Merged in Erthilo's stuff.

This commit is contained in:
SkyMarshal
2012-03-29 21:11:17 -07:00
71 changed files with 9980 additions and 7140 deletions

View File

@@ -400,6 +400,7 @@
usr << "\blue [grenades] / [max_grenades] Grenades."
attackby(obj/item/I as obj, mob/user as mob)
if((istype(I, /obj/item/weapon/chem_grenade)) || (istype(I, /obj/item/weapon/flashbang)) || (istype(I, /obj/item/weapon/smokebomb)) || (istype(I, /obj/item/weapon/mustardbomb)) || (istype(I, /obj/item/weapon/empgrenade)))
if(grenades.len < max_grenades)
user.drop_item()
@@ -411,7 +412,15 @@
usr << "\red The grenade launcher cannot hold more grenades."
afterattack(obj/target, mob/user , flag)
if(target == user) return
if (istype(target, /obj/item/weapon/storage/backpack ))
return
else if (locate (/obj/structure/table, src.loc))
return
else if(target == user)
return
if(grenades.len)
spawn(0) fire_grenade(target,user)
@@ -420,7 +429,60 @@
proc
fire_grenade(atom/target, mob/user)
if (locate (/obj/structure/table, src.loc))
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red [] fired a grenade!", user), 1)
user << "\red You fire the grenade launcher!"
if (istype(grenades[1], /obj/item/weapon/chem_grenade))
var/obj/item/weapon/chem_grenade/F = grenades[1]
grenades -= F
F.loc = user.loc
F.throw_at(target, 30, 2)
message_admins("[key_name_admin(user)] fired a chemistry grenade from a grenade launcher ([src.name]).")
log_game("[key_name_admin(user)] used a chemistry grenade ([src.name]).")
F.state = 1
F.icon_state = initial(icon_state)+"_armed"
playsound(user.loc, 'armbomb.ogg', 75, 1, -3)
spawn(15)
F.explode()
else if (istype(grenades[1], /obj/item/weapon/flashbang))
var/obj/item/weapon/flashbang/F = grenades[1]
grenades -= F
F.loc = user.loc
F.throw_at(target, 30, 2)
F.active = 1
F.icon_state = "flashbang1"
playsound(user.loc, 'armbomb.ogg', 75, 1, -3)
spawn(15)
F.prime()
else if (istype(grenades[1], /obj/item/weapon/smokebomb))
var/obj/item/weapon/smokebomb/F = grenades[1]
grenades -= F
F.loc = user.loc
F.throw_at(target, 30, 2)
F.icon_state = "flashbang1"
playsound(user.loc, 'armbomb.ogg', 75, 1, -3)
spawn(15)
F.prime()
else if (istype(grenades[1], /obj/item/weapon/mustardbomb))
var/obj/item/weapon/mustardbomb/F = grenades[1]
grenades -= F
F.loc = user.loc
F.throw_at(target, 30, 2)
F.icon_state = "flashbang1"
playsound(user.loc, 'armbomb.ogg', 75, 1, -3)
spawn(15)
F.prime()
else if (istype(grenades[1], /obj/item/weapon/empgrenade))
var/obj/item/weapon/empgrenade/F = grenades[1]
grenades -= F
F.loc = user.loc
F.throw_at(target, 30, 2)
F.active = 1
F.icon_state = "empar"
playsound(user.loc, 'armbomb.ogg', 75, 1, -3)
spawn(15)
F.prime()
if (locate (/obj/structure/table, src.loc) || locate (/obj/item/weapon/storage, src.loc))
return
else
for(var/mob/O in viewers(world.view, user))
@@ -433,7 +495,7 @@
F.throw_at(target, 30, 2)
message_admins("[key_name_admin(user)] fired a chemistry grenade from a grenade launcher ([src.name]).")
log_game("[key_name_admin(user)] used a chemistry grenade ([src.name]).")
F.path = 1
F.state = 1
F.icon_state = initial(icon_state)+"_armed"
playsound(user.loc, 'armbomb.ogg', 75, 1, -3)
spawn(15)
@@ -480,6 +542,7 @@
/obj/item/weapon/gun/syringe
name = "syringe gun"
desc = "A spring loaded rifle designed to fit syringes, designed to incapacitate unruly patients from a distance."
icon = 'gun.dmi'
icon_state = "syringegun"
item_state = "syringegun"
@@ -495,19 +558,19 @@
set src in view()
..()
if (!(usr in view(2)) && usr!=src.loc) return
usr << "\icon [src] Syringe gun:"
usr << "\blue [syringes] / [max_syringes] Syringes."
usr << "\blue [syringes.len] / [max_syringes] syringes."
attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
if(syringes.len < max_syringes)
user.drop_item()
I.loc = src
syringes += I
user << "\blue You put the syringe in the syringe gun."
user << "\blue [syringes.len] / [max_syringes] Syringes."
user << "\blue You put the syringe in [src]."
user << "\blue [syringes.len] / [max_syringes] syringes."
else
usr << "\red The syringe gun cannot hold more syringes."
usr << "\red [src] cannot hold more syringes."
afterattack(obj/target, mob/user , flag)
if(!isturf(target.loc) || target == user) return
@@ -515,7 +578,7 @@
if(syringes.len)
spawn(0) fire_syringe(target,user)
else
usr << "\red The syringe gun is empty."
usr << "\red [src] is empty."
proc
fire_syringe(atom/target, mob/user)
@@ -558,84 +621,11 @@
return
/obj/item/weapon/gun/rapidsyringe
/obj/item/weapon/gun/syringe/rapidsyringe
name = "rapid syringe gun"
icon = 'gun.dmi'
desc = "A modification of the syringe gun design, using a rotating cylinder to store up to four syringes."
icon_state = "rapidsyringegun"
item_state = "rapidsyringegun"
w_class = 3.0
throw_speed = 4
throw_range = 10
force = 8.0
var/list/syringes = new/list()
var/max_syringes = 40
examine()
set src in view()
..()
if (!(usr in view(2)) && usr!=src.loc) return
usr << "\icon [src] Rapid Syringe gun:"
usr << "\blue [syringes] / [max_syringes] Syringes."
attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
if(syringes.len < max_syringes)
user.drop_item()
I.loc = src
syringes += I
user << "\blue You put the syringe in the rapid syringe gun."
user << "\blue [syringes.len] / [max_syringes] Syringes."
else
usr << "\red The rapid syringe gun cannot hold more syringes."
afterattack(obj/target, mob/user , flag)
if(!isturf(target.loc) || target == user) return
if(syringes.len)
spawn(0) fire_syringe(target,user)
else
usr << "\red rapid The syringe gun is empty."
proc
fire_syringe(atom/target, mob/user)
if (locate (/obj/structure/table, src.loc))
return
else
var/turf/trg = get_turf(target)
var/obj/effect/syringe_gun_dummy/D = new/obj/effect/syringe_gun_dummy(get_turf(src))
var/obj/item/weapon/reagent_containers/syringe/S = syringes[1]
S.reagents.trans_to(D, S.reagents.total_volume)
syringes -= S
del(S)
D.icon_state = "syringeproj"
D.name = "syringe"
playsound(user.loc, 'syringeproj.ogg', 50, 1)
for(var/i=0, i<6, i++)
if(!D) break
if(D.loc == trg) break
step_towards(D,trg)
for(var/mob/living/carbon/M in D.loc)
if(!istype(M,/mob/living/carbon)) continue
if(M == user) continue
D.reagents.trans_to(M, 15)
M.take_organ_damage(5)
for(var/mob/O in viewers(world.view, D))
O.show_message(text("\red [] was hit by the syringe!", M), 1)
del(D)
if(D)
for(var/atom/A in D.loc)
if(A == user) continue
if(A.density) del(D)
sleep(1)
if (D) spawn(10) del(D)
return
max_syringes = 4
/obj/structure/reagent_dispensers
name = "Dispenser"
@@ -731,9 +721,15 @@
reagents = R
R.my_atom = src
attackby(obj/item/weapon/W as obj, mob/user as mob)
return
attack_self(mob/user as mob)
return
attack(mob/M as mob, mob/user as mob, def_zone)
return
attackby(obj/item/I as obj, mob/user as mob)
return
afterattack(obj/target, mob/user , flag)
return
@@ -943,6 +939,7 @@
return attack_hand()
attackby(obj/item/I as obj, mob/user as mob)
return
afterattack(obj/target, mob/user , flag)
@@ -968,7 +965,7 @@
if(!T.dna)
usr << "You are unable to locate any blood. (To be specific, your target seems to be missing their DNA datum)"
return
if(T.mutations & HUSK) //target done been et, no more blood in him
if(T.mutations2 & NOCLONE) //target done been et, no more blood in him
user << "\red You are unable to locate any blood."
return
if(ishuman(T))
@@ -1108,6 +1105,35 @@
else
icon_state = "[(has_blood?"b":"")][rounded_vol]"
item_state = "syringe_[rounded_vol]"
if(reagents.total_volume)
var/obj/effect/overlay = new/obj
overlay.icon = 'syringefilling.dmi'
switch(rounded_vol)
if(5) overlay.icon_state = "5"
if(10) overlay.icon_state = "10"
if(15) overlay.icon_state = "15"
var/list/rgbcolor = list(0,0,0)
var/finalcolor
for(var/datum/reagent/re in reagents.reagent_list) // natural color mixing bullshit/algorithm
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
overlay.icon += finalcolor
if(!istype(src.loc, /turf)) overlay.layer = 30
overlays += overlay
/obj/item/weapon/reagent_containers/ld50_syringe
@@ -1150,6 +1176,10 @@
attack_paw()
return attack_hand()
attackby(obj/item/I as obj, mob/user as mob)
return
afterattack(obj/target, mob/user , flag)
if(!target.reagents) return
@@ -1267,6 +1297,9 @@
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to inject [M.name] ([M.ckey])</font>")
log_admin("ATTACK: [user] ([user.ckey]) injected [M] ([M.ckey]) with [src].")
message_admins("ATTACK: [user] ([user.ckey]) injected [M] ([M.ckey]) with [src].")
// log_attack("<font color='red'>[user.name] ([user.ckey]) injected [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
src.reagents.reaction(M, INGEST)
if(M.reagents)
var/trans = reagents.trans_to(M, amount_per_transfer_from_this)
@@ -1355,6 +1388,7 @@
return
attackby(obj/item/weapon/W as obj, mob/user as mob)
return
attack_self(mob/user as mob)
return
@@ -1395,6 +1429,8 @@
log_admin("ATTACK: [user] ([user.ckey]) fed [M] ([M.ckey]) with [src].")
message_admins("ATTACK: [user] ([user.ckey]) fed [M] ([M.ckey]) with [src].")
// log_attack("<font color='red'>[user.name] ([user.ckey]) fed [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] feeds [M] [src].", 1)
@@ -1487,6 +1523,7 @@
return 0
attackby(obj/item/I as obj, mob/user as mob)
return
afterattack(obj/target, mob/user , flag)
return
@@ -1509,6 +1546,7 @@
var/slices_num
attackby(obj/item/weapon/W as obj, mob/user as mob)
if((slices_num <= 0 || !slices_num) || !slice_path)
return 1
var/inaccurate = 0
@@ -1621,6 +1659,8 @@
log_admin("ATTACK: [user] ([user.ckey]) fed [M] ([M.ckey]) with [src].")
message_admins("ATTACK: [user] ([user.ckey]) fed [M] ([M.ckey]) with [src].")
// log_attack("<font color='red'>[user.name] ([user.ckey]) fed [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
if(reagents.total_volume)
reagents.reaction(M, INGEST)
@@ -1712,6 +1752,9 @@
if(!icon_state)
icon_state = "pill[rand(1,20)]"
attackby(obj/item/weapon/W as obj, mob/user as mob)
return
attack_self(mob/user as mob)
return
attack(mob/M as mob, mob/user as mob, def_zone)
@@ -1742,6 +1785,8 @@
message_admins("ATTACK: [user] ([user.ckey]) fed [M] ([M.ckey]) with [src].")
// log_attack("<font color='red'>[user.name] ([user.ckey]) fed [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
@@ -1754,6 +1799,10 @@
return 0
attackby(obj/item/I as obj, mob/user as mob)
return
afterattack(obj/target, mob/user , flag)
if(target.is_open_container() == 1 && target.reagents)
@@ -2370,6 +2419,7 @@
volume = 50
attackby(obj/item/weapon/W as obj, mob/user as mob)
return
attack_self(mob/user as mob)
return
@@ -2403,6 +2453,8 @@
message_admins("ATTACK: [user] ([user.ckey]) fed [M] ([M.ckey]) with [src].")
// log_attack("<font color='red'>[user.name] ([user.ckey]) fed [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
@@ -2413,6 +2465,7 @@
return 0
attackby(obj/item/I as obj, mob/user as mob)
return
afterattack(obj/target, mob/user , flag)
@@ -2463,7 +2516,7 @@
icon_state = "soysauce"
if("frostoil")
name = "Coldsauce"
desc = "Leaves the tongue numb in it's passage."
desc = "Leaves the tongue numb in its passage."
icon_state = "coldsauce"
if("sodiumchloride")
name = "Salt Shaker"
@@ -2566,7 +2619,7 @@
/obj/item/weapon/reagent_containers/food/drinks/tea
name = "Duke Purple Tea"
desc = "An insult to Duke Purple is an insult to the Space Queen! Any proper gentleman will fight you, if you sully this tea."
desc = "A refreshingly quaint drink, served piping hot."
icon_state = "tea"
New()
..()
@@ -2587,7 +2640,7 @@
/obj/item/weapon/reagent_containers/food/drinks/h_chocolate
name = "Dutch Hot Coco"
desc = "Made in Space South America."
icon_state = "tea"
icon_state = "hotchocolate"
New()
..()
reagents.add_reagent("hot_coco", 30)
@@ -2776,7 +2829,7 @@
/obj/item/weapon/reagent_containers/food/drinks/bottle/holywater
name = "Flask of Holy Water"
desc = "A flask of the chaplains holy water."
desc = "A flask of the chaplain's holy water."
icon_state = "holyflask"
New()
..()
@@ -2984,6 +3037,25 @@
..()
reagents.add_reagent("fuel",1000)
bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj ,/obj/item/projectile/beam)||istype(Proj,/obj/item/projectile/bullet))
explosion(src.loc,-1,0,2)
if(src)
del(src)
blob_act()
explosion(src.loc,0,1,5,7,10)
if(src)
del(src)
ex_act()
explosion(src.loc,-1,0,2)
if(src)
del(src)
/obj/structure/reagent_dispensers/peppertank
name = "Pepper Spray Refiller"
desc = "Refill pepper spray canisters."
@@ -2991,27 +3063,11 @@
icon_state = "peppertank"
anchored = 1
density = 0
amount_per_transfer_from_this = 30
amount_per_transfer_from_this = 45
New()
..()
reagents.add_reagent("condensedcapsaicin",1000)
/obj/structure/reagent_dispensers/fueltank/blob_act()
explosion(src.loc,0,1,5,7,10)
if(src)
del(src)
/obj/structure/reagent_dispensers/fueltank/ex_act()
explosion(src.loc,-1,0,2)
if(src)
del(src)
/obj/structure/reagent_dispensers/fueltank/temperature_expose(datum/gas_mixture/air, temperature, volume)
if(temperature > T0C+500)
explosion(src.loc,-1,0,2)
if(src)
del(src)
return ..()
/obj/structure/reagent_dispensers/water_cooler
name = "Water-Cooler"

View File

@@ -46,7 +46,7 @@
proc/UpdateDamage()
health = 60 - (getOxyLoss() + getToxLoss() + getFireLoss() + getBruteLoss() + cloneloss)
health = 60 - (getOxyLoss() + getToxLoss() + getFireLoss() + getBruteLoss() + getCloneLoss())
return

View File

@@ -315,10 +315,10 @@
overlays = null
if(buckled)
if(istype(buckled, /obj/structure/stool/bed))
lying = 1
else
if(istype(buckled, /obj/structure/stool/bed/chair))
lying = 0
else
lying = 1
// Automatically drop anything in store / id / belt if you're not wearing a uniform.
if (zone_sel)

View File

@@ -28,13 +28,16 @@
now_pushing = 1
if(ismob(AM))
var/mob/tmob = AM
/*if(istype(tmob, /mob/living/carbon/human) && tmob.mutations & FAT)
if(prob(70))
if(istype(tmob, /mob/living/carbon/human) && tmob.mutations & FAT)
/*if(prob(70))
for(var/mob/M in viewers(src, null))
if(M.client)
M << "\red <B>[src] fails to push [tmob]'s fat ass out of the way.</B>"
now_pushing = 0
return*/
if(tmob.nopush)
now_pushing = 0
return
tmob.LAssailant = src
now_pushing = 0
@@ -109,7 +112,7 @@
ear_damage += 15
ear_deaf += 60
bruteloss += b_loss
adjustBruteLoss(b_loss)
adjustFireLoss(f_loss)
updatehealth()
@@ -150,7 +153,7 @@
if ((M.client && !( M.blinded )))
M.show_message(text("\red [] has been hit by []", src, O), 1)
if (health > 0)
bruteloss += (istype(O, /obj/effect/meteor/small) ? 10 : 25)
adjustBruteLoss((istype(O, /obj/effect/meteor/small) ? 10 : 25))
adjustFireLoss(30)
updatehealth()
@@ -249,9 +252,7 @@
else
m_select.screen_loc = null
if(client && client.admin_invis)
invisibility = 100
else if (alien_invis)
if (alien_invis)
invisibility = 2
if(istype(loc, /turf))//If they are standing on a turf.
AddCamoOverlay(loc)//Overlay camo.
@@ -280,12 +281,25 @@
O.show_message(text("\red <B>[M.name] has bit []!</B>", src), 1)
var/damage = rand(1, 3)
bruteloss += damage
adjustBruteLoss(damage)
updatehealth()
return
/mob/living/carbon/alien/larva/attack_animal(mob/living/simple_animal/M as mob)
if(M.melee_damage_upper == 0)
M.emote("[M.friendly] [src]")
else
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[M]</B> [M.attacktext] [src]!", 1)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
adjustBruteLoss(damage)
updatehealth()
/mob/living/carbon/alien/larva/attack_paw(mob/living/carbon/monkey/M as mob)
if(!(istype(M, /mob/living/carbon/monkey))) return//Fix for aliens receiving double messages when attacking other aliens.
@@ -310,7 +324,7 @@
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>[M.name] has bit [src]!</B>"), 1)
bruteloss += rand(1, 3)
adjustBruteLoss(rand(1, 3))
updatehealth()
return
@@ -335,7 +349,7 @@
else
damage = rand(5, 35)
bruteloss += damage
adjustBruteLoss(damage)
updatehealth()
@@ -449,7 +463,7 @@
for(var/mob/O in viewers(M, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>[] has weakened []!</B>", M, src), 1, "\red You hear someone fall.", 2)
bruteloss += damage
adjustBruteLoss(damage)
updatehealth()
else
if(M.type != /mob/living/carbon/human/tajaran)
@@ -492,7 +506,7 @@
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>[M.name] has bit []!</B>", src), 1)
bruteloss += damage
adjustBruteLoss(damage)
updatehealth()
else
M << "\green <B>[name] is too injured for that.</B>"

View File

@@ -112,6 +112,7 @@
bodytemperature += 0.1*(environment.temperature - bodytemperature)*environment_heat_capacity/(environment_heat_capacity + 270000)
//Account for massive pressure differences
return //TODO: DEFERRED
handle_temperature_damage(body_part, exposed_temperature, exposed_intensity)
@@ -171,7 +172,7 @@
if(health <= 20 && prob(1)) spawn(0) emote("gasp")
//if(!rejuv) oxyloss++
if(!reagents.has_reagent("inaprovaline")) oxyloss++
if(!reagents.has_reagent("inaprovaline")) adjustOxyLoss(1)
if(stat != 2) stat = 1
Paralyse(5)

View File

@@ -82,3 +82,16 @@
world.Reboot()
return ..(gibbed)
/mob/living/carbon/human/proc/ChangeToHusk()
if(mutations & HUSK)
return
mutations |= HUSK
real_name = "Unknown"
update_body()
return
/mob/living/carbon/human/proc/Drain()
ChangeToHusk()
mutations2 |= NOCLONE
return

View File

@@ -478,6 +478,11 @@
mymob.oxygen.name = "oxygen"
mymob.oxygen.screen_loc = ui_oxygen
mymob.pressure = new /obj/screen( null )
mymob.pressure.icon = 'screen1_old.dmi'
mymob.pressure.icon_state = "pressure0"
mymob.pressure.name = "pressure"
mymob.pressure.screen_loc = ui_pressure
/*
mymob.i_select = new /obj/screen( null )
mymob.i_select.icon_state = "selector"
@@ -669,7 +674,7 @@
mymob.client.screen = null
//, mymob.i_select, mymob.m_select
mymob.client.screen += list( mymob.pain, mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.toxin, mymob.bodytemp, mymob.internals, mymob.fire, mymob.hands, mymob.healths, mymob.nutrition_icon, mymob.pullin, mymob.blind, mymob.flash, mymob.rest, mymob.sleep, mymob.gun_setting_icon) //, mymob.mach )
mymob.client.screen += list( mymob.pain, mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.toxin, mymob.bodytemp, mymob.internals, mymob.fire, mymob.hands, mymob.healths, mymob.nutrition_icon, mymob.pullin, mymob.blind, mymob.flash, mymob.rest, mymob.pressure, mymob.sleep, mymob.gun_setting_icon) //, mymob.mach )
mymob.client.screen += src.adding + src.other
//if(istype(mymob,/mob/living/carbon/monkey)) mymob.client.screen += src.mon_blo

View File

@@ -162,7 +162,25 @@
now_pushing = 1
if (ismob(AM))
var/mob/tmob = AM
if(tmob.a_intent == "help" && a_intent == "help" && tmob.canmove && canmove) // mutual brohugs all around!
//BubbleWrap - Should stop you pushing a restrained person out of the way
if(istype(tmob, /mob/living/carbon/human))
for(var/mob/M in range(tmob, 1))
if( ((M.pulling == tmob && ( tmob.restrained() && !( M.restrained() ) && M.stat == 0)) || locate(/obj/item/weapon/grab, tmob.grabbed_by.len)) )
if ( !(world.time % 5) )
src << "\red [tmob] is restrained, you cannot push past"
now_pushing = 0
return
if( tmob.pulling == M && ( M.restrained() && !( tmob.restrained() ) && tmob.stat == 0) )
if ( !(world.time % 5) )
src << "\red [tmob] is restraining [M], you cannot push past"
now_pushing = 0
return
//BubbleWrap: people in handcuffs are always switched around as if they were on 'help' intent to prevent a person being pulled from being seperated from their puller
if((tmob.a_intent == "help" || tmob.restrained()) && (a_intent == "help" || src.restrained()) && tmob.canmove && canmove) // mutual brohugs all around!
var/turf/oldloc = loc
loc = tmob.loc
tmob.loc = oldloc
@@ -174,10 +192,20 @@
/*if(istype(tmob, /mob/living/carbon/human) && tmob.mutations & FAT)
if(prob(40) && !(mutations & FAT))
visible_message("\red <B>[src] fails to push [tmob]'s fat ass out of the way.</B>", \
"\red <B>You fail to push [tmob]'s fat ass out of the way.</B>")
src << "\red <B>You fail to push [tmob]'s fat ass out of the way.</B>"
now_pushing = 0
return*/
if(tmob.r_hand && istype(tmob.r_hand, /obj/item/weapon/shield/riot))
if(prob(99))
now_pushing = 0
return
if(tmob.l_hand && istype(tmob.l_hand, /obj/item/weapon/shield/riot))
if(prob(99))
now_pushing = 0
return
if(tmob.nopush)
now_pushing = 0
return
tmob.LAssailant = src
@@ -866,10 +894,10 @@
update_body()
if(buckled)
if(istype(buckled, /obj/structure/stool/bed))
lying = 1
else
if(istype(buckled, /obj/structure/stool/bed/chair))
lying = 0
else
lying = 1
// Automatically drop anything in store / id / belt if you're not wearing a uniform.
if (!w_uniform)
@@ -1249,6 +1277,19 @@
/mob/living/carbon/human/attack_animal(mob/living/simple_animal/M as mob)
if(M.melee_damage_upper == 0)
M.emote("[M.friendly] [src]")
else
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[M]</B> [M.attacktext] [src]!", 1)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
var/dam_zone = pick("chest", "l_hand", "r_hand", "l_leg", "r_leg")
var/datum/organ/external/affecting = get_organ(ran_zone(dam_zone))
var/armor = run_armor_check(affecting, "melee")
apply_damage(damage, BRUTE, affecting, armor)
if(armor >= 2) return
/mob/living/carbon/human/attack_metroid(mob/living/carbon/metroid/M as mob)
if(M.Victim) return // can't attack while eating!
@@ -2169,7 +2210,7 @@ It can still be worn/put on as normal.
if ((target.health >= -99.0 && target.stat == 1))
target.cpr_time = world.time
var/suff = min(target.getOxyLoss(), 7)
target.oxyloss -= suff
target.adjustOxyLoss(-suff)
target.losebreath = 0
target.updatehealth()
for(var/mob/O in viewers(source, null))
@@ -2253,6 +2294,9 @@ It can still be worn/put on as normal.
else
if(source)
source.update_clothing()
spawn(0)
if(source.machine == target)
target.show_inv(source)
if(target)
target.update_clothing()
//SN src = null

View File

@@ -93,6 +93,9 @@
//Disabilities
handle_disabilities()
//Random events (vomiting etc)
handle_random_events()
//Status updates, death etc.
UpdateLuminosity()
handle_regular_status_updates()
@@ -105,6 +108,9 @@
if(client)
handle_regular_hud_updates()
//Being buckled to a chair or bed
check_if_buckled()
// Yup.
update_canmove()
@@ -451,7 +457,7 @@
if(!breath || (breath.total_moles() == 0))
if(reagents.has_reagent("inaprovaline"))
return
oxyloss += HUMAN_MAX_OXYLOSS
adjustOxyLoss(HUMAN_MAX_OXYLOSS)
oxygen_alert = max(oxygen_alert, 1)
@@ -481,10 +487,10 @@
spawn(0) emote("gasp")
if(O2_pp > 0)
var/ratio = safe_oxygen_min/O2_pp
oxyloss += min(5*ratio, HUMAN_MAX_OXYLOSS) // Don't fuck them up too fast (space only does HUMAN_MAX_OXYLOSS after all!)
adjustOxyLoss(min(5*ratio, HUMAN_MAX_OXYLOSS)) // Don't fuck them up too fast (space only does HUMAN_MAX_OXYLOSS after all!)
oxygen_used = breath.oxygen*ratio/6
else
oxyloss += HUMAN_MAX_OXYLOSS
adjustOxyLoss(HUMAN_MAX_OXYLOSS)
oxygen_alert = max(oxygen_alert, 1)
/*else if (O2_pp > safe_oxygen_max) // Too much oxygen (commented this out for now, I'll deal with pressure damage elsewhere I suppose)
spawn(0) emote("cough")
@@ -493,7 +499,7 @@
oxygen_used = breath.oxygen*ratio/6
oxygen_alert = max(oxygen_alert, 1)*/
else // We're in safe limits
oxyloss = max(getOxyLoss()-5, 0)
adjustOxyLoss(-5)
oxygen_used = breath.oxygen/6
oxygen_alert = 0
@@ -505,9 +511,9 @@
co2overloadtime = world.time
else if(world.time - co2overloadtime > 120)
Paralyse(3)
oxyloss += 3 // Lets hurt em a little, let them know we mean business
adjustOxyLoss(3) // Lets hurt em a little, let them know we mean business
if(world.time - co2overloadtime > 300) // They've been in here 30s now, lets start to kill them for their own good!
oxyloss += 8
adjustOxyLoss(8)
if(prob(20) && isbreathing) // Lets give them some chance to know somethings not right though I guess.
spawn(0) emote("cough")
@@ -640,7 +646,17 @@
bodytemperature += 0.8*(environment.temperature - bodytemperature)*environment_heat_capacity/(environment_heat_capacity + 270000)
*/
//Account for massive pressure differences
//Account for massive pressure differences. Done by Polymorph
var/pressure = environment.return_pressure()
if(!istype(wear_suit, /obj/item/clothing/suit/space)&&!istype(wear_suit, /obj/item/clothing/suit/armor/captain))
/*if(pressure < 20)
if(prob(25))
src << "You feel the splittle on your lips and the fluid on your eyes boiling away, the capillteries in your skin breaking."
adjustBruteLoss(5)
*/
if(pressure > HAZARD_HIGH_PRESSURE)
adjustBruteLoss(min((10+(round(pressure/(HIGH_STEP_PRESSURE)-2)*5)),MAX_PRESSURE_DAMAGE))
return //TODO: DEFERRED
adjust_body_temperature(current, loc_temp, boost)
@@ -759,14 +775,9 @@
if(nutrition < 500) //so they can't store nutrition to survive without light forever
nutrition += light_amount
if(light_amount > 0) //if there's enough light, heal
if(getFireLoss())
heal_overall_damage(0,1)
if(getBruteLoss())
heal_overall_damage(1,0)
heal_overall_damage(1,1)
adjustToxLoss(-1)
if(getOxyLoss())
oxyloss--
adjustOxyLoss(-1)
/*if(overeatduration > 500 && !(mutations & FAT))
src << "\red You suddenly feel blubbery!"
@@ -891,19 +902,25 @@
if(getOxyLoss() > 50) Paralyse(3)
if(sleeping)
Paralyse(3)
// adjustHalLoss(-5)
if(paralysis <= 0)
Paralyse(2)
if (prob(10) && health && !hal_crit) spawn(0) emote("snore")
if(!src.sleeping_willingly)
src.sleeping--
if(resting)
Weaken(3)
if(weakened <= 0)
Weaken(2)
if(health < config.health_threshold_dead || brain_op_stage == 4.0)
death()
else if(health < config.health_threshold_crit)
if(health <= 20 && prob(1)) spawn(0) emote("gasp")
//if(!rejuv) oxyloss++
if(!reagents.has_reagent("inaprovaline")) adjustOxyLoss(1)
if(stat != 2) stat = 1
Paralyse(5)
@@ -1134,7 +1151,7 @@
if (healths)
if (stat != 2)
switch(health)
switch(health - halloss)
if(100 to INFINITY)
healths.icon_state = "health0"
if(80 to 100)
@@ -1168,6 +1185,24 @@
nutrition_icon.icon_state = "nutrition3"
else
nutrition_icon.icon_state = "nutrition4"
if (pressure)
if(istype(wear_suit, /obj/item/clothing/suit/space)||istype(wear_suit, /obj/item/clothing/suit/armor/captain))
pressure.icon_state = "pressure0"
else
var/datum/gas_mixture/environment = loc.return_air()
if(environment)
switch(environment.return_pressure())
if(HAZARD_HIGH_PRESSURE to INFINITY)
pressure.icon_state = "pressure2"
if(WARNING_HIGH_PRESSURE to HAZARD_HIGH_PRESSURE)
pressure.icon_state = "pressure1"
if(WARNING_LOW_PRESSURE to WARNING_HIGH_PRESSURE)
pressure.icon_state = "pressure0"
if(HAZARD_LOW_PRESSURE to WARNING_LOW_PRESSURE)
pressure.icon_state = "pressure-1"
else
pressure.icon_state = "pressure-2"
if(pullin) pullin.icon_state = "pull[pulling ? 1 : 0]"
@@ -1201,6 +1236,7 @@
else
bodytemp.icon_state = "temp-4"
if(!client) return 0 //Wish we did not need these
client.screen -= hud_used.blurry
client.screen -= hud_used.druggy
client.screen -= hud_used.vimpaired
@@ -1225,6 +1261,14 @@
if(!head:up && tinted_weldhelh)
client.screen += hud_used.darkMask
if(eye_stat > 20)
if((eye_stat > 30))
client.screen += hud_used.darkMask
else
client.screen += hud_used.vimpaired
if (stat != 2)
if (machine)
if (!( machine.check_eye(src) ))
@@ -1237,10 +1281,33 @@
return 1
handle_random_events()
/* // probably stupid -- Doohl
if (prob(1) && prob(2))
spawn(0)
emote("sneeze")
return
*/
// Puke if toxloss is too high
if(!stat)
if (getToxLoss() >= 45 && nutrition > 20)
lastpuke ++
if(lastpuke >= 25) // about 25 second delay I guess
Stun(5)
for(var/mob/O in viewers(world.view, src))
O.show_message(text("<b>\red [] throws up!</b>", src), 1)
playsound(src.loc, 'splat.ogg', 50, 1)
var/turf/location = loc
if (istype(location, /turf/simulated))
location.add_vomit_floor(src, 1)
nutrition -= 20
adjustToxLoss(-3)
// make it so you can only puke so fast
lastpuke = 0
handle_virus_updates()
if(bodytemperature > 406)
@@ -1295,13 +1362,13 @@
continue
if(air_master.current_cycle%3==1)
if(!M.nodamage)
M.bruteloss += 5
M.adjustBruteLoss(5)
nutrition += 10
handle_changeling()
if (mind)
if (mind.special_role == "Changeling" && changeling)
changeling.chem_charges = between(0, (max((0.9 - (changeling.chem_charges / 50)), 0.1) + changeling.chem_charges), 50)
changeling.chem_charges = between(0, ((max((0.9 - (changeling.chem_charges / 50)), 0.1)*changeling.chem_recharge_multiplier) + changeling.chem_charges), changeling.chem_storage)
if ((changeling.geneticdamage > 0))
changeling.geneticdamage = changeling.geneticdamage-1
@@ -1341,3 +1408,66 @@
src << "<font color='red'><b>"+pick("The pain is excrutiating!", "Please, just end the pain!", "Your whole body is going numb!")
else if(shock_stage == 80)
src << "<font color='red'><b>"+pick("You see a light at the end of the tunnel!", "You feel like you could die any moment now.", "You're about to lose consciousness.")
/*
// Commented out so hunger system won't be such shock
// Damage and effect from not eating
if(nutrition <= 50)
if (prob (0.1))
src << "\red Your stomach rumbles."
if (prob (10))
bruteloss++
if (prob (5))
src << "You feel very weak."
weakened += rand(2, 3)
*/
/*
snippets
if (mach)
if (machine)
mach.icon_state = "mach1"
else
mach.icon_state = null
if (!m_flag)
moved_recently = 0
m_flag = null
if ((istype(loc, /turf/space) && !( locate(/obj/movable, loc) )))
var/layers = 20
// ******* Check
if (((istype(head, /obj/item/clothing/head) && head.flags & 4) || (istype(wear_mask, /obj/item/clothing/mask) && (!( wear_mask.flags & 4 ) && wear_mask.flags & 8))))
layers -= 5
if (istype(w_uniform, /obj/item/clothing/under))
layers -= 5
if ((istype(wear_suit, /obj/item/clothing/suit) && wear_suit.flags & 8))
layers -= 10
if (layers > oxcheck)
oxcheck = layers
if(bodytemperature < 282.591 && (!firemut))
if(bodytemperature < 250)
adjustFireLoss(4)
updatehealth()
if(paralysis <= 2) paralysis += 2
else if(prob(1) && !paralysis)
if(paralysis <= 5) paralysis += 5
emote("collapse")
src << "\red You collapse from the cold!"
if(bodytemperature > 327.444 && (!firemut))
if(bodytemperature > 345.444)
if(!eye_blurry) src << "\red The heat blurs your vision!"
eye_blurry = max(4, eye_blurry)
if(prob(3)) adjustFireLoss(rand(1,2))
else if(prob(3) && !paralysis)
paralysis += 2
emote("collapse")
src << "\red You collapse from heat exaustion!"
plcheck = t_plasma
oxcheck = t_oxygen
G.turf_add(T, G.total_moles())
*/

View File

@@ -390,6 +390,12 @@
mymob.oxygen.name = "oxygen"
mymob.oxygen.screen_loc = ui_oxygen
mymob.pressure = new /obj/screen( null )
mymob.pressure.icon = 'screen1_old.dmi'
mymob.pressure.icon_state = "pressure0"
mymob.pressure.name = "pressure"
mymob.pressure.screen_loc = ui_pressure
/*
mymob.i_select = new /obj/screen( null )
mymob.i_select.icon_state = "selector"
@@ -401,7 +407,6 @@
mymob.m_select.name = "moving"
mymob.m_select.screen_loc = "16:-11,14"
*/
mymob.toxin = new /obj/screen( null )
mymob.toxin.icon = ui_style
mymob.toxin.icon_state = "tox0"
@@ -569,7 +574,7 @@
mymob.client.screen = null
//, mymob.i_select, mymob.m_select
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.toxin, mymob.bodytemp, mymob.internals, mymob.fire, mymob.hands, mymob.healths, mymob.pullin, mymob.blind, mymob.flash, mymob.rest, mymob.sleep, mymob.gun_setting_icon) //, mymob.mach )
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.toxin, mymob.bodytemp, mymob.internals, mymob.fire, mymob.hands, mymob.healths, mymob.pullin, mymob.blind, mymob.flash, mymob.rest, mymob.sleep, mymob.pressure, mymob.gun_setting_icon) //, mymob.mach )
mymob.client.screen += src.adding + src.other
//if(istype(mymob,/mob/living/carbon/monkey)) mymob.client.screen += src.mon_blo

View File

@@ -46,7 +46,6 @@
//to find it.
src.blinded = null
//Disease Check
handle_virus_updates()
@@ -260,7 +259,7 @@
return
if(!breath || (breath.total_moles() == 0))
oxyloss += 7
adjustOxyLoss(7)
oxygen_alert = max(oxygen_alert, 1)
@@ -288,7 +287,7 @@
if (O2_pp == 0)
O2_pp = 0.01
var/ratio = safe_oxygen_min/O2_pp
oxyloss += min(5*ratio, 7) // Don't fuck them up too fast (space only does 7 after all!)
adjustOxyLoss(min(5*ratio, 7)) // Don't fuck them up too fast (space only does 7 after all!)
oxygen_used = breath.oxygen*ratio/6
oxygen_alert = max(oxygen_alert, 1)
/*else if (O2_pp > safe_oxygen_max) // Too much oxygen (commented this out for now, I'll deal with pressure damage elsewhere I suppose)
@@ -298,7 +297,7 @@
oxygen_used = breath.oxygen*ratio/6
oxygen_alert = max(oxygen_alert, 1)*/
else // We're in safe limits
oxyloss = max(getOxyLoss()-5, 0)
adjustOxyLoss(-5)
oxygen_used = breath.oxygen/6
oxygen_alert = 0
@@ -310,9 +309,9 @@
co2overloadtime = world.time
else if(world.time - co2overloadtime > 120)
Paralyse(3)
oxyloss += 3 // Lets hurt em a little, let them know we mean business
adjustOxyLoss(3) // Lets hurt em a little, let them know we mean business
if(world.time - co2overloadtime > 300) // They've been in here 30s now, lets start to kill them for their own good!
oxyloss += 8
adjustOxyLoss(8)
if(prob(20)) // Lets give them some chance to know somethings not right though I guess.
spawn(0) emote("cough")
@@ -368,8 +367,21 @@
if(stat==2)
bodytemperature += 0.1*(environment.temperature - bodytemperature)*environment_heat_capacity/(environment_heat_capacity + 270000)
//Account for massive pressure differences
var/pressure = environment.return_pressure()
// if(!wear_suit) Monkies cannot into space.
// if(!istype(wear_suit, /obj/item/clothing/suit/space))
/*if(pressure < 20)
if(prob(25))
src << "You feel the splittle on your lips and the fluid on your eyes boiling away, the capillteries in your skin breaking."
adjustBruteLoss(5)
*/
if(pressure > HAZARD_HIGH_PRESSURE)
adjustBruteLoss(min((10+(round(pressure/(HIGH_STEP_PRESSURE)-2)*5)),MAX_PRESSURE_DAMAGE))
return //TODO: DEFERRED
handle_temperature_damage(body_part, exposed_temperature, exposed_intensity)
@@ -423,8 +435,8 @@
else if(src.health < config.health_threshold_crit)
if(src.health <= 20 && prob(1)) spawn(0) emote("gasp")
if(!src.rejuv) src.oxyloss++
if(!src.reagents.has_reagent("inaprovaline")) src.oxyloss++
//if(!src.rejuv) src.oxyloss++ //-Nodrak (I can't believe I thought this should be commented back in)
if(!src.reagents.has_reagent("inaprovaline") && src.stat != 2) src.adjustOxyLoss(2)
if(src.stat != 2) src.stat = 1
Paralyse(5)
@@ -530,6 +542,21 @@
src.healths.icon_state = "health6"
else
src.healths.icon_state = "health7"
if (pressure)
var/datum/gas_mixture/environment = loc.return_air()
if(environment)
switch(environment.return_pressure())
if(HAZARD_HIGH_PRESSURE to INFINITY)
pressure.icon_state = "pressure2"
if(WARNING_HIGH_PRESSURE to HAZARD_HIGH_PRESSURE)
pressure.icon_state = "pressure1"
if(WARNING_LOW_PRESSURE to WARNING_HIGH_PRESSURE)
pressure.icon_state = "pressure0"
if(HAZARD_LOW_PRESSURE to WARNING_LOW_PRESSURE)
pressure.icon_state = "pressure-1"
else
pressure.icon_state = "pressure-2"
if(src.pullin) src.pullin.icon_state = "pull[src.pulling ? 1 : 0]"
@@ -625,6 +652,6 @@
handle_changeling()
if (mind)
if (mind.special_role == "Changeling" && changeling)
changeling.chem_charges = between(0, (max((0.9 - (changeling.chem_charges / 50)), 0.1) + changeling.chem_charges), 50)
changeling.chem_charges = between(0, ((max((0.9 - (changeling.chem_charges / 50)), 0.1)*changeling.chem_recharge_multiplier) + changeling.chem_charges), changeling.chem_storage)
if ((changeling.geneticdamage > 0))
changeling.geneticdamage = changeling.geneticdamage-1

View File

@@ -452,10 +452,10 @@
/mob/living/carbon/monkey/update_clothing()
if(buckled)
if(istype(buckled, /obj/structure/stool/bed))
lying = 1
else
if(istype(buckled, /obj/structure/stool/bed/chair))
lying = 0
else
lying = 1
if(update_icon) // Skie
..()

View File

@@ -2,9 +2,6 @@
log_access("Login: [key_name(src)] from [src.client.address ? src.client.address : "localhost"]")
src.lastKnownIP = src.client.address
src.computer_id = src.client.computer_id
if(!src.client.midis || !src.midis)
src.client.midis = 0
src.midis = 0
if (config.log_access)
for (var/mob/M in world)
if(M == src)

View File

@@ -0,0 +1,527 @@
/mob
density = 1
layer = 4.0
animate_movement = 2
// flags = NOREACT
//THE SOLUTION BUBBLES was funnier.
var/datum/mind/mind
//MOB overhaul
//Not in use yet
// var/obj/organstructure/organStructure = null
//Vars that have been relocated to organStructure
//Vars that have been relocated to organStructure ++END
//Vars that should only be accessed via procs
var/bruteloss = 0.0//Living
var/oxyloss = 0.0//Living
var/toxloss = 0.0//Living
var/fireloss = 0.0//Living
var/cloneloss = 0//Carbon
var/brainloss = 0//Carbon
var/maxHealth = 100 //Living
//Vars that should only be accessed via procs ++END
// var/uses_hud = 0
var/obj/screen/pain = null
var/obj/screen/flash = null
var/obj/screen/blind = null
var/obj/screen/hands = null
var/obj/screen/mach = null
var/obj/screen/sleep = null
var/obj/screen/rest = null
var/obj/screen/pullin = null
var/obj/screen/internals = null
var/obj/screen/oxygen = null
var/obj/screen/i_select = null
var/obj/screen/m_select = null
var/obj/screen/toxin = null
var/obj/screen/fire = null
var/obj/screen/bodytemp = null
var/obj/screen/healths = null
var/obj/screen/throw_icon = null
var/obj/screen/nutrition_icon = null
var/obj/screen/pressure = null
var/obj/screen/gun/item/item_use_icon = null
var/obj/screen/gun/move/gun_move_icon = null
var/obj/screen/gun/run/gun_run_icon = null
var/obj/screen/gun/mode/gun_setting_icon = null
var/total_luminosity = 0 //This controls luminosity for mobs, when you pick up lights and such this is edited. If you want the mob to use lights it must update its lum in its life proc or such. Note clamp this value around 7 or such to prevent massive light lag.
var/last_luminosity = 0
/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
I'll make some notes on where certain variable defines should probably go.
Changing this around would probably require a good look-over the pre-existing code.
*/
//var/midis = 1 //Check if midis should be played for someone - no, this is something that is tied to clients, not mobs.
var/alien_egg_flag = 0//Have you been infected?
var/last_special = 0
var/obj/screen/zone_sel/zone_sel = null
var/emote_allowed = 1
var/computer_id = null
var/lastattacker = null
var/lastattacked = null
var/attack_log = list( )
var/already_placed = 0.0
var/obj/machinery/machine = null
var/other_mobs = null
var/memory = ""
var/poll_answer = 0.0
var/sdisabilities = 0//Carbon
var/disabilities = 0//Carbon
var/atom/movable/pulling = null
var/stat = 0.0
var/next_move = null
var/prev_move = null
var/monkeyizing = null//Carbon
var/other = 0.0
var/hand = null
var/eye_blind = null//Carbon
var/eye_blurry = null//Carbon
var/ear_deaf = null//Carbon
var/ear_damage = null//Carbon
var/stuttering = null//Carbon
var/slurring = null
var/real_name = null
var/original_name = null //Original name is only used in ghost chat! It is not to be edited by anything!
var/flavor_text = ""
var/blinded = null
var/bhunger = 0//Carbon
var/ajourn = 0
var/rejuv = null
var/druggy = 0//Carbon
var/confused = 0//Carbon
var/antitoxs = null
var/plasma = null
var/sleeping = 0.0//Carbon
var/sleeping_willingly = 0.0 //Carbon, allows people to sleep forever if desired
var/admin_observing = 0.0
var/resting = 0.0//Carbon
var/lying = 0.0
var/canmove = 1.0
var/eye_stat = null//Living, potentially Carbon
var/lastpuke = 0
var/name_archive //For admin things like possession
var/timeofdeath = 0.0//Living
var/cpr_time = 1.0//Carbon
var/health = 100//Living
var/bodytemperature = 310.055 //98.7 F
var/drowsyness = 0.0//Carbon
var/dizziness = 0//Carbon
var/is_dizzy = 0
var/is_jittery = 0
var/jitteriness = 0//Carbon
var/charges = 0.0
var/nutrition = 400.0//Carbon
var/overeatduration = 0 // How long this guy is overeating //Carbon
var/paralysis = 0.0
var/stunned = 0.0
var/weakened = 0.0
var/losebreath = 0.0//Carbon
var/intent = null//Living
var/shakecamera = 0
var/a_intent = "help"//Living
var/m_int = null//Living
var/m_intent = "run"//Living
var/lastDblClick = 0
var/lastKnownIP = null
var/obj/structure/stool/bed/buckled = null//Living
var/obj/item/weapon/handcuffs/handcuffed = null//Living
var/obj/item/l_hand = null//Living
var/obj/item/r_hand = null//Living
var/obj/item/weapon/back = null//Human/Monkey
var/obj/item/weapon/tank/internal = null//Human/Monkey
var/obj/item/weapon/storage/s_active = null//Carbon
var/obj/item/clothing/mask/wear_mask = null//Carbon
var/r_epil = 0
var/r_ch_cou = 0
var/r_Tourette = 0//Carbon
var/seer = 0 //for cult//Carbon, probably Human
var/miming = null //checks if the guy is a mime//Human
var/silent = null //Can't talk. Value goes down every life proc.//Human
var/obj/hud/hud_used = null
//var/list/organs = list( ) //moved to human.
var/list/grabbed_by = list( )
var/list/requests = list( )
var/list/mapobjs = list()
var/in_throw_mode = 0
var/coughedtime = null
var/inertia_dir = 0
var/footstep = 1
var/music_lastplayed = "null"
var/job = null//Living
var/nodamage = 0
var/logged_in = 0
var/underwear = 1//Human
var/backbag = 2//Human
var/be_syndicate = 0//This really should be a client variable.
var/be_random_name = 0
var/const/blindness = 1//Carbon
var/const/deafness = 2//Carbon
var/const/muteness = 4//Carbon
var/datum/dna/dna = null//Carbon
var/radiation = 0.0//Carbon
var/mutations = 0//Carbon
var/mutations2 = 0//Carbon
//telekinesis = 1
//firemut = 2
//xray = 4
//hulk = 8
//clumsy = 16
//obese = 32
//husk = 64
var/voice_name = "unidentifiable voice"
var/voice_message = null // When you are not understood by others (replaced with just screeches, hisses, chimpers etc.)
var/say_message = null // When you are understood by others. Currently only used by aliens and monkeys in their say_quote procs
//Generic list for proc holders. Only way I can see to enable certain verbs/procs. Should be modified if needed.
var/proc_holder_list[] = list()//Right now unused.
//Also unlike the spell list, this would only store the object in contents, not an object in itself.
/* Add this line to whatever stat module you need in order to use the proc holder list.
Unlike the object spell system, it's also possible to attach verb procs from these objects to right-click menus.
This requires creating a verb for the object proc holder.
if (proc_holder_list.len)//Generic list for proc_holder objects.
for(var/obj/effect/proc_holder/P in proc_holder_list)
statpanel("[P.panel]","",P)
*/
//The last mob/living/carbon to push/drag/grab this mob (mostly used by Metroids friend recognition)
var/mob/living/carbon/LAssailant = null
//Wizard mode, but can be used in other modes thanks to the brand new "Give Spell" badmin button
var/obj/effect/proc_holder/spell/list/spell_list = list()
//Changlings, but can be used in other modes
var/obj/effect/proc_holder/changpower/list/power_list = list()
//List of active diseases
var/viruses = list() // replaces var/datum/disease/virus
//Monkey/infected mode
var/list/resistances = list()
var/datum/disease/virus = null
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
/*
//Changeling mode stuff//Carbon
var/changeling_level = 0
var/list/absorbed_dna = list()
var/changeling_fakedeath = 0
var/chem_charges = 20.00
var/sting_range = 1
*/
var/datum/changeling/changeling = null
var/universal_speak = 0 // Set to 1 to enable the mob to speak to everyone -- TLE
var/obj/control_object // Hacking in to control objects -- TLE
var/robot_talk_understand = 0
var/alien_talk_understand = 0
var/taj_talk_understand = 0
//You can guess what these are for. --SkyMarshal
var/list/atom/hallucinations = list()
var/halloss = 0
var/hallucination = 0
// TG Porting Variables
var/canstun = 1 // determines if this mob can be stunned by things
var/canweaken = 1 // determines if this mob can be weakened/knocked down by things
var/nopush = 0 //Can they be shoved?
var/area/lastarea = null
var/digitalcamo = 0 // Can they be tracked by the AI?
/*For ninjas and others. This variable is checked when a mob moves and I guess it was supposed to allow the mob to move
through dense areas, such as walls. Setting density to 0 does the same thing. The difference here is that
the mob is also allowed to move without any sort of restriction. For instance, in space or out of holder objects.*/
//0 is off, 1 is normal, 2 is for ninjas.
var/incorporeal_move = 0
var/update_icon = 1 // Set to 0 if you want that the mob's icon doesn't update when it moves -- Skie
// This can be used if you want to change the icon on the fly and want it to stay
var/UI = 'screen1_old.dmi' // For changing the UI from preferences
// var/obj/effect/organstructure/organStructure = null //for dem organs
var/list/organs = list( ) //List of organs.
//Singularity wants you!
var/grav_delay = 0
var/being_strangled = 0
/mob/proc/contract_disease(var/datum/disease/virus, var/skip_this = 0, var/force_species_check=1)
// world << "Contract_disease called by [src] with virus [virus]"
if(stat >=2) return
if(virus.type in resistances)
if(prob(99.9)) return
resistances.Remove(virus.type)//the resistance is futile
for(var/datum/disease/D in viruses)
if(istype(D, virus.type))
return // two viruses of the same kind can't infect a body at once!!
if(force_species_check)
var/fail = 1
for(var/name in virus.affected_species)
var/mob_type = text2path("/mob/living/carbon/[lowertext(name)]")
if(mob_type && istype(src, mob_type))
fail = 0
break
if(fail) return
if(skip_this == 1)
//if(src.virus) < -- this used to replace the current disease. Not anymore!
//src.virus.cure(0)
var/datum/disease/v = new virus.type
src.viruses += v
v.affected_mob = src
v.strain_data = v.strain_data.Copy()
v.holder = src
if(prob(5))
v.carrier = 1
return
//if(src.virus) //
//return //
/*
var/list/clothing_areas = list()
var/list/covers = list(UPPER_TORSO,LOWER_TORSO,LEGS,FEET,ARMS,HANDS)
for(var/Covers in covers)
clothing_areas[Covers] = list()
for(var/obj/item/clothing/Clothing in src)
if(Clothing)
for(var/Covers in covers)
if(Clothing&Covers)
clothing_areas[Covers] += Clothing
*/
if(prob(15/virus.permeability_mod)) return //the power of immunity compels this disease!
var/obj/item/clothing/Cl = null
var/passed = 1
//chances to target this zone
var/head_ch
var/body_ch
var/hands_ch
var/feet_ch
switch(virus.spread_type)
if(CONTACT_HANDS)
head_ch = 0
body_ch = 0
hands_ch = 100
feet_ch = 0
if(CONTACT_FEET)
head_ch = 0
body_ch = 0
hands_ch = 0
feet_ch = 100
else
head_ch = 100
body_ch = 100
hands_ch = 25
feet_ch = 25
var/target_zone = pick(head_ch;1,body_ch;2,hands_ch;3,feet_ch;4)//1 - head, 2 - body, 3 - hands, 4- feet
if(istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
switch(target_zone)
if(1)
if(isobj(H.head))
Cl = H.head
passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
// world << "Head pass [passed]"
if(passed && isobj(H.wear_mask))
Cl = H.wear_mask
passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
// world << "Mask pass [passed]"
if(2)//arms and legs included
if(isobj(H.wear_suit))
Cl = H.wear_suit
passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
// world << "Suit pass [passed]"
if(passed && isobj(H.slot_w_uniform))
Cl = H.slot_w_uniform
passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
// world << "Uniform pass [passed]"
if(3)
if(isobj(H.wear_suit) && H.wear_suit.body_parts_covered&HANDS)
Cl = H.wear_suit
passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
// world << "Suit pass [passed]"
if(passed && isobj(H.gloves))
Cl = H.gloves
passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
// world << "Gloves pass [passed]"
if(4)
if(isobj(H.wear_suit) && H.wear_suit.body_parts_covered&FEET)
Cl = H.wear_suit
passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
// world << "Suit pass [passed]"
if(passed && isobj(H.shoes))
Cl = H.shoes
passed = prob(Cl.permeability_coefficient*100*virus.permeability_mod)
// world << "Shoes pass [passed]"
else
src << "Something strange's going on, something's wrong."
/*if("feet")
if(H.shoes && istype(H.shoes, /obj/item/clothing/))
Cl = H.shoes
passed = prob(Cl.permeability_coefficient*100)
//
world << "Shoes pass [passed]"
*/ //
else if(istype(src, /mob/living/carbon/monkey))
var/mob/living/carbon/monkey/M = src
switch(target_zone)
if(1)
if(M.wear_mask && isobj(M.wear_mask))
Cl = M.wear_mask
passed = prob(Cl.permeability_coefficient*100+virus.permeability_mod)
//world << "Mask pass [passed]"
if(passed && virus.spread_type == AIRBORNE && internals)
passed = (prob(50*virus.permeability_mod))
if(passed)
//world << "Infection in the mob [src]. YAY"
/*
var/score = 0
if(istype(src, /mob/living/carbon/human))
if(src:gloves) score += 5
if(istype(src:wear_suit, /obj/item/clothing/suit/space)) score += 10
if(istype(src:wear_suit, /obj/item/clothing/suit/bio_suit)) score += 10
if(istype(src:head, /obj/item/clothing/head/helmet/space)) score += 5
if(istype(src:head, /obj/item/clothing/head/bio_hood)) score += 5
if(wear_mask)
score += 5
if((istype(src:wear_mask, /obj/item/clothing/mask) || istype(src:wear_mask, /obj/item/clothing/mask/surgical)) && !internal)
score += 5
if(internal)
score += 5
if(score > 20)
return
else if(score == 20 && prob(95))
return
else if(score >= 15 && prob(75))
return
else if(score >= 10 && prob(55))
return
else if(score >= 5 && prob(35))
return
else if(prob(15))
return
else*/
var/datum/disease/v = new virus.type
src.viruses += v
v.affected_mob = src
v.strain_data = v.strain_data.Copy()
v.holder = src
if(prob(5))
v.carrier = 1
return
return
// ++++ROCKDTBEN++++ MOB PROCS
/mob/proc/getBruteLoss()
return bruteloss
/mob/proc/adjustBruteLoss(var/amount)
bruteloss = max(bruteloss + amount, 0)
/mob/proc/getOxyLoss()
return oxyloss
/mob/proc/adjustOxyLoss(var/amount)
oxyloss = max(oxyloss + amount, 0)
/mob/proc/setOxyLoss(var/amount)
oxyloss = amount
/mob/proc/getToxLoss()
return toxloss
/mob/proc/adjustToxLoss(var/amount)
toxloss = max(toxloss + amount, 0)
/mob/proc/setToxLoss(var/amount)
toxloss = amount
/mob/proc/getFireLoss()
return fireloss
/mob/proc/adjustFireLoss(var/amount)
fireloss = max(fireloss + amount, 0)
/mob/proc/getCloneLoss()
return cloneloss
/mob/proc/adjustCloneLoss(var/amount)
cloneloss = max(cloneloss + amount, 0)
/mob/proc/setCloneLoss(var/amount)
cloneloss = amount
/mob/proc/getBrainLoss()
return brainloss
/mob/proc/adjustBrainLoss(var/amount)
brainloss = max(brainloss + amount, 0)
/mob/proc/setBrainLoss(var/amount)
brainloss = amount
// ++++ROCKDTBEN++++ MOB PROCS //END

View File

@@ -169,24 +169,27 @@ proc/setup_skills()
mob/living/carbon/human/proc/GetSkillClass(points)
// skill classes describe how your character compares in total points
var/original_points = points
points -= min(round((age - 20) / 2.5), 4) // every 2.5 years after 20, one extra skillpoint
if(age > 30)
points -= round((age - 30) / 5) // every 5 years after 30, one extra skillpoint
if(original_points > 0 && points <= 0) points = 1
switch(points)
if(0)
return "Unconfigured"
if(1 to 3)
return "Talentless"
if(1 to 2)
return "Terrifying"
if(4 to 6)
return "Below Average"
if(7 to 9)
if(7 to 10)
return "Average"
if(10 to 12)
return "Talented"
if(13 to 15)
return "Extremely Talented"
if(16 to 18)
if(11 to 14)
return "Above Average"
if(15 to 18)
return "Exceptional"
if(19 to 24)
return "Genius"
if(19 to 21)
return "True Genius"
if(22 to 1000)
if(24 to 1000)
return "God"
@@ -202,22 +205,26 @@ proc/show_skill_window(var/mob/user, var/mob/living/carbon/human/M)
var/HTML = "<body>"
HTML += "<b>Select your Skills</b><br>"
HTML += "Current skill level: <b>[M.GetSkillClass(M.used_skillpoints)]</b> ([M.used_skillpoints])<br>"
HTML += "<a href=\"byond://?src=\ref[user];skills=1;preferences=1;preconfigured=1;\">Use preconfigured skillset</a><br>"
HTML += "<table>"
for(var/V in SKILLS)
HTML += "<tr><th colspan = 5><b>[V]</b></th></tr>"
HTML += "<tr><th colspan = 5><b>[V]</b>"
HTML += "</th></tr>"
for(var/datum/skill/S in SKILLS[V])
var/level = M.skills[S.ID]
HTML += "<tr style='text-align:left;'>"
HTML += "<th>[S.name]</th>"
HTML += "<th><font color=[(level == SKILL_NONE) ? "red" : "black"]>\[Layman\]</font></th>"
HTML += "<th><font color=[(level == SKILL_BASIC) ? "red" : "black"]>\[Basic\]</font></th>"
HTML += "<th><font color=[(level == SKILL_ADEPT) ? "red" : "black"]>\[Adept\]</font></th>"
HTML += "<th><font color=[(level == SKILL_EXPERT) ? "red" : "black"]>\[Expert\]</font></th>"
HTML += "<th><font color=[(level == SKILL_NONE) ? "red" : "black"]>\[Untrained\]</font></th>"
// secondary skills don't have an amateur level
if(S.secondary)
HTML += "<th></th>"
else
HTML += "<th><font color=[(level == SKILL_BASIC) ? "red" : "black"]>\[Amateur\]</font></th>"
HTML += "<th><font color=[(level == SKILL_ADEPT) ? "red" : "black"]>\[Trained\]</font></th>"
HTML += "<th><font color=[(level == SKILL_EXPERT) ? "red" : "black"]>\[Professional\]</font></th>"
HTML += "</tr>"
HTML += "</table>"
user << browse(null, "window=show_skills")
user << browse(null, "window=preferences")
user << browse(HTML, "window=show_skills;size=600x800")
return

View File

@@ -389,28 +389,43 @@
if ((!( usr.stat ) && usr.canmove && !( usr.restrained() )))
if (usr.internal)
usr.internal = null
usr << "\blue No longer running on internals."
if (usr.internals)
usr.internals.icon_state = "internal0"
else
if (!( istype(usr.wear_mask, /obj/item/clothing/mask) ))
return
else
if (istype(usr.back, /obj/item/weapon/tank))
usr.internal = usr.back
else if (ishuman(usr) && istype(usr:s_store, /obj/item/weapon/tank))
usr.internal = usr:s_store
else if (ishuman(usr) && istype(usr:belt, /obj/item/weapon/tank))
usr.internal = usr:belt
else if (istype(usr.l_hand, /obj/item/weapon/tank))
usr.internal = usr.l_hand
else if (istype(usr.r_hand, /obj/item/weapon/tank))
usr.internal = usr.r_hand
if (usr.internal)
//for(var/mob/M in viewers(usr, 1))
// M.show_message(text("[] is now running on internals.", usr), 1)
usr << "You are now running on internals."
if (usr.internals)
usr.internals.icon_state = "internal1"
if(ishuman(usr))
if (!( istype(usr.wear_mask, /obj/item/clothing/mask) ))
usr << "\red You are not wearing a mask"
return
else
if (istype(usr.back, /obj/item/weapon/tank))
usr << "\blue You are now running on internals from the [usr.back] on your back."
usr.internal = usr.back
else if (ishuman(usr) && istype(usr:s_store, /obj/item/weapon/tank))
usr << "\blue You are now running on internals from the [usr:s_store] on your [usr:wear_suit]."
usr.internal = usr:s_store
else if (ishuman(usr) && istype(usr:belt, /obj/item/weapon/tank))
usr << "\blue You are now running on internals from the [usr:belt] on your belt."
usr.internal = usr:belt
else if (istype(usr:l_store, /obj/item/weapon/tank))
usr << "\blue You are now running on internals from the [usr:l_store] in your left pocket."
usr.internal = usr:l_store
else if (istype(usr:r_store, /obj/item/weapon/tank))
usr << "\blue You are now running on internals from the [usr:r_store] in your right pocket."
usr.internal = usr:r_store
else if (istype(usr.l_hand, /obj/item/weapon/tank))
usr << "\blue You are now running on internals from the [usr.l_hand] on your left hand."
usr.internal = usr.l_hand
else if (istype(usr.r_hand, /obj/item/weapon/tank))
usr << "\blue You are now running on internals from the [usr.r_hand] on your right hand."
usr.internal = usr.r_hand
if (usr.internal)
//for(var/mob/M in viewers(usr, 1))
// M.show_message(text("[] is now running on internals.", usr), 1)
if (usr.internals)
usr.internals.icon_state = "internal1"
else
usr << "\blue You don't have an oxygen tank."
if("pull")
usr.pulling = null
if("sleep")
@@ -470,7 +485,7 @@
O.show_message(text("\red <B>[] is trying to break the handcuffs!</B>", usr), 1)
spawn(0)
if(do_after(usr, 50))
if(!usr:handcuffed) return
if(!usr:handcuffed || usr:buckled) return
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] manages to break the handcuffs!</B>", usr), 1)
usr << "\green You successfully break your handcuffs."
@@ -496,6 +511,9 @@
"The chain jangles a bit.", // - SkyMarshal
"\red Hurry up, dammit!", // - SkyMarshal
"This is exhausting!") // - SkyMarshal
for(var/mob/O in viewers(usr))
if(prob(50)) //Reduces spam slightly
O.show_message(text("\red [] continues to struggle in their cuffs!", usr), 1)
if(!usr:handcuffed) return
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] manages to remove the handcuffs!</B>", usr), 1)
@@ -546,7 +564,7 @@
for(var/mob/O in viewers(usr))
O.show_message(text("\red <B>[] manages to unbuckle themself!</B>", usr), 1)
usr << "\blue You successfully unbuckle yourself."
usr:buckled.manual_unbuckle_all(usr)
usr:buckled.manual_unbuckle(usr)
if("module")
if(issilicon(usr))
if(usr:module)

View File

@@ -0,0 +1,331 @@
/////////////////Juggernaut///////////////
/mob/living/simple_animal/constructarmoured
name = "Juggernaut"
desc = "A possessed suit of armour driven by the will of the restless dead"
icon = 'mob.dmi'
icon_state = "armour"
icon_living = "armour"
icon_dead = "shade_dead"
maxHealth = 250
health = 250
speak_emote = list("hisses")
emote_hear = list("wails","screeches")
response_help = "thinks better of touching"
response_disarm = "flails at"
response_harm = "harmlessly punches the"
harm_intent_damage = 0
melee_damage_lower = 30
melee_damage_upper = 30
attacktext = "smashes their armoured gauntlet into"
minbodytemp = 0
maxbodytemp = 4000
min_oxy = 0
max_co2 = 0
max_tox = 0
speed = 3
wall_smash = 1
nopush = 1
a_intent = "harm"
stop_automated_movement = 1
canstun = 0
canweaken = 0
Life()
..()
if(stat == 2)
new /obj/item/weapon/ectoplasm (src.loc)
for(var/mob/M in viewers(src, null))
if((M.client && !( M.blinded )))
M.show_message("\red [src] collapses in a shattered heap ")
ghostize(0)
del src
return
/mob/living/simple_animal/constructarmoured/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(O.force)
if(O.force >= 11)
health -= O.force
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b The [O] bounces harmlessly off of [src]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
/mob/living/simple_animal/constructarmoured/Bump(atom/movable/AM as mob|obj, yes)
spawn( 0 )
if ((!( yes ) || now_pushing))
return
now_pushing = 1
if(ismob(AM))
var/mob/tmob = AM
if(istype(tmob, /mob/living/carbon/human) && tmob.mutations & FAT)
if(prob(5))
src << "\red <B>You fail to push [tmob]'s fat ass out of the way.</B>"
now_pushing = 0
return
if(tmob.nopush)
now_pushing = 0
return
tmob.LAssailant = src
now_pushing = 0
..()
if (!( istype(AM, /atom/movable) ))
return
if (!( now_pushing ))
now_pushing = 1
if (!( AM.anchored ))
var/t = get_dir(src, AM)
if (istype(AM, /obj/structure/window))
if(AM:ini_dir == NORTHWEST || AM:ini_dir == NORTHEAST || AM:ini_dir == SOUTHWEST || AM:ini_dir == SOUTHEAST)
for(var/obj/structure/window/win in get_step(AM,t))
now_pushing = 0
return
step(AM, t)
now_pushing = null
return
return
/mob/living/simple_animal/constructarmoured/attack_animal(mob/living/simple_animal/M as mob)
if(istype(M, /mob/living/simple_animal/constructbuilder))
health += 10
M.emote("mends some of \the <EM>[src]'s</EM> wounds")
else
if(M.melee_damage_upper <= 0)
M.emote("[M.friendly] \the <EM>[src]</EM>")
else
for(var/mob/O in viewers(src, null))
O.show_message("<span class='attack'>\The <EM>[M]</EM> [M.attacktext] \the <EM>[src]</EM>!</span>", 1)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
health -= damage
/mob/living/simple_animal/constructarmoured/examine()
set src in oview()
var/msg = "<span cass='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.health < src.maxHealth)
msg += "<span class='warning'>"
if (src.health >= src.maxHealth/2)
msg += "It looks slightly dented.\n"
else
msg += "<B>It looks severely dented!</B>\n"
msg += "</span>"
msg += "*---------*</span>"
usr << msg
return
////////////////////////Wraith/////////////////////////////////////////////
/mob/living/simple_animal/constructwraith
name = "Wraith"
desc = "A wicked bladed shell contraption piloted by a bound spirit"
icon = 'mob.dmi'
icon_state = "floating"
icon_living = "floating"
icon_dead = "shade_dead"
maxHealth = 75
health = 75
speak_emote = list("hisses")
emote_hear = list("wails","screeches")
response_help = "thinks better of touching"
response_disarm = "flails at"
response_harm = "punches the"
melee_damage_lower = 25
melee_damage_upper = 25
attacktext = "slashes"
minbodytemp = 0
maxbodytemp = 4000
min_oxy = 0
max_co2 = 0
max_tox = 0
speed = -1
a_intent = "harm"
stop_automated_movement = 1
canstun = 0
canweaken = 0
see_in_dark = 7
Life()
..()
if(stat == 2)
new /obj/item/weapon/ectoplasm (src.loc)
for(var/mob/M in viewers(src, null))
if((M.client && !( M.blinded )))
M.show_message("\red [src] collapses in a shattered heap ")
ghostize(0)
del src
return
/mob/living/simple_animal/constructwraith/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(O.force)
health -= O.force
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
/mob/living/simple_animal/constructwraith/Bump(atom/movable/AM as mob|obj, yes)
spawn( 0 )
if ((!( yes ) || now_pushing))
return
now_pushing = 1
if(ismob(AM))
var/mob/tmob = AM
if(istype(tmob, /mob/living/carbon/human) && tmob.mutations & FAT)
if(prob(50))
src << "\red <B>You fail to push [tmob]'s fat ass out of the way.</B>"
now_pushing = 0
return
if(tmob.nopush)
now_pushing = 0
return
tmob.LAssailant = src
now_pushing = 0
..()
if (!( istype(AM, /atom/movable) ))
return
if (!( now_pushing ))
now_pushing = 1
if (!( AM.anchored ))
var/t = get_dir(src, AM)
if (istype(AM, /obj/structure/window))
if(AM:ini_dir == NORTHWEST || AM:ini_dir == NORTHEAST || AM:ini_dir == SOUTHWEST || AM:ini_dir == SOUTHEAST)
for(var/obj/structure/window/win in get_step(AM,t))
now_pushing = 0
return
step(AM, t)
now_pushing = null
return
return
/mob/living/simple_animal/constructwraith/attack_animal(mob/living/simple_animal/M as mob)
if(istype(M, /mob/living/simple_animal/constructbuilder))
health += 10
M.emote("mends some of \the <EM>[src]'s</EM> wounds")
else
if(M.melee_damage_upper <= 0)
M.emote("[M.friendly] \the <EM>[src]</EM>")
else
for(var/mob/O in viewers(src, null))
O.show_message("<span class='attack'>\The <EM>[M]</EM> [M.attacktext] \the <EM>[src]</EM>!</span>", 1)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
health -= damage
/mob/living/simple_animal/constructwraith/examine()
set src in oview()
var/msg = "<span cass='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.health < src.maxHealth)
msg += "<span class='warning'>"
if (src.health >= src.maxHealth/2)
msg += "It looks slightly dented.\n"
else
msg += "<B>It looks severely dented!</B>\n"
msg += "</span>"
msg += "*---------*</span>"
usr << msg
return
/////////////////////////////Artificer/////////////////////////
/mob/living/simple_animal/constructbuilder
name = "Artificer"
desc = "A bulbous construct dedicated to building and maintaining The Cult of Nar-Sie's armies"
icon = 'mob.dmi'
icon_state = "artificer"
icon_living = "artificer"
icon_dead = "shade_dead"
maxHealth = 50
health = 50
speak_emote = list("hisses")
emote_hear = list("wails","screeches")
response_help = "thinks better of touching"
response_disarm = "flails at"
response_harm = "viciously beats"
harm_intent_damage = 5
melee_damage_lower = 5
melee_damage_upper = 5
attacktext = "rams"
minbodytemp = 0
maxbodytemp = 4000
min_oxy = 0
max_co2 = 0
max_tox = 0
speed = 0
wall_smash = 1
nopush = 1
a_intent = "harm"
stop_automated_movement = 1
canstun = 0
canweaken = 0
Life()
..()
if(stat == 2)
new /obj/item/weapon/ectoplasm (src.loc)
for(var/mob/M in viewers(src, null))
if((M.client && !( M.blinded )))
M.show_message("\red [src] collapses in a shattered heap ")
ghostize(0)
del src
return
/mob/living/simple_animal/constructbuilder/attack_animal(mob/living/simple_animal/M as mob)
if(istype(M, /mob/living/simple_animal/constructbuilder))
health += 5
M.emote("mends some of \the <EM>[src]'s</EM> wounds")
else
if(M.melee_damage_upper <= 0)
M.emote("[M.friendly] \the <EM>[src]</EM>")
else
for(var/mob/O in viewers(src, null))
O.show_message("<span class='attack'>\The <EM>[M]</EM> [M.attacktext] \the <EM>[src]</EM>!</span>", 1)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
health -= damage
/mob/living/simple_animal/constructbuilder/examine()
set src in oview()
var/msg = "<span cass='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.health < src.maxHealth)
msg += "<span class='warning'>"
if (src.health >= src.maxHealth/2)
msg += "It looks slightly dented.\n"
else
msg += "<B>It looks severely dented!</B>\n"
msg += "</span>"
msg += "*---------*</span>"
usr << msg
return

View File

@@ -112,9 +112,9 @@
comm.ai += O
O << "<B>You are playing the station's AI. The AI cannot move, but can interact with many objects while viewing them (through cameras).</B>"
O << "<B>To look at other parts of the station, double-click yourself to get a camera menu.</B>"
O << "<B>To look at other parts of the station, double-click yourself to get a camera menu, use the freelook command, or use the Show Camera List command..</B>"
O << "<B>While observing through a camera, you can use most (networked) devices which you can see, such as computers, APCs, intercoms, doors, etc.</B>"
O << "To use something, simply double-click it."
O << "To use something, simply click or double-click it."
O << "Currently right-click functions will not work for the AI (except examine), and will either be replaced with dialogs or won't be usable by the AI."
if (!(ticker && ticker.mode && (O.mind in ticker.mode.malf_ai)))
O.show_laws()
@@ -123,6 +123,7 @@
O << "1.) Act like an AI. If someone is breaking into your upload, say something like \"Alert. Unauthorised Access Detected: AI Upload.\" not \"Help! Urist is trying to subvert me!\""
O << "2.) Do not watch the traitor like a hawk alerting the station to his/her every move. This relates to 1."
O << "3.) You are theoretically omniscient, but you should not be Beepsky 5000, laying down the law left and right. That is security's job. Instead, try to keep the station productive and effective. (Feel free to report the location of major violence and crimes and all that, just do not be the evil thing looking over peoples shoulders)"
O << "4.) Your laws are not in preference, laws do not take preference over one another unless specifically stated in the law."
O << "<br>We want everyone to have a good time, so we, the admins, will try to correct you if you stray from these rules. Just try to keep it sensible."
@@ -198,8 +199,8 @@
O.loc = loc
O << "<B>You are playing a Robot. A Robot can interact with most electronic objects in its view point.</B>"
O << "<B>You must follow the laws that the AI has. You are the AI's assistant to the station basically.</B>"
O << "To use something, simply double-click it."
O << "<B>You must follow the laws that the AI has. You are basically the AI's extension into station.</B>"
O << "To use something, simply click or double-click it."
O << {"Use say ":s to speak to fellow cyborgs and the AI through binary."}
O.job = "Cyborg"