Merge branch 'master' of https://github.com/PolarisSS13/Polaris into scratch_damage

# Conflicts:
#	code/modules/mob/living/carbon/human/human_defense.dm
This commit is contained in:
Anewbe
2017-04-19 12:55:11 -05:00
43 changed files with 755 additions and 77 deletions

View File

@@ -80,6 +80,9 @@
if(istype(damage_source, /obj/item/projectile/energy) || istype(damage_source, /obj/item/projectile/beam))
var/obj/item/projectile/P = damage_source
if(P.reflected) // Can't reflect twice
return ..()
var/reflectchance = 40 - round(damage/3)
if(!(def_zone in list(BP_TORSO, BP_GROIN)))
reflectchance /= 2

View File

@@ -38,16 +38,11 @@
/datum/lore/codex/page/unathi
name = "Unathi"
data = "The author wishes to apologize to the reader, as they currently lack enough knowledge of the Unathi to write about them, as they are \
rather rare inside Vir." // Replace this when Anewbe finishes the lizard rewrite.
/*
data = "Raging in from Moghes, the Unathi are a race of tall, reptilian humanoids that possess both crocodile-like and serpent-like features. \
They are a proud, warlike species that favors honor and strength, their home, Moghes, is a desert planet but was once believed to be full of life. \
Of all the currently known sentient species, the Unathi are the most unequal in gender with females tending to be property of the males. Most Unathi \
outside of Moghes tend to be exiles however, and with influence of other species the gender difference is not nearly as pronounced. Unathi were \
humanity's second contact, and despite their aggressive nature, seem to get along well enough with humanity, though are often considered to be \
'second-class' citizens and are rarely seen in jobs other than where muscle is needed." // This probably needs to be updated.
*/
data = "The Unathi are a race of tall, reptilian humanoids that possess a blend of serpentine features reminiscent of crocodiles. \
They are a proud, religious species that favors honor and strength, and originate from the desert planet of Moghes. \
The Unathi follow a religious code known as the Unity, and they carry this with them on their travels. \
Unathi once fought a serious war against SolGov, and as a result are often considered to be second-class citizens, \
rarely seen in jobs that don't require a little muscle."
/datum/lore/codex/page/tajaran
name = "Tajaran"

View File

@@ -10,6 +10,7 @@
recipes += new/datum/stack_recipe("[display_name] baseball bat", /obj/item/weapon/material/twohanded/baseballbat, 10, time = 20, one_per_turf = 0, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] ashtray", /obj/item/weapon/material/ashtray, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] spoon", /obj/item/weapon/material/kitchen/utensil/spoon/plastic, 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] armor plate", /obj/item/weapon/material/armor_plating, 1, time = 20, on_floor = 1, supplied_material = "[name]")
if(integrity>=50)
recipes += new/datum/stack_recipe("[display_name] door", /obj/structure/simple_door, 10, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")

View File

@@ -90,10 +90,12 @@ var/list/name_to_material
var/ignition_point // K, point at which the material catches on fire.
var/melting_point = 1800 // K, walls will take damage if they're next to a fire hotter than this
var/integrity = 150 // General-use HP value for products.
var/protectiveness = 10 // How well this material works as armor. Higher numbers are better, diminishing returns applies.
var/opacity = 1 // Is the material transparent? 0.5< makes transparent walls/doors.
var/reflectivity = 0 // How reflective to light is the material? Currently used for laser defense.
var/reflectivity = 0 // How reflective to light is the material? Currently used for laser reflection and defense.
var/explosion_resistance = 5 // Only used by walls currently.
var/conductive = 1 // Objects with this var add CONDUCTS to flags on spawn.
var/conductivity = null // How conductive the material is. Iron acts as the baseline, at 10.
var/list/composite_material // If set, object matter var will be a list containing these values.
// Placeholder vars for the time being, todo properly integrate windows/light tiles/rods.
@@ -103,7 +105,7 @@ var/list/name_to_material
var/list/window_options = list()
// Damage values.
var/hardness = 60 // Prob of wall destruction by hulk, used for edge damage in weapons.
var/hardness = 60 // Prob of wall destruction by hulk, used for edge damage in weapons. Also used for bullet protection in armor.
var/weight = 20 // Determines blunt damage/throwforce for weapons.
// Noise when someone is faceplanted onto a table made of this material.
@@ -236,6 +238,7 @@ var/list/name_to_material
icon_colour = "#00FFE1"
opacity = 0.4
reflectivity = 0.6
conductivity = 1
shard_type = SHARD_SHARD
tableslam_noise = 'sound/effects/Glasshit.ogg'
hardness = 100
@@ -247,6 +250,7 @@ var/list/name_to_material
icon_colour = "#EDD12F"
weight = 24
hardness = 40
conductivity = 41
stack_origin_tech = list(TECH_MATERIAL = 4)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
@@ -261,6 +265,7 @@ var/list/name_to_material
icon_colour = "#D1E6E3"
weight = 22
hardness = 50
conductivity = 63
stack_origin_tech = list(TECH_MATERIAL = 3)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
@@ -304,6 +309,8 @@ var/list/name_to_material
shard_type = SHARD_STONE_PIECE
weight = 22
hardness = 55
protectiveness = 5 // 20%
conductivity = 5
door_icon_base = "stone"
sheet_singular_name = "brick"
sheet_plural_name = "bricks"
@@ -320,6 +327,8 @@ var/list/name_to_material
name = DEFAULT_WALL_MATERIAL
stack_type = /obj/item/stack/material/steel
integrity = 150
conductivity = 11 // Assuming this is carbon steel, it would actually be slightly less conductive than iron, but lets ignore that.
protectiveness = 10 // 33%
icon_base = "solid"
icon_reinf = "reinf_over"
icon_colour = "#666666"
@@ -355,6 +364,8 @@ var/list/name_to_material
explosion_resistance = 25
hardness = 80
weight = 23
protectiveness = 20 // 50%
conductivity = 13 // For the purposes of balance.
stack_origin_tech = list(TECH_MATERIAL = 2)
composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo
@@ -370,6 +381,7 @@ var/list/name_to_material
explosion_resistance = 75
hardness = 100
weight = 28
protectiveness = 60 // 75%
reflectivity = 0.7 // Not a perfect mirror, but close.
stack_origin_tech = list(TECH_MATERIAL = 8)
composite_material = list("plasteel" = SHEET_MATERIAL_AMOUNT, "diamond" = SHEET_MATERIAL_AMOUNT) //shrug
@@ -377,6 +389,7 @@ var/list/name_to_material
/material/plasteel/titanium
name = "titanium"
stack_type = null
conductivity = 2.38
icon_base = "metal"
door_icon_base = "metal"
icon_colour = "#D1E6E3"
@@ -393,6 +406,8 @@ var/list/name_to_material
tableslam_noise = 'sound/effects/Glasshit.ogg'
hardness = 30
weight = 15
protectiveness = 0 // 0%
conductivity = 1 // Glass shards don't conduct.
door_icon_base = "stone"
destruction_desc = "shatters"
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2)
@@ -526,6 +541,8 @@ var/list/name_to_material
icon_colour = "#CCCCCC"
hardness = 10
weight = 12
protectiveness = 5 // 20%
conductivity = 2 // For the sake of material armor diversity, we're gonna pretend this plastic is a good insulator.
melting_point = T0C+371 //assuming heat resistant plastic
stack_origin_tech = list(TECH_MATERIAL = 3)
@@ -556,12 +573,14 @@ var/list/name_to_material
stack_type = /obj/item/stack/material/mhydrogen
icon_colour = "#E6C5DE"
stack_origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 6, TECH_MAGNET = 5)
conductivity = 100
/material/platinum
name = "platinum"
stack_type = /obj/item/stack/material/platinum
icon_colour = "#9999FF"
weight = 27
conductivity = 9.43
stack_origin_tech = list(TECH_MATERIAL = 2)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
@@ -571,6 +590,7 @@ var/list/name_to_material
stack_type = /obj/item/stack/material/iron
icon_colour = "#5C5454"
weight = 22
conductivity = 10
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
@@ -585,6 +605,7 @@ var/list/name_to_material
explosion_resistance = 200 // Hull plating.
hardness = 500
weight = 500
protectiveness = 80 // 80%
// Likewise.
/material/alienalloy/elevatorium
@@ -603,6 +624,8 @@ var/list/name_to_material
shard_can_repair = 0 // you can't weld splinters back into planks
hardness = 15
weight = 18
protectiveness = 8 // 28%
conductivity = 1
melting_point = T0C+300 //okay, not melting in this case, but hot enough to destroy wood
ignition_point = T0C+288
stack_origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
@@ -634,6 +657,7 @@ var/list/name_to_material
icon_colour = "#AAAAAA"
hardness = 1
weight = 1
protectiveness = 0 // 0%
ignition_point = T0C+232 //"the temperature at which book-paper catches fire, and burns." close enough
melting_point = T0C+232 //temperature at which cardboard walls would be destroyed
stack_origin_tech = list(TECH_MATERIAL = 1)
@@ -650,6 +674,7 @@ var/list/name_to_material
integrity = 1
hardness = 1
weight = 1
protectiveness = 0 // 0%
stack_origin_tech = list(TECH_MATERIAL = 1)
melting_point = T0C+1
destruction_desc = "crumples"
@@ -662,6 +687,7 @@ var/list/name_to_material
door_icon_base = "wood"
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
flags = MATERIAL_PADDING
/material/cult
@@ -695,6 +721,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+300
melting_point = T0C+300
protectiveness = 3 // 13%
/material/carpet
name = "carpet"
@@ -706,6 +733,7 @@ var/list/name_to_material
melting_point = T0C+300
sheet_singular_name = "tile"
sheet_plural_name = "tiles"
protectiveness = 1 // 4%
/material/cotton
name = "cotton"
@@ -714,7 +742,9 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
// This all needs to be OOP'd and use inheritence if its ever used in the future.
/material/cloth_teal
name = "teal"
display_name ="teal"
@@ -723,6 +753,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
/material/cloth_black
name = "black"
@@ -732,6 +763,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
/material/cloth_green
name = "green"
@@ -741,6 +773,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
/material/cloth_puple
name = "purple"
@@ -750,6 +783,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
/material/cloth_blue
name = "blue"
@@ -759,6 +793,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
/material/cloth_beige
name = "beige"
@@ -768,6 +803,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
/material/cloth_lime
name = "lime"
@@ -777,6 +813,7 @@ var/list/name_to_material
flags = MATERIAL_PADDING
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
/material/toy_foam
name = "foam"
@@ -787,4 +824,5 @@ var/list/name_to_material
melting_point = T0C+300
icon_colour = "#ff9900"
hardness = 1
weight = 1
weight = 1
protectiveness = 0 // 0%

View File

@@ -24,7 +24,7 @@
/datum/language/unathi
name = LANGUAGE_UNATHI
desc = "The common language of Moghes, composed of sibilant hisses and rattles. Spoken natively by Unathi."
desc = "The common language of the Moghes Hegemony, composed of sibilant hisses and rattles. Spoken natively by Unathi."
speech_verb = "hisses"
ask_verb = "hisses"
exclaim_verb = "roars"

View File

@@ -88,6 +88,7 @@
if(mind.changeling)
stat("Chemical Storage", mind.changeling.chem_charges)
stat("Genetic Damage Time", mind.changeling.geneticdamage)
stat("Re-Adaptations", "[mind.changeling.readapts]/[mind.changeling.max_readapts]")
/mob/living/carbon/human/ex_act(severity)
if(!blinded)

View File

@@ -27,6 +27,11 @@ emp_act
if(!P.nodamage)
organ.add_autopsy_data("[P.name]", P.damage)
// Tell clothing we're wearing that it got hit by a bullet/laser/etc
var/list/clothing = get_clothing_list_organ(organ)
for(var/obj/item/clothing/C in clothing)
C.clothing_impact(P, P.damage)
//Shrapnel
if(P.can_embed())
var/armor = getarmor_organ(organ, "bullet")
@@ -130,6 +135,15 @@ emp_act
return siemens_coefficient
// Returns a list of clothing that is currently covering def_zone.
/mob/living/carbon/human/proc/get_clothing_list_organ(var/obj/item/organ/external/def_zone, var/type)
var/list/results = list()
var/list/clothing_items = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes)
for(var/obj/item/clothing/C in clothing_items)
if(istype(C) && (C.body_parts_covered & def_zone.body_part))
results.Add(C)
return results
//this proc returns the armour value for a particular external organ.
/mob/living/carbon/human/proc/getarmor_organ(var/obj/item/organ/external/def_zone, var/type)
if(!type || !def_zone) return 0
@@ -242,9 +256,14 @@ emp_act
if(!affecting)
return 0
// Allow clothing to respond to being hit.
// This is done up here so that clothing damage occurs even if fully blocked.
var/list/clothing = get_clothing_list_organ(affecting)
for(var/obj/item/clothing/C in clothing)
C.clothing_impact(I, effective_force)
if(soaked >= round(effective_force*0.8))
effective_force -= round(effective_force*0.8)
// Handle striking to cripple.
if(user.a_intent == I_DISARM)
effective_force *= 0.5 //reduced effective force...

View File

@@ -34,19 +34,21 @@
ambiguous_genders = TRUE
gluttonous = 1
slowdown = 0.5
brute_mod = 0.9
burn_mod = 0.9
brute_mod = 0.85
burn_mod = 0.85
metabolic_rate = 0.85
item_slowdown_halved = 1
num_alternate_languages = 3
secondary_langs = list(LANGUAGE_UNATHI)
name_language = LANGUAGE_UNATHI
health_hud_intensity = 2.5
min_age = 18
max_age = 60
min_age = 32
max_age = 260
blurb = "A heavily reptillian species, Unathi (or 'Sinta as they call themselves) hail from the \
Uuosa-Eso system, which roughly translates to 'burning mother'.<br/><br/>Coming from a harsh, radioactive \
desert planet, they mostly hold ideals of honesty, virtue, martial combat and bravery above all \
Uuosa-Eso system, which roughly translates to 'burning mother'.<br/><br/>Coming from a harsh, inhospitable \
planet, they mostly hold ideals of honesty, virtue, proficiency and bravery above all \
else, frequently even their own lives. They prefer warmer temperatures than most species and \
their native tongue is a heavy hissing laungage called Sinta'Unathi."
@@ -62,9 +64,34 @@
appearance_flags = HAS_HAIR_COLOR | HAS_LIPS | HAS_UNDERWEAR | HAS_SKIN_COLOR | HAS_EYE_COLOR
flesh_color = "#34AF10"
blood_color = "#b3cbc3"
base_color = "#066000"
reagent_tag = IS_UNATHI
base_color = "#066000"
has_limbs = list(
BP_TORSO = list("path" = /obj/item/organ/external/chest/unathi),
BP_GROIN = list("path" = /obj/item/organ/external/groin/unathi),
BP_HEAD = list("path" = /obj/item/organ/external/head/unathi),
BP_L_ARM = list("path" = /obj/item/organ/external/arm),
BP_R_ARM = list("path" = /obj/item/organ/external/arm/right),
BP_L_LEG = list("path" = /obj/item/organ/external/leg),
BP_R_LEG = list("path" = /obj/item/organ/external/leg/right),
BP_L_HAND = list("path" = /obj/item/organ/external/hand),
BP_R_HAND = list("path" = /obj/item/organ/external/hand/right),
BP_L_FOOT = list("path" = /obj/item/organ/external/foot),
BP_R_FOOT = list("path" = /obj/item/organ/external/foot/right)
)
//No kidneys or appendix
has_organ = list(
O_HEART = /obj/item/organ/internal/heart/unathi,
O_LUNGS = /obj/item/organ/internal/lungs/unathi,
O_LIVER = /obj/item/organ/internal/liver/unathi,
O_BRAIN = /obj/item/organ/internal/brain/unathi,
O_EYES = /obj/item/organ/internal/eyes,
)
heat_discomfort_level = 295
heat_discomfort_strings = list(

View File

@@ -11,25 +11,35 @@ var/z_levels = 0 // Each bit represents a connection between adjacent levels. S
qdel(src)
// The storage of connections between adjacent levels means some bitwise magic is needed.
proc/HasAbove(var/z)
/proc/HasAbove(var/z)
if(z >= world.maxz || z > 16 || z < 1)
return 0
return z_levels & (1 << (z - 1))
proc/HasBelow(var/z)
/proc/HasBelow(var/z)
if(z > world.maxz || z > 17 || z < 2)
return 0
return z_levels & (1 << (z - 2))
// Thankfully, no bitwise magic is needed here.
proc/GetAbove(var/atom/atom)
/proc/GetAbove(var/atom/atom)
var/turf/turf = get_turf(atom)
if(!turf)
return null
return HasAbove(turf.z) ? get_step(turf, UP) : null
proc/GetBelow(var/atom/atom)
/proc/GetBelow(var/atom/atom)
var/turf/turf = get_turf(atom)
if(!turf)
return null
return HasBelow(turf.z) ? get_step(turf, DOWN) : null
/proc/GetConnectedZlevels(z)
. = list(z)
for(var/level = z, HasBelow(level), level--)
. |= level-1
for(var/level = z, HasAbove(level), level++)
. |= level+1
proc/AreConnectedZLevels(var/zA, var/zB)
return zA == zB || (zB in GetConnectedZlevels(zA))

View File

@@ -3,34 +3,38 @@
set category = "IC"
if(zMove(UP))
to_chat(usr, "<span class='notice'>You move upwards.</span>")
to_chat(src, "<span class='notice'>You move upwards.</span>")
/mob/verb/down()
set name = "Move Down"
set category = "IC"
if(zMove(DOWN))
to_chat(usr, "<span class='notice'>You move down.</span>")
to_chat(src, "<span class='notice'>You move down.</span>")
/mob/proc/zMove(direction)
if(eyeobj)
return eyeobj.zMove(direction)
if(!can_ztravel())
to_chat(usr, "<span class='warning'>You lack means of travel in that direction.</span>")
to_chat(src, "<span class='warning'>You lack means of travel in that direction.</span>")
return
var/turf/start = loc
if(!istype(start))
to_chat(src, "<span class='notice'>You are unable to move from here.</span>")
return 0
var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
if(!destination)
to_chat(usr, "<span class='notice'>There is nothing of interest in this direction.</span>")
to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
return 0
if(!start.CanZPass(src, direction))
to_chat(src, "<span class='warning'>\The [start] is in the way.</span>")
return 0
var/turf/start = get_turf(src)
if(!start.CanZPass(src, direction))
to_chat(usr, "<span class='warning'>\The [start] is in the way.</span>")
return 0
if(!destination.CanZPass(src, direction))
to_chat(usr, "<span class='warning'>\The [destination] blocks your way.</span>")
to_chat(src, "<span class='warning'>\The [destination] blocks your way.</span>")
return 0
var/area/area = get_area(src)
@@ -46,12 +50,12 @@
to_chat(src, "<span class='warning'>You gave up on pulling yourself up.</span>")
return 0
else
to_chat(usr, "<span class='warning'>Gravity stops you from moving upward.</span>")
to_chat(src, "<span class='warning'>Gravity stops you from moving upward.</span>")
return 0
for(var/atom/A in destination)
if(!A.CanPass(src, start, 1.5, 0))
to_chat(usr, "<span class='warning'>\The [A] blocks you.</span>")
to_chat(src, "<span class='warning'>\The [A] blocks you.</span>")
return 0
Move(destination)
return 1
@@ -61,14 +65,14 @@
if(destination)
forceMove(destination)
else
to_chat(usr, "<span class='notice'>There is nothing of interest in this direction.</span>")
to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
/mob/observer/eye/zMove(direction)
var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
if(destination)
setLoc(destination)
else
to_chat(usr, "<span class='notice'>There is nothing of interest in this direction.</span>")
to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
/mob/proc/can_ztravel()
return 0

View File

@@ -13,6 +13,9 @@ obj/machinery/atmospherics/pipe/zpipe
dir = SOUTH
initialize_directions = SOUTH
// node1 is the connection on the same Z
// node2 is the connection on the other Z
var/minimum_temperature_difference = 300
var/thermal_conductivity = 0 //WALL_HEAT_TRANSFER_COEFFICIENT No

View File

@@ -122,10 +122,6 @@
allowed_directions = UP|DOWN
icon_state = "ladder11"
/obj/structure/stairs
name = "Stairs"
desc = "Stairs leading to another deck. Not too useful if the gravity goes out."

View File

@@ -36,6 +36,11 @@
..()
mover.fall()
// Called when thrown object lands on this turf.
/turf/simulated/open/hitby(var/atom/movable/AM, var/speed)
. = ..()
AM.fall()
/turf/simulated/open/proc/update()
below = GetBelow(src)
turf_changed_event.register(below, src, /turf/simulated/open/update_icon)
@@ -82,7 +87,7 @@
return
var/obj/item/stack/rods/R = C
if (R.use(1))
user << "<span class='notice'>Constructing support lattice ...</span>"
to_chat(user, "<span class='notice'>Constructing support lattice ...</span>")
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
ReplaceWithLattice()
return
@@ -99,7 +104,7 @@
ChangeTurf(/turf/simulated/floor/airless)
return
else
user << "<span class='warning'>The plating is going to need some support.</span>"
to_chat(user, "<span class='warning'>The plating is going to need some support.</span>")
//To lay cable.
if(istype(C, /obj/item/stack/cable_coil))

View File

@@ -0,0 +1,50 @@
/obj/item/organ/external/chest/unathi
max_damage = 100
min_broken_damage = 40
encased = "upper ribplates"
/obj/item/organ/external/groin/unathi
max_damage = 100
min_broken_damage = 40
encased = "lower ribplates"
/obj/item/organ/external/head/unathi
max_damage = 75
min_broken_damage = 35
eye_icon = "eyes_s"
force = 5
throwforce = 10
/obj/item/organ/internal/heart/unathi
icon_state = "unathi_heart-on"
dead_icon = "unath_heart-off"
/obj/item/organ/internal/lungs/unathi
color = "#b3cbc3"
/obj/item/organ/internal/liver/unathi
name = "filtration organ"
icon_state = "unathi_liver"
//Unathi liver acts as kidneys, too.
/obj/item/organ/internal/liver/unathi/process()
..()
if(!owner) return
var/datum/reagent/coffee = locate(/datum/reagent/drink/coffee) in owner.reagents.reagent_list
if(coffee)
if(is_bruised())
owner.adjustToxLoss(0.1 * PROCESS_ACCURACY)
else if(is_broken())
owner.adjustToxLoss(0.3 * PROCESS_ACCURACY)
var/datum/reagent/sugar = locate(/datum/reagent/sugar) in owner.reagents.reagent_list
if(sugar)
if(is_bruised())
owner.adjustToxLoss(0.1 * PROCESS_ACCURACY)
else if(is_broken())
owner.adjustToxLoss(0.3 * PROCESS_ACCURACY)
/obj/item/organ/internal/brain/unathi
color = "#b3cbc3"

View File

@@ -425,21 +425,21 @@
/obj/item/weapon/gun/proc/handle_post_fire(mob/user, atom/target, var/pointblank=0, var/reflex=0)
if(silenced)
playsound(user, fire_sound, 10, 1)
to_chat(user, "<span class='warning'>You fire \the [src][pointblank ? " point blank at \the [target]":""][reflex ? " by reflex!":""]</span>")
for(var/mob/living/L in oview(2,user))
if(L.stat)
continue
if(L.blinded)
to_chat(L, "You hear a [fire_sound_text]!")
continue
to_chat(L, "<span class='warning'>[user] fires \the [src][pointblank ? " point blank at \the [target]":""][reflex ? " by reflex!":""]</span>")
else
playsound(user, fire_sound, 50, 1)
if(reflex)
user.visible_message(
"<span class='reflex_shoot'><b>\The [user] fires \the [src][pointblank ? " point blank at \the [target]":""] by reflex!</b></span>",
"<span class='reflex_shoot'>You fire \the [src] by reflex!</span>",
"You hear a [fire_sound_text]!"
)
else
user.visible_message(
"<span class='danger'>\The [user] fires \the [src][pointblank ? " point blank at \the [target]":""]!</span>",
"<span class='warning'>You fire \the [src]!</span>",
"You hear a [fire_sound_text]!"
)
user.visible_message(
"<span class='warning'>[user] fires \the [src][pointblank ? " point blank at \the [target]":""][reflex ? " by reflex!":""]</span>",
"<span class='warning'>You fire \the [src][pointblank ? " point blank at \the [target]":""][reflex ? " by reflex!":""]</span>",
"You hear a [fire_sound_text]!"
)
if(muzzle_flash)
set_light(muzzle_flash)

View File

@@ -96,6 +96,8 @@
strength_mod *= 5
if(alien == IS_TAJARA)
strength_mod *= 1.75
if(alien == IS_UNATHI)
strength_mod *= 0.75
if(alien == IS_DIONA)
strength_mod = 0

View File

@@ -2232,3 +2232,26 @@
glass_name = "special blend whiskey"
glass_desc = "Just when you thought regular station whiskey was good... This silky, amber goodness has to come along and ruin everything."
/datum/reagent/ethanol/unathiliquor //Needs a better name
name = "Unathi Liquor"
id = "unathiliquor"
description = "This barely qualifies as a drink, and could give jetfuel a run for its money. Also known to cause feelings of euphoria and numbness."
taste_description = "spiced numbness"
color = "#242424"
strength = 5
glass_name = "unathi liquor"
glass_desc = "This barely qualifies as a drink, and may cause euphoria and numbness. Imbimber beware!"
/datum/reagent/ethanol/unathiliquor/affect_ingest(var/mob/living/carbon/M, var/alien, var/removed)
..()
if(alien == IS_DIONA)
return
var/drug_strength = 10
if(alien == IS_SKRELL)
drug_strength = drug_strength * 0.8
M.druggy = max(M.druggy, drug_strength)
if(prob(10) && isturf(M.loc) && !istype(M.loc, /turf/space) && M.canmove && !M.restrained())
step(M, pick(cardinal))

View File

@@ -429,6 +429,7 @@
glass_name = "beer"
glass_desc = "A freezing pint of beer"
/* Drugs */
/datum/reagent/space_drugs

View File

@@ -243,6 +243,12 @@
user.drop_from_inventory(src)
qdel(src)
return
else if(istype(D, /obj/item/weapon/wirecutters))
to_chat(user, "<span class='notice'>You cut a big hole in \the [src] with \the [D]. It's kinda useless as a bucket now.</span>")
user.put_in_hands(new /obj/item/clothing/head/helmet/bucket)
user.drop_from_inventory(src)
qdel(src)
return
else if(istype(D, /obj/item/weapon/mop))
if(reagents.total_volume < 1)
user << "<span class='warning'>\The [src] is empty!</span>"

View File

@@ -221,7 +221,7 @@
var/turf/T = locate(int_panel_x, int_panel_y, uz)
lift.control_panel_interior = new(T, lift)
lift.control_panel_interior.set_dir(udir)
lift.current_floor = lift.floors[uz]
lift.current_floor = lift.floors[1]
lift.open_doors()