,7 +6,7 @@
name = T_BOARD("mining drill head")
build_path = "/obj/machinery/mining/drill"
board_type = "machine"
origin_tech = list(TECH_DATA = 1, TECH_ENGINERING = 1)
origin_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1)
req_components = list(
"/obj/item/weapon/stock_parts/capacitor" = 1,
"/obj/item/weapon/cell" = 1,

View File

@@ -6,7 +6,7 @@
name = T_BOARD("PACMAN-type generator")
build_path = "/obj/machinery/power/port_gen/pacman"
board_type = "machine"
origin_tech = list(TECH_DATA = 3, TECH_POWER = 3, TECH_PHORON = 3, TECH_ENGINERING = 3)
origin_tech = list(TECH_DATA = 3, TECH_POWER = 3, TECH_PHORON = 3, TECH_ENGINEERING = 3)
req_components = list(
"/obj/item/weapon/stock_parts/matter_bin" = 1,
"/obj/item/weapon/stock_parts/micro_laser" = 1,
@@ -16,9 +16,9 @@
/obj/item/weapon/circuitboard/pacman/super
name = T_BOARD("SUPERPACMAN-type generator")
build_path = "/obj/machinery/power/port_gen/pacman/super"
origin_tech = list(TECH_DATA = 3, TECH_POWER = 4, TECH_ENGINERING = 4)
origin_tech = list(TECH_DATA = 3, TECH_POWER = 4, TECH_ENGINEERING = 4)
/obj/item/weapon/circuitboard/pacman/mrs
name = T_BOARD("MRSPACMAN-type generator")
build_path = "/obj/machinery/power/port_gen/pacman/mrs"
origin_tech = list(TECH_DATA = 3, TECH_POWER = 5, TECH_ENGINERING = 5)
origin_tech = list(TECH_DATA = 3, TECH_POWER = 5, TECH_ENGINEERING = 5)

View File

@@ -6,14 +6,14 @@
name = T_BOARD("superconductive magnetic energy storage")
build_path = "/obj/machinery/power/smes/buildable"
board_type = "machine"
origin_tech = list(TECH_POWER = 6, TECH_ENGINERING = 4)
origin_tech = list(TECH_POWER = 6, TECH_ENGINEERING = 4)
req_components = list("/obj/item/weapon/smes_coil" = 1, "/obj/item/stack/cable_coil" = 30)
/obj/item/weapon/circuitboard/batteryrack
name = T_BOARD("battery rack PSU")
build_path = "/obj/machinery/power/smes/batteryrack"
board_type = "machine"
origin_tech = list(TECH_POWER = 3, TECH_ENGINERING = 2)
origin_tech = list(TECH_POWER = 3, TECH_ENGINEERING = 2)
req_components = list("/obj/item/weapon/cell" = 3)
/obj/item/weapon/circuitboard/ghettosmes

View File

@@ -6,7 +6,7 @@
name = T_BOARD("cyborg recharging station")
build_path = "/obj/machinery/recharge_station"
board_type = "machine"
origin_tech = list(TECH_DATA = 3, TECH_ENGINERING = 3)
origin_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3)
req_components = list(
"/obj/item/stack/cable_coil" = 5,
"/obj/item/weapon/stock_parts/capacitor" = 2,

View File

@@ -15,7 +15,7 @@ obj/item/weapon/circuitboard/rdserver
name = T_BOARD("destructive analyzer")
build_path = "/obj/machinery/r_n_d/destructive_analyzer"
board_type = "machine"
origin_tech = list(TECH_MAGNET = 2, TECH_ENGINERING = 2, TECH_DATA = 2)
origin_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2, TECH_DATA = 2)
req_components = list(
"/obj/item/weapon/stock_parts/scanning_module" = 1,
"/obj/item/weapon/stock_parts/manipulator" = 1,
@@ -25,7 +25,7 @@ obj/item/weapon/circuitboard/rdserver
name = T_BOARD("autolathe")
build_path = "/obj/machinery/autolathe"
board_type = "machine"
origin_tech = list(TECH_ENGINERING = 2, TECH_DATA = 2)
origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 2)
req_components = list(
"/obj/item/weapon/stock_parts/matter_bin" = 3,
"/obj/item/weapon/stock_parts/manipulator" = 1,
@@ -35,7 +35,7 @@ obj/item/weapon/circuitboard/rdserver
name = T_BOARD("protolathe")
build_path = "/obj/machinery/r_n_d/protolathe"
board_type = "machine"
origin_tech = list(TECH_ENGINERING = 2, TECH_DATA = 2)
origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 2)
req_components = list(
"/obj/item/weapon/stock_parts/matter_bin" = 2,
"/obj/item/weapon/stock_parts/manipulator" = 2,
@@ -46,7 +46,7 @@ obj/item/weapon/circuitboard/rdserver
name = T_BOARD("circuit imprinter")
build_path = "/obj/machinery/r_n_d/circuit_imprinter"
board_type = "machine"
origin_tech = list(TECH_ENGINERING = 2, TECH_DATA = 2)
origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 2)
req_components = list(
"/obj/item/weapon/stock_parts/matter_bin" = 1,
"/obj/item/weapon/stock_parts/manipulator" = 1,
@@ -56,7 +56,7 @@ obj/item/weapon/circuitboard/rdserver
name = "Circuit board (Exosuit Fabricator)"
build_path = "/obj/machinery/mecha_part_fabricator"
board_type = "machine"
origin_tech = list(TECH_DATA = 3, TECH_ENGINERING = 3)
origin_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3)
req_components = list(
"/obj/item/weapon/stock_parts/matter_bin" = 2,
"/obj/item/weapon/stock_parts/manipulator" = 1,

View File

@@ -8,7 +8,7 @@
/obj/item/weapon/circuitboard/telecomms/receiver
name = T_BOARD("subspace receiver")
build_path = "/obj/machinery/telecomms/receiver"
origin_tech = list(TECH_DATA = 4, TECH_ENGINERING = 3, TECH_BLUESPACE = 2)
origin_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 3, TECH_BLUESPACE = 2)
req_components = list(
"/obj/item/weapon/stock_parts/subspace/ansible" = 1,
"/obj/item/weapon/stock_parts/subspace/filter" = 1,
@@ -18,7 +18,7 @@
/obj/item/weapon/circuitboard/telecomms/hub
name = T_BOARD("hub mainframe")
build_path = "/obj/machinery/telecomms/hub"
origin_tech = list(TECH_DATA = 4, TECH_ENGINERING = 4)
origin_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4)
req_components = list(
"/obj/item/weapon/stock_parts/manipulator" = 2,
"/obj/item/stack/cable_coil" = 2,
@@ -27,7 +27,7 @@
/obj/item/weapon/circuitboard/telecomms/relay
name = T_BOARD("relay mainframe")
build_path = "/obj/machinery/telecomms/relay"
origin_tech = list(TECH_DATA = 3, TECH_ENGINERING = 4, TECH_BLUESPACE = 3)
origin_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 4, TECH_BLUESPACE = 3)
req_components = list(
"/obj/item/weapon/stock_parts/manipulator" = 2,
"/obj/item/stack/cable_coil" = 2,
@@ -36,7 +36,7 @@
/obj/item/weapon/circuitboard/telecomms/bus
name = T_BOARD("bus mainframe")
build_path = "/obj/machinery/telecomms/bus"
origin_tech = list(TECH_DATA = 4, TECH_ENGINERING = 4)
origin_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4)
req_components = list(
"/obj/item/weapon/stock_parts/manipulator" = 2,
"/obj/item/stack/cable_coil" = 1,
@@ -45,7 +45,7 @@
/obj/item/weapon/circuitboard/telecomms/processor
name = T_BOARD("processor unit")
build_path = "/obj/machinery/telecomms/processor"
origin_tech = list(TECH_DATA = 4, TECH_ENGINERING = 4)
origin_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4)
req_components = list(
"/obj/item/weapon/stock_parts/manipulator" = 3,
"/obj/item/weapon/stock_parts/subspace/filter" = 1,
@@ -57,7 +57,7 @@
/obj/item/weapon/circuitboard/telecomms/server
name = T_BOARD("telecommunication server")
build_path = "/obj/machinery/telecomms/server"
origin_tech = list(TECH_DATA = 4, TECH_ENGINERING = 4)
origin_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4)
req_components = list(
"/obj/item/weapon/stock_parts/manipulator" = 2,
"/obj/item/stack/cable_coil" = 1,
@@ -66,7 +66,7 @@
/obj/item/weapon/circuitboard/telecomms/broadcaster
name = T_BOARD("subspace broadcaster")
build_path = "/obj/machinery/telecomms/broadcaster"
origin_tech = list(TECH_DATA = 4, TECH_ENGINERING = 4, TECH_BLUESPACE = 2)
origin_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4, TECH_BLUESPACE = 2)
req_components = list(
"/obj/item/weapon/stock_parts/manipulator" = 2,
"/obj/item/stack/cable_coil" = 1,

View File

@@ -16,7 +16,7 @@
/obj/item/weapon/circuitboard/unary_atmos/heater
name = T_BOARD("gas heating system")
build_path = "/obj/machinery/atmospherics/unary/heater"
origin_tech = list(TECH_POWER = 2, TECH_ENGINERING = 1)
origin_tech = list(TECH_POWER = 2, TECH_ENGINEERING = 1)
req_components = list(
"/obj/item/stack/cable_coil" = 5,
"/obj/item/weapon/stock_parts/matter_bin" = 1,
@@ -25,7 +25,7 @@
/obj/item/weapon/circuitboard/unary_atmos/cooler
name = T_BOARD("gas cooling system")
build_path = "/obj/machinery/atmospherics/unary/freezer"
origin_tech = list(TECH_MAGNET = 2, TECH_ENGINERING = 2)
origin_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2)
req_components = list(
"/obj/item/stack/cable_coil" = 2,
"/obj/item/weapon/stock_parts/matter_bin" = 1,

View File

@@ -32,7 +32,7 @@
else if(istype(target,/turf))
user << "<span class='notice'>You scrub \the [target.name] clean.</span>"
var/turf/T = target
T.clean()
T.clean(src)
else
user << "<span class='notice'>You clean \the [target.name].</span>"
target.clean_blood()

View File

@@ -112,20 +112,9 @@
update_icon()
return
if(istype(W, /obj/item/device/analyzer) && ptank)
var/obj/item/weapon/icon = src
user.visible_message("<span class='notice'>[user] has used the analyzer on \icon[icon]</span>")
var/pressure = ptank.air_contents.return_pressure()
var/total_moles = ptank.air_contents.total_moles
user << "<span class='notice'>Results of analysis of \icon[icon]</span>"
if(total_moles>0)
user << "<span class='notice'>Pressure: [round(pressure,0.1)] kPa</span>"
for(var/g in ptank.air_contents.gas)
user << "<span class='notice'>[gas_data.name[g]]: [round((ptank.air_contents.gas[g] / total_moles) * 100)]%</span>"
user << "<span class='notice'>Temperature: [round(ptank.air_contents.temperature-T0C)]&deg;C</span>"
else
user << "<span class='notice'>Tank is empty!</span>"
if(istype(W, /obj/item/device/analyzer))
var/obj/item/device/analyzer/A = W
A.analyze_gases(src, user)
return
..()
return

View File

@@ -0,0 +1,23 @@
/obj/item/weapon/grenade/anti_photon
desc = "An experimental device for temporarily removing light in a limited area."
name = "pgoton disruption grenade"
icon = 'icons/obj/grenade.dmi'
icon_state = "emp"
item_state = "emp"
det_time = 20
origin_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 4)
/obj/item/weapon/grenade/anti_photon/prime()
playsound(src.loc, 'sound/effects/phasein.ogg', 50, 1, 5)
set_light(10, -10, "#FFFFFF")
var/extra_delay = rand(0,90)
spawn(extra_delay)
spawn(200)
if(prob(10+extra_delay))
set_light(10, 10, "#[num2hex(rand(64,255))][num2hex(rand(64,255))][num2hex(rand(64,255))]")
spawn(210)
..()
playsound(src.loc, 'sound/effects/bang.ogg', 50, 1, 5)
qdel(src)

View File

@@ -322,7 +322,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Nanotrasen Employee Management Implant<BR>
<b>Name:</b> [company_name] Employee Management Implant<BR>
<b>Life:</b> Ten years.<BR>
<b>Important Notes:</b> Personnel injected with this device tend to be much more loyal to the company.<BR>
<HR>
@@ -338,11 +338,11 @@ the implant may become unstable and either pre-maturely inject the subject or si
var/mob/living/carbon/human/H = M
var/datum/antagonist/antag_data = get_antag_data(H.mind.special_role)
if(antag_data && (antag_data.flags & ANTAG_IMPLANT_IMMUNE))
H.visible_message("[H] seems to resist the implant!", "You feel the corporate tendrils of Nanotrasen try to invade your mind!")
H.visible_message("[H] seems to resist the implant!", "You feel the corporate tendrils of [company_name] try to invade your mind!")
return 0
else
clear_antag_roles(H.mind, 1)
H << "<span class='notice'>You feel a surge of loyalty towards Nanotrasen.</span>"
H << "<span class='notice'>You feel a surge of loyalty towards [company_name].</span>"
return 1
@@ -391,7 +391,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> NanoTrasen \"Profit Margin\" Class Employee Lifesign Sensor<BR>
<b>Name:</b> [company_name] \"Profit Margin\" Class Employee Lifesign Sensor<BR>
<b>Life:</b> Activates upon death.<BR>
<b>Important Notes:</b> Alerts crew to crewmember death.<BR>
<HR>
@@ -465,7 +465,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> NanoTrasen \"Profit Margin\" Class Employee Lifesign Sensor<BR>
<b>Name:</b> [company_name] \"Profit Margin\" Class Employee Lifesign Sensor<BR>
<b>Life:</b> Activates upon death.<BR>
<b>Important Notes:</b> Alerts crew to crewmember death.<BR>
<HR>

View File

@@ -38,7 +38,7 @@
user << "<span class='warning'>\The [src] is full.</span>"
else
spawn(5)
I.reagents.trans_to_mob(src.imp, 5)
I.reagents.trans_to_obj(src.imp, 5)
user << "<span class='notice'>You inject 5 units of the solution. The syringe now contains [I.reagents.total_volume] units.</span>"
else if (istype(I, /obj/item/weapon/implanter))
var/obj/item/weapon/implanter/M = I

View File

@@ -77,7 +77,7 @@
/obj/item/weapon/book/manual/supermatter_engine
name = "Supermatter Engine Operating Manual"
icon_state = "bookSupermatter"
author = "Nanotrasen Central Engineering Division"
author = "Central Engineering Division"
title = "Supermatter Engine Operating Manual"
/obj/item/weapon/book/manual/supermatter_engine/New()
@@ -407,10 +407,10 @@
<li>Secure the mainboard with a screwdriver.</li>
<li>Install the peripherals control module (Not included. Use supplied datadisk to create one).</li>
<li>Secure the peripherals control module with a screwdriver.</li>
<li>Install the internal armor plating (Not included due to NanoTrasen regulations. Can be made using 5 metal sheets).</li>
<li>Install the internal armor plating (Not included due to corporate regulations. Can be made using 5 metal sheets).</li>
<li>Secure the internal armor plating with a wrench.</li>
<li>Weld the internal armor plating to the chassis.</li>
<li>Install the external reinforced armor plating (Not included due to NanoTrasen regulations. Can be made using 5 reinforced metal sheets).</li>
<li>Install the external reinforced armor plating (Not included due to corporate regulations. Can be made using 5 reinforced metal sheets).</li>
<li>Secure the external reinforced armor plating with a wrench.</li>
<li>Weld the external reinforced armor plating to the chassis.</li>
</ol>
@@ -422,7 +422,7 @@
<li>Internal armor is plasteel for additional strength.</li>
<li>External armor must be installed in 2 parts, totalling 10 sheets.</li>
<li>Completed mech is more resilient against fire, and is a bit more durable overall.</li>
<li>NanoTrasen is determined to ensure the safety of its <s>investments</s> employees.</li>
<li>The Company is determined to ensure the safety of its <s>investments</s> employees.</li>
</ul>
</body>
</html>
@@ -541,7 +541,7 @@
This useful piece of equipment will suck power out of the power systems to charge a cyborg's power cell back up to full charge.
<h3>Robotics Control Console</h3>
This useful piece of equipment can be used to immobilize or destroy a cyborg. A word of warning: Cyborgs are expensive pieces of equipment, do not destroy them without good reason, or NanoTrasen may see to it that it never happens again.
This useful piece of equipment can be used to immobilize or destroy a cyborg. A word of warning: Cyborgs are expensive pieces of equipment, do not destroy them without good reason, or the Company may see to it that it never happens again.
<h2><a name="Modules">Cyborg Modules</h2>
@@ -688,7 +688,7 @@
<li>Expose the cyborg's internal wiring</li>
<li>Check to make sure the LawSync and AI Sync lights are lit</li>
<li>If they are not lit, pulse the LawSync wire using a multitool to enable the cyborg's LawSync</li>
<li>Proceed to a cyborg upload console. NanoTrasen usually places these in the same location as AI upload consoles.</li>
<li>Proceed to a cyborg upload console. The Company usually places these in the same location as AI upload consoles.</li>
<li>Use a "Reset" upload moduleto reset the cyborg's laws</li>
<li>Proceed to a Robotics Control console</li>
<li>Remove the lockdown on the cyborg</li>
@@ -696,7 +696,7 @@
<h3>As a last resort</h3>
If all else fails in a case of cyborg-related emergency, there may be only one option. Using a Robotics Control console, you may have to remotely detonate the cyborg.
<h3>WARNING:</h3> Do not detonate a borg without an explicit reason for doing so. Cyborgs are expensive pieces of NanoTrasen equipment, and you may be punished for detonating them without reason.
<h3>WARNING:</h3> Do not detonate a borg without an explicit reason for doing so. Cyborgs are expensive pieces of company equipment, and you may be punished for detonating them without reason.
</body>
</html>
@@ -705,9 +705,9 @@
/obj/item/weapon/book/manual/security_space_law
name = "Corporate Regulations"
desc = "A set of NanoTrasen guidelines for keeping law and order on their space stations."
desc = "A set of corporate guidelines for keeping law and order on privately-owned space stations."
icon_state = "bookSpaceLaw"
author = "NanoTrasen"
author = "The Company"
title = "Corporate Regulations"
/obj/item/weapon/book/manual/security_space_law/New()
@@ -728,11 +728,11 @@
/obj/item/weapon/book/manual/medical_diagnostics_manual
name = "NT Medical Diagnostics Manual"
name = "Medical Diagnostics Manual"
desc = "First, do no harm. A detailed medical practitioner's guide."
icon_state = "bookMedical"
author = "NanoTrasen Medicine Department"
title = "NT Medical Diagnostics Manual"
author = "Medical Department"
title = "Medical Diagnostics Manual"
/obj/item/weapon/book/manual/medical_diagnostics_manual/New()
..()
@@ -751,7 +751,7 @@
<br>
<h1>The Oath</h1>
<i>The Medical Oath sworn by recognised medical practitioners in the employ of NanoTrasen</i><br>
<i>The Medical Oath sworn by recognised medical practitioners in the employ of [company_name]</i><br>
<ol>
<li>Now, as a new doctor, I solemnly promise that I will, to the best of my ability, serve humanity-caring for the sick, promoting good health, and alleviating pain and suffering.</li>
@@ -913,7 +913,7 @@
/obj/item/weapon/book/manual/detective
name = "The Film Noir: Proper Procedures for Investigations"
icon_state ="bookDetective"
author = "NanoTrasen"
author = "The Company"
title = "The Film Noir: Proper Procedures for Investigations"
dat = {"<html>
@@ -972,7 +972,7 @@
</head>
<body>
<h1>Nuclear Explosives 101</h1>
Hello and thank you for choosing the Syndicate for your nuclear information needs. Today's crash course will deal with the operation of a Fusion Class NanoTrasen made Nuclear Device.<br><br>
Hello and thank you for choosing the Syndicate for your nuclear information needs. Today's crash course will deal with the operation of a Nuclear Fission Device.<br><br>
First and foremost, DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE. Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done, to unbolt it, one must completely log in, which at this time may not be possible.<br>
@@ -997,7 +997,7 @@
Remember the order:<br>
<b>Disk, Code, Safety, Timer, Disk, RUN!</b><br><br>
Intelligence Analysts believe that normal NanoTrasen procedure is for the Captain to secure the nuclear authentication disk.<br><br>
Intelligence Analysts believe that normal corporate procedure is for the Captain to secure the nuclear authentication disk.<br><br>
Good luck!
</body>
@@ -1171,7 +1171,7 @@
and then is screwed in for one and a quarter full rotations clockwise, leaving the faceplate directly in front of you. There is a small button on the right side of the helmet that activates the helmet light.
The tanks that fasten onto the side slot are emergency tanks, as well as full-sized oxygen tanks, leaving your back free for a backpack or satchel.<BR><BR>
These suits generally only fit one species. Nanotrasen's are usually human-fitting by default, but there's equipment that can make modifications to the hardsuits to fit them to other species.<BR><BR>
These suits generally only fit one species. NanoTrasen's are usually human-fitting by default, but there's equipment that can make modifications to the hardsuits to fit them to other species.<BR><BR>
<h2><a name="Equipment">Modification Equipment</a></h2>
<I>How to actually make hardsuits fit you.</I><BR>

View File

@@ -34,6 +34,9 @@
if(!isnull(matter[material_type]))
matter[material_type] *= force_divisor // May require a new var instead.
/obj/item/weapon/material/get_material()
return material
/obj/item/weapon/material/proc/update_force()
if(edge || sharp)
force = material.get_edge_damage()

View File

@@ -31,7 +31,7 @@
/obj/item/weapon/material/hatchet/tacknife
name = "tactical knife"
desc = "You'd be killing loads of people if this was Medal of Valor: Heroes of Nyx."
desc = "You'd be killing loads of people if this was Medal of Valor: Heroes of Space."
icon = 'icons/obj/weapons.dmi'
icon_state = "tacknife"
item_state = "knife"
@@ -72,7 +72,6 @@
throw_speed = 1
throw_range = 3
w_class = 4
flags = NOSHIELD
slot_flags = SLOT_BACK
origin_tech = "materials=2;combat=2"
attack_verb = list("chopped", "sliced", "cut", "reaped")

View File

@@ -61,8 +61,14 @@
return ..()
/obj/item/weapon/material/shard/Crossed(AM as mob|obj)
..()
if(ismob(AM))
var/mob/M = AM
if(M.buckled) //wheelchairs, office chairs, rollerbeds
return
M << "<span class='danger'>You step on \the [src]!</span>"
playsound(src.loc, 'sound/effects/glass_step.ogg', 50, 1) // not sure how to handle metal shards with sounds
if(ishuman(M))
@@ -71,22 +77,28 @@
if(H.species.siemens_coefficient<0.5) //Thick skin.
return
if( !H.shoes && ( !H.wear_suit || !(H.wear_suit.body_parts_covered & FEET) ) )
var/obj/item/organ/external/affecting = H.get_organ(pick("l_foot", "r_foot"))
if(!affecting)
if( H.shoes || ( H.wear_suit && (H.wear_suit.body_parts_covered & FEET) ) )
return
var/list/check = list("l_foot", "r_foot")
while(check.len)
var/picked = pick(check)
var/obj/item/organ/external/affecting = H.get_organ(picked)
if(affecting)
if(affecting.status & ORGAN_ROBOT)
return
if(affecting.take_damage(5, 0))
H.UpdateDamageIcon()
H.updatehealth()
if(!(H.species.flags & NO_PAIN))
H.Weaken(3)
return
if(affecting.status & ORGAN_ROBOT)
return
if(affecting.take_damage(5, 0))
H.UpdateDamageIcon()
H.updatehealth()
if(!(H.species && (H.species.flags & NO_PAIN)))
H.Weaken(3)
..()
check -= picked
return
// Preset types - left here for the code that uses them
/obj/item/weapon/material/shard/shrapnel/New(loc)
..(loc, "steel")
/obj/item/weapon/material/shard/phoron/New(loc)
..(loc, "phoron glass")
..(loc, "phglass")

View File

@@ -187,7 +187,6 @@
force_wielded = 30
wieldsound = 'sound/weapons/saberon.ogg'
unwieldsound = 'sound/weapons/saberoff.ogg'
flags = NOSHIELD
origin_tech = list(TECH_MAGNET = 3, TECH_ILLEGAL = 4)
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharp = 1
@@ -228,7 +227,6 @@
throw_speed = 3
edge = 1
sharp = 1
flags = NOSHIELD
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
default_material = "glass"

View File

@@ -5,6 +5,7 @@
var/active_w_class
sharp = 0
edge = 0
armor_penetration = 50
flags = NOBLOODY
/obj/item/weapon/melee/energy/proc/activate(mob/living/user)
@@ -34,7 +35,7 @@
/obj/item/weapon/melee/energy/attack_self(mob/living/user as mob)
if (active)
if ((CLUMSY in user.mutations) && prob(50))
user.visible_message("<span class='danger'>[user] accidentally cuts \himself with \the [src].</span>",\
user.visible_message("<span class='danger'>\The [user] accidentally cuts \himself with \the [src].</span>",\
"<span class='danger'>You accidentally cut yourself with \the [src].</span>")
user.take_organ_damage(5,5)
deactivate(user)
@@ -50,9 +51,10 @@
return
/obj/item/weapon/melee/energy/suicide_act(mob/user)
var/tempgender = "[user.gender == MALE ? "he's" : user.gender == FEMALE ? "she's" : "they are"]"
if (active)
viewers(user) << pick("<span class='danger'>\The [user] is slitting \his stomach open with \the [src]! It looks like \he's trying to commit seppuku.</span>", \
"<span class='danger'>\The [user] is falling on \the [src]! It looks like \he's trying to commit suicide.</span>")
viewers(user) << pick("<span class='danger'>\The [user] is slitting \his stomach open with \the [src]! It looks like [tempgender] trying to commit seppuku.</span>", \
"<span class='danger'>\The [user] is falling on \the [src]! It looks like [tempgender] trying to commit suicide.</span>")
return (BRUTELOSS|FIRELOSS)
/*
@@ -73,7 +75,7 @@
throw_speed = 1
throw_range = 5
w_class = 3
flags = CONDUCT | NOSHIELD | NOBLOODY
flags = CONDUCT | NOBLOODY
origin_tech = list(TECH_MAGNET = 3, TECH_COMBAT = 4)
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
sharp = 1
@@ -90,7 +92,7 @@
user << "<span class='notice'>\The [src] is de-energised. It's just a regular axe now.</span>"
/obj/item/weapon/melee/energy/axe/suicide_act(mob/user)
viewers(user) << "<span class='warning'>\The [user] swings \the [src] towards /his head! It looks like \he's trying to commit suicide.</span>"
viewers(user) << "<span class='warning'>\The [user] swings \the [src] towards \his head! It looks like \he's trying to commit suicide.</span>"
return (BRUTELOSS|FIRELOSS)
/*
@@ -109,7 +111,7 @@
throw_speed = 1
throw_range = 5
w_class = 2
flags = NOSHIELD | NOBLOODY
flags = NOBLOODY
origin_tech = list(TECH_MAGNET = 3, TECH_ILLEGAL = 4)
sharp = 1
edge = 1
@@ -172,7 +174,8 @@
name = "energy blade"
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
icon_state = "blade"
force = 70.0//Normal attacks deal very high damage.
force = 40 //Normal attacks deal very high damage - about the same as wielded fire axe
armor_penetration = 100
sharp = 1
edge = 1
anchored = 1 // Never spawned outside of inventory, should be fine.
@@ -180,7 +183,7 @@
throw_speed = 1
throw_range = 1
w_class = 4.0//So you can't hide it in your pocket or some such.
flags = NOSHIELD | NOBLOODY
flags = NOBLOODY
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
var/mob/living/creator
var/datum/effect/effect/system/spark_spread/spark_system

View File

@@ -16,6 +16,7 @@
/obj/item/weapon/mop/New()
create_reagents(5)
//expects an atom containing the reagents used to clean the turf
/turf/proc/clean(atom/source)
if(source.reagents.has_reagent("water", 1))
clean_blood()

View File

@@ -14,6 +14,7 @@ var/global/list/cached_icons = list()
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(10,20,30,60)
volume = 60
unacidable = 0
flags = OPENCONTAINER
var/paint_type = "red"

View File

@@ -40,7 +40,7 @@
charge = maxcharge
/obj/item/weapon/cell/crap
name = "\improper Nanotrasen brand rechargable AA battery"
name = "\improper rechargable AA battery"
desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
origin_tech = list(TECH_POWER = 0)
maxcharge = 500
@@ -107,7 +107,7 @@
origin_tech = null
maxcharge = 30000 //determines how badly mobs get shocked
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
check_charge()
return 1
use()

View File

@@ -61,7 +61,7 @@
qdel(W)
return
..()
//Please don't clutter the parent storage item with stupid hacks.
can_be_inserted(obj/item/W as obj, stop_messages = 0)
if(istype(W, /obj/item/weapon/storage/backpack/holding))
@@ -104,7 +104,7 @@
/obj/item/weapon/storage/backpack/captain
name = "captain's backpack"
desc = "It's a special backpack made exclusively for Nanotrasen officers."
desc = "It's a special backpack made exclusively for officers."
icon_state = "captainpack"
item_state_slots = null
@@ -212,7 +212,7 @@
/obj/item/weapon/storage/backpack/satchel_cap
name = "captain's satchel"
desc = "An exclusive satchel for Nanotrasen officers."
desc = "An exclusive satchel for officers."
icon_state = "satchel-cap"
item_state_slots = list(
slot_l_hand_str = "satchel-cap",
@@ -222,7 +222,7 @@
//ERT backpacks.
/obj/item/weapon/storage/backpack/ert
name = "emergency response team backpack"
desc = "A spacious backpack with lots of pockets, used by members of the Nanotrasen Emergency Response Team."
desc = "A spacious backpack with lots of pockets, used by members of the Emergency Response Team."
icon_state = "ert_commander"
item_state_slots = list(
slot_l_hand_str = "securitypack",
@@ -232,22 +232,22 @@
//Commander
/obj/item/weapon/storage/backpack/ert/commander
name = "emergency response team commander backpack"
desc = "A spacious backpack with lots of pockets, worn by the commander of a Nanotrasen Emergency Response Team."
desc = "A spacious backpack with lots of pockets, worn by the commander of an Emergency Response Team."
//Security
/obj/item/weapon/storage/backpack/ert/security
name = "emergency response team security backpack"
desc = "A spacious backpack with lots of pockets, worn by security members of a Nanotrasen Emergency Response Team."
desc = "A spacious backpack with lots of pockets, worn by security members of an Emergency Response Team."
icon_state = "ert_security"
//Engineering
/obj/item/weapon/storage/backpack/ert/engineer
name = "emergency response team engineer backpack"
desc = "A spacious backpack with lots of pockets, worn by engineering members of a Nanotrasen Emergency Response Team."
desc = "A spacious backpack with lots of pockets, worn by engineering members of an Emergency Response Team."
icon_state = "ert_engineering"
//Medical
/obj/item/weapon/storage/backpack/ert/medical
name = "emergency response team medical backpack"
desc = "A spacious backpack with lots of pockets, worn by medical members of a Nanotrasen Emergency Response Team."
desc = "A spacious backpack with lots of pockets, worn by medical members of an Emergency Response Team."
icon_state = "ert_medical"

View File

@@ -107,7 +107,7 @@
name = "sheet snatcher"
icon = 'icons/obj/mining.dmi'
icon_state = "sheetsnatcher"
desc = "A patented Nanotrasen storage system designed for any kind of mineral sheet."
desc = "A patented storage system designed for any kind of mineral sheet."
var/capacity = 300; //the number of sheets it can carry.
w_class = 3
@@ -119,10 +119,10 @@
//verbs += /obj/item/weapon/storage/bag/sheetsnatcher/quick_empty
can_be_inserted(obj/item/W as obj, stop_messages = 0)
if(!istype(W,/obj/item/stack/material) || istype(W,/obj/item/stack/material/sandstone) || istype(W,/obj/item/stack/material/wood))
if(!istype(W,/obj/item/stack/material))
if(!stop_messages)
usr << "The snatcher does not accept [W]."
return 0 //I don't care, but the existing code rejects them for not being "sheets" *shrug* -Sayu
return 0
var/current = 0
for(var/obj/item/stack/material/S in contents)
current += S.amount

View File

@@ -15,8 +15,8 @@
/obj/item/weapon/storage/bible/booze/New()
..()
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer(src)
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer(src)
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer(src)
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer(src)
new /obj/item/weapon/spacecash(src)
new /obj/item/weapon/spacecash(src)
new /obj/item/weapon/spacecash(src)

View File

@@ -299,11 +299,39 @@
new /obj/item/weapon/grenade/empgrenade(src)
new /obj/item/weapon/grenade/empgrenade(src)
/obj/item/weapon/storage/box/smokes
name = "box of smoke bombs"
desc = "A box containing 5 smoke bombs."
icon_state = "flashbang"
/obj/item/weapon/storage/box/smokes/New()
..()
new /obj/item/weapon/grenade/smokebomb(src)
new /obj/item/weapon/grenade/smokebomb(src)
new /obj/item/weapon/grenade/smokebomb(src)
new /obj/item/weapon/grenade/smokebomb(src)
new /obj/item/weapon/grenade/smokebomb(src)
/obj/item/weapon/storage/box/anti_photons
name = "box of anti-photon grenades"
desc = "A box containing 5 experimental photon disruption grenades."
icon_state = "flashbang"
/obj/item/weapon/storage/box/anti_photon/New()
..()
new /obj/item/weapon/grenade/anti_photon(src)
new /obj/item/weapon/grenade/anti_photon(src)
new /obj/item/weapon/grenade/anti_photon(src)
new /obj/item/weapon/grenade/anti_photon(src)
new /obj/item/weapon/grenade/anti_photon(src)
/obj/item/weapon/storage/box/frags
name = "box of fragmentation grenades (WARNING)"
desc = "A box containing 7 military grade fragmentation grenades.<br> WARNING: These devices are extremely dangerous and can cause limb loss or death in repeated use."
icon_state = "frag"
New()
..()
new /obj/item/weapon/grenade/explosive(src)
@@ -313,8 +341,6 @@
new /obj/item/weapon/grenade/explosive(src)
new /obj/item/weapon/grenade/explosive(src)
new /obj/item/weapon/grenade/explosive(src)
/obj/item/weapon/storage/box/trackimp
name = "boxed tracking implant kit"
desc = "Box full of scum-bag tracking utensils."

View File

@@ -146,11 +146,6 @@
new /obj/item/clothing/mask/smokable/cigarette(src)
create_reagents(15 * storage_slots)//so people can inject cigarettes without opening a packet, now with being able to inject the whole one
/obj/item/weapon/storage/fancy/cigarettes/Destroy()
qdel(reagents)
..()
/obj/item/weapon/storage/fancy/cigarettes/update_icon()
icon_state = "[initial(icon_state)][contents.len]"
return
@@ -202,10 +197,6 @@
new /obj/item/clothing/mask/smokable/cigarette/cigar(src)
create_reagents(15 * storage_slots)
/obj/item/weapon/storage/fancy/cigar/Destroy()
qdel(reagents)
..()
/obj/item/weapon/storage/fancy/cigar/update_icon()
icon_state = "[initial(icon_state)][contents.len]"
return

View File

@@ -31,9 +31,7 @@
overlays.Cut()
var/i = 0
for(var/obj/item/weapon/reagent_containers/food/snacks/donut/D in contents)
var/image/img = image('icons/obj/food.dmi', D.overlay_state)
img.pixel_x = i * 3
overlays += img
overlays += image('icons/obj/food.dmi', "[i][D.overlay_state]")
i++
/obj/item/weapon/storage/box/donut/empty

View File

@@ -234,3 +234,26 @@
..()
new /obj/item/rig_module/electrowarfare_suite(src)
new /obj/item/rig_module/voice(src)
/obj/item/weapon/storage/secure/briefcase/money
name = "suspicious briefcase"
desc = "An ominous briefcase that has the unmistakeable smell of old, stale, cigarette smoke, and gives those who look at it a bad feeling."
/obj/item/weapon/storage/secure/briefcase/money/New()
..()
new /obj/item/weapon/spacecash/c1000(src)
new /obj/item/weapon/spacecash/c1000(src)
new /obj/item/weapon/spacecash/c1000(src)
new /obj/item/weapon/spacecash/c1000(src)
new /obj/item/weapon/spacecash/c1000(src)
new /obj/item/weapon/spacecash/c1000(src)
new /obj/item/weapon/spacecash/c1000(src)
new /obj/item/weapon/spacecash/c1000(src)
new /obj/item/weapon/spacecash/c1000(src)
new /obj/item/weapon/spacecash/c1000(src)

View File

@@ -87,28 +87,12 @@
/obj/item/weapon/tank/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
var/obj/icon = src
if (istype(src.loc, /obj/item/assembly))
icon = src.loc
if ((istype(W, /obj/item/device/analyzer)) && get_dist(user, src) <= 1)
for (var/mob/O in viewers(user, null))
O << "<span class='notice'>\The [user] has used [W] on \icon[icon] [src]</span>"
var/pressure = air_contents.return_pressure()
manipulated_by = user.real_name //This person is aware of the contents of the tank.
var/total_moles = air_contents.total_moles
user << "<span class='notice'>Results of analysis of \icon[icon]</span>"
if (total_moles>0)
user << "<span class='notice'>Pressure: [round(pressure,0.1)] kPa</span>"
for(var/g in air_contents.gas)
user << "<span class='notice'>[gas_data.name[g]]: [(round(air_contents.gas[g] / total_moles) * 100)]%</span>"
user << "<span class='notice'>Temperature: [round(air_contents.temperature-T0C)]&deg;C</span>"
else
user << "<span class='notice'>Tank is empty!</span>"
src.add_fingerprint(user)
var/obj/item/device/analyzer/A = W
A.analyze_gases(src, user)
else if (istype(W,/obj/item/latexballon))
var/obj/item/latexballon/LB = W
LB.blow(src)
@@ -131,7 +115,7 @@
location = loc.loc
else if(istype(loc, /mob/living/carbon))
location = loc
var/using_internal
if(istype(location))
if(location.internal==src)
@@ -160,11 +144,11 @@
mask_check = 1
if(mask_check)
if(location.wear_mask && (location.wear_mask.flags & AIRTIGHT))
if(location.wear_mask && (location.wear_mask.item_flags & AIRTIGHT))
data["maskConnected"] = 1
else if(istype(location, /mob/living/carbon/human))
var/mob/living/carbon/human/H = location
if(H.head && (H.head.flags & AIRTIGHT))
if(H.head && (H.head.item_flags & AIRTIGHT))
data["maskConnected"] = 1
// update the ui if it exists, returns null if no ui is passed/found
@@ -208,11 +192,11 @@
else
var/can_open_valve
if(location.wear_mask && (location.wear_mask.flags & AIRTIGHT))
if(location.wear_mask && (location.wear_mask.item_flags & AIRTIGHT))
can_open_valve = 1
else if(istype(location,/mob/living/carbon/human))
var/mob/living/carbon/human/H = location
if(H.head && (H.head.flags & AIRTIGHT))
if(H.head && (H.head.item_flags & AIRTIGHT))
can_open_valve = 1
if(can_open_valve)
@@ -278,11 +262,11 @@
var/range = (pressure-TANK_FRAGMENT_PRESSURE)/TANK_FRAGMENT_SCALE
explosion(
get_turf(loc),
round(min(BOMBCAP_DVSTN_RADIUS, range*0.25)),
round(min(BOMBCAP_HEAVY_RADIUS, range*0.50)),
round(min(BOMBCAP_LIGHT_RADIUS, range*1.00)),
round(min(BOMBCAP_FLASH_RADIUS, range*1.50)),
get_turf(loc),
round(min(BOMBCAP_DVSTN_RADIUS, range*0.25)),
round(min(BOMBCAP_HEAVY_RADIUS, range*0.50)),
round(min(BOMBCAP_LIGHT_RADIUS, range*1.00)),
round(min(BOMBCAP_FLASH_RADIUS, range*1.50)),
)
qdel(src)

View File

@@ -24,7 +24,7 @@
force = 5.0
throwforce = 7.0
w_class = 2.0
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINERING = 1)
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 150)
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
@@ -103,7 +103,7 @@
throw_speed = 2
throw_range = 9
w_class = 2.0
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINERING = 1)
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 80)
attack_verb = list("pinched", "nipped")
sharp = 1
@@ -148,7 +148,7 @@
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 30)
//R&D tech level
origin_tech = list(TECH_ENGINERING = 1)
origin_tech = list(TECH_ENGINEERING = 1)
//Welding tool specific stuff
var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2)
@@ -372,21 +372,21 @@
/obj/item/weapon/weldingtool/largetank
name = "industrial welding tool"
max_fuel = 40
origin_tech = list(TECH_ENGINERING = 2)
origin_tech = list(TECH_ENGINEERING = 2)
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 60)
/obj/item/weapon/weldingtool/hugetank
name = "upgraded welding tool"
max_fuel = 80
w_class = 3.0
origin_tech = list(TECH_ENGINERING = 3)
origin_tech = list(TECH_ENGINEERING = 3)
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120)
/obj/item/weapon/weldingtool/experimental
name = "experimental welding tool"
max_fuel = 40
w_class = 3.0
origin_tech = list(TECH_ENGINERING = 4, TECH_PHORON = 3)
origin_tech = list(TECH_ENGINEERING = 4, TECH_PHORON = 3)
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120)
var/last_gen = 0
@@ -413,7 +413,7 @@
throwforce = 7.0
item_state = "crowbar"
w_class = 2.0
origin_tech = list(TECH_ENGINERING = 1)
origin_tech = list(TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 50)
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")

View File

@@ -9,6 +9,7 @@
throwforce = 0
w_class = 3
origin_tech = "materials=1"
matter = list(DEFAULT_WALL_MATERIAL = 18750)
var/deployed = 0
/obj/item/weapon/beartrap/suicide_act(mob/user)

View File

@@ -73,7 +73,14 @@
return
if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
var/protected = 0
for(var/slot in list(slot_head, slot_wear_mask, slot_glasses))
var/obj/item/protection = M.get_equipped_item(slot)
if(istype(protection) && (protection.body_parts_covered & FACE))
protected = 1
break
if(protected)
M << "<span class='warning'>You get slammed in the face with the tray, against your mask!</span>"
if(prob(33))
src.add_blood(H)

View File

@@ -13,10 +13,15 @@
var/damtype = "brute"
var/force = 0
var/armor_penetration = 0
/obj/Topic(href, href_list, var/nowindow = 0, var/datum/topic_state/state = default_state)
// Calling Topic without a corresponding window open causes runtime errors
if(!nowindow && ..())
/obj/Destroy()
processing_objects -= src
nanomanager.close_uis(src)
return ..()
/obj/Topic(href, href_list, var/datum/topic_state/state = default_state)
if(usr && ..())
return 1
// In the far future no checks are made in an overriding Topic() beyond if(..()) return
@@ -118,13 +123,11 @@
if(istype(M) && M.client && M.machine == src)
src.attack_self(M)
/obj/proc/alter_health()
return 1
/obj/proc/hide(h)
return
/obj/proc/hides_under_flooring()
return 0
/obj/proc/hear_talk(mob/M as mob, text, verb, datum/language/speaking)
if(talking_atom)
@@ -141,4 +144,4 @@
return
/obj/proc/show_message(msg, type, alt, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
return
return

View File

@@ -3,26 +3,45 @@
icon_state = "empty"
anchored = 1
var/cult = 0
New()
ChangeSign(pick("pinkflamingo", "magmasea", "limbo", "rustyaxe", "armokbar", "brokendrum", "meadbay", "thedamnwall", "thecavern", "cindikate", "theorchard", "thesaucyclown", "theclownshead", "whiskeyimplant", "carpecarp", "robustroadhouse", "greytide", "theredshirt","thebark","theharmbaton","theharmedbaton","thesingulo","thedrukcarp","thedrunkcarp", "scotch","officerbeersky","on"))
return
proc/ChangeSign(var/Text)
src.icon_state = "[Text]"
//on = 0
//brightness_on = 4 //uncomment these when the lighting fixes get in
return
/obj/structure/sign/double/barsign/proc/get_valid_states(initial=1)
. = icon_states(icon)
. -= "on"
. -= "narsiebistro"
. -= "empty"
if(initial)
. -= "Off"
/obj/structure/sign/double/barsign/examine(mob/user)
..()
switch(icon_state)
if("Off")
user << "It appears to be switched off."
if("narsiebistro")
user << "It shows a picture of a large black and red being. Spooky!"
if("on", "empty")
user << "The lights are on, but there's no picture."
else
user << "It says '[icon_state]'"
/obj/structure/sign/double/barsign/New()
..()
icon_state = pick(get_valid_states())
/obj/structure/sign/double/barsign/attackby(obj/item/I, mob/user)
if(cult)
return ..()
var/obj/item/weapon/card/id/card = I.GetID()
if(istype(card))
if(access_bar in card.GetAccess())
var/sign_type = input(user, "What would you like to change the barsign to?") as null|anything in get_valid_states(0)
if(!sign_type)
return
icon_state = sign_type
user << "<span class='notice'>You change the barsign.</span>"
else
user << "<span class='warning'>Access denied.</span>"
return
if(istype(I, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/card = I
if(access_bar in card.GetAccess())
var/sign_type = input(user, "What would you like to change the barsign to?") as null|anything in list("Off", "Pink Flamingo", "Magma Sea", "Limbo", "Rusty Axe", "Armok Bar", "Broken Drum", "Mead Bay", "The Damn Wall", "The Cavern", "Cindi Kate", "The Orchard", "The Saucy Clown", "The Clowns Head", "Whiskey Implant", "Carpe Carp", "Robust Roadhouse", "Greytide", "The Redshirt", "The Bark", "The Harm Baton", "The Harmed Baton", "The Singulo", "The Druk Carp", "The Drunk Carp", "Scotch", "Officer Beersky", "On")
if(sign_type == null)
return
else
sign_type = replacetext(lowertext(sign_type), " ", "") // lowercase, strip spaces - along with choices for user options, avoids huge if-else-else
src.ChangeSign(sign_type)
user << "You change the barsign."
return ..()

View File

@@ -25,6 +25,16 @@ LINEN BINS
add_fingerprint(user)
return
/obj/item/weapon/bedsheet/attackby(obj/item/I, mob/user)
if(is_sharp(I))
user.visible_message("<span class='notice'>\The [user] begins cutting up [src] with [I].</span>", "<span class='notice'>You begin cutting up [src] with [I].</span>")
if(do_after(user, 50))
user << "<span class='notice'>You cut [src] into pieces!</span>"
for(var/i in 1 to rand(2,5))
new /obj/item/weapon/reagent_containers/glass/rag(src.loc)
qdel(src)
return
..()
/obj/item/weapon/bedsheet/blue
icon_state = "sheetblue"

View File

@@ -53,11 +53,6 @@
else
user << "It is full."
/obj/structure/closet/alter_health()
return get_turf(src)
/obj/structure/closet/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0 || wall_mounted)) return 1
return (!density)
@@ -346,9 +341,12 @@
if(!req_breakout())
return
if(!escapee.canClick())
return
escapee.setClickCooldown(100)
//okay, so the closet is either welded or locked... resist!!!
escapee.next_move = world.time + 100
escapee.last_special = world.time + 100
escapee << "<span class='warning'>You lean on the back of \the [src] and start pushing the door open. (this will take about [breakout_time] minutes)</span>"
visible_message("<span class='danger'>The [src] begins to shake violently!</span>")

View File

@@ -68,7 +68,7 @@
new /obj/item/weapon/cartridge/janitor(src)
new /obj/item/clothing/gloves/black(src)
new /obj/item/clothing/head/soft/purple(src)
new /obj/item/clothing/head/beret/jan(src)
new /obj/item/clothing/head/beret/purple(src)
new /obj/item/device/flashlight(src)
new /obj/item/weapon/caution(src)
new /obj/item/weapon/caution(src)

View File

@@ -11,16 +11,16 @@
New()
..()
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/bottle/small/beer( src )
return
/obj/structure/closet/secure_closet/bar/update_icon()

View File

@@ -122,7 +122,7 @@
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/clothing/accessory/holster/waist(src)
new /obj/item/weapon/melee/telebaton(src)
new /obj/item/clothing/head/beret/sec/hos(src)
new /obj/item/clothing/head/beret/sec/corporate/hos(src)
return
@@ -159,7 +159,7 @@
new /obj/item/weapon/melee/baton/loaded(src)
new /obj/item/weapon/gun/energy/gun(src)
new /obj/item/weapon/storage/box/holobadge(src)
new /obj/item/clothing/head/beret/sec/warden(src)
new /obj/item/clothing/head/beret/sec/corporate/warden(src)
return
@@ -309,7 +309,7 @@
/obj/structure/closet/secure_closet/courtroom
name = "courtroom locker"
req_access = list(access_court)
req_access = list(access_lawyer)
New()
..()

View File

@@ -42,11 +42,11 @@
/obj/structure/closet/syndicate/nuclear/New()
..()
new /obj/item/ammo_magazine/a12mm(src)
new /obj/item/ammo_magazine/a12mm(src)
new /obj/item/ammo_magazine/a12mm(src)
new /obj/item/ammo_magazine/a12mm(src)
new /obj/item/ammo_magazine/a12mm(src)
new /obj/item/ammo_magazine/a10mm(src)
new /obj/item/ammo_magazine/a10mm(src)
new /obj/item/ammo_magazine/a10mm(src)
new /obj/item/ammo_magazine/a10mm(src)
new /obj/item/ammo_magazine/a10mm(src)
new /obj/item/weapon/storage/box/handcuffs(src)
new /obj/item/weapon/storage/box/flashbangs(src)
new /obj/item/weapon/gun/energy/gun(src)

View File

@@ -1,6 +1,6 @@
/obj/structure/closet/wardrobe
name = "wardrobe"
desc = "It's a storage unit for standard-issue Nanotrasen attire."
desc = "It's a storage unit for standard-issue attire."
icon_state = "blue"
icon_closed = "blue"
@@ -26,9 +26,9 @@
new /obj/item/clothing/head/beret/sec(src)
new /obj/item/clothing/head/beret/sec(src)
new /obj/item/clothing/head/beret/sec(src)
new /obj/item/clothing/head/beret/sec/alt(src)
new /obj/item/clothing/head/beret/sec/alt(src)
new /obj/item/clothing/head/beret/sec/alt(src)
new /obj/item/clothing/head/beret/sec/corporate/officer(src)
new /obj/item/clothing/head/beret/sec/corporate/officer(src)
new /obj/item/clothing/head/beret/sec/corporate/officer(src)
return
@@ -71,7 +71,7 @@
/obj/structure/closet/wardrobe/chaplain_black
name = "chapel wardrobe"
desc = "It's a storage unit for Nanotrasen-approved religious attire."
desc = "It's a storage unit for approved religious attire."
icon_state = "black"
icon_closed = "black"
@@ -123,7 +123,7 @@
/obj/structure/closet/wardrobe/orange
name = "prison wardrobe"
desc = "It's a storage unit for Nanotrasen-regulation prisoner attire."
desc = "It's a storage unit for regulation prisoner attire."
icon_state = "orange"
icon_closed = "orange"
@@ -173,9 +173,9 @@
new /obj/item/clothing/head/hardhat/red(src)
new /obj/item/clothing/head/hardhat/red(src)
new /obj/item/clothing/head/hardhat/red(src)
new /obj/item/clothing/head/beret/eng(src)
new /obj/item/clothing/head/beret/eng(src)
new /obj/item/clothing/head/beret/eng(src)
new /obj/item/clothing/head/beret/engineering(src)
new /obj/item/clothing/head/beret/engineering(src)
new /obj/item/clothing/head/beret/engineering(src)
return
@@ -199,9 +199,9 @@
new /obj/item/clothing/head/hardhat(src)
new /obj/item/clothing/head/hardhat(src)
new /obj/item/clothing/head/hardhat(src)
new /obj/item/clothing/head/beret/eng(src)
new /obj/item/clothing/head/beret/eng(src)
new /obj/item/clothing/head/beret/eng(src)
new /obj/item/clothing/head/beret/engineering(src)
new /obj/item/clothing/head/beret/engineering(src)
new /obj/item/clothing/head/beret/engineering(src)
return

View File

@@ -14,7 +14,7 @@
new /obj/item/stack/material/wood(src)
var/turf/T = get_turf(src)
for(var/atom/movable/AM in contents)
if(AM.simulated) AM.loc = T
if(AM.simulated) AM.forceMove(T)
user.visible_message("<span class='notice'>[user] pries \the [src] open.</span>", \
"<span class='notice'>You pry open \the [src].</span>", \
"<span class='notice'>You hear splitting wood.</span>")

View File

@@ -44,6 +44,14 @@
color = "#B8F5E3"
alpha = 200
/obj/structure/curtain/open/bed
name = "bed curtain"
color = "#854636"
/obj/structure/curtain/open/privacy
name = "privacy curtain"
color = "#B8F5E3"
/obj/structure/curtain/open/shower
name = "shower curtain"
color = "#ACD1E9"

View File

@@ -242,20 +242,20 @@
electronics = null
else if(istype(W, /obj/item/stack/material) && !glass)
var/obj/item/stack/material/S = W
var/obj/item/stack/S = W
var/material_name = S.get_material_name()
if (S)
if (S.get_amount() >= 1)
if(istype(S, /obj/item/stack/material/glass/reinforced))
if(material_name == "rglass")
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.")
if(do_after(user, 40) && !glass)
if (S.use(1))
user << "<span class='notice'>You installed reinforced glass windows into the airlock assembly.</span>"
glass = 1
else if(istype(S, /obj/item/stack/material) && S.default_type)
var/M = S.default_type
else if(material_name)
// Ugly hack, will suffice for now. Need to fix it upstream as well, may rewrite mineral walls. ~Z
if(M in list("mhydrogen","osmium","tritium","platinum","iron"))
if(!(material_name in list("gold", "silver", "diamond", "uranium", "phoron", "sandstone")))
user << "You cannot make an airlock out of that material."
return
if(S.get_amount() >= 2)
@@ -263,8 +263,8 @@
user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.")
if(do_after(user, 40) && !glass)
if (S.use(2))
user << "<span class='notice'>You installed [M] plating into the airlock assembly.</span>"
glass = "[M]"
user << "<span class='notice'>You installed [material_display_name(material_name)] plating into the airlock assembly.</span>"
glass = material_name
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)

View File

@@ -43,6 +43,7 @@
return
/obj/structure/girder/proc/reset_girder()
anchored = 1
cover = initial(cover)
health = min(health,initial(health))
state = 0
@@ -108,11 +109,11 @@
else if(istype(W, /obj/item/stack/material))
var/obj/item/stack/material/S = W
var/obj/item/stack/S = W
if(S.get_amount() < 2)
return ..()
var/material/M = name_to_material[S.default_type]
var/material/M = S.get_material()
if(!istype(M))
return ..()
@@ -183,7 +184,7 @@
user << "There is not enough material here to reinforce the girder."
return
var/material/M = name_to_material[S.default_type]
var/material/M = S.get_material()
if(!istype(M) || M.integrity < 50)
user << "You cannot reinforce \the [src] with that; it is too soft."
return

View File

@@ -30,6 +30,7 @@
/obj/structure/grille/attack_hand(mob/user as mob)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
user.do_attack_animation(src)
@@ -155,7 +156,8 @@
//window placing end
else if(!(W.flags & CONDUCT) || !shock(user, 70))
user.do_attack_animation(src)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.do_attack_animation(src)
playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
switch(W.damtype)
if("fire")

View File

@@ -53,7 +53,7 @@
/obj/structure/lattice/attackby(obj/item/C as obj, mob/user as mob)
if (istype(C, /obj/item/stack/tile/steel))
if (istype(C, /obj/item/stack/tile/floor))
var/turf/T = get_turf(src)
T.attackby(C, user) //BubbleWrap - hand this off to the underlying turf instead
return

View File

@@ -75,13 +75,12 @@
/obj/structure/mirror/raider/attack_hand(var/mob/living/carbon/human/user)
if(istype(get_area(src),/area/syndicate_mothership))
if(istype(user) && user.mind && user.mind.special_role == "Raider" && user.species != "Vox" && is_alien_whitelisted(user, "Vox"))
var/choice = input("Do you wish to become a Vox? This is not reversible.") as null|anything in list("No","Yes")
if(istype(user) && user.mind && user.mind.special_role == "Raider" && user.species.name != "Vox" && is_alien_whitelisted(user, "Vox"))
var/choice = input("Do you wish to become a true Vox of the Shoal? This is not reversible.") as null|anything in list("No","Yes")
if(choice && choice == "Yes")
var/mob/living/carbon/human/vox/vox = new(get_turf(src),"Vox")
vox.gender = user.gender
raiders.equip(vox)
new /obj/item/organ/stack/vox(vox)
if(user.mind)
user.mind.transfer_to(vox)
spawn(1)

View File

@@ -60,9 +60,6 @@
return
return
/obj/structure/morgue/alter_health()
return src.loc
/obj/structure/morgue/attack_hand(mob/user as mob)
if (src.connected)
for(var/atom/movable/A as mob|obj in src.connected.loc)
@@ -230,9 +227,6 @@
return
return
/obj/structure/crematorium/alter_health()
return src.loc
/obj/structure/crematorium/attack_hand(mob/user as mob)
// if (cremating) AWW MAN! THIS WOULD BE SO MUCH MORE FUN ... TO WATCH
// user.show_message("<span class='warning'>Uh-oh, that was a bad idea.</span>", 1)

View File

@@ -175,12 +175,15 @@ obj/structure/safe/ex_act(severity)
level = 1 //underfloor
layer = 2.5
/obj/structure/safe/floor/initialize()
..()
var/turf/T = loc
hide(T.intact)
if(istype(T) && !T.is_plating())
hide(1)
update_icon()
/obj/structure/safe/floor/hide(var/intact)
invisibility = intact ? 101 : 0
/obj/structure/safe/floor/hides_under_flooring()
return 1

View File

@@ -44,6 +44,9 @@
update_nearby_tiles()
..()
/obj/structure/simple_door/get_material()
return material
/obj/structure/simple_door/Bumped(atom/user)
..()
if(!state)

View File

@@ -33,6 +33,9 @@
padding_material = get_material_by_name(new_padding_material)
update_icon()
/obj/structure/bed/get_material()
return material
// Reuse the cache/code from stools, todo maybe unify.
/obj/structure/bed/update_icon()
// Prep icon.

View File

@@ -8,7 +8,7 @@
/obj/structure/undies_wardrobe/attack_hand(mob/user as mob)
src.add_fingerprint(user)
var/mob/living/carbon/human/H = user
if(!ishuman(user) || (H.species && !(H.species.flags & HAS_UNDERWEAR)))
if(!ishuman(user) || (H.species && !(H.species.appearance_flags & HAS_UNDERWEAR)))
user << "<span class='warning'>Sadly there's nothing in here for you to wear.</span>"
return 0

View File

@@ -117,7 +117,7 @@
/obj/machinery/shower
name = "shower"
desc = "The HS-451. Installed in the 2550s by the Nanotrasen Hygiene Division."
desc = "The HS-451. Installed in the 2550s by the Hygiene Division."
icon = 'icons/obj/watercloset.dmi'
icon_state = "shower"
density = 0
@@ -395,7 +395,7 @@
if (istype(RG) && RG.is_open_container())
RG.reagents.add_reagent("water", min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this))
user.visible_message("<span class='notice'>[user] fills \the [RG] using \the [src].</span>","<span class='notice'>You fill \the [RG] using \the [src].</span>")
return
return 1
else if (istype(O, /obj/item/weapon/melee/baton))
var/obj/item/weapon/melee/baton/B = O
@@ -413,7 +413,7 @@
user.visible_message( \
"<span class='danger'>[user] was stunned by \his wet [O]!</span>", \
"<span class='userdanger'>[user] was stunned by \his wet [O]!</span>")
return
return 1
// Short of a rewrite, this is necessary to stop monkeycubes being washed.
else if(istype(O, /obj/item/weapon/reagent_containers/food/snacks/monkeycube))
return

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