Merge branch 'master' into pol-ghostbox

This commit is contained in:
Aronai Sieyes
2018-02-16 22:22:35 -06:00
committed by GitHub
123 changed files with 2538 additions and 798 deletions

View File

@@ -339,6 +339,23 @@ proc
return 1
#undef SIGN
/proc/flick_overlay(image/I, list/show_to, duration, gc_after)
for(var/client/C in show_to)
C.images += I
spawn(duration)
if(gc_after)
qdel(I)
for(var/client/C in show_to)
C.images -= I
/proc/flick_overlay_view(image/I, atom/target, duration, gc_after) //wrapper for the above, flicks to everyone who can see the target atom
var/list/viewing = list()
for(var/m in viewers(target))
var/mob/M = m
if(M.client)
viewing += M.client
flick_overlay(I, viewing, duration, gc_after)
proc/isInSight(var/atom/A, var/atom/B)
var/turf/Aturf = get_turf(A)
var/turf/Bturf = get_turf(B)

View File

@@ -201,20 +201,22 @@
L.resist()
if("mov_intent")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
if(C.legcuffed)
C << "<span class='notice'>You are legcuffed! You cannot run until you get [C.legcuffed] removed!</span>"
C.m_intent = "walk" //Just incase
C.hud_used.move_intent.icon_state = "walking"
return 1
switch(usr.m_intent)
if(isliving(usr))
if(iscarbon(usr))
var/mob/living/carbon/C = usr
if(C.legcuffed)
C << "<span class='notice'>You are legcuffed! You cannot run until you get [C.legcuffed] removed!</span>"
C.m_intent = "walk" //Just incase
C.hud_used.move_intent.icon_state = "walking"
return 1
var/mob/living/L = usr
switch(L.m_intent)
if("run")
usr.m_intent = "walk"
usr.hud_used.move_intent.icon_state = "walking"
L.m_intent = "walk"
L.hud_used.move_intent.icon_state = "walking"
if("walk")
usr.m_intent = "run"
usr.hud_used.move_intent.icon_state = "running"
L.m_intent = "run"
L.hud_used.move_intent.icon_state = "running"
if("m_intent")
if(!usr.m_int)
switch(usr.m_intent)
@@ -485,8 +487,6 @@
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.view_images()
else
return 0
return 1
/obj/screen/inventory/Click()

View File

@@ -73,27 +73,38 @@
Animals
*/
/mob/living/simple_animal/UnarmedAttack(var/atom/A, var/proximity)
if(!..())
return
if(prob(spattack_prob))
if(spattack_min_range <= 1)
target_mob = A
SpecialAtkTarget()
target_mob = null
return
if(melee_damage_upper == 0 && istype(A,/mob/living))
custom_emote(1,"[friendly] [A]!")
if(!(. = ..()))
return
setClickCooldown(get_attack_speed())
if(isliving(A))
target_mob = A
PunchTarget()
target_mob = null
else
A.attack_generic(src, rand(melee_damage_lower, melee_damage_upper), attacktext)
if(has_hands && istype(A,/obj) && a_intent != I_HURT)
var/obj/O = A
return O.attack_hand(src)
switch(a_intent)
if(I_HELP)
if(isliving(A))
custom_emote(1,"[pick(friendly)] [A]!")
if(I_HURT)
if(prob(spattack_prob))
if(spattack_min_range <= 1)
SpecialAtkTarget()
else if(melee_damage_upper == 0 && istype(A,/mob/living))
custom_emote(1,"[pick(friendly)] [A]!")
else
DoPunch(A)
if(I_GRAB)
if(has_hands)
A.attack_hand(src)
if(I_DISARM)
if(has_hands)
A.attack_hand(src)
/mob/living/simple_animal/RangedAttack(var/atom/A)
setClickCooldown(get_attack_speed())

View File

@@ -442,4 +442,5 @@ SUBSYSTEM_DEF(garbage)
/image/Destroy()
..()
return QDEL_HINT_HARDDEL_NOW
loc = null
return QDEL_HINT_QUEUE

View File

@@ -61,3 +61,17 @@
cost = 15
containertype = /obj/structure/closet/crate/freezer
containername = "Pizza crate"
/datum/supply_packs/hospitality/gifts
name = "Gift crate"
contains = list(
/obj/item/toy/bouquet = 3,
/obj/item/weapon/storage/fancy/heartbox = 2,
/obj/item/weapon/paper/card/smile,
/obj/item/weapon/paper/card/heart,
/obj/item/weapon/paper/card/cat,
/obj/item/weapon/paper/card/flower
)
cost = 10
containertype = /obj/structure/closet/crate
containername = "crate of gifts"

View File

@@ -52,7 +52,11 @@
if (danger_level == 0)
atmosphere_alarm.clearAlarm(src, alarm_source)
else
atmosphere_alarm.triggerAlarm(src, alarm_source, severity = danger_level)
var/obj/machinery/alarm/atmosalarm = alarm_source //maybe other things can trigger these, who knows
if(istype(atmosalarm))
atmosphere_alarm.triggerAlarm(src, alarm_source, severity = danger_level, hidden = atmosalarm.alarms_hidden)
else
atmosphere_alarm.triggerAlarm(src, alarm_source, severity = danger_level)
//Check all the alarms before lowering atmosalm. Raising is perfectly fine.
for (var/obj/machinery/alarm/AA in src)

View File

@@ -81,6 +81,8 @@
var/report_danger_level = 1
var/alarms_hidden = FALSE //If the alarms from this machine are visible on consoles
/obj/machinery/alarm/nobreach
breach_detection = 0
@@ -88,6 +90,9 @@
report_danger_level = 0
breach_detection = 0
/obj/machinery/alarm/alarms_hidden
alarms_hidden = TRUE
/obj/machinery/alarm/server/New()
..()
req_access = list(access_rd, access_atmospherics, access_engine_equip)
@@ -812,6 +817,10 @@ FIRE ALARM
panel_open = 0
var/seclevel
circuit = /obj/item/weapon/circuitboard/firealarm
var/alarms_hidden = FALSE //If the alarms from this machine are visible on consoles
/obj/machinery/firealarm/alarms_hidden
alarms_hidden = TRUE
/obj/machinery/firealarm/update_icon()
overlays.Cut()
@@ -980,7 +989,7 @@ FIRE ALARM
return
var/area/area = get_area(src)
for(var/obj/machinery/firealarm/FA in area)
fire_alarm.triggerAlarm(loc, FA, duration)
fire_alarm.triggerAlarm(loc, FA, duration, hidden = alarms_hidden)
update_icon()
//playsound(src.loc, 'sound/ambience/signal.ogg', 75, 0)
return

View File

@@ -27,7 +27,8 @@
/obj/item/toy/waterflower = 1,
/obj/random/action_figure = 1,
/obj/random/plushie = 1,
/obj/item/toy/cultsword = 1
/obj/item/toy/cultsword = 1,
/obj/item/toy/bouquet/fake = 1
)
/obj/machinery/computer/arcade/New()

View File

@@ -112,7 +112,7 @@ Class Procs:
var/panel_open = 0
var/global/gl_uid = 1
var/interact_offline = 0 // Can the machine be interacted with while de-powered.
var/circuit = null
var/obj/item/weapon/circuitboard/circuit = null
/obj/machinery/New(l, d=0)
..(l)
@@ -402,7 +402,7 @@ Class Procs:
if(A.frame_type.circuit)
A.need_circuit = 0
if(A.frame_type.frame_class == "machine")
if(A.frame_type.frame_class == FRAME_CLASS_MACHINE)
for(var/obj/D in component_parts)
D.forceMove(src.loc)
if(A.components)
@@ -412,15 +412,15 @@ Class Procs:
component_parts = list()
A.check_components()
if(A.frame_type.frame_class == "alarm")
A.state = 2
else if(A.frame_type.frame_class == "computer" || A.frame_type.frame_class == "display")
if(A.frame_type.frame_class == FRAME_CLASS_ALARM)
A.state = FRAME_FASTENED
else if(A.frame_type.frame_class == FRAME_CLASS_COMPUTER || A.frame_type.frame_class == FRAME_CLASS_DISPLAY)
if(stat & BROKEN)
A.state = 3
A.state = FRAME_WIRED
else
A.state = 4
A.state = FRAME_PANELED
else
A.state = 3
A.state = FRAME_WIRED
A.set_dir(dir)
A.pixel_x = pixel_x

View File

@@ -1,6 +1,6 @@
/obj/effect/mine
name = "mine"
desc = "A small explosive mine with 'HE' and a grenade symbol on the side."
name = "land mine" //The name and description are deliberately NOT modified, so you can't game the mines you find.
desc = "A small explosive land mine."
density = 0
anchored = 1
icon = 'icons/obj/weapons.dmi'
@@ -21,6 +21,7 @@
s.set_up(3, 1, src)
s.start()
explosion(loc, 0, 2, 3, 4) //land mines are dangerous, folks.
visible_message("\The [src.name] detonates!")
qdel(s)
qdel(src)
@@ -38,10 +39,12 @@
/obj/effect/mine/Bumped(mob/M as mob|obj)
if(triggered) return
if(triggered)
return
if(istype(M, /mob/living/))
explode(M)
if(!M.hovering)
explode(M)
/obj/effect/mine/attackby(obj/item/W as obj, mob/living/user as mob)
if(isscrewdriver(W))
@@ -62,8 +65,6 @@
wires.Interact(user)
/obj/effect/mine/dnascramble
name = "radiation mine"
desc = "A small explosive mine with a radiation symbol on the side."
mineitemtype = /obj/item/weapon/mine/dnascramble
/obj/effect/mine/dnascramble/explode(var/mob/living/M)
@@ -71,31 +72,31 @@
triggered = 1
s.set_up(3, 1, src)
s.start()
M.radiation += 50
randmutb(M)
domutcheck(M,null)
if(M)
M.radiation += 50
randmutb(M)
domutcheck(M,null)
visible_message("\The [src.name] flashes violently before disintegrating!")
spawn(0)
qdel(s)
qdel(src)
/obj/effect/mine/stun
name = "stun mine"
desc = "A small explosive mine with a lightning bolt symbol on the side."
mineitemtype = /obj/item/weapon/mine/stun
/obj/effect/mine/stun/explode(var/mob/living/M)
triggered = 1
M.Stun(30)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread()
s.set_up(3, 1, src)
s.start()
if(M)
M.Stun(30)
visible_message("\The [src.name] flashes violently before disintegrating!")
spawn(0)
qdel(s)
qdel(src)
/obj/effect/mine/n2o
name = "nitrous oxide mine"
desc = "A small explosive mine with three Z's on the side."
mineitemtype = /obj/item/weapon/mine/n2o
/obj/effect/mine/n2o/explode(var/mob/living/M)
@@ -103,12 +104,11 @@
for (var/turf/simulated/floor/target in range(1,src))
if(!target.blocks_air)
target.assume_gas("sleeping_agent", 30)
visible_message("\The [src.name] detonates!")
spawn(0)
qdel(src)
/obj/effect/mine/phoron
name = "incendiary mine"
desc = "A small explosive mine with a fire symbol on the side."
mineitemtype = /obj/item/weapon/mine/phoron
/obj/effect/mine/phoron/explode(var/mob/living/M)
@@ -117,12 +117,11 @@
if(!target.blocks_air)
target.assume_gas("phoron", 30)
target.hotspot_expose(1000, CELL_VOLUME)
visible_message("\The [src.name] detonates!")
spawn(0)
qdel(src)
/obj/effect/mine/kick
name = "kick mine"
desc = "Concentrated war crimes. Handle with care."
mineitemtype = /obj/item/weapon/mine/kick
/obj/effect/mine/kick/explode(var/mob/living/M)
@@ -130,14 +129,13 @@
triggered = 1
s.set_up(3, 1, src)
s.start()
qdel(M.client)
if(M)
qdel(M.client)
spawn(0)
qdel(s)
qdel(src)
/obj/effect/mine/frag
name = "fragmentation mine"
desc = "A small explosive mine with 'FRAG' and a grenade symbol on the side."
mineitemtype = /obj/item/weapon/mine/frag
var/fragment_types = list(/obj/item/projectile/bullet/pellet/fragment)
var/num_fragments = 20 //total number of fragments produced by the grenade
@@ -153,13 +151,14 @@
if(!O)
return
src.fragmentate(O, 20, 7, list(/obj/item/projectile/bullet/pellet/fragment)) //only 20 weak fragments because you're stepping directly on it
visible_message("\The [src.name] detonates!")
spawn(0)
qdel(s)
qdel(src)
/obj/effect/mine/training
name = "training mine"
desc = "A mine with its payload removed, for EOD training and demonstrations."
/obj/effect/mine/training //Name and Desc commented out so it's possible to trick people with the training mines
// name = "training mine"
// desc = "A mine with its payload removed, for EOD training and demonstrations."
mineitemtype = /obj/item/weapon/mine/training
/obj/effect/mine/training/explode(var/mob/living/M)
@@ -170,56 +169,62 @@
qdel(src)
/obj/effect/mine/emp
name = "EMP Mine"
desc = "A small explosive mine with a lightning bolt symbol on the side."
mineitemtype = /obj/item/weapon/mine/emp
/obj/effect/mine/emp/explode(var/mob/living/M)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread()
s.set_up(3, 1, src)
s.start()
visible_message("\The [src.name] flashes violently before disintegrating!")
empulse(loc, 2, 4, 7, 10, 1) // As strong as an EMP grenade
spawn(0)
qdel(src)
/obj/effect/mine/incendiary
mineitemtype = /obj/item/weapon/mine/incendiary
/obj/effect/mine/incendiary/explode(var/mob/living/M)
triggered = 1
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread()
s.set_up(3, 1, src)
s.start()
if(M)
M.adjust_fire_stacks(5)
M.fire_act()
visible_message("\The [src.name] bursts into flames!")
spawn(0)
qdel(src)
/////////////////////////////////////////////
// The held item version of the above mines
/////////////////////////////////////////////
/obj/item/weapon/mine
name = "mine"
desc = "A small explosive mine with 'HE' and a grenade symbol on the side."
icon = 'icons/obj/weapons.dmi'
icon_state = "uglymine"
var/arming = 0
var/countdown = 10
var/minetype = /obj/effect/mine
var/minetype = /obj/effect/mine //This MUST be an /obj/effect/mine type, or it'll runtime.
/obj/item/weapon/mine/attack_self(mob/user as mob)
if(!arming)
to_chat(user, "<span class='warning'>You prime \the [name]! [countdown] seconds!</span>")
icon_state = initial(icon_state) + "armed"
arming = 1
/obj/item/weapon/mine/attack_self(mob/user as mob) // You do not want to move or throw a land mine while priming it... Explosives + Sudden Movement = Bad Times
add_fingerprint(user)
msg_admin_attack("[user.name] ([user.ckey]) primed \a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
user.visible_message("[user] starts priming \the [src.name].", "You start priming \the [src.name]. Hold still!")
if(do_after(user, 10 SECONDS))
playsound(loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
add_fingerprint(user)
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_on()
spawn(countdown*10)
if(arming)
prime()
if(user)
msg_admin_attack("[user.name] ([user.ckey]) primed \a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
return
prime(user)
else
to_chat(user, "You cancel \the [name]'s priming sequence.")
arming = 0
countdown = initial(countdown)
icon_state = initial(icon_state)
add_fingerprint(user)
visible_message("[user] triggers \the [src.name]!", "You accidentally trigger \the [src.name]!")
prime(user, TRUE)
return
/obj/item/weapon/mine/proc/prime(mob/user as mob)
/obj/item/weapon/mine/proc/prime(mob/user as mob, var/explode_now = FALSE)
visible_message("\The [src.name] beeps as the priming sequence completes.")
var/atom/R = new minetype(get_turf(src))
var/obj/effect/mine/R = new minetype(get_turf(src))
src.transfer_fingerprints_to(R)
R.add_fingerprint(user)
if(explode_now)
R.explode(user)
spawn(0)
qdel(src)
@@ -262,3 +267,8 @@
name = "emp mine"
desc = "A small explosive mine with a lightning bolt symbol on the side."
minetype = /obj/effect/mine/emp
/obj/item/weapon/mine/incendiary
name = "incendiary mine"
desc = "A small explosive mine with a fire symbol on the side."
minetype = /obj/effect/mine/incendiary

View File

@@ -54,6 +54,8 @@
/obj/item/borg/sight/material
name = "\proper material scanner vision"
sight_mode = BORGMATERIAL
icon_state = "material"
icon = 'icons/obj/clothing/glasses.dmi'
/obj/item/borg/sight/hud
name = "hud"

View File

@@ -36,7 +36,7 @@
icon_state = "rods"
var/global/list/datum/stack_recipe/rods_recipes = list( \
new/datum/stack_recipe("grille", /obj/structure/grille, 2, time = 10, one_per_turf = 1, on_floor = 1),
new/datum/stack_recipe("grille", /obj/structure/grille, 2, time = 10, one_per_turf = 1, on_floor = 0),
new/datum/stack_recipe("catwalk", /obj/structure/catwalk, 2, time = 80, one_per_turf = 1, on_floor = 1))
/obj/item/stack/rods/attackby(obj/item/W as obj, mob/user as mob)
@@ -44,7 +44,7 @@ var/global/list/datum/stack_recipe/rods_recipes = list( \
var/obj/item/weapon/weldingtool/WT = W
if(get_amount() < 2)
user << "<span class='warning'>You need at least two rods to do this.</span>"
to_chat(user, "<span class='warning'>You need at least two rods to do this.</span>")
return
if(WT.remove_fuel(0,user))
@@ -91,15 +91,15 @@ var/global/list/datum/stack_recipe/rods_recipes = list( \
else if(!in_use)
if(get_amount() < 2)
user << "<span class='warning'>You need at least two rods to do this.</span>"
to_chat(user, "<span class='warning'>You need at least two rods to do this.</span>")
return
usr << "<span class='notice'>Assembling grille...</span>"
to_chat(usr, "<span class='notice'>Assembling grille...</span>")
in_use = 1
if (!do_after(usr, 10))
in_use = 0
return
var/obj/structure/grille/F = new /obj/structure/grille/ ( usr.loc )
usr << "<span class='notice'>You assemble a grille</span>"
to_chat(usr, "<span class='notice'>You assemble a grille</span>")
in_use = 0
F.add_fingerprint(usr)
use(2)

View File

@@ -16,6 +16,7 @@
* Action figures
* Plushies
* Toy cult sword
* Bouquets
*/
@@ -872,6 +873,19 @@
w_class = ITEMSIZE_LARGE
attack_verb = list("attacked", "slashed", "stabbed", "poked")
//Flowers fake & real
/obj/item/toy/bouquet
name = "bouquet"
desc = "A lovely bouquet of flowers. Smells nice!"
icon = 'icons/obj/items.dmi'
icon_state = "bouquet"
w_class = ITEMSIZE_SMALL
/obj/item/toy/bouquet/fake
name = "plastic bouquet"
desc = "A cheap plastic bouquet of flowers. Smells like cheap, toxic plastic."
/* NYET.
/obj/item/weapon/toddler
icon_state = "toddler"

View File

@@ -10,6 +10,8 @@
* Candle Box
* Crayon Box
* Cigarette Box
* Vial Box
* Box of Chocolates
*/
/obj/item/weapon/storage/fancy/
@@ -313,3 +315,34 @@
/obj/item/weapon/storage/lockbox/vials/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
update_icon()
/*
* Box of Chocolates/Heart Box
*/
/obj/item/weapon/storage/fancy/heartbox
icon_state = "heartbox"
name = "box of chocolates"
var/startswith = 6
max_storage_space = ITEMSIZE_COST_SMALL * 6
can_hold = list(
/obj/item/weapon/reagent_containers/food/snacks/chocolatepiece,
/obj/item/weapon/reagent_containers/food/snacks/chocolatepiece/white,
/obj/item/weapon/reagent_containers/food/snacks/chocolatepiece/truffle
)
/obj/item/weapon/storage/fancy/heartbox/New()
..()
new /obj/item/weapon/reagent_containers/food/snacks/chocolatepiece(src)
new /obj/item/weapon/reagent_containers/food/snacks/chocolatepiece(src)
new /obj/item/weapon/reagent_containers/food/snacks/chocolatepiece(src)
new /obj/item/weapon/reagent_containers/food/snacks/chocolatepiece/white(src)
new /obj/item/weapon/reagent_containers/food/snacks/chocolatepiece/white(src)
new /obj/item/weapon/reagent_containers/food/snacks/chocolatepiece/truffle(src)
update_icon()
return
/obj/item/weapon/storage/fancy/heartbox/update_icon(var/itemremoved = 0)
if (contents.len == 0)
icon_state = "heartbox_empty"
return

View File

@@ -52,7 +52,7 @@
if(!canremove)
return
if (ishuman(usr) || issmall(usr) || isanimal(usr) || isobserver(usr)) //so monkeys can take off their backpacks -- Urist
if (isliving(usr) || isobserver(usr))
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech. why?
return

View File

@@ -1124,3 +1124,17 @@ var/list/multi_point_spawns
/obj/item/clothing/head/helmet/space/void/mining/alt
)
)
/obj/random/landmine
name = "Random Land Mine"
desc = "This is a random land mine."
icon = 'icons/obj/weapons.dmi'
icon_state = "uglymine"
spawn_nothing_percentage = 25
/obj/random/landmine/item_to_spawn()
return pick(prob(30);/obj/effect/mine,
prob(25);/obj/effect/mine/frag,
prob(25);/obj/effect/mine/emp,
prob(10);/obj/effect/mine/stun,
prob(10);/obj/effect/mine/incendiary,)

View File

@@ -104,7 +104,7 @@
playsound(src, W.usesound, 100, 1)
anchored = !anchored
user.visible_message("<span class='notice'>[user] [anchored ? "fastens" : "unfastens"] the grille.</span>", \
"<span class='notice'>You have [anchored ? "fastened the grille to" : "unfastened the grill from"] the floor.</span>")
"<span class='notice'>You have [anchored ? "fastened the grille to" : "unfastened the grille from"] the floor.</span>")
return
//window placing begin //TODO CONVERT PROPERLY TO MATERIAL DATUM

View File

@@ -0,0 +1,24 @@
/obj/structure/snowman
name = "snowman"
icon = 'icons/obj/snowman.dmi'
icon_state = "snowman"
desc = "A happy little snowman smiles back at you!"
anchored = 1
/obj/structure/snowman/attack_hand(mob/user as mob)
if(user.a_intent == I_HURT)
user << "<span class='notice'>In one hit, [src] easily crumples into a pile of snow. You monster.</span>"
var/turf/simulated/floor/F = get_turf(src)
if (istype(F))
new /obj/item/stack/material/snow(F)
qdel(src)
/obj/structure/snowman/borg
name = "snowborg"
icon_state = "snowborg"
desc = "A snowy little robot. It even has a monitor for a head."
/obj/structure/snowman/spider
name = "snow spider"
icon_state = "snowspider"
desc = "An impressively crafted snow spider. Not nearly as creepy as the real thing."

View File

@@ -39,6 +39,8 @@
..(newloc,"silver","gold")
/turf/simulated/wall/sandstonediamond/New(var/newloc)
..(newloc,"sandstone","diamond")
/turf/simulated/wall/snowbrick/New(var/newloc)
..(newloc,"packed snow")
// Kind of wondering if this is going to bite me in the butt.
/turf/simulated/wall/skipjack/New(var/newloc)

View File

@@ -59,7 +59,6 @@ var/list/admin_verbs_admin = list(
/client/proc/check_antagonists,
/client/proc/admin_memo, //admin memo system. show/delete/write. +SERVER needed to delete admin memos of others,
/client/proc/dsay, //talk in deadchat using our ckey/fakekey,
/client/proc/ghost_view, //let us see ghosts WHENEVERRRR
// /client/proc/toggle_hear_deadcast, //toggles whether we hear deadchat,
/client/proc/investigate_show, //various admintools for investigation. Such as a singulo grief-log,
/client/proc/secrets,
@@ -213,7 +212,6 @@ var/list/admin_verbs_debug = list(
/client/proc/jumptomob,
/client/proc/jumptocoord,
/client/proc/dsay,
/client/proc/ghost_view,
/client/proc/toggle_debug_logs,
/client/proc/admin_ghost, //allows us to ghost/reenter body at will,
/datum/admins/proc/view_runtimes,
@@ -326,7 +324,6 @@ var/list/admin_verbs_mod = list(
/datum/admins/proc/show_player_info,
/client/proc/player_panel_new,
/client/proc/dsay,
/client/proc/ghost_view,
/datum/admins/proc/show_skills,
/datum/admins/proc/show_player_panel,
/client/proc/check_antagonists,
@@ -351,7 +348,6 @@ var/list/admin_verbs_event_manager = list(
/client/proc/admin_ghost,
/datum/admins/proc/show_player_info,
/client/proc/dsay,
/client/proc/ghost_view,
/client/proc/cmd_admin_subtle_message,
/client/proc/debug_variables,
/client/proc/check_antagonists,
@@ -491,26 +487,6 @@ var/list/admin_verbs_event_manager = list(
body.key = "@[key]" //Haaaaaaaack. But the people have spoken. If it breaks; blame adminbus
feedback_add_details("admin_verb","O") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/ghost_view()
set category = "Admin"
set name = "Ghost View"
set desc = "Toggles ability to see ghosts, even while in a mob."
if(!holder) return
if(!mob.plane_holder) return
var/choice = alert(src,"Do you want to see ghosts, or not?","Ghost viewing","Show 'em!","Cancel","Hide 'em!")
if(choice == "Cancel")
return
if(choice == "Show 'em!" && mob.plane_holder)
mob.plane_holder.set_vis(VIS_GHOSTS,TRUE)
usr.see_invisible = SEE_INVISIBLE_CULT
to_chat(src,"<span class='notice'>Ghosts are now visible (while in this mob).</span>")
else if(mob.plane_holder)
mob.plane_holder.set_vis(VIS_GHOSTS,FALSE)
usr.see_invisible = initial(mob.see_invisible)
to_chat(src,"<span class='notice'>Ghosts are now hidden (while in this mob).</span>")
/client/proc/invisimin()
set name = "Invisimin"
set category = "Admin"

View File

@@ -23,12 +23,13 @@
var/area/last_name //The last acquired name, used should origin be lost
var/area/last_camera_area //The last area in which cameras where fetched, used to see if the camera list should be updated.
var/end_time //Used to set when this alarm should clear, in case the origin is lost.
var/hidden = FALSE //If this alarm can be seen from consoles or other things.
/datum/alarm/New(var/atom/origin, var/atom/source, var/duration, var/severity)
/datum/alarm/New(var/atom/origin, var/atom/source, var/duration, var/severity, var/hidden)
src.origin = origin
cameras() // Sets up both cameras and last alarm area.
set_source_data(source, duration, severity)
set_source_data(source, duration, severity, hidden)
/datum/alarm/proc/process()
// Has origin gone missing?
@@ -43,17 +44,19 @@
AS.duration = 0
AS.end_time = world.time + ALARM_RESET_DELAY
/datum/alarm/proc/set_source_data(var/atom/source, var/duration, var/severity)
/datum/alarm/proc/set_source_data(var/atom/source, var/duration, var/severity, var/hidden)
var/datum/alarm_source/AS = sources_assoc[source]
if(!AS)
AS = new/datum/alarm_source(source)
sources += AS
sources_assoc[source] = AS
src.hidden = hidden
// Currently only non-0 durations can be altered (normal alarms VS EMP blasts)
if(AS.duration)
duration = SecondsToTicks(duration)
AS.duration = duration
AS.severity = severity
src.hidden = min(src.hidden, hidden)
/datum/alarm/proc/clear(var/source)
var/datum/alarm_source/AS = sources_assoc[source]

View File

@@ -12,7 +12,7 @@
A.process()
check_alarm_cleared(A)
/datum/alarm_handler/proc/triggerAlarm(var/atom/origin, var/atom/source, var/duration = 0, var/severity = 1)
/datum/alarm_handler/proc/triggerAlarm(var/atom/origin, var/atom/source, var/duration = 0, var/severity = 1, var/hidden = 0)
var/new_alarm
//Proper origin and source mandatory
if(!(origin && source))
@@ -23,9 +23,9 @@
//see if there is already an alarm of this origin
var/datum/alarm/existing = alarms_assoc[origin]
if(existing)
existing.set_source_data(source, duration, severity)
existing.set_source_data(source, duration, severity, hidden)
else
existing = new/datum/alarm(origin, source, duration, severity)
existing = new/datum/alarm(origin, source, duration, severity, hidden)
new_alarm = 1
alarms |= existing
@@ -48,10 +48,10 @@
return check_alarm_cleared(existing)
/datum/alarm_handler/proc/major_alarms()
return alarms
return visible_alarms()
/datum/alarm_handler/proc/minor_alarms()
return alarms
return visible_alarms()
/datum/alarm_handler/proc/check_alarm_cleared(var/datum/alarm/alarm)
if ((alarm.end_time && world.time > alarm.end_time) || !alarm.sources.len)
@@ -63,7 +63,7 @@
/datum/alarm_handler/proc/on_alarm_change(var/datum/alarm/alarm, var/was_raised)
for(var/obj/machinery/camera/C in alarm.cameras())
if(was_raised)
if(was_raised && !alarm.hidden)
C.add_network(category)
else
C.remove_network(category)
@@ -95,3 +95,10 @@
/datum/alarm_handler/proc/notify_listeners(var/alarm, var/was_raised)
for(var/listener in listeners)
call(listener, listeners[listener])(src, alarm, was_raised)
/datum/alarm_handler/proc/visible_alarms()
var/list/visible_alarms = new()
for(var/datum/alarm/A in alarms)
if(!A.hidden)
visible_alarms.Add(A)
return visible_alarms

View File

@@ -1,19 +1,16 @@
/datum/alarm_handler/atmosphere
category = "Atmosphere Alarms"
/datum/alarm_handler/atmosphere/triggerAlarm(var/atom/origin, var/atom/source, var/duration = 0, var/severity = 1)
..()
/datum/alarm_handler/atmosphere/major_alarms()
var/list/major_alarms = new()
for(var/datum/alarm/A in alarms)
for(var/datum/alarm/A in visible_alarms())
if(A.max_severity() > 1)
major_alarms.Add(A)
return major_alarms
/datum/alarm_handler/atmosphere/minor_alarms()
var/list/minor_alarms = new()
for(var/datum/alarm/A in alarms)
for(var/datum/alarm/A in visible_alarms())
if(A.max_severity() == 1)
minor_alarms.Add(A)
return minor_alarms

View File

@@ -98,6 +98,12 @@ var/list/_client_preferences_by_type
enabled_description = "Show"
disabled_description = "Hide"
/datum/client_preference/attack_icons
description ="Attack icons"
key = "ATTACK_ICONS"
enabled_description = "Show"
disabled_description = "Hide"
/datum/client_preference/show_typing_indicator
description ="Typing indicator"
key = "SHOW_TYPING"

View File

@@ -181,27 +181,22 @@
/datum/gear/suit/roles/poncho/security
display_name = "poncho, security"
path = /obj/item/clothing/accessory/poncho/roles/security
allowed_roles = list("Head of Security", "Warden", "Detective", "Security Officer")
/datum/gear/suit/roles/poncho/medical
display_name = "poncho, medical"
path = /obj/item/clothing/accessory/poncho/roles/medical
allowed_roles = list("Medical Doctor","Chief Medical Officer","Chemist","Paramedic","Geneticist", "Psychiatrist")
/datum/gear/suit/roles/poncho/engineering
display_name = "poncho, engineering"
path = /obj/item/clothing/accessory/poncho/roles/engineering
allowed_roles = list("Chief Engineer","Atmospheric Technician", "Station Engineer")
/datum/gear/suit/roles/poncho/science
display_name = "poncho, science"
path = /obj/item/clothing/accessory/poncho/roles/science
allowed_roles = list("Research Director","Scientist", "Roboticist", "Xenobiologist")
/datum/gear/suit/roles/poncho/cargo
display_name = "poncho, cargo"
path = /obj/item/clothing/accessory/poncho/roles/cargo
allowed_roles = list("Quartermaster","Cargo Technician")
/datum/gear/suit/roles/poncho/cloak/hos
display_name = "cloak, head of security"

View File

@@ -9,10 +9,11 @@
desc = "These gloves are cheap copies of proper insulated gloves. No way this can end badly."
name = "budget insulated gloves"
icon_state = "yellow"
siemens_coefficient = 1 //Set to a default of 1, gets overridden in New()
siemens_coefficient = 1 //Set to a default of 1, gets overridden in initialize()
permeability_coefficient = 0.05
/obj/item/clothing/gloves/fyellow/New()
/obj/item/clothing/gloves/fyellow/initialize()
. = ..()
//Picks a value between 0 and 1, in 5% increments
var/shock_pick = rand(0,20)
siemens_coefficient = shock_pick * 0.05

View File

@@ -28,6 +28,7 @@
name = "Daedalus Pocket Newscaster"
desc = "A regularly-updating compendium of articles on current events. Essential for new arrivals in the Vir system and anyone interested in politics."
icon_state = "newscodex"
w_class = ITEMSIZE_SMALL
root_type = /datum/lore/codex/category/main_news
// Combines SOP/Regs/Law

View File

@@ -168,3 +168,18 @@
/material/snow/generate_recipes()
recipes = list()
recipes += new/datum/stack_recipe("snowball", /obj/item/weapon/material/snow/snowball, 1, time = 10)
recipes += new/datum/stack_recipe("snow brick", /obj/item/stack/material/snowbrick, 2, time = 10)
recipes += new/datum/stack_recipe("snowman", /obj/structure/snowman, 2, time = 15)
recipes += new/datum/stack_recipe("snow robot", /obj/structure/snowman/borg, 2, time = 10)
recipes += new/datum/stack_recipe("snow spider", /obj/structure/snowman/spider, 3, time = 20)
/material/snowbrick/generate_recipes()
recipes = list()
recipes += new/datum/stack_recipe("[display_name] door", /obj/structure/simple_door, 10, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] barricade", /obj/structure/barricade, 5, time = 50, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] stool", /obj/item/weapon/stool, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] chair", /obj/structure/bed/chair, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] bed", /obj/structure/bed, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] double bed", /obj/structure/bed/double, 4, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("[display_name] wall girders", /obj/structure/girder, 2, time = 50, one_per_turf = 1, 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]")

View File

@@ -269,10 +269,16 @@
/obj/item/stack/material/snow
name = "snow"
desc = "The temptation to build a snowfort rises."
desc = "The temptation to build a snowman rises."
icon_state = "sheet-snow"
default_type = "snow"
/obj/item/stack/material/snowbrick
name = "snow brick"
desc = "For all of your igloo building needs."
icon_state = "sheet-snowbrick"
default_type = "packed snow"
/obj/item/stack/material/leather
name = "leather"
desc = "The by-product of mob grinding."

View File

@@ -752,6 +752,7 @@ var/list/name_to_material
stack_origin_tech = list(TECH_MATERIAL = 1)
door_icon_base = "wood"
destruction_desc = "crumples"
radiation_resistance = 1
/material/snow
name = MAT_SNOW
@@ -769,6 +770,25 @@ var/list/name_to_material
destruction_desc = "crumples"
sheet_singular_name = "pile"
sheet_plural_name = "pile" //Just a bigger pile
radiation_resistance = 1
/material/snowbrick //only slightly stronger than snow, used to make igloos mostly
name = "packed snow"
flags = MATERIAL_BRITTLE
stack_type = /obj/item/stack/material/snowbrick
icon_base = "stone"
icon_reinf = "reinf_stone"
icon_colour = "#D8FDFF"
integrity = 50
weight = 2
hardness = 2
protectiveness = 0 // 0%
stack_origin_tech = list(TECH_MATERIAL = 1)
melting_point = T0C+1
destruction_desc = "crumbles"
sheet_singular_name = "brick"
sheet_plural_name = "bricks"
radiation_resistance = 1
/material/cloth //todo
name = "cloth"

View File

@@ -204,6 +204,9 @@
if(istype(thing, /obj/item/toy/plushie/spider)) // Plushies are spooky so people can be assholes with them.
fear_amount += 1
if(istype(thing, /obj/structure/snowman/spider)) //Snow spiders are also spooky so people can be assholes with those too.
fear_amount += 1
if(istype(thing, /mob/living/simple_animal/hostile/giant_spider)) // Actual giant spiders are the scariest of them all.
var/mob/living/simple_animal/hostile/giant_spider/S = thing
if(S.stat == DEAD) // Dead giant spiders are less scary than alive ones.

View File

@@ -140,39 +140,86 @@ note dizziness decrements automatically in the mob's Life() proc.
//reset the pixel offsets to zero
is_floating = 0
/atom/movable/proc/do_attack_animation(mob/M)
/atom/movable/proc/do_attack_animation(atom/A)
var/pixel_x_diff = 0
var/pixel_y_diff = 0
var/direction = get_dir(src, M)
switch(direction)
if(NORTH)
pixel_y_diff = 8
if(SOUTH)
pixel_y_diff = -8
if(EAST)
pixel_x_diff = 8
if(WEST)
pixel_x_diff = -8
if(NORTHEAST)
pixel_x_diff = 8
pixel_y_diff = 8
if(NORTHWEST)
pixel_x_diff = -8
pixel_y_diff = 8
if(SOUTHEAST)
pixel_x_diff = 8
pixel_y_diff = -8
if(SOUTHWEST)
pixel_x_diff = -8
pixel_y_diff = -8
animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, time = 2)
animate(pixel_x = old_x, pixel_y = old_y, time = 2)
var/direction = get_dir(src, A)
if(direction & NORTH)
pixel_y_diff = 8
else if(direction & SOUTH)
pixel_y_diff = -8
/mob/do_attack_animation(atom/A)
if(direction & EAST)
pixel_x_diff = 8
else if(direction & WEST)
pixel_x_diff = -8
var/default_pixel_x = initial(pixel_x)
var/default_pixel_y = initial(pixel_y)
var/mob/mob = src
if(istype(mob))
default_pixel_x = mob.default_pixel_x
default_pixel_y = mob.default_pixel_y
animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, time = 2)
animate(pixel_x = default_pixel_x, pixel_y = default_pixel_y, time = 2)
/mob/living/do_attack_animation(atom/A)
..()
is_floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
// What icon do we use for the attack?
var/obj/used_item
if(hand && l_hand) // Attacked with item in left hand.
used_item = l_hand
else if (!hand && r_hand) // Attacked with item in right hand.
used_item = r_hand
//Couldn't find an item, do they have a sprite specified (like animal claw stuff?)
if(!used_item && !(attack_icon && attack_icon_state))
return FALSE //Didn't find an item, not doing animation.
var/image/I
if(used_item) //Found an in-hand item to animate
I = image(used_item.icon, A, used_item.icon_state, A.layer + 1)
//Color the icon
I.color = used_item.color
// Scale the icon.
I.transform *= 0.75
else //They had a hardcoded one specified
I = image(attack_icon, A, attack_icon_state, A.layer + 1)
I.dir = dir
//Check for clients with pref enabled
var/list/viewing = list()
for(var/m in viewers(A))
var/mob/M = m
var/client/C = M.client
if(C && C.is_preference_enabled(/datum/client_preference/attack_icons))
viewing += M.client
flick_overlay(I, viewing, 5, TRUE) // 5 ticks/half a second
// Set the direction of the icon animation.
var/direction = get_dir(src, A)
if(direction & NORTH)
I.pixel_y = -16
else if(direction & SOUTH)
I.pixel_y = 16
if(direction & EAST)
I.pixel_x = -16
else if(direction & WEST)
I.pixel_x = 16
if(!direction) // Attacked self?!
I.pixel_z = 16
// And animate the attack!
animate(I, alpha = 175, pixel_x = 0, pixel_y = 0, pixel_z = 0, time = 3)
return TRUE //Found an item, doing item attack animation.
/mob/proc/spin(spintime, speed)
spawn()
var/D = dir

View File

@@ -137,33 +137,6 @@
return shock_damage
/mob/proc/swap_hand()
return
/mob/living/carbon/swap_hand()
src.hand = !( src.hand )
if(hud_used.l_hand_hud_object && hud_used.r_hand_hud_object)
if(hand) //This being 1 means the left hand is in use
hud_used.l_hand_hud_object.icon_state = "l_hand_active"
hud_used.r_hand_hud_object.icon_state = "r_hand_inactive"
else
hud_used.l_hand_hud_object.icon_state = "l_hand_inactive"
hud_used.r_hand_hud_object.icon_state = "r_hand_active"
return
/mob/living/carbon/proc/activate_hand(var/selhand) //0 or "r" or "right" for right hand; 1 or "l" or "left" for left hand.
if(istext(selhand))
selhand = lowertext(selhand)
if(selhand == "right" || selhand == "r")
selhand = 0
if(selhand == "left" || selhand == "l")
selhand = 1
if(selhand != src.hand)
swap_hand()
/mob/living/carbon/proc/help_shake_act(mob/living/carbon/M)
if (src.health >= config.health_threshold_crit)
if(src == M && istype(src, /mob/living/carbon/human))
@@ -320,62 +293,6 @@
update_icons_layers(FALSE) //apply the now updated overlays to the mob
update_icons_body()
//Throwing stuff
/mob/proc/throw_item(atom/target)
return
/mob/living/carbon/throw_item(atom/target)
src.throw_mode_off()
if(usr.stat || !target)
return
if(target.type == /obj/screen) return
var/atom/movable/item = src.get_active_hand()
if(!item) return
var/throw_range = item.throw_range
if (istype(item, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = item
item = G.throw_held() //throw the person instead of the grab
if(ismob(item))
var/mob/M = item
//limit throw range by relative mob size
throw_range = round(M.throw_range * min(src.mob_size/M.mob_size, 1))
var/turf/start_T = get_turf(loc) //Get the start and target tile for the descriptors
var/turf/end_T = get_turf(target)
if(start_T && end_T)
var/start_T_descriptor = "<font color='#6b5d00'>tile at [start_T.x], [start_T.y], [start_T.z] in area [get_area(start_T)]</font>"
var/end_T_descriptor = "<font color='#6b4400'>tile at [end_T.x], [end_T.y], [end_T.z] in area [get_area(end_T)]</font>"
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been thrown by [usr.name] ([usr.ckey]) from [start_T_descriptor] with the target [end_T_descriptor]</font>")
usr.attack_log += text("\[[time_stamp()]\] <font color='red'>Has thrown [M.name] ([M.ckey]) from [start_T_descriptor] with the target [end_T_descriptor]</font>")
msg_admin_attack("[usr.name] ([usr.ckey]) has thrown [M.name] ([M.ckey]) from [start_T_descriptor] with the target [end_T_descriptor] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[usr.x];Y=[usr.y];Z=[usr.z]'>JMP</a>)")
src.drop_from_inventory(item)
if(!item || !isturf(item.loc))
return
//actually throw it!
src.visible_message("<span class='warning'>[src] has thrown [item].</span>")
if(!src.lastarea)
src.lastarea = get_area(src.loc)
if((istype(src.loc, /turf/space)) || (src.lastarea.has_gravity == 0))
src.inertia_dir = get_dir(target, src)
step(src, inertia_dir)
/*
if(istype(src.loc, /turf/space) || (src.flags & NOGRAV)) //they're in space, move em one space in the opposite direction
src.inertia_dir = get_dir(target, src)
step(src, inertia_dir)
*/
item.throw_at(target, throw_range, item.throw_speed, src)
/mob/living/carbon/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()

View File

@@ -8,7 +8,7 @@
return u_attack
return null
/mob/living/carbon/human/attack_hand(mob/living/carbon/M as mob)
/mob/living/carbon/human/attack_hand(mob/living/M as mob)
var/datum/gender/TT = gender_datums[M.get_visible_gender()]
var/mob/living/carbon/human/H = M
if(istype(H))
@@ -18,7 +18,8 @@
if(!temp || !temp.is_usable())
H << "<font color='red'>You can't use your hand.</font>"
return
H.break_cloak()
M.break_cloak()
..()
// Should this all be in Touch()?
@@ -64,7 +65,8 @@
return
if(istype(M,/mob/living/carbon))
M.spread_disease_to(src, "Contact")
var/mob/living/carbon/C = M
C.spread_disease_to(src, "Contact")
switch(M.a_intent)
if(I_HELP)

View File

@@ -189,7 +189,7 @@
volume *= 0.5
else if(shoes)
var/obj/item/clothing/shoes/feet = shoes
if(feet)
if(istype(feet))
volume *= feet.step_volume_mod
if(!has_organ(BP_L_FOOT) && !has_organ(BP_R_FOOT))

View File

@@ -207,13 +207,17 @@
return TRUE
else if(glow_toggle)
set_light(2, l_color = glow_color) //2 is PDA brightness, so neutral in terms of balance
set_light(glow_range, glow_intensity, glow_color)
else
set_light(0)
return FALSE
/mob/living/proc/handle_darksight()
if(!seedarkness) //Cheap 'always darksight' var
dsoverlay.alpha = 255
return
var/darksightedness = min(see_in_dark/world.view,1.0) //A ratio of how good your darksight is, from 'nada' to 'really darn good'
var/current = dsoverlay.alpha/255 //Our current adjustedness

View File

@@ -1085,3 +1085,80 @@ default behaviour is:
else // No colors, so remove the client's color.
animate(client, color = null, time = 10)
/mob/living/swap_hand()
src.hand = !( src.hand )
if(hud_used.l_hand_hud_object && hud_used.r_hand_hud_object)
if(hand) //This being 1 means the left hand is in use
hud_used.l_hand_hud_object.icon_state = "l_hand_active"
hud_used.r_hand_hud_object.icon_state = "r_hand_inactive"
else
hud_used.l_hand_hud_object.icon_state = "l_hand_inactive"
hud_used.r_hand_hud_object.icon_state = "r_hand_active"
return
/mob/living/proc/activate_hand(var/selhand) //0 or "r" or "right" for right hand; 1 or "l" or "left" for left hand.
if(istext(selhand))
selhand = lowertext(selhand)
if(selhand == "right" || selhand == "r")
selhand = 0
if(selhand == "left" || selhand == "l")
selhand = 1
if(selhand != src.hand)
swap_hand()
/mob/living/throw_item(atom/target)
src.throw_mode_off()
if(usr.stat || !target)
return
if(target.type == /obj/screen) return
var/atom/movable/item = src.get_active_hand()
if(!item) return
var/throw_range = item.throw_range
if (istype(item, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = item
item = G.throw_held() //throw the person instead of the grab
if(ismob(item))
var/mob/M = item
//limit throw range by relative mob size
throw_range = round(M.throw_range * min(src.mob_size/M.mob_size, 1))
var/turf/start_T = get_turf(loc) //Get the start and target tile for the descriptors
var/turf/end_T = get_turf(target)
if(start_T && end_T)
var/start_T_descriptor = "<font color='#6b5d00'>tile at [start_T.x], [start_T.y], [start_T.z] in area [get_area(start_T)]</font>"
var/end_T_descriptor = "<font color='#6b4400'>tile at [end_T.x], [end_T.y], [end_T.z] in area [get_area(end_T)]</font>"
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been thrown by [usr.name] ([usr.ckey]) from [start_T_descriptor] with the target [end_T_descriptor]</font>")
usr.attack_log += text("\[[time_stamp()]\] <font color='red'>Has thrown [M.name] ([M.ckey]) from [start_T_descriptor] with the target [end_T_descriptor]</font>")
msg_admin_attack("[usr.name] ([usr.ckey]) has thrown [M.name] ([M.ckey]) from [start_T_descriptor] with the target [end_T_descriptor] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[usr.x];Y=[usr.y];Z=[usr.z]'>JMP</a>)")
src.drop_from_inventory(item)
if(!item || !isturf(item.loc))
return
//actually throw it!
src.visible_message("<span class='warning'>[src] has thrown [item].</span>")
if(!src.lastarea)
src.lastarea = get_area(src.loc)
if((istype(src.loc, /turf/space)) || (src.lastarea.has_gravity == 0))
src.inertia_dir = get_dir(target, src)
step(src, inertia_dir)
/*
if(istype(src.loc, /turf/space) || (src.flags & NOGRAV)) //they're in space, move em one space in the opposite direction
src.inertia_dir = get_dir(target, src)
step(src, inertia_dir)
*/
item.throw_at(target, throw_range, item.throw_speed, src)

View File

@@ -51,4 +51,6 @@
var/image/dsoverlay = null //Overlay used for darksight eye adjustments
var/glow_toggle = 0 // If they're glowing!
var/glow_range = 2
var/glow_intensity = null
var/glow_color = "#FFFFFF" // The color they're glowing!

View File

@@ -151,7 +151,7 @@
return 1
/mob/living/silicon/robot/handle_regular_hud_updates()
var/fullbright = FALSE
if (src.stat == 2 || (XRAY in mutations) || (src.sight_mode & BORGXRAY))
src.sight |= SEE_TURFS
src.sight |= SEE_MOBS
@@ -163,18 +163,22 @@
src.sight |= SEE_MOBS
src.see_in_dark = 8
see_invisible = SEE_INVISIBLE_MINIMUM
fullbright = TRUE
else if (src.sight_mode & BORGMESON)
src.sight |= SEE_TURFS
src.see_in_dark = 8
see_invisible = SEE_INVISIBLE_MINIMUM
fullbright = TRUE
else if (src.sight_mode & BORGMATERIAL)
src.sight |= SEE_OBJS
src.see_in_dark = 8
see_invisible = SEE_INVISIBLE_MINIMUM
fullbright = TRUE
else if (src.sight_mode & BORGTHERM)
src.sight |= SEE_MOBS
src.see_in_dark = 8
src.see_invisible = SEE_INVISIBLE_LEVEL_TWO
fullbright = TRUE
else if (!seedarkness)
src.sight &= ~SEE_MOBS
src.sight &= ~SEE_TURFS
@@ -188,7 +192,7 @@
src.see_in_dark = 8 // see_in_dark means you can FAINTLY see in the dark, humans have a range of 3 or so, tajaran have it at 8
src.see_invisible = SEE_INVISIBLE_LIVING // This is normal vision (25), setting it lower for normal vision means you don't "see" things like darkness since darkness
// has a "invisible" value of 15
plane_holder.set_vis(VIS_FULLBRIGHT,fullbright)
..()
if (src.healths)

View File

@@ -322,6 +322,8 @@
/mob/living/silicon/proc/receive_alarm(var/datum/alarm_handler/alarm_handler, var/datum/alarm/alarm, was_raised)
if(!next_alarm_notice)
next_alarm_notice = world.time + SecondsToTicks(10)
if(alarm.hidden)
return
var/list/alarms = queued_alarms[alarm_handler]
if(was_raised)

View File

@@ -25,7 +25,7 @@
melee_damage_lower = 25
melee_damage_upper = 25
attacktext = "slashed"
attacktext = list("slashed")
attack_sound = 'sound/weapons/bladeslice.ogg'
a_intent = I_HURT

View File

@@ -16,7 +16,7 @@
melee_damage_lower = 5
melee_damage_upper = 5
attacktext = "chomped"
attacktext = list("chomped")
attack_sound = 'sound/weapons/bite.ogg'
speak_emote = list("gibbers")

View File

@@ -25,6 +25,7 @@
projectiletype = /obj/item/projectile/beam/drone
projectilesound = 'sound/weapons/laser3.ogg'
destroy_surroundings = 0
hovering = TRUE
//Drones aren't affected by atmos.
min_oxy = 0

View File

@@ -20,7 +20,7 @@
melee_damage_lower = 5
melee_damage_upper = 5
attacktext = "gripped"
attacktext = list("gripped")
attack_sound = 'sound/hallucinations/growl1.ogg'
min_oxy = 0

View File

@@ -20,7 +20,7 @@
melee_damage_lower = 15
melee_damage_upper = 15
attacktext = "clawed"
attacktext = list("clawed")
projectilesound = 'sound/weapons/Gunshot.ogg'
projectiletype = /obj/item/projectile/bullet/hivebot

View File

@@ -24,7 +24,7 @@
harm_intent_damage = 5
melee_damage_lower = 8
melee_damage_upper = 12
attacktext = "attacked"
attacktext = list("attacked")
attack_sound = 'sound/weapons/bite.ogg'
min_oxy = 0
@@ -55,7 +55,7 @@
// Aggro when you try to open them. Will also pickup loot when spawns and drop it when dies.
/mob/living/simple_animal/hostile/mimic/crate
attacktext = "bitten"
attacktext = list("bitten")
stop_automated_movement = 1
wander = 0

View File

@@ -20,7 +20,7 @@
melee_damage_lower = 5
melee_damage_upper = 15
attacktext = "drained the life from"
attacktext = list("drained the life from")
minbodytemp = 0
maxbodytemp = 4000

View File

@@ -24,7 +24,7 @@
melee_damage_upper = 3
environment_smash = 1
attacktext = "bites"
attacktext = list("bites")
attack_sound = 'sound/weapons/bite.ogg'
min_oxy = 0

View File

@@ -8,6 +8,7 @@
faction = "carp"
intelligence_level = SA_ANIMAL
hovering = TRUE
maxHealth = 25
health = 25
speed = 4
@@ -20,7 +21,7 @@
harm_intent_damage = 8
melee_damage_lower = 15
melee_damage_upper = 15
attacktext = "bitten"
attacktext = list("bitten")
attack_sound = 'sound/weapons/bite.ogg'
//Space carp aren't affected by atmos.

View File

@@ -9,7 +9,6 @@
icon_dead = "cat2_dead"
icon_rest = "cat2_rest"
hostile = 1 //To mice, anyway.
investigates = 1
specific_targets = 1 //Only targets with Found()
run_at_them = 0 //DOMESTICATED

View File

@@ -19,7 +19,7 @@
melee_damage_lower = 1
melee_damage_upper = 5
attacktext = "kicked"
attacktext = list("kicked")
speak_chance = 1
speak = list("EHEHEHEHEH","eh?")
@@ -98,7 +98,7 @@
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "kicks"
attacktext = "kicked"
attacktext = list("kicked")
speak_chance = 1
speak = list("moo?","moo","MOOOOOO")
@@ -168,7 +168,7 @@
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "kicks"
attacktext = "kicked"
attacktext = list("kicked")
has_langs = list("Bird")
speak_chance = 2
@@ -216,7 +216,7 @@ var/global/chicken_count = 0
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "kicks"
attacktext = "kicked"
attacktext = list("kicked")
has_langs = list("Bird")
speak_chance = 2

View File

@@ -21,7 +21,7 @@
harm_intent_damage = 5
melee_damage_lower = 5 //they're meant to be annoying, not threatening.
melee_damage_upper = 5 //unless there's like a dozen of them, then you're screwed.
attacktext = "pecked"
attacktext = list("pecked")
attack_sound = 'sound/weapons/bite.ogg'
//SPACE geese aren't affected by atmos.

View File

@@ -15,7 +15,7 @@
response_disarm = "shoos"
response_harm = "stomps on"
attacktext = "bitten"
attacktext = list("bitten")
melee_damage_lower = 1
melee_damage_upper = 2

View File

@@ -18,7 +18,7 @@
harm_intent_damage = 5
melee_damage_lower = 10
melee_damage_upper = 15
attacktext = "pecked"
attacktext = list("pecked")
has_langs = list("Bird")
speak_chance = 0

View File

@@ -21,7 +21,7 @@
melee_damage_lower = 1
melee_damage_upper = 3
attacktext = "shocked"
attacktext = list("shocked")
min_oxy = 0
max_tox = 0

View File

@@ -18,6 +18,6 @@
harm_intent_damage = 5
melee_damage_upper = 15
melee_damage_lower = 10
attacktext = "mauled"
attacktext = list("mauled")
meat_type = /obj/item/weapon/reagent_containers/food/snacks/tomatomeat

View File

@@ -22,7 +22,7 @@
harm_intent_damage = 5
melee_damage_lower = 8
melee_damage_upper = 12
attacktext = "bitten"
attacktext = list("bitten")
attack_sound = 'sound/weapons/bite.ogg'
min_oxy = 0

View File

@@ -56,7 +56,7 @@
melee_damage_lower = 10
melee_damage_upper = 15
attacktext = "bitten"
attacktext = list("bitten")
animate_movement = SLIDE_STEPS

View File

@@ -16,7 +16,7 @@
a_intent = I_HURT
stop_automated_movement = 1
status_flags = CANPUSH
attacktext = "nipped"
attacktext = list("nipped")
friendly = "prods"
wander = 0
pass_flags = PASSTABLE

View File

@@ -8,6 +8,7 @@
response_disarm = "flailed at"
response_harm = "punched"
intelligence_level = SA_HUMANOID // Player controlled.
hovering = TRUE
icon_dead = "shade_dead"
speed = -1
a_intent = I_HURT
@@ -100,7 +101,7 @@
harm_intent_damage = 0
melee_damage_lower = 30
melee_damage_upper = 30
attacktext = "smashed their armoured gauntlet into"
attacktext = list("smashed their armoured gauntlet into")
mob_size = MOB_HUGE
speed = 3
environment_smash = 2
@@ -152,7 +153,7 @@
health = 75
melee_damage_lower = 25
melee_damage_upper = 25
attacktext = "slashed"
attacktext = list("slashed")
speed = -1
environment_smash = 1
see_in_dark = 7
@@ -177,7 +178,7 @@
harm_intent_damage = 5
melee_damage_lower = 5
melee_damage_upper = 5
attacktext = "rammed"
attacktext = list("rammed")
speed = 0
environment_smash = 1
attack_sound = 'sound/weapons/rapidslice.ogg'
@@ -206,7 +207,7 @@
harm_intent_damage = 0
melee_damage_lower = 50
melee_damage_upper = 50
attacktext = "brutally crushed"
attacktext = list("brutally crushed")
speed = 5
environment_smash = 2
attack_sound = 'sound/weapons/heavysmash.ogg'
@@ -230,7 +231,7 @@
health = 150
melee_damage_lower = 25
melee_damage_upper = 25
attacktext = "violently stabbed"
attacktext = list("violently stabbed")
speed = -1
environment_smash = 1
see_in_dark = 7

View File

@@ -26,7 +26,7 @@
harm_intent_damage = 8
melee_damage_lower = 10
melee_damage_upper = 10
attacktext = "attacked"
attacktext = list("attacked")
attack_sound = 'sound/items/bikehorn.ogg'
min_oxy = 5

View File

@@ -28,7 +28,7 @@
harm_intent_damage = 0
melee_damage_lower = 35
melee_damage_upper = 35
attacktext = "slashed"
attacktext = list("slashed")
attack_sound = 'sound/weapons/bladeslice.ogg'
min_oxy = 0

View File

@@ -28,7 +28,7 @@
harm_intent_damage = 5
melee_damage_lower = 30
melee_damage_upper = 30
attacktext = "slashed"
attacktext = list("slashed")
attack_sound = 'sound/weapons/bladeslice.ogg'
min_oxy = 5

View File

@@ -30,7 +30,7 @@
harm_intent_damage = 5
melee_damage_lower = 15
melee_damage_upper = 15
attacktext = "punched"
attacktext = list("punched")
min_oxy = 5
max_oxy = 0

View File

@@ -31,7 +31,7 @@
melee_damage_lower = 10
melee_damage_upper = 15
environment_smash = 1
attacktext = "punched"
attacktext = list("punched")
min_oxy = 5
max_oxy = 0
@@ -75,7 +75,7 @@
melee_damage_lower = 20
melee_damage_upper = 25
attacktext = "slashed"
attacktext = list("slashed")
status_flags = 0
@@ -167,6 +167,7 @@
icon_state = "viscerator_attack"
icon_living = "viscerator_attack"
intelligence_level = SA_ROBOTIC
hovering = TRUE
faction = "syndicate"
maxHealth = 15
@@ -177,7 +178,7 @@
melee_damage_lower = 15
melee_damage_upper = 15
attack_sound = 'sound/weapons/bladeslice.ogg'
attacktext = "cut"
attacktext = list("cut")
min_oxy = 0
max_oxy = 0

View File

@@ -16,6 +16,12 @@
//Settings for played mobs
var/show_stat_health = 1 // Does the percentage health show in the stat panel for the mob
var/ai_inactive = 0 // Set to 1 to turn off most AI actions
var/has_hands = 0 // Set to 1 to enable the use of hands and the hands hud
var/list/hud_gears // Slots to show on the hud (typically none)
var/ui_icons // Icon file path to use for the HUD, otherwise generic icons are used
var/r_hand_sprite // If they have hands,
var/l_hand_sprite // they could use some icons.
var/player_msg // Message to print to players about 'how' to play this mob on login.
//Mob icon/appearance settings
var/icon_living = "" // The iconstate if we're alive, required
@@ -23,6 +29,8 @@
var/icon_gib = "generic_gib" // The iconstate for being gibbed, optional. Defaults to a generic gib animation.
var/icon_rest = null // The iconstate for resting, optional
var/image/modifier_overlay = null // Holds overlays from modifiers.
attack_icon = 'icons/effects/effects.dmi' //Just the default, played like the weapon attack anim
attack_icon_state = "slash" //Just the default
//Mob talking settings
universal_speak = 0 // Can all mobs in the entire universe understand this one?
@@ -69,7 +77,7 @@
var/cold_damage_per_tick = 2 // Same as heat_damage_per_tick, only if the bodytemperature it's lower than minbodytemp
var/fire_alert = 0 // 0 = fine, 1 = hot, 2 = cold
var/min_oxy = 5 // Oxygen in moles, minimum, 0 is 'no minimum
var/min_oxy = 5 // Oxygen in moles, minimum, 0 is 'no minimum'
var/max_oxy = 0 // Oxygen in moles, maximum, 0 is 'no maximum'
var/min_tox = 0 // Phoron min
var/max_tox = 1 // Phoron max
@@ -104,8 +112,8 @@
//Mob melee settings
var/melee_damage_lower = 2 // Lower bound of randomized melee damage
var/melee_damage_upper = 6 // Upper bound of randomized melee damage
var/attacktext = "attacked" // "You are [attacktext] by the mob!"
var/friendly = "nuzzles" // What mobs do to people when they aren't really hostile
var/list/attacktext = list("attacked") // "You are [attacktext] by the mob!"
var/list/friendly = list("nuzzles") // "The mob [friendly] the person."
var/attack_sound = null // Sound to play when I attack
var/environment_smash = 0 // How much environment damage do I do when I hit stuff?
var/melee_miss_chance = 15 // percent chance to miss a melee attack.
@@ -125,14 +133,14 @@
//Damage resistances
var/resistance = 0 // Damage reduction for all types
var/list/resistances = list(
HALLOSS = 0,
BRUTE = 1,
BURN = 1,
TOX = 1,
OXY = 0,
CLONE = 0
)
var/list/armor = list( // Values for normal getarmor() checks
"melee" = 0,
"bullet" = 0,
"laser" = 0,
"energy" = 0,
"bomb" = 0,
"bio" = 100,
"rad" = 100)
//Scary debug things
var/debug_ai = 0 // Logging level for this mob (1,2,3)
@@ -168,6 +176,7 @@
home_turf = get_turf(src)
path_overlay = new(path_icon,path_icon_state)
move_to_delay = max(2,move_to_delay) //Protection against people coding things incorrectly and A* pathing 100% of the time
maxHealth = health
for(var/L in has_langs)
languages |= all_languages[L]
@@ -206,21 +215,17 @@
//Client attached
/mob/living/simple_animal/Login()
if(src && src.client)
src.client.screen = list()
src.client.screen += src.client.void
ai_inactive = 1
handle_stance(STANCE_IDLE)
LoseTarget()
src.client << "<span class='notice'>Mob AI disabled while you are controlling the mob.</span>"
..()
. = ..()
ai_inactive = 1
handle_stance(STANCE_IDLE)
LoseTarget()
to_chat(src,"<span class='notice'>Mob AI disabled while you are controlling the mob.</span><br><b>You are \the [src]. [player_msg]</b>")
//Client detatched
/mob/living/simple_animal/Logout()
if(src && !src.client)
spawn(15 SECONDS) //15 seconds to get back into the mob before it goes wild
if(src && !src.client)
ai_inactive = initial(ai_inactive) //So if they never have an AI, they stay that way.
spawn(15 SECONDS) //15 seconds to get back into the mob before it goes wild
if(src && !src.client)
ai_inactive = initial(ai_inactive) //So if they never have an AI, they stay that way.
..()
//For debug purposes!
@@ -240,23 +245,74 @@
if(health > getMaxHealth())
health = getMaxHealth()
//Update our hud if we have one
if(healths)
if(stat != DEAD)
var/heal_per = (health / getMaxHealth()) * 100
switch(heal_per)
if(100 to INFINITY)
healths.icon_state = "health0"
if(80 to 100)
healths.icon_state = "health1"
if(60 to 80)
healths.icon_state = "health2"
if(40 to 60)
healths.icon_state = "health3"
if(20 to 40)
healths.icon_state = "health4"
if(0 to 20)
healths.icon_state = "health5"
else
healths.icon_state = "health6"
else
healths.icon_state = "health7"
//Updates the nutrition while we're here
if(nutrition_icon)
var/food_per = (nutrition / initial(nutrition)) * 100
switch(food_per)
if(90 to INFINITY)
nutrition_icon.icon_state = "nutrition0"
if(75 to 90)
nutrition_icon.icon_state = "nutrition1"
if(50 to 75)
nutrition_icon.icon_state = "nutrition2"
if(25 to 50)
nutrition_icon.icon_state = "nutrition3"
if(0 to 25)
nutrition_icon.icon_state = "nutrition4"
/mob/living/simple_animal/update_icon()
..()
. = ..()
var/mutable_appearance/ma = new(src)
ma.layer = layer
ma.plane = plane
ma.overlays = list(modifier_overlay)
//Awake and normal
if((stat == CONSCIOUS) && (!icon_rest || !resting || !incapacitated(INCAPACITATION_DISABLED) ))
icon_state = icon_living
ma.icon_state = icon_living
//Dead
else if(stat >= DEAD)
icon_state = icon_dead
ma.icon_state = icon_dead
//Resting or KO'd
else if(((stat == UNCONSCIOUS) || resting || incapacitated(INCAPACITATION_DISABLED) ) && icon_rest)
icon_state = icon_rest
ma.icon_state = icon_rest
//Backup
else
icon_state = initial(icon_state)
ma.icon_state = initial(icon_state)
if(has_hands)
if(r_hand_sprite)
ma.overlays += r_hand_sprite
if(l_hand_sprite)
ma.overlays += l_hand_sprite
appearance = ma
// If your simple mob's update_icon() call calls overlays.Cut(), this needs to be called after this, or manually apply modifier_overly to overlays.
/mob/living/simple_animal/update_modifier_visuals()
@@ -291,7 +347,6 @@
handle_paralysed()
handle_supernatural()
handle_atmos() //Atmos
update_icon()
ai_log("Life() - stance=[stance] ai_inactive=[ai_inactive]", 4)
@@ -316,7 +371,7 @@
if(istype(loc,/obj/structure/closet))
var/obj/structure/closet/C = loc
if(C.welded)
resist()
handle_resist()
else
C.open()
@@ -376,7 +431,7 @@
// Handle interacting with and taking damage from atmos
// TODO - Refactor this to use handle_environment() like a good /mob/living
/mob/living/simple_animal/proc/handle_atmos()
var/atmos_suitable = 1
var/atmos_unsuitable = 0
var/atom/A = src.loc
@@ -392,41 +447,52 @@
if(min_oxy)
if(Environment.gas["oxygen"] < min_oxy)
atmos_suitable = 0
atmos_unsuitable = 1
if(max_oxy)
if(Environment.gas["oxygen"] > max_oxy)
atmos_suitable = 0
atmos_unsuitable = 1
if(min_tox)
if(Environment.gas["phoron"] < min_tox)
atmos_suitable = 0
atmos_unsuitable = 2
if(max_tox)
if(Environment.gas["phoron"] > max_tox)
atmos_suitable = 0
atmos_unsuitable = 2
if(min_n2)
if(Environment.gas["nitrogen"] < min_n2)
atmos_suitable = 0
atmos_unsuitable = 1
if(max_n2)
if(Environment.gas["nitrogen"] > max_n2)
atmos_suitable = 0
atmos_unsuitable = 1
if(min_co2)
if(Environment.gas["carbon_dioxide"] < min_co2)
atmos_suitable = 0
atmos_unsuitable = 1
if(max_co2)
if(Environment.gas["carbon_dioxide"] > max_co2)
atmos_suitable = 0
atmos_unsuitable = 1
//Atmos effect
if(bodytemperature < minbodytemp)
fire_alert = 2
adjustBruteLoss(cold_damage_per_tick)
if(fire)
fire.icon_state = "fire1"
else if(bodytemperature > maxbodytemp)
fire_alert = 1
adjustBruteLoss(heat_damage_per_tick)
if(fire)
fire.icon_state = "fire2"
else
fire_alert = 0
if(fire)
fire.icon_state = "fire0"
if(!atmos_suitable)
if(atmos_unsuitable)
adjustBruteLoss(unsuitable_atoms_damage)
if(oxygen)
oxygen.icon_state = "oxy1"
else if(oxygen)
if(oxygen)
oxygen.icon_state = "oxy0"
// For setting the stance WITHOUT processing it
/mob/living/simple_animal/proc/set_stance(var/new_stance)
@@ -459,7 +525,7 @@
stop_automated_movement = 0
//Search for targets while idle
if(hostile)
if(hostile || specific_targets)
FindTarget()
if(STANCE_FOLLOW)
annoyed = 15
@@ -467,7 +533,7 @@
if(follow_until_time && world.time > follow_until_time)
LoseFollow()
return
if(hostile)
if(hostile || specific_targets)
FindTarget()
if(STANCE_ATTACK)
annoyed = 50
@@ -496,26 +562,19 @@
custom_emote(2, act_desc)
/mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
if(!Proj)
return
ai_log("bullet_act() I was shot by: [Proj.firer]",2)
if(Proj.taser_effect)
stun_effect_act(0, Proj.agony)
//Projectiles with bonus SA damage
if(!Proj.nodamage)
var/true_damage = Proj.damage
if(!Proj.SA_vulnerability || Proj.SA_vulnerability == intelligence_level)
true_damage += Proj.SA_bonus_damage
adjustBruteLoss(true_damage)
Proj.damage += Proj.SA_bonus_damage
. = ..()
if(Proj.firer)
react_to_attack(Proj.firer)
Proj.on_hit(src)
return 0
// When someone clicks us with an empty hand
/mob/living/simple_animal/attack_hand(mob/living/carbon/human/M as mob)
..()
@@ -554,7 +613,8 @@
react_to_attack(M)
if(I_HURT)
adjustBruteLoss(harm_intent_damage)
var/armor = run_armor_check(def_zone = null, attack_flag = "melee")
apply_damage(damage = harm_intent_damage, damagetype = BURN, def_zone = null, blocked = armor, blocked = resistance, used_weapon = null, sharp = FALSE, edge = FALSE)
M.visible_message("<span class='warning'>[M] [response_harm] \the [src]!</span>")
M.do_attack_animation(src)
ai_log("attack_hand() I was hit by: [M]",2)
@@ -588,24 +648,25 @@
if(O.force)
react_to_attack(user)
/mob/living/simple_animal/hit_with_weapon(obj/item/O, mob/living/user, var/effective_force, var/hit_zone)
visible_message("<span class='danger'>\The [src] has been attacked with \the [O] by [user].</span>")
return ..()
/mob/living/simple_animal/hit_with_weapon(obj/item/O, mob/living/user, var/effective_force, var/hit_zone)
effective_force = O.force
//Animals can't be stunned(?)
if(O.damtype == HALLOSS)
effective_force = 0
if(supernatural && istype(O,/obj/item/weapon/nullrod))
effective_force *= 2
purge = 3
if(O.force <= resistance)
user << "<span class='danger'>This weapon is ineffective, it does no damage.</span>"
to_chat(user,"<span class='danger'>This weapon is ineffective, it does no damage.</span>")
return 2
var/damage = O.force
if (O.damtype == HALLOSS)
damage = 0
if(supernatural && istype(O,/obj/item/weapon/nullrod))
damage *= 2
purge = 3
adjustBruteLoss(damage)
ai_log("hit_with_weapon() I was h_w_weapon'd by: [user]",2)
react_to_attack(user)
return 0
. = ..()
// When someone throws something at us
/mob/living/simple_animal/hitby(atom/movable/AM)
@@ -638,6 +699,9 @@
tally = 1
tally *= purge
if(m_intent == "walk")
tally *= 1.5
return tally+config.animal_delay
/mob/living/simple_animal/Stat()
@@ -652,6 +716,7 @@
icon_state = icon_rest
else
icon_state = icon_living
update_icon()
/mob/living/simple_animal/death(gibbed, deathmessage = "dies!")
density = 0 //We don't block even if we did before
@@ -673,18 +738,20 @@
/mob/living/simple_animal/ex_act(severity)
if(!blinded)
flash_eyes()
var/armor = run_armor_check(def_zone = null, attack_flag = "bomb")
var/bombdam = 500
switch (severity)
if (1.0)
adjustBruteLoss(500)
gib()
return
bombdam = 500
if (2.0)
adjustBruteLoss(60)
bombdam = 60
if (3.0)
bombdam = 30
apply_damage(damage = bombdam, damagetype = BRUTE, def_zone = null, blocked = armor, blocked = resistance, used_weapon = null, sharp = FALSE, edge = FALSE)
if(3.0)
adjustBruteLoss(30)
if(bombdam > maxHealth)
gib()
// Check target_mob if worthy of attack (i.e. check if they are dead or empty mecha)
/mob/living/simple_animal/proc/SA_attackable(target_mob)
@@ -733,7 +800,6 @@
/mob/living/simple_animal/handle_fire()
return
/mob/living/simple_animal/update_fire()
return
/mob/living/simple_animal/IgniteMob()
@@ -743,7 +809,7 @@
//We got hit! Consider hitting them back!
/mob/living/simple_animal/proc/react_to_attack(var/mob/living/M)
if(stat || M == target_mob) return //Not if we're dead or already hitting them
if(ai_inactive || stat || M == target_mob) return //Not if we're dead or already hitting them
if(M in friends || M.faction == faction) return //I'll overlook it THIS time...
ai_log("react_to_attack([M])",1)
if(retaliate && set_target(M, 1))
@@ -1182,8 +1248,8 @@
if(prob(melee_miss_chance))
src.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [L.name] ([L.ckey])</font>")
L.attack_log += text("\[[time_stamp()]\] <font color='orange'>was attacked by [src.name] ([src.ckey])</font>")
src.visible_message("<span class='danger'>[src] misses [L]!</span>")
src.do_attack_animation(src)
visible_message("<span class='danger'>[src] misses [L]!</span>")
do_attack_animation(src)
return L
else
DoPunch(L)
@@ -1195,7 +1261,7 @@
// This is the actual act of 'punching'. Override for special behaviour.
/mob/living/simple_animal/proc/DoPunch(var/atom/A)
if(!Adjacent(target_mob)) // They could've moved in the meantime.
if(!Adjacent(A)) // They could've moved in the meantime.
return FALSE
var/damage_to_do = rand(melee_damage_lower, melee_damage_upper)
@@ -1204,16 +1270,15 @@
if(!isnull(M.outgoing_melee_damage_percent))
damage_to_do *= M.outgoing_melee_damage_percent
if(attack_sound)
playsound(src, attack_sound, 75, 1)
// SA attacks can be blocked with shields.
if(ishuman(A))
var/mob/living/carbon/human/H = A
if(H.check_shields(damage = damage_to_do, damage_source = src, attacker = src, def_zone = null, attack_text = "the attack"))
return FALSE
A.attack_generic(src, damage_to_do, attacktext)
if(A.attack_generic(src, damage_to_do, pick(attacktext)) && attack_sound)
playsound(src, attack_sound, 75, 1)
return TRUE
//The actual top-level ranged attack proc
@@ -1371,23 +1436,23 @@
for(var/obj/structure/window/obstacle in problem_turf)
if(obstacle.dir == reverse_dir[dir]) // So that windows get smashed in the right order
ai_log("DestroySurroundings() directional window hit",3)
obstacle.attack_generic(src, damage_to_do, attacktext)
obstacle.attack_generic(src, damage_to_do, pick(attacktext))
return
else if(obstacle.is_fulltile())
ai_log("DestroySurroundings() full tile window hit",3)
obstacle.attack_generic(src, damage_to_do, attacktext)
obstacle.attack_generic(src, damage_to_do, pick(attacktext))
return
var/obj/structure/obstacle = locate(/obj/structure, problem_turf)
if(istype(obstacle, /obj/structure/window) || istype(obstacle, /obj/structure/closet) || istype(obstacle, /obj/structure/table) || istype(obstacle, /obj/structure/grille))
ai_log("DestroySurroundings() generic structure hit [obstacle]",3)
obstacle.attack_generic(src, damage_to_do ,attacktext)
obstacle.attack_generic(src, damage_to_do, pick(attacktext))
return
for(var/obj/machinery/door/baddoor in problem_turf) //Required since firelocks take up the same turf
if(baddoor.density)
ai_log("DestroySurroundings() door hit [baddoor]",3)
baddoor.attack_generic(src, damage_to_do ,attacktext)
baddoor.attack_generic(src, damage_to_do, pick(attacktext))
return
//Check for shuttle bumrush
@@ -1435,7 +1500,7 @@
if (shock_damage < 1)
return 0
adjustFireLoss(shock_damage)
apply_damage(damage = shock_damage, damagetype = BURN, def_zone = null, blocked = null, blocked = resistance, used_weapon = null, sharp = FALSE, edge = FALSE)
playsound(loc, "sparks", 50, 1, -1)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
@@ -1447,14 +1512,15 @@
if(taser_kill)
var/stunDam = 0
var/agonyDam = 0
var/armor = run_armor_check(def_zone = null, attack_flag = "energy")
if(stun_amount)
stunDam += stun_amount * 0.5
adjustFireLoss(stunDam)
apply_damage(damage = stunDam, damagetype = BURN, def_zone = null, blocked = armor, blocked = resistance, used_weapon = used_weapon, sharp = FALSE, edge = FALSE)
if(agony_amount)
agonyDam += agony_amount * 0.5
adjustFireLoss(agonyDam)
apply_damage(damage = agonyDam, damagetype = BURN, def_zone = null, blocked = armor, blocked = resistance, used_weapon = used_weapon, sharp = FALSE, edge = FALSE)
/mob/living/simple_animal/emp_act(severity)
if(!isSynthetic())
@@ -1469,6 +1535,13 @@
if(4)
adjustFireLoss(rand(1, 6))
/mob/living/simple_animal/getarmor(def_zone, attack_flag)
var/armorval = armor[attack_flag]
if(!armorval)
return 0
else
return armorval
// Force it to target something
/mob/living/simple_animal/proc/taunt(var/mob/living/new_target, var/forced = FALSE)
if(intelligence_level == SA_HUMANOID && !forced)
@@ -1478,10 +1551,134 @@
/mob/living/simple_animal/is_sentient()
return intelligence_level != SA_PLANT && intelligence_level != SA_ROBOTIC
// Hand procs for player-controlled SA's
/mob/living/simple_animal/swap_hand()
src.hand = !( src.hand )
if(hud_used.l_hand_hud_object && hud_used.r_hand_hud_object)
if(hand) //This being 1 means the left hand is in use
hud_used.l_hand_hud_object.icon_state = "l_hand_active"
hud_used.r_hand_hud_object.icon_state = "r_hand_inactive"
else
hud_used.l_hand_hud_object.icon_state = "l_hand_inactive"
hud_used.r_hand_hud_object.icon_state = "r_hand_active"
return
/mob/living/simple_animal/put_in_active_hand(var/obj/item/I)
if(!has_hands || !istype(I))
return
//Puts the item into our active hand if possible. returns 1 on success.
/mob/living/simple_animal/put_in_active_hand(var/obj/item/W)
if(!has_hands)
return FALSE
return (hand ? put_in_l_hand(W) : put_in_r_hand(W))
/mob/living/simple_animal/put_in_l_hand(var/obj/item/W)
if(!..() || l_hand)
return 0
W.forceMove(src)
l_hand = W
W.equipped(src,slot_l_hand)
W.add_fingerprint(src)
update_inv_l_hand()
return TRUE
/mob/living/simple_animal/put_in_r_hand(var/obj/item/W)
if(!..() || r_hand)
return 0
W.forceMove(src)
r_hand = W
W.equipped(src,slot_r_hand)
W.add_fingerprint(src)
update_inv_r_hand()
return TRUE
/mob/living/simple_animal/update_inv_r_hand()
if(QDESTROYING(src))
return
if(r_hand)
r_hand.screen_loc = ui_rhand //TODO
//determine icon state to use
var/t_state
if(r_hand.item_state_slots && r_hand.item_state_slots[slot_r_hand_str])
t_state = r_hand.item_state_slots[slot_r_hand_str]
else if(r_hand.item_state)
t_state = r_hand.item_state
else
t_state = r_hand.icon_state
//determine icon to use
var/icon/t_icon
if(r_hand.item_icons && (slot_r_hand_str in r_hand.item_icons))
t_icon = r_hand.item_icons[slot_r_hand_str]
else if(r_hand.icon_override)
t_state += "_r"
t_icon = r_hand.icon_override
else
t_icon = INV_R_HAND_DEF_ICON
//apply color
var/image/standing = image(icon = t_icon, icon_state = t_state)
standing.color = r_hand.color
r_hand_sprite = standing
else
r_hand_sprite = null
update_icon()
/mob/living/simple_animal/update_inv_l_hand()
if(QDESTROYING(src))
return
if(l_hand)
l_hand.screen_loc = ui_lhand //TODO
//determine icon state to use
var/t_state
if(l_hand.item_state_slots && l_hand.item_state_slots[slot_l_hand_str])
t_state = l_hand.item_state_slots[slot_l_hand_str]
else if(l_hand.item_state)
t_state = l_hand.item_state
else
t_state = l_hand.icon_state
//determine icon to use
var/icon/t_icon
if(l_hand.item_icons && (slot_l_hand_str in l_hand.item_icons))
t_icon = l_hand.item_icons[slot_l_hand_str]
else if(l_hand.icon_override)
t_state += "_l"
t_icon = l_hand.icon_override
else
t_icon = INV_L_HAND_DEF_ICON
//apply color
var/image/standing = image(icon = t_icon, icon_state = t_state)
standing.color = l_hand.color
l_hand_sprite = standing
else
l_hand_sprite = null
update_icon()
//Can insert extra huds into the hud holder here.
/mob/living/simple_animal/proc/extra_huds(var/datum/hud/hud,var/icon/ui_style,var/list/hud_elements)
return
//If they can or cannot use tools/machines/etc
/mob/living/simple_animal/IsAdvancedToolUser()
return has_hands
//Commands, reactions, etc
/mob/living/simple_animal/hear_say(var/message, var/verb = "says", var/datum/language/language = null, var/alt_name = "", var/italics = 0, var/mob/speaker = null, var/sound/speech_sound, var/sound_vol)
..()
if(reacts && speaker && (message in reactions) && (!hostile || isliving(speaker)) && say_understands(speaker,language))
if(!ai_inactive && reacts && speaker && (message in reactions) && (!hostile || isliving(speaker)) && say_understands(speaker,language))
var/mob/living/L = speaker
if(L.faction == faction)
spawn(10)

View File

@@ -0,0 +1,308 @@
/mob/living/simple_animal/instantiate_hud(var/datum/hud/hud)
if(!client)
return //Why bother.
var/ui_style = 'icons/mob/screen1_animal.dmi'
if(ui_icons)
ui_style = ui_icons
var/ui_color = "#ffffff"
var/ui_alpha = 255
var/list/adding = list()
var/list/other = list()
var/list/hotkeybuttons = list()
hud.adding = adding
hud.other = other
hud.hotkeybuttons = hotkeybuttons
var/list/hud_elements = list()
var/obj/screen/using
var/obj/screen/inventory/inv_box
var/has_hidden_gear
if(LAZYLEN(hud_gears))
for(var/gear_slot in hud_gears)
inv_box = new /obj/screen/inventory()
inv_box.icon = ui_style
inv_box.color = ui_color
inv_box.alpha = ui_alpha
var/list/slot_data = hud_gears[gear_slot]
inv_box.name = gear_slot
inv_box.screen_loc = slot_data["loc"]
inv_box.slot_id = slot_data["slot"]
inv_box.icon_state = slot_data["state"]
if(slot_data["dir"])
inv_box.set_dir(slot_data["dir"])
if(slot_data["toggle"])
other += inv_box
has_hidden_gear = 1
else
adding += inv_box
if(has_hidden_gear)
using = new /obj/screen()
using.name = "toggle"
using.icon = ui_style
using.icon_state = "other"
using.screen_loc = ui_inventory
using.hud_layerise()
using.color = ui_color
using.alpha = ui_alpha
adding += using
//Intent Backdrop
using = new /obj/screen()
using.name = "act_intent"
using.icon = ui_style
using.icon_state = "intent_"+a_intent
using.screen_loc = ui_acti
using.color = ui_color
using.alpha = ui_alpha
hud.adding += using
hud.action_intent = using
hud_elements |= using
//Small intent quarters
var/icon/ico
ico = new(ui_style, "black")
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
ico.DrawBox(rgb(255,255,255,1),1,ico.Height()/2,ico.Width()/2,ico.Height())
using = new /obj/screen( src )
using.name = I_HELP
using.icon = ico
using.screen_loc = ui_acti
using.alpha = ui_alpha
using.layer = LAYER_HUD_ITEM //These sit on the intent box
hud.adding += using
hud.help_intent = using
ico = new(ui_style, "black")
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
ico.DrawBox(rgb(255,255,255,1),ico.Width()/2,ico.Height()/2,ico.Width(),ico.Height())
using = new /obj/screen( src )
using.name = I_DISARM
using.icon = ico
using.screen_loc = ui_acti
using.alpha = ui_alpha
using.layer = LAYER_HUD_ITEM
hud.adding += using
hud.disarm_intent = using
ico = new(ui_style, "black")
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
ico.DrawBox(rgb(255,255,255,1),ico.Width()/2,1,ico.Width(),ico.Height()/2)
using = new /obj/screen( src )
using.name = I_GRAB
using.icon = ico
using.screen_loc = ui_acti
using.alpha = ui_alpha
using.layer = LAYER_HUD_ITEM
hud.adding += using
hud.grab_intent = using
ico = new(ui_style, "black")
ico.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, -1,-1,-1,-1)
ico.DrawBox(rgb(255,255,255,1),1,1,ico.Width()/2,ico.Height()/2)
using = new /obj/screen( src )
using.name = I_HURT
using.icon = ico
using.screen_loc = ui_acti
using.alpha = ui_alpha
using.layer = LAYER_HUD_ITEM
hud.adding += using
hud.hurt_intent = using
//Move intent (walk/run)
using = new /obj/screen()
using.name = "mov_intent"
using.icon = ui_style
using.icon_state = (m_intent == "run" ? "running" : "walking")
using.screen_loc = ui_movi
using.color = ui_color
using.alpha = ui_alpha
hud.adding += using
hud.move_intent = using
//Resist button
using = new /obj/screen()
using.name = "resist"
using.icon = ui_style
using.icon_state = "act_resist"
using.screen_loc = ui_pull_resist
using.color = ui_color
using.alpha = ui_alpha
hud.hotkeybuttons += using
//Pull button
pullin = new /obj/screen()
pullin.icon = ui_style
pullin.icon_state = "pull0"
pullin.name = "pull"
pullin.screen_loc = ui_pull_resist
hud.hotkeybuttons += pullin
hud_elements |= pullin
//Health status
healths = new /obj/screen()
healths.icon = ui_style
healths.icon_state = "health0"
healths.name = "health"
healths.screen_loc = ui_health
hud_elements |= healths
//Oxygen dep icon
oxygen = new /obj/screen()
oxygen.icon = ui_style
oxygen.icon_state = "oxy0"
oxygen.name = "oxygen"
oxygen.screen_loc = ui_oxygen
hud_elements |= oxygen
//Toxins present icon
toxin = new /obj/screen()
toxin.icon = ui_style
toxin.icon_state = "tox0"
toxin.name = "toxin"
toxin.screen_loc = ui_toxin
hud_elements |= toxin
//Fire warning
fire = new /obj/screen()
fire.icon = ui_style
fire.icon_state = "fire0"
fire.name = "fire"
fire.screen_loc = ui_fire
hud_elements |= fire
//Pressure warning
pressure = new /obj/screen()
pressure.icon = ui_style
pressure.icon_state = "pressure0"
pressure.name = "pressure"
pressure.screen_loc = ui_pressure
hud_elements |= pressure
//Body temp warning
bodytemp = new /obj/screen()
bodytemp.icon = ui_style
bodytemp.icon_state = "temp0"
bodytemp.name = "body temperature"
bodytemp.screen_loc = ui_temp
hud_elements |= bodytemp
//Nutrition status
nutrition_icon = new /obj/screen()
nutrition_icon.icon = ui_style
nutrition_icon.icon_state = "nutrition0"
nutrition_icon.name = "nutrition"
nutrition_icon.screen_loc = ui_nutrition
hud_elements |= nutrition_icon
pain = new /obj/screen( null )
zone_sel = new /obj/screen/zone_sel( null )
zone_sel.icon = ui_style
zone_sel.color = ui_color
zone_sel.alpha = ui_alpha
zone_sel.overlays.Cut()
zone_sel.overlays += image('icons/mob/zone_sel.dmi', "[zone_sel.selecting]")
hud_elements |= zone_sel
//Hand things
if(has_hands)
//Drop button
using = new /obj/screen()
using.name = "drop"
using.icon = ui_style
using.icon_state = "act_drop"
using.screen_loc = ui_drop_throw
using.color = ui_color
using.alpha = ui_alpha
hud.hotkeybuttons += using
//Equip detail
using = new /obj/screen()
using.name = "equip"
using.icon = ui_style
using.icon_state = "act_equip"
using.screen_loc = ui_equip
using.color = ui_color
using.alpha = ui_alpha
hud.adding += using
//Hand slots themselves
inv_box = new /obj/screen/inventory/hand()
inv_box.hud = src
inv_box.name = "r_hand"
inv_box.icon = ui_style
inv_box.icon_state = "r_hand_inactive"
if(!hand) //This being 0 or null means the right hand is in use
inv_box.icon_state = "r_hand_active"
inv_box.screen_loc = ui_rhand
inv_box.slot_id = slot_r_hand
inv_box.color = ui_color
inv_box.alpha = ui_alpha
hud.r_hand_hud_object = inv_box
hud.adding += inv_box
inv_box = new /obj/screen/inventory/hand()
inv_box.hud = src
inv_box.name = "l_hand"
inv_box.icon = ui_style
inv_box.icon_state = "l_hand_inactive"
if(hand) //This being 1 means the left hand is in use
inv_box.icon_state = "l_hand_active"
inv_box.screen_loc = ui_lhand
inv_box.slot_id = slot_l_hand
inv_box.color = ui_color
inv_box.alpha = ui_alpha
hud.l_hand_hud_object = inv_box
hud.adding += inv_box
//Swaphand titlebar
using = new /obj/screen/inventory()
using.name = "hand"
using.icon = ui_style
using.icon_state = "hand1"
using.screen_loc = ui_swaphand1
using.color = ui_color
using.alpha = ui_alpha
hud.adding += using
using = new /obj/screen/inventory()
using.name = "hand"
using.icon = ui_style
using.icon_state = "hand2"
using.screen_loc = ui_swaphand2
using.color = ui_color
using.alpha = ui_alpha
hud.adding += using
//Throw button
throw_icon = new /obj/screen()
throw_icon.icon = ui_style
throw_icon.icon_state = "act_throw_off"
throw_icon.name = "throw"
throw_icon.screen_loc = ui_drop_throw
throw_icon.color = ui_color
throw_icon.alpha = ui_alpha
hud.hotkeybuttons += throw_icon
hud_elements |= throw_icon
extra_huds(hud,ui_style,hud_elements)
client.screen = list()
client.screen += hud_elements
client.screen += adding + hotkeybuttons
client.screen += client.void
return

View File

@@ -1130,3 +1130,10 @@ mob/proc/yank_out_object()
if(client && client.color)
animate(client, color = null, time = 10)
return
/mob/proc/swap_hand()
return
//Throwing stuff
/mob/proc/throw_item(atom/target)
return

View File

@@ -219,6 +219,15 @@
var/get_rig_stats = 0 //Moved from computer.dm
var/hud_typing = 0 //Typing indicator stuff.
var/typing //Simple mobs use this variable.
var/obj/effect/decal/typing_indicator
var/low_priority = FALSE //Skip processing life() if there's just no players on this Z-level
var/default_pixel_x = 0 //For offsetting mobs
var/default_pixel_y = 0
var/attack_icon //Icon to use when attacking w/o anything in-hand
var/attack_icon_state //State for above

View File

@@ -181,6 +181,9 @@
//Updating pixelshift, position and direction
//Gets called on process, when the grab gets upgraded or the assailant moves
/obj/item/weapon/grab/proc/adjust_position()
if(!affecting)
qdel(src)
return
if(affecting.buckled)
animate(affecting, pixel_x = 0, pixel_y = 0, 4, 1, LINEAR_EASING)
return

View File

@@ -328,7 +328,7 @@ var/list/intents = list(I_HELP,I_DISARM,I_GRAB,I_HURT)
set name = "a-intent"
set hidden = 1
if(ishuman(src) || isbrain(src) || isslime(src))
if(isliving(src))
switch(input)
if(I_HELP,I_DISARM,I_GRAB,I_HURT)
a_intent = input

View File

@@ -51,14 +51,14 @@
attack_self()
return
if(SOUTHWEST)
if(iscarbon(usr))
if(isliving(usr))
var/mob/living/carbon/C = usr
C.toggle_throw_mode()
else
usr << "<font color='red'>This mob type cannot throw items.</font>"
return
if(NORTHWEST)
if(iscarbon(usr))
if(isliving(usr))
var/mob/living/carbon/C = usr
if(!C.get_active_hand())
usr << "<font color='red'>You have nothing to drop in your hand.</font>"
@@ -79,8 +79,9 @@
/client/verb/swap_hand()
set hidden = 1
if(istype(mob, /mob/living/carbon))
mob:swap_hand()
if(istype(mob, /mob/living))
var/mob/living/L = mob
L.swap_hand()
if(istype(mob,/mob/living/silicon/robot))
var/mob/living/silicon/robot/R = mob
R.cycle_modules()

View File

@@ -5,6 +5,7 @@
return
/mob/proc/update_icons()
update_icon() //Ugh.
return
/mob/proc/update_icons_layers(var/update_icons = TRUE)

View File

@@ -26,7 +26,7 @@
/datum/nano_module/alarm_monitor/proc/all_alarms()
var/list/all_alarms = new()
for(var/datum/alarm_handler/AH in alarm_handlers)
all_alarms += AH.alarms
all_alarms += AH.visible_alarms()
return all_alarms

View File

@@ -36,6 +36,8 @@
// TODO: Move these to a cache, similar to cameras
for(var/obj/machinery/alarm/alarm in (monitored_alarms.len ? monitored_alarms : machines))
if(!monitored_alarms.len && alarm.alarms_hidden)
continue
alarms[++alarms.len] = list(
"name" = sanitize(alarm.name),
"ref"= "\ref[alarm]",

View File

@@ -93,3 +93,7 @@
/obj/item/organ/internal/eyes/proc/additional_flash_effects(var/intensity)
return -1
/obj/item/organ/internal/eyes/emp_act(severity)
..() //Returns if the organ isn't robotic
owner.eye_blurry += (4/severity)

View File

@@ -17,6 +17,9 @@
owner.stat = 0
owner.visible_message("<span class='danger'>\The [owner] twitches visibly!</span>")
/obj/item/organ/internal/cell/emp_act(severity)
..()
owner.nutrition = max(0, owner.nutrition - rand(10/severity, 50/severity))
// Used for an MMI or posibrain being installed into a human.
/obj/item/organ/internal/mmi_holder
@@ -83,6 +86,10 @@
holder_mob.drop_from_inventory(src)
qdel(src)
/obj/item/organ/internal/mmi_holder/emp_act(severity)
..()
owner.adjustToxLoss(rand(6/severity, 12/severity))
/obj/item/organ/internal/mmi_holder/posibrain
name = "positronic brain interface"
brain_type = /obj/item/device/mmi/digital/posibrain

View File

@@ -35,6 +35,50 @@
var/const/signfont = "Times New Roman"
var/const/crayonfont = "Comic Sans MS"
/obj/item/weapon/paper/card
name = "blank card"
desc = "A gift card with space to write on the cover."
icon_state = "greetingcard"
slot_flags = null //no fun allowed!!!!
/obj/item/weapon/paper/card/AltClick() //No fun allowed
return
/obj/item/weapon/paper/card/update_icon()
return
/obj/item/weapon/paper/card/smile
name = "happy card"
desc = "A gift card with a smiley face on the cover."
icon_state = "greetingcard_smile"
/obj/item/weapon/paper/card/cat
name = "cat card"
desc = "A gift card with a cat on the cover."
icon_state = "greetingcard_cat"
/obj/item/weapon/paper/card/flower
name = "flower card"
desc = "A gift card with a flower on the cover."
icon_state = "greetingcard_flower"
/obj/item/weapon/paper/card/heart
name = "heart card"
desc = "A gift card with a heart on the cover."
icon_state = "greetingcard_heart"
/obj/item/weapon/paper/card/New()
..()
pixel_y = rand(-8, 8)
pixel_x = rand(-9, 9)
stamps = null
if(info != initial(info))
info = html_encode(info)
info = replacetext(info, "\n", "<BR>")
info = parsepencode(info)
return
/obj/item/weapon/paper/alien
name = "alien tablet"
desc = "It looks highly advanced"

View File

@@ -56,6 +56,9 @@
/obj/machinery/power/apc/hyper
cell_type = /obj/item/weapon/cell/hyper
/obj/machinery/power/apc/alarms_hidden
alarms_hidden = TRUE
/obj/machinery/power/apc
name = "area power controller"
desc = "A control terminal for the area electrical systems."
@@ -107,12 +110,12 @@
var/failure_timer = 0
var/force_update = 0
var/updating_icon = 0
var/secret = FALSE // If true, it won't show up on the alert computer.
var/global/list/status_overlays_lock
var/global/list/status_overlays_charging
var/global/list/status_overlays_equipment
var/global/list/status_overlays_lighting
var/global/list/status_overlays_environ
var/alarms_hidden = FALSE //If power alarms from this APC are visible on consoles
/obj/machinery/power/apc/updateDialog()
if (stat & (BROKEN|MAINT))
@@ -226,7 +229,7 @@
area.apc = src
if(istype(area, /area/submap))
secret = TRUE
alarms_hidden = TRUE
update_icon()
@@ -1113,8 +1116,7 @@
equipment = autoset(equipment, 0)
lighting = autoset(lighting, 0)
environ = autoset(environ, 0)
if(!secret)
power_alarm.triggerAlarm(loc, src)
power_alarm.triggerAlarm(loc, src, hidden=alarms_hidden)
autoflag = 0
// update icon & area power if anything changed
@@ -1144,24 +1146,21 @@
equipment = autoset(equipment, 2)
lighting = autoset(lighting, 1)
environ = autoset(environ, 1)
if(!secret)
power_alarm.triggerAlarm(loc, src)
power_alarm.triggerAlarm(loc, src, hidden=alarms_hidden)
autoflag = 2
else if(cell.percent() <= 15) // <15%, turn off lighting & equipment
if((autoflag > 1 && longtermpower < 0) || (autoflag > 1 && longtermpower >= 0))
equipment = autoset(equipment, 2)
lighting = autoset(lighting, 2)
environ = autoset(environ, 1)
if(!secret)
power_alarm.triggerAlarm(loc, src)
power_alarm.triggerAlarm(loc, src, hidden=alarms_hidden)
autoflag = 1
else // zero charge, turn all off
if(autoflag != 0)
equipment = autoset(equipment, 0)
lighting = autoset(lighting, 0)
environ = autoset(environ, 0)
if(!secret)
power_alarm.triggerAlarm(loc, src)
power_alarm.triggerAlarm(loc, src, hidden=alarms_hidden)
autoflag = 0
// val 0=off, 1=off(auto) 2=on 3=on(auto)

View File

@@ -22,7 +22,7 @@
force = 5
slot_flags = SLOT_BELT|SLOT_HOLSTER
charge_cost = 480
projectile_type = /obj/item/projectile/ion
projectile_type = /obj/item/projectile/ion/pistol
/obj/item/weapon/gun/energy/phasegun
name = "phase pistol"

View File

@@ -9,15 +9,26 @@
light_range = 2
light_power = 0.5
light_color = "#55AAFF"
var/pulse_range = 1
var/sev1_range = 0
var/sev2_range = 1
var/sev3_range = 1
var/sev4_range = 2
/obj/item/projectile/ion/on_hit(var/atom/target, var/blocked = 0)
empulse(target, pulse_range, pulse_range, pulse_range, pulse_range)
empulse(target, sev1_range, sev2_range, sev3_range, sev4_range)
return 1
/obj/item/projectile/ion/small
pulse_range = 0
sev1_range = -1
sev2_range = 0
sev3_range = 0
sev4_range = 1
/obj/item/projectile/ion/pistol
sev1_range = 0
sev2_range = 0
sev3_range = 0
sev4_range = 0
/obj/item/projectile/bullet/gyro
name ="explosive bolt"

View File

@@ -2210,9 +2210,8 @@
name = "Deuterium"
id = "deuterium"
result = null
required_reagents = list("water" = 10)
catalysts = list("hydrophoron" = 5)
result_amount = 1
required_reagents = list("hydrophoron" = 5, "water" = 10)
result_amount = 15
/datum/chemical_reaction/deuterium/on_reaction(var/datum/reagents/holder, var/created_volume)
var/turf/T = get_turf(holder.my_atom)

View File

@@ -376,6 +376,29 @@
reagents.add_reagent("coco", 2)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/chocolatepiece
name = "chocolate piece"
desc = "A luscious milk chocolate piece filled with gooey caramel."
icon_state = "chocolatepiece"
filling_color = "#7D5F46"
center_of_mass = list("x"=15, "y"=15)
nutriment_amt = 1
nutriment_desc = list("chocolate" = 3, "caramel" = 2, "lusciousness" = 1)
bitesize = 2
/obj/item/weapon/reagent_containers/food/snacks/chocolatepiece/white
name = "white chocolate piece"
desc = "A creamy white chocolate piece drizzled in milk chocolate."
icon_state = "chocolatepiece_white"
filling_color = "#E2DAD3"
nutriment_desc = list("white chocolate" = 3, "creaminess" = 1)
/obj/item/weapon/reagent_containers/food/snacks/chocolatepiece/truffle
name = "chocolate truffle"
desc = "A bite-sized milk chocolate truffle that could buy anyone's love."
icon_state = "chocolatepiece_truffle"
nutriment_desc = list("chocolate" = 3, "undying devotion" = 3)
/obj/item/weapon/reagent_containers/food/snacks/chocolateegg
name = "Chocolate Egg"
desc = "Such sweet, fattening food."

View File

@@ -0,0 +1,40 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscadd (general adding of nice things)
# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
#################################
# Your name.
author: Anewbe
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- rscadd: "Added a random mine spawner, for use in PoIs. Replaces mines in PoIs with the random spawner."
- rscadd: "Mines now give a visible message when they go off."
- tweak: "Land mines on the ground can no longer be told apart from one another, to prevent gaming the system."
- bugfix: "Hovering mobs (viscerators, drones, Poly, carp) no longer set off land mines."
- tweak: "Arming a land mine now takes concentration. If you move, it will boom."

View File

@@ -0,0 +1,38 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscadd (general adding of nice things)
# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
#################################
# Your name.
author: battlefieldCommander
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- rscadd: "Added packed snow brick material. Craft it using snow piles."
- recadd: "Added snow girders and igloo walls. Craft them using snow bricks."
- rscadd: "Added various snowmen. Craft them using snow piles. Punch 'em to destroy."

View File

@@ -0,0 +1,4 @@
author: PrismaticGynoid
delete-after: True
changes:
- tweak: "Changed department ponchos to be open to any job, just like department jackets."

View File

@@ -0,0 +1,9 @@
author: Schnayy
delete-after: True
changes:
- rscadd: "Adds bouquets. Can be ordered via 'gift crate' in cargo."
- rscadd: "Adds fake bouquets for the cheap. Can currently be won from arcade machines."
- rscadd: "Adds chocolate heart-shaped boxes. Can be ordered via 'gift crate' in cargo."
- rscadd: "Adds gift cards with four cover variations. Function like paper. Can be ordered via 'gift crate' in cargo."

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icons/obj/snowman.dmi Normal file

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View File

@@ -27,3 +27,8 @@
display_name = "drop pouches, white"
path = /obj/item/clothing/accessory/storage/white_drop_pouches
allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer","Security Officer","Detective","Head of Security","Warden","Paramedic","Chief Medical Officer","Medical Doctor","Search and Rescue","Explorer","Shaft Miner")
/datum/gear/accessory/holster
display_name = "holster selection (Security, CD, HoP)"
path = /obj/item/clothing/accessory/holster
allowed_roles = list("Colony Director","Head of Personnel","Security Officer","Warden","Head of Security","Detective","Explorer")

View File

@@ -0,0 +1,117 @@
"aa" = (/turf/template_noop,/area/template_noop)
"ab" = (/turf/template_noop,/area/submap/Boathouse)
"ac" = (/turf/simulated/floor/outdoors/rocks,/area/submap/Boathouse)
"ad" = (/turf/simulated/floor/water,/area/submap/Boathouse)
"ae" = (/turf/simulated/floor/water/deep,/area/submap/Boathouse)
"af" = (/obj/structure/flora/tree/sif,/turf/template_noop,/area/submap/Boathouse)
"ag" = (/obj/structure/table/bench/wooden,/turf/template_noop,/area/submap/Boathouse)
"ah" = (/obj/structure/table/woodentable,/turf/template_noop,/area/submap/Boathouse)
"ai" = (/turf/simulated/wall/wood,/area/submap/Boathouse)
"aj" = (/obj/structure/closet{icon_closed = "cabinet_closed"; icon_opened = "cabinet_open"; icon_state = "cabinet_closed"},/obj/item/clothing/accessory/jacket,/obj/item/clothing/accessory/jacket,/obj/item/clothing/head/beanie,/turf/simulated/floor/wood,/area/submap/Boathouse)
"ak" = (/turf/simulated/floor/wood,/area/submap/Boathouse)
"al" = (/obj/structure/closet{icon_closed = "cabinet_closed"; icon_opened = "cabinet_open"; icon_state = "cabinet_closed"},/obj/item/weapon/gun/projectile/shotgun/doublebarrel,/obj/item/weapon/storage/box/beanbags,/turf/simulated/floor/wood,/area/submap/Boathouse)
"am" = (/turf/simulated/floor/carpet/turcarpet,/area/submap/Boathouse)
"an" = (/obj/structure/table/woodentable,/obj/item/weapon/storage/toolbox/mechanical,/turf/simulated/floor/wood,/area/submap/Boathouse)
"ao" = (/obj/structure/railing{dir = 8},/obj/structure/railing,/turf/simulated/floor/water,/area/submap/Boathouse)
"ap" = (/obj/structure/railing,/turf/simulated/floor/water,/area/submap/Boathouse)
"aq" = (/obj/item/weapon/stool/padded,/turf/simulated/floor/wood,/area/submap/Boathouse)
"ar" = (/obj/structure/table/woodentable,/obj/item/weapon/deck/cards,/turf/simulated/floor/carpet/turcarpet,/area/submap/Boathouse)
"as" = (/obj/structure/table/woodentable,/obj/item/weapon/reagent_containers/food/snacks/chips,/turf/simulated/floor/carpet/turcarpet,/area/submap/Boathouse)
"at" = (/obj/structure/table/woodentable,/obj/item/trash/candle,/turf/simulated/floor/wood,/area/submap/Boathouse)
"au" = (/obj/item/weapon/stool,/turf/simulated/floor/wood,/area/submap/Boathouse)
"av" = (/turf/simulated/floor/wood{tag = "icon-wood_broken6"; icon_state = "wood_broken6"},/area/submap/Boathouse)
"aw" = (/obj/structure/railing{dir = 8},/turf/simulated/floor/water,/area/submap/Boathouse)
"ax" = (/obj/structure/table/woodentable,/obj/item/weapon/reagent_containers/food/drinks/bottle/whiskey,/turf/simulated/floor/carpet/turcarpet,/area/submap/Boathouse)
"ay" = (/obj/structure/table/woodentable,/obj/item/weapon/reagent_containers/food/drinks/glass2/shot,/turf/simulated/floor/carpet/turcarpet,/area/submap/Boathouse)
"az" = (/obj/structure/table/woodentable,/obj/item/weapon/tape_roll,/obj/random/firstaid,/turf/simulated/floor/wood,/area/submap/Boathouse)
"aA" = (/obj/structure/table/woodentable,/obj/item/weapon/reagent_containers/food/drinks/glass2/shot,/obj/item/weapon/reagent_containers/food/drinks/glass2/shot,/obj/item/weapon/reagent_containers/food/drinks/glass2/shot,/turf/simulated/floor/carpet/turcarpet,/area/submap/Boathouse)
"aB" = (/turf/simulated/floor/wood{tag = "icon-wood_broken2"; icon_state = "wood_broken2"},/area/submap/Boathouse)
"aC" = (/obj/structure/railing{dir = 8},/obj/structure/railing{tag = "icon-railing0 (NORTH)"; icon_state = "railing0"; dir = 1},/turf/simulated/floor/water,/area/submap/Boathouse)
"aD" = (/obj/structure/railing{tag = "icon-railing0 (NORTH)"; icon_state = "railing0"; dir = 1},/turf/simulated/floor/water,/area/submap/Boathouse)
"aE" = (/obj/vehicle/boat/sifwood,/turf/simulated/floor/water,/area/submap/Boathouse)
"aF" = (/obj/structure/window/reinforced/full,/turf/simulated/floor/wood,/area/submap/Boathouse)
"aG" = (/obj/structure/table/woodentable,/obj/item/weapon/oar,/obj/item/weapon/oar,/turf/simulated/floor/wood,/area/submap/Boathouse)
"aH" = (/obj/structure/railing{tag = "icon-railing0 (WEST)"; icon_state = "railing0"; dir = 8},/turf/simulated/floor/water,/area/submap/Boathouse)
"aI" = (/obj/structure/table/woodentable,/obj/item/weapon/cell/device/weapon,/turf/simulated/floor/wood,/area/submap/Boathouse)
"aJ" = (/turf/simulated/floor/wood{tag = "icon-wood_broken4"; icon_state = "wood_broken4"},/area/submap/Boathouse)
"aK" = (/obj/structure/railing{tag = "icon-railing0 (WEST)"; icon_state = "railing0"; dir = 8},/obj/structure/railing{tag = "icon-railing0 (NORTH)"; icon_state = "railing0"; dir = 1},/turf/simulated/floor/water,/area/submap/Boathouse)
"aL" = (/obj/structure/simple_door/wood,/turf/simulated/floor/wood,/area/submap/Boathouse)
"aM" = (/obj/structure/closet/secure_closet/freezer/fridge,/obj/item/weapon/reagent_containers/food/snacks/meat,/obj/item/weapon/reagent_containers/food/snacks/meat,/obj/item/weapon/reagent_containers/food/snacks/meat,/obj/item/weapon/reagent_containers/food/snacks/meat,/obj/item/weapon/reagent_containers/food/snacks/meat,/obj/item/weapon/reagent_containers/food/snacks/fruitsalad,/turf/simulated/floor/wood,/area/submap/Boathouse)
"aN" = (/obj/structure/table/woodentable,/turf/simulated/floor/wood,/area/submap/Boathouse)
"aO" = (/turf/simulated/floor/carpet/bcarpet,/area/submap/Boathouse)
"aP" = (/obj/structure/window/reinforced/full,/turf/simulated/wall/wood,/area/submap/Boathouse)
"aQ" = (/obj/structure/table/woodentable,/obj/item/weapon/material/knife,/turf/simulated/floor/wood,/area/submap/Boathouse)
"aR" = (/obj/structure/bookcase,/turf/simulated/floor/carpet/bcarpet,/area/submap/Boathouse)
"aS" = (/obj/structure/table/woodentable,/obj/item/weapon/storage/bag/trash,/turf/simulated/floor/wood,/area/submap/Boathouse)
"aT" = (/obj/structure/table/woodentable,/obj/item/weapon/flame/lighter,/obj/item/weapon/storage/fancy/candle_box,/turf/simulated/floor/wood,/area/submap/Boathouse)
"aU" = (/obj/structure/bed/chair/wood,/turf/simulated/floor/carpet/bcarpet,/area/submap/Boathouse)
"aV" = (/obj/structure/table/rack,/obj/item/clothing/accessory/poncho/blue,/obj/item/clothing/accessory/poncho/blue,/turf/simulated/floor/wood,/area/submap/Boathouse)
"aW" = (/obj/structure/coatrack,/turf/simulated/floor/wood,/area/submap/Boathouse)
"aX" = (/obj/structure/table/rack,/obj/item/clothing/suit/storage/hooded/wintercoat,/obj/item/clothing/suit/storage/hooded/wintercoat,/obj/item/clothing/head/hood/winter,/obj/item/clothing/shoes/boots/winter,/turf/simulated/floor/wood,/area/submap/Boathouse)
"aY" = (/obj/structure/table/rack,/obj/item/clothing/accessory/storage,/obj/item/clothing/accessory/storage,/turf/simulated/floor/wood,/area/submap/Boathouse)
"aZ" = (/obj/structure/table/woodentable,/obj/item/device/flashlight/lamp,/turf/simulated/floor/carpet/bcarpet,/area/submap/Boathouse)
"ba" = (/obj/structure/table/woodentable,/turf/simulated/floor/carpet/bcarpet,/area/submap/Boathouse)
"bb" = (/turf/simulated/floor/outdoors/dirt,/area/submap/Boathouse)
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