Merge resolution, master into dev.

This commit is contained in:
Zuhayr
2014-08-21 12:01:38 +09:30
680 changed files with 3896 additions and 3904 deletions

View File

@@ -548,6 +548,7 @@
#include "code\game\objects\items\weapons\RCD.dm"
#include "code\game\objects\items\weapons\RSF.dm"
#include "code\game\objects\items\weapons\scrolls.dm"
#include "code\game\objects\items\weapons\shards.dm"
#include "code\game\objects\items\weapons\shields.dm"
#include "code\game\objects\items\weapons\stunbaton.dm"
#include "code\game\objects\items\weapons\surgery_tools.dm"

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@@ -34,13 +34,15 @@
user << "\blue The tank scoffs at your insolence. It only provides services to welders."
return
/obj/item/weapon/weldpack/afterattack(obj/O as obj, mob/user as mob)
if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.reagents.total_volume < max_fuel)
/obj/item/weapon/weldpack/afterattack(obj/O as obj, mob/user as mob, proximity)
if(!proximity) // this replaces and improves the get_dist(src,O) <= 1 checks used previously
return
if (istype(O, /obj/structure/reagent_dispensers/fueltank) && src.reagents.total_volume < max_fuel)
O.reagents.trans_to(src, max_fuel)
user << "\blue You crack the cap off the top of the pack and fill it back up again from the tank."
playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6)
return
else if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.reagents.total_volume == max_fuel)
else if (istype(O, /obj/structure/reagent_dispensers/fueltank) && src.reagents.total_volume == max_fuel)
user << "\blue The pack is already full!"
return

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@@ -47,7 +47,7 @@
log += "<td width='20%'>[life_status] [damage_report]</td><td width='40%'>Not Available</td></tr>"
if(3)
var/area/player_area = get_area(H)
log += "<td width='20%'>[life_status] [damage_report]</td><td width='40%'>[player_area.name] ([pos.x], [pos.y])</td></tr>"
log += "<td width='20%'>[life_status] [damage_report]</td><td width='40%'>[sanitize(player_area.name)] ([pos.x], [pos.y])</td></tr>"
logs += log
logs = sortList(logs)
for(var/log in logs)

View File

@@ -55,15 +55,20 @@
del src
return
if(!stored_computer.manipulating)
stored_computer.manipulating = 1
stored_computer.loc = loc
stored_computer.stat &= ~MAINT
stored_computer.update_icon()
loc = null
usr << "You open \the [src]."
stored_computer.loc = loc
stored_computer.stat &= ~MAINT
stored_computer.update_icon()
loc = null
usr << "You open \the [src]."
spawn(5)
stored_computer.manipulating = 0
del src
else
usr << "\red You are already opening the computer!"
spawn(5)
del src
AltClick()
if(Adjacent(usr))
@@ -112,6 +117,7 @@
pixel_y = -3
show_keyboard = 0
var/manipulating = 0 // To prevent disappearing bug
var/obj/item/device/laptop/portable = null
New(var/L, var/built = 0)
@@ -147,10 +153,11 @@
portable=new
portable.stored_computer = src
portable.loc = loc
loc = portable
stat |= MAINT
usr << "You close \the [src]."
if(!manipulating)
portable.loc = loc
loc = portable
stat |= MAINT
usr << "You close \the [src]."
auto_use_power()
if(stat&MAINT)

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@@ -15,9 +15,8 @@
// Run all strings to be used in an SQL query through this proc first to properly escape out injection attempts.
/proc/sanitizeSQL(var/t as text)
var/sanitized_text = replacetext(t, "'", "\\'")
sanitized_text = replacetext(sanitized_text, "\"", "\\\"")
return sanitized_text
var/sqltext = dbcon.Quote(t);
return copytext(sqltext, 2, lentext(sqltext)-1);//Quote() adds quotes around input, we already do that
/*
* Text sanitization

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@@ -214,29 +214,6 @@
flags = FPRINT | TABLEPASS| CONDUCT
matter = list("metal" = 3750)
/obj/item/weapon/shard
name = "shard"
icon = 'icons/obj/shards.dmi'
icon_state = "large"
sharp = 1
edge = 1
desc = "Could probably be used as ... a throwing weapon?"
w_class = 2.0
force = 5.0
throwforce = 8.0
item_state = "shard-glass"
matter = list("glass" = 3750)
attack_verb = list("stabbed", "slashed", "sliced", "cut")
suicide_act(mob/user)
viewers(user) << pick("\red <b>[user] is slitting \his wrists with the shard of glass! It looks like \he's trying to commit suicide.</b>", \
"\red <b>[user] is slitting \his throat with the shard of glass! It looks like \he's trying to commit suicide.</b>")
return (BRUTELOSS)
/obj/item/weapon/shard/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
return ..()
/*/obj/item/weapon/syndicate_uplink
name = "station bounced radio"
desc = "Remain silent about this..."
@@ -256,28 +233,6 @@
matter = list("metal" = 100
origin_tech = "magnets=2;syndicate=3"*/
/obj/item/weapon/shard/shrapnel
name = "shrapnel"
icon = 'icons/obj/shards.dmi'
icon_state = "shrapnellarge"
desc = "A bunch of tiny bits of shattered metal."
/obj/item/weapon/shard/shrapnel/New()
src.icon_state = pick("shrapnellarge", "shrapnelmedium", "shrapnelsmall")
switch(src.icon_state)
if("shrapnelsmall")
src.pixel_x = rand(-12, 12)
src.pixel_y = rand(-12, 12)
if("shrapnelmedium")
src.pixel_x = rand(-8, 8)
src.pixel_y = rand(-8, 8)
if("shrapnellarge")
src.pixel_x = rand(-5, 5)
src.pixel_y = rand(-5, 5)
else
return
/obj/item/weapon/SWF_uplink
name = "station-bounced radio"
desc = "used to comunicate it appears."

View File

@@ -20,7 +20,7 @@
/datum/game_mode/cult
name = "cult"
config_tag = "cult"
restricted_jobs = list("Chaplain","AI", "Cyborg", "Lawyer", "Head of Security", "Captain")
restricted_jobs = list("Chaplain","AI", "Cyborg", "Internal Affairs Agent", "Head of Security", "Captain")
protected_jobs = list("Security Officer", "Warden", "Detective")
required_players = 5
required_players_secret = 15

View File

@@ -14,7 +14,7 @@
/datum/game_mode/revolution
name = "revolution"
config_tag = "revolution"
restricted_jobs = list("Lawyer", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer")
restricted_jobs = list("Internal Affairs Agent", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer")
protected_jobs = list("Security Officer", "Warden", "Detective")
required_players = 4
required_players_secret = 15

View File

@@ -6,7 +6,7 @@
name = "traitor"
config_tag = "traitor"
restricted_jobs = list("Cyborg")//They are part of the AI if he is traitor so are they, they use to get double chances
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")//AI", Currently out of the list as malf does not work for shit
protected_jobs = list("Security Officer", "Warden", "Detective", "Internal Affairs Agent", "Head of Security", "Captain")//AI", Currently out of the list as malf does not work for shit
required_players = 0
required_enemies = 1
recommended_enemies = 4

View File

@@ -17,7 +17,7 @@
access_tox_storage, access_teleporter, access_sec_doors,
access_research, access_robotics, access_xenobiology, access_ai_upload,
access_RC_announce, access_keycard_auth, access_tcomsat, access_gateway, access_xenoarch)
minimal_player_age = 7
minimal_player_age = 14
equip(var/mob/living/carbon/human/H)
if(!H) return 0
@@ -50,6 +50,8 @@
minimal_access = list(access_tox, access_tox_storage, access_research, access_xenoarch)
alt_titles = list("Xenoarcheologist", "Anomalist", "Phoron Researcher", "Xenobotanist")
minimal_player_age = 14
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sci(H), slot_l_ear)
@@ -79,6 +81,8 @@
access = list(access_robotics, access_tox, access_tox_storage, access_research, access_xenobiology)
minimal_access = list(access_research, access_xenobiology)
minimal_player_age = 14
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sci(H), slot_l_ear)
@@ -108,6 +112,8 @@
minimal_access = list(access_robotics, access_tech_storage, access_morgue, access_research) //As a job that handles so many corpses, it makes sense for them to have morgue access.
alt_titles = list("Biomechanical Engineer","Mechatronic Engineer")
minimal_player_age = 7
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sci(H), slot_l_ear)

View File

@@ -325,7 +325,8 @@ var/global/list/frozen_items = list()
time_entered = world.time
// Book keeping!
log_admin("[key_name_admin(M)] has entered a stasis pod.")
var/turf/location = get_turf(src)
log_admin("[key_name_admin(M)] has entered a stasis pod. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>JMP</a>)")
message_admins("\blue [key_name_admin(M)] has entered a stasis pod.")
//Despawning occurs when process() is called with an occupant without a client.

View File

@@ -532,23 +532,26 @@ About the new airlock wires panel:
return ((src.wires & wireFlag) == 0)
/obj/machinery/door/airlock/proc/canAIControl()
return ((src.aiControlDisabled!=1) && (!src.isAllPowerCut()));
return ((src.aiControlDisabled!=1) && (!src.isAllPowerLoss()));
/obj/machinery/door/airlock/proc/canAIHack(var/user as mob)
return (isAI(user) && src.aiControlDisabled==1 && !hackProof && !src.isAllPowerCut());
/obj/machinery/door/airlock/proc/canAIHack()
return ((src.aiControlDisabled==1) && (!hackProof) && (!src.isAllPowerLoss()));
/obj/machinery/door/airlock/proc/arePowerSystemsOn()
if (stat & NOPOWER)
return 0
return (src.secondsMainPowerLost==0 || src.secondsBackupPowerLost==0)
/obj/machinery/door/airlock/requiresID()
return !(src.isWireCut(AIRLOCK_WIRE_IDSCAN) || aiDisabledIdScanner)
/obj/machinery/door/airlock/proc/isAllPowerCut()
var/retval=0
/obj/machinery/door/airlock/proc/isAllPowerLoss()
if(stat & NOPOWER)
return 1
if(src.isWireCut(AIRLOCK_WIRE_MAIN_POWER1) || src.isWireCut(AIRLOCK_WIRE_MAIN_POWER2))
if(src.isWireCut(AIRLOCK_WIRE_BACKUP_POWER1) || src.isWireCut(AIRLOCK_WIRE_BACKUP_POWER2))
retval=1
return retval
return 1
return 0
/obj/machinery/door/airlock/proc/regainMainPower()
if(src.secondsMainPowerLost > 0)
@@ -639,9 +642,11 @@ About the new airlock wires panel:
else
flick("door_closing", src)
if("spark")
flick("door_spark", src)
if(density)
flick("door_spark", src)
if("deny")
flick("door_deny", src)
if(density)
flick("door_deny", src)
return
/obj/machinery/door/airlock/attack_ai(mob/user as mob)
@@ -868,7 +873,7 @@ About the new airlock wires panel:
t1 += "<a href='?src=\ref[src];signaler=[wires[wiredesc]]'>Attach signaler</a>"
t1 += "<br>"
t1 += text("<br>\n[]<br>\n[]<br>\n[]<br>\n[]<br>\n[]<br>\n[]", (src.locked ? "The door bolts have fallen!" : "The door bolts look up."), (src.lights ? "The door bolt lights are on." : "The door bolt lights are off!"), ((src.arePowerSystemsOn() && !(stat & NOPOWER)) ? "The test light is on." : "The test light is off!"), (src.aiControlDisabled==0 ? "The 'AI control allowed' light is on." : "The 'AI control allowed' light is off."), (src.safe==0 ? "The 'Check Wiring' light is on." : "The 'Check Wiring' light is off."), (src.normalspeed==0 ? "The 'Check Timing Mechanism' light is on." : "The 'Check Timing Mechanism' light is off."))
t1 += text("<br>\n[]<br>\n[]<br>\n[]<br>\n[]<br>\n[]<br>\n[]", (src.locked ? "The door bolts have fallen!" : "The door bolts look up."), (src.lights ? "The door bolt lights are on." : "The door bolt lights are off!"), ((src.arePowerSystemsOn()) ? "The test light is on." : "The test light is off!"), (src.aiControlDisabled==0 ? "The 'AI control allowed' light is on." : "The 'AI control allowed' light is off."), (src.safe==0 ? "The 'Check Wiring' light is on." : "The 'Check Wiring' light is off."), (src.normalspeed==0 ? "The 'Check Timing Mechanism' light is on." : "The 'Check Timing Mechanism' light is off."))
t1 += text("<p><a href='?src=\ref[];close=1'>Close</a></p>\n", src)
@@ -1171,7 +1176,7 @@ About the new airlock wires panel:
beingcrowbarred = 1 //derp, Agouri
else
beingcrowbarred = 0
if( beingcrowbarred && (operating == -1 || density && welded && operating != 1 && src.p_open && (!src.arePowerSystemsOn() || stat & NOPOWER) && !src.locked) )
if( beingcrowbarred && src.p_open && (operating == -1 || (density && welded && operating != 1 && !src.arePowerSystemsOn() && !src.locked)) )
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to remove electronics from the airlock assembly.")
if(do_after(user,40))
@@ -1211,7 +1216,7 @@ About the new airlock wires panel:
del(src)
return
else if(arePowerSystemsOn() && !(stat & NOPOWER))
else if(arePowerSystemsOn())
user << "\blue The airlock's motors resist your efforts to force it."
else if(locked)
user << "\blue The airlock's bolts prevent it from being forced."
@@ -1248,7 +1253,7 @@ About the new airlock wires panel:
if( operating || welded || locked )
return 0
if(!forced)
if( !arePowerSystemsOn() || (stat & NOPOWER) || isWireCut(AIRLOCK_WIRE_OPEN_DOOR) )
if( !arePowerSystemsOn() || isWireCut(AIRLOCK_WIRE_OPEN_DOOR) )
return 0
use_power(360) //360 W seems much more appropriate for an actuator moving an industrial door capable of crushing people
if(istype(src, /obj/machinery/door/airlock/glass))
@@ -1263,7 +1268,7 @@ About the new airlock wires panel:
if(operating || welded || locked)
return
if(!forced)
if( !arePowerSystemsOn() || (stat & NOPOWER) || isWireCut(AIRLOCK_WIRE_DOOR_BOLTS) )
if( !arePowerSystemsOn() || isWireCut(AIRLOCK_WIRE_DOOR_BOLTS) )
return
if(safe)
for(var/turf/turf in locs)
@@ -1305,7 +1310,7 @@ About the new airlock wires panel:
return
/obj/machinery/door/airlock/proc/lock(var/forced=0)
if (src.locked) return
if (operating || src.locked) return
src.locked = 1
for(var/mob/M in range(1,src))
@@ -1313,9 +1318,9 @@ About the new airlock wires panel:
update_icon()
/obj/machinery/door/airlock/proc/unlock(var/forced=0)
if (!src.locked) return 0
if (operating || !src.locked) return
if(forced || src.arePowerSystemsOn()) //only can raise bolts if power's on
if (forced || (src.arePowerSystemsOn())) //only can raise bolts if power's on
src.locked = 0
for(var/mob/M in range(1,src))
M.show_message("You hear a click from the bottom of the door.", 2)

View File

@@ -9,16 +9,19 @@ obj/machinery/door/airlock
var/cur_command = null //the command the door is currently attempting to complete
obj/machinery/door/airlock/proc/can_radio()
if( !arePowerSystemsOn() || (stat & NOPOWER) || isWireCut(AIRLOCK_WIRE_AI_CONTROL) )
if(!arePowerSystemsOn())
return 0
return 1
obj/machinery/door/airlock/process()
..()
execute_current_command()
if (arePowerSystemsOn())
execute_current_command()
obj/machinery/door/airlock/receive_signal(datum/signal/signal)
if (!can_radio()) return
if (!arePowerSystemsOn()) return //no power
if (!can_radio()) return //no radio
if(!signal || signal.encryption) return
@@ -28,6 +31,9 @@ obj/machinery/door/airlock/receive_signal(datum/signal/signal)
execute_current_command()
obj/machinery/door/airlock/proc/execute_current_command()
if(operating)
return //emagged or busy doing something else
if (!cur_command)
return

View File

@@ -199,7 +199,9 @@
//checks if we are ready for undocking
/datum/computer/file/embedded_program/airlock/multi_docking/proc/ready_for_undocking()
return check_doors_secured()
var/ext_closed = check_exterior_door_secured()
var/int_closed = check_interior_door_secured()
return (ext_closed || int_closed)
/datum/computer/file/embedded_program/airlock/multi_docking/proc/open_doors()
toggleDoor(memory["interior_status"], tag_interior_door, memory["secure"], "open")

View File

@@ -328,7 +328,8 @@
if (src.product_records.len == 0)
dat += "<font color = 'red'>No product loaded!</font>"
else
var/list/display_records = src.product_records
var/list/display_records = list()
display_records += src.product_records
if(src.extended_inventory)
display_records += src.hidden_records

View File

@@ -6,43 +6,52 @@
var/obj/machinery/computer/mech_bay_power_console/recharge_console
var/obj/mecha/recharging_mecha = null
Entered(var/obj/mecha/mecha)
. = ..()
if(istype(mecha))
mecha.occupant_message("<b>Initializing power control devices.</b>")
init_devices()
if(recharge_console && recharge_port)
recharging_mecha = mecha
recharge_console.mecha_in(mecha)
return
else if(!recharge_console)
mecha.occupant_message("<font color='red'>Control console not found. Terminating.</font>")
else if(!recharge_port)
mecha.occupant_message("<font color='red'>Power port not found. Terminating.</font>")
return
/turf/simulated/floor/mech_bay_recharge_floor/Entered(var/obj/mecha/mecha)
. = ..()
if(istype(mecha))
mecha.occupant_message("<b>Initializing power control devices.</b>")
init_devices()
if(recharge_console && recharge_port)
recharging_mecha = mecha
recharge_console.mecha_in(mecha)
return
else if(!recharge_console)
mecha.occupant_message("<font color='red'>Control console not found. Terminating.</font>")
else if(!recharge_port)
mecha.occupant_message("<font color='red'>Power port not found. Terminating.</font>")
return
Exited(atom)
. = ..()
if(atom == recharging_mecha)
recharging_mecha = null
if(recharge_console)
recharge_console.mecha_out()
return
proc/init_devices()
recharge_console = locate() in range(1,src)
recharge_port = locate(/obj/machinery/mech_bay_recharge_port, get_step(src, WEST))
/turf/simulated/floor/mech_bay_recharge_floor/Exited(atom)
. = ..()
if(atom == recharging_mecha)
recharging_mecha = null
if(recharge_console)
recharge_console.recharge_floor = src
if(recharge_port)
recharge_console.recharge_port = recharge_port
recharge_console.mecha_out()
return
/turf/simulated/floor/mech_bay_recharge_floor/proc/init_devices()
if(!recharge_console)
recharge_console = locate() in range(1,src)
if(!recharge_port)
recharge_port = locate() in get_step(src, WEST)
if(recharge_console)
recharge_console.recharge_floor = src
if(recharge_port)
recharge_port.recharge_floor = src
if(recharge_console)
recharge_port.recharge_console = recharge_console
return
recharge_console.recharge_port = recharge_port
if(recharge_port)
recharge_port.recharge_floor = src
if(recharge_console)
recharge_port.recharge_console = recharge_console
return
// temporary fix for broken icon until somebody gets around to make these player-buildable
/turf/simulated/floor/mech_bay_recharge_floor/attackby(obj/item/C as obj, mob/user as mob)
..()
if(floor_tile)
icon_state = "recharge_floor"
else
icon_state = "support_lattice"
/obj/machinery/mech_bay_recharge_port
@@ -55,50 +64,50 @@
var/obj/machinery/computer/mech_bay_power_console/recharge_console
var/datum/global_iterator/mech_bay_recharger/pr_recharger
New()
..()
pr_recharger = new /datum/global_iterator/mech_bay_recharger(null,0)
return
/obj/machinery/mech_bay_recharge_port/New()
..()
pr_recharger = new /datum/global_iterator/mech_bay_recharger(null,0)
return
proc/start_charge(var/obj/mecha/recharging_mecha)
if(stat&(NOPOWER|BROKEN))
recharging_mecha.occupant_message("<font color='red'>Power port not responding. Terminating.</font>")
return 0
else
if(recharging_mecha.cell)
recharging_mecha.occupant_message("Now charging...")
pr_recharger.start(list(src,recharging_mecha))
return 1
else
return 0
proc/stop_charge()
if(recharge_console && !recharge_console.stat)
recharge_console.icon_state = initial(recharge_console.icon_state)
pr_recharger.stop()
return
proc/active()
if(pr_recharger.active())
/obj/machinery/mech_bay_recharge_port/proc/start_charge(var/obj/mecha/recharging_mecha)
if(stat&(NOPOWER|BROKEN))
recharging_mecha.occupant_message("<font color='red'>Power port not responding. Terminating.</font>")
return 0
else
if(recharging_mecha.cell)
recharging_mecha.occupant_message("Now charging...")
pr_recharger.start(list(src,recharging_mecha))
return 1
else
return 0
power_change()
if(powered())
stat &= ~NOPOWER
else
spawn(rand(0, 15))
stat |= NOPOWER
pr_recharger.stop()
return
/obj/machinery/mech_bay_recharge_port/proc/stop_charge()
if(recharge_console && !recharge_console.stat)
recharge_console.icon_state = initial(recharge_console.icon_state)
pr_recharger.stop()
return
proc/set_voltage(new_voltage)
if(new_voltage && isnum(new_voltage))
pr_recharger.max_charge = new_voltage
return 1
else
return 0
/obj/machinery/mech_bay_recharge_port/proc/active()
if(pr_recharger.active())
return 1
else
return 0
/obj/machinery/mech_bay_recharge_port/power_change()
if(powered())
stat &= ~NOPOWER
else
spawn(rand(0, 15))
stat |= NOPOWER
pr_recharger.stop()
return
/obj/machinery/mech_bay_recharge_port/proc/set_voltage(new_voltage)
if(new_voltage && isnum(new_voltage))
pr_recharger.max_charge = new_voltage
return 1
else
return 0
/datum/global_iterator/mech_bay_recharger
@@ -106,23 +115,22 @@
var/max_charge = 45
check_for_null = 0 //since port.stop_charge() must be called. The checks are made in process()
process(var/obj/machinery/mech_bay_recharge_port/port, var/obj/mecha/mecha)
if(!port)
return 0
if(mecha && mecha in port.recharge_floor)
if(!mecha.cell) return
var/delta = min(max_charge, mecha.cell.maxcharge - mecha.cell.charge)
if(delta>0)
mecha.give_power(delta)
port.use_power(delta*150)
else
mecha.occupant_message("<font color='blue'><b>Fully charged.</b></font>")
port.stop_charge()
/datum/global_iterator/mech_bay_recharger/process(var/obj/machinery/mech_bay_recharge_port/port, var/obj/mecha/mecha)
if(!port)
return 0
if(mecha && mecha in port.recharge_floor)
if(!mecha.cell)
return
var/delta = min(max_charge, mecha.cell.maxcharge - mecha.cell.charge)
if(delta>0)
mecha.give_power(delta)
port.use_power(delta*150)
else
mecha.occupant_message("<font color='blue'><b>Fully charged.</b></font>")
port.stop_charge()
return
else
port.stop_charge()
return
/obj/machinery/computer/mech_bay_power_console
@@ -137,82 +145,90 @@
var/turf/simulated/floor/mech_bay_recharge_floor/recharge_floor
var/obj/machinery/mech_bay_recharge_port/recharge_port
proc/mecha_in(var/obj/mecha/mecha)
if(stat&(NOPOWER|BROKEN))
mecha.occupant_message("<font color='red'>Control console not responding. Terminating...</font>")
return
if(recharge_port && autostart)
var/answer = recharge_port.start_charge(mecha)
if(answer)
recharge_port.set_voltage(voltage)
src.icon_state = initial(src.icon_state)+"_on"
/obj/machinery/computer/mech_bay_power_console/proc/mecha_in(var/obj/mecha/mecha)
if(stat&(NOPOWER|BROKEN))
mecha.occupant_message("<font color='red'>Control console not responding. Terminating...</font>")
return
if(recharge_port && autostart)
var/answer = recharge_port.start_charge(mecha)
if(answer)
recharge_port.set_voltage(voltage)
src.icon_state = initial(src.icon_state)+"_on"
return
proc/mecha_out()
/obj/machinery/computer/mech_bay_power_console/proc/mecha_out()
if(recharge_port)
recharge_port.stop_charge()
return
/obj/machinery/computer/mech_bay_power_console/power_change()
if(stat & BROKEN)
icon_state = initial(icon_state)+"_broken"
if(recharge_port)
recharge_port.stop_charge()
return
power_change()
if(stat & BROKEN)
icon_state = initial(icon_state)+"_broken"
else if(powered())
icon_state = initial(icon_state)
stat &= ~NOPOWER
else
spawn(rand(0, 15))
icon_state = initial(icon_state)+"_nopower"
stat |= NOPOWER
if(recharge_port)
recharge_port.stop_charge()
else if(powered())
icon_state = initial(icon_state)
stat &= ~NOPOWER
else
spawn(rand(0, 15))
icon_state = initial(icon_state)+"_nopower"
stat |= NOPOWER
if(recharge_port)
recharge_port.stop_charge()
set_broken()
icon_state = initial(icon_state)+"_broken"
stat |= BROKEN
/obj/machinery/computer/mech_bay_power_console/set_broken()
icon_state = initial(icon_state)+"_broken"
stat |= BROKEN
if(recharge_port)
recharge_port.stop_charge()
/obj/machinery/computer/mech_bay_power_console/attack_hand(mob/user as mob)
if(..())
return
if(!recharge_floor || !recharge_port)
var/turf/simulated/floor/mech_bay_recharge_floor/F = locate() in range(1,src)
if(F)
F.init_devices()
var/output = "<html><head><title>[src.name]</title></head><body>"
if(!recharge_floor)
output += "<font color='red'>Mech Bay Recharge Station not initialized.</font><br>"
else
output += {"<b>Mech Bay Recharge Station Data:</b><div style='margin-left: 15px;'>
<b>Mecha: </b>[recharge_floor.recharging_mecha||"None"]<br>"}
if(recharge_floor.recharging_mecha)
var/cell_charge = recharge_floor.recharging_mecha.get_charge()
output += "<b>Cell charge: </b>[isnull(cell_charge)?"No powercell found":"[recharge_floor.recharging_mecha.cell.charge]/[recharge_floor.recharging_mecha.cell.maxcharge]"]<br>"
output += "</div>"
if(!recharge_port)
output += "<font color='red'>Mech Bay Power Port not initialized.</font><br>"
else
output += "<b>Mech Bay Power Port Status: </b>[recharge_port.active()?"Now charging":"On hold"]<br>"
/*
output += {"<hr>
<b>Settings:</b>
<div style='margin-left: 15px;'>
<b>Start sequence on succesful init: </b><a href='?src=\ref[src];autostart=1'>[autostart?"On":"Off"]</a><br>
<b>Recharge Port Voltage: </b><a href='?src=\ref[src];voltage=30'>Low</a> - <a href='?src=\ref[src];voltage=45'>Medium</a> - <a href='?src=\ref[src];voltage=60'>High</a><br>
</div>"}
*/
output += "</ body></html>"
user << browse(output, "window=mech_bay_console")
onclose(user, "mech_bay_console")
return
// unused at the moment, also lacks any kind of exploit prevention
/*
/obj/machinery/computer/mech_bay_power_console/Topic(href, href_list)
if(href_list["autostart"])
autostart = !autostart
if(href_list["voltage"])
voltage = text2num(href_list["voltage"])
if(recharge_port)
recharge_port.stop_charge()
attack_hand(mob/user as mob)
if(..()) return
var/output = "<html><head><title>[src.name]</title></head><body>"
if(!recharge_floor)
output += "<font color='red'>Mech Bay Recharge Station not initialized.</font><br>"
else
output += {"<b>Mech Bay Recharge Station Data:</b><div style='margin-left: 15px;'>
<b>Mecha: </b>[recharge_floor.recharging_mecha||"None"]<br>"}
if(recharge_floor.recharging_mecha)
var/cell_charge = recharge_floor.recharging_mecha.get_charge()
output += "<b>Cell charge: </b>[isnull(cell_charge)?"No powercell found":"[recharge_floor.recharging_mecha.cell.charge]/[recharge_floor.recharging_mecha.cell.maxcharge]"]<br>"
output += "</div>"
if(!recharge_port)
output += "<font color='red'>Mech Bay Power Port not initialized.</font><br>"
else
output += "<b>Mech Bay Power Port Status: </b>[recharge_port.active()?"Now charging":"On hold"]<br>"
/*
output += {"<hr>
<b>Settings:</b>
<div style='margin-left: 15px;'>
<b>Start sequence on succesful init: </b><a href='?src=\ref[src];autostart=1'>[autostart?"On":"Off"]</a><br>
<b>Recharge Port Voltage: </b><a href='?src=\ref[src];voltage=30'>Low</a> - <a href='?src=\ref[src];voltage=45'>Medium</a> - <a href='?src=\ref[src];voltage=60'>High</a><br>
</div>"}
*/
output += "</ body></html>"
user << browse(output, "window=mech_bay_console")
onclose(user, "mech_bay_console")
return
Topic(href, href_list)
if(href_list["autostart"])
autostart = !autostart
if(href_list["voltage"])
voltage = text2num(href_list["voltage"])
if(recharge_port)
recharge_port.set_voltage(voltage)
updateUsrDialog()
return
recharge_port.set_voltage(voltage)
updateUsrDialog()
return
*/

View File

@@ -6,7 +6,10 @@ obj/effect/decal/cleanable/liquid_fuel
anchored = 1
var/amount = 1 //Basically moles.
New(newLoc,amt=1)
New(turf/newLoc,amt=1,nologs=0)
if(!nologs)
message_admins("Liquid fuel has spilled in [newLoc.loc.name] ([newLoc.x],[newLoc.y],[newLoc.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[newLoc.x];Y=[newLoc.y];Z=[newLoc.z]'>JMP</a>)")
log_game("Liquid fuel has spilled in [newLoc.loc.name] ([newLoc.x],[newLoc.y],[newLoc.z])")
src.amount = amt
//Be absorbed by any other liquid fuel in the tile.
@@ -30,7 +33,7 @@ obj/effect/decal/cleanable/liquid_fuel
var/turf/simulated/origin = get_turf(src)
if(origin.CanPass(null, target, 0, 0) && target.CanPass(null, origin, 0, 0))
if(!locate(/obj/effect/decal/cleanable/liquid_fuel) in target)
new/obj/effect/decal/cleanable/liquid_fuel(target, amount*0.25)
new/obj/effect/decal/cleanable/liquid_fuel(target, amount*0.25,1)
amount *= 0.75
flamethrower_fuel

View File

@@ -14,7 +14,10 @@
/obj/item/clothing/suit/space/rig
)
/obj/item/device/modkit/afterattack(obj/O, mob/user as mob)
/obj/item/device/modkit/afterattack(obj/O, mob/user as mob, proximity)
if(!proximity)
return
if (!target_species)
return //it shouldn't be null, okay?
@@ -38,6 +41,7 @@
var/in_list = (target_species in I.species_restricted)
if (excluding ^ in_list)
user << "<span class='notice'>[I] is already modified.</span>"
return
if(!isturf(O.loc))
user << "<span class='warning'>[O] must be safely placed on the ground for modification.</span>"

View File

@@ -13,7 +13,10 @@
modes += "[C]"
mode = pick(modes)
/obj/item/device/pipe_painter/afterattack(atom/A, mob/user as mob)
/obj/item/device/pipe_painter/afterattack(atom/A, mob/user as mob, proximity)
if(!proximity)
return
if(!istype(A,/obj/machinery/atmospherics/pipe) || istype(A,/obj/machinery/atmospherics/pipe/tank) || istype(A,/obj/machinery/atmospherics/pipe/vent) || istype(A,/obj/machinery/atmospherics/pipe/simple/heat_exchanging) || istype(A,/obj/machinery/atmospherics/pipe/simple/insulated) || !in_range(user, A))
return
var/obj/machinery/atmospherics/pipe/P = A

View File

@@ -364,7 +364,9 @@ REAGENT SCANNER
var/details = 0
var/recent_fail = 0
/obj/item/device/reagent_scanner/afterattack(obj/O, mob/user as mob)
/obj/item/device/reagent_scanner/afterattack(obj/O, mob/user as mob, proximity)
if(!proximity)
return
if (user.stat)
return
if (!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")

View File

@@ -42,7 +42,7 @@
var/mob/living/carbon/human/H = loc
var/efficiency = H.get_pressure_protection() //you need to have a good seal for effective cooling
var/efficiency = 1 - H.get_pressure_weakness() //you need to have a good seal for effective cooling
var/env_temp = get_environment_temperature() //wont save you from a fire
var/temp_adj = min(H.bodytemperature - max(thermostat, env_temp), max_cooling)

View File

@@ -16,6 +16,7 @@
return 1
/obj/item/device/transfer_valve/attackby(obj/item/item, mob/user)
var/turf/location = get_turf(src) // For admin logs
if(istype(item, /obj/item/weapon/tank))
if(tank_one && tank_two)
user << "<span class='warning'>There are already two tanks attached, remove one first.</span>"
@@ -31,6 +32,8 @@
user.drop_item()
item.loc = src
user << "<span class='notice'>You attach the tank to the transfer valve.</span>"
message_admins("[key_name_admin(user)] attached both tanks to a transfer valve. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>JMP</a>)")
log_game("[key_name_admin(user)] attached both tanks to a transfer valve.")
update_icon()
nanomanager.update_uis(src) // update all UIs attached to src
@@ -51,7 +54,7 @@
A.toggle_secure() //this calls update_icon(), which calls update_icon() on the holder (i.e. the bomb).
bombers += "[key_name(user)] attached a [item] to a transfer valve."
message_admins("[key_name_admin(user)] attached a [item] to a transfer valve.")
message_admins("[key_name_admin(user)] attached a [item] to a transfer valve. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>JMP</a>)")
log_game("[key_name_admin(user)] attached a [item] to a transfer valve.")
attacher = user
nanomanager.update_uis(src) // update all UIs attached to src

View File

@@ -52,15 +52,19 @@
use(1)
else
return 1
else
else if(!in_use)
if(amount < 2)
user << "\blue You need at least two rods to do this."
return
usr << "\blue Assembling grille..."
in_use = 1
if (!do_after(usr, 10))
in_use = 0
return
var/obj/structure/grille/F = new /obj/structure/grille/ ( usr.loc )
usr << "\blue You assemble a grille"
in_use = 0
F.add_fingerprint(usr)
use(2)
return

View File

@@ -236,76 +236,6 @@
return 0
/*
* Glass shards - TODO: Move this into code/game/object/item/weapons
*/
/obj/item/weapon/shard/Bump()
spawn( 0 )
if (prob(20))
src.force = 15
else
src.force = 4
..()
return
return
/obj/item/weapon/shard/New()
src.icon_state = pick("large", "medium", "small")
switch(src.icon_state)
if("small")
src.pixel_x = rand(-12, 12)
src.pixel_y = rand(-12, 12)
if("medium")
src.pixel_x = rand(-8, 8)
src.pixel_y = rand(-8, 8)
if("large")
src.pixel_x = rand(-5, 5)
src.pixel_y = rand(-5, 5)
else
return
/obj/item/weapon/shard/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ( istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
var/obj/item/stack/sheet/glass/NG = new (user.loc)
for (var/obj/item/stack/sheet/glass/G in user.loc)
if(G==NG)
continue
if(G.amount>=G.max_amount)
continue
G.attackby(NG, user)
usr << "You add the newly-formed glass to the stack. It now contains [NG.amount] sheets."
//SN src = null
del(src)
return
return ..()
/obj/item/weapon/shard/Crossed(AM as mob|obj)
if(ismob(AM))
var/mob/M = AM
M << "\red <B>You step in the broken glass!</B>"
playsound(src.loc, 'sound/effects/glass_step.ogg', 50, 1)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.species.flags & IS_SYNTHETIC)
return
if( !H.shoes && ( !H.wear_suit || !(H.wear_suit.body_parts_covered & FEET) ) )
var/datum/organ/external/affecting = H.get_organ(pick("l_foot", "r_foot"))
if(affecting.status & ORGAN_ROBOT)
return
H.Weaken(3)
if(affecting.take_damage(5, 0))
H.UpdateDamageIcon()
H.updatehealth()
..()
/*

View File

@@ -112,7 +112,9 @@
return
..()
/obj/item/weapon/implanter/compressed/afterattack(atom/A, mob/user as mob)
/obj/item/weapon/implanter/compressed/afterattack(atom/A, mob/user as mob, proximity)
if(!proximity)
return
if(istype(A,/obj/item) && imp)
var/obj/item/weapon/implant/compressed/c = imp
if (c.scanned)

View File

@@ -0,0 +1,114 @@
// Glass shards
/obj/item/weapon/shard
name = "glass shard"
icon = 'icons/obj/shards.dmi'
icon_state = "large"
sharp = 1
edge = 1
desc = "Could probably be used as ... a throwing weapon?"
w_class = 2.0
force = 5.0
throwforce = 8.0
item_state = "shard-glass"
matter = list("glass" = 3750)
attack_verb = list("stabbed", "slashed", "sliced", "cut")
/obj/item/weapon/shard/suicide_act(mob/user)
viewers(user) << pick("\red <b>[user] is slitting \his wrists with \the [src]! It looks like \he's trying to commit suicide.</b>", \
"\red <b>[user] is slitting \his throat with \the [src]! It looks like \he's trying to commit suicide.</b>")
return (BRUTELOSS)
/obj/item/weapon/shard/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
return ..()
/obj/item/weapon/shard/Bump()
spawn( 0 )
if (prob(20))
src.force = 15
else
src.force = 4
..()
return
return
/obj/item/weapon/shard/New()
src.icon_state = pick("large", "medium", "small")
switch(src.icon_state)
if("small")
src.pixel_x = rand(-12, 12)
src.pixel_y = rand(-12, 12)
if("medium")
src.pixel_x = rand(-8, 8)
src.pixel_y = rand(-8, 8)
if("large")
src.pixel_x = rand(-5, 5)
src.pixel_y = rand(-5, 5)
else
return
/obj/item/weapon/shard/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ( istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
var/obj/item/stack/sheet/glass/NG = new (user.loc)
for (var/obj/item/stack/sheet/glass/G in user.loc)
if(G==NG)
continue
if(G.amount>=G.max_amount)
continue
G.attackby(NG, user)
usr << "You add the newly-formed glass to the stack. It now contains [NG.amount] sheets."
//SN src = null
del(src)
return
return ..()
/obj/item/weapon/shard/HasEntered(AM as mob|obj)
if(ismob(AM))
var/mob/M = AM
M << "\red <B>You step on \the [src]!</B>"
playsound(src.loc, 'sound/effects/glass_step.ogg', 50, 1) // not sure how to handle metal shards with sounds
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.species.flags & IS_SYNTHETIC)
return
if( !H.shoes && ( !H.wear_suit || !(H.wear_suit.body_parts_covered & FEET) ) )
var/datum/organ/external/affecting = H.get_organ(pick("l_foot", "r_foot"))
if(affecting.status & ORGAN_ROBOT)
return
H.Weaken(3)
if(affecting.take_damage(5, 0))
H.UpdateDamageIcon()
H.updatehealth()
..()
// Shrapnel
/obj/item/weapon/shard/shrapnel
name = "shrapnel"
icon = 'icons/obj/shards.dmi'
icon_state = "shrapnellarge"
desc = "A bunch of tiny bits of shattered metal."
/obj/item/weapon/shard/shrapnel/New()
src.icon_state = pick("shrapnellarge", "shrapnelmedium", "shrapnelsmall")
switch(src.icon_state)
if("shrapnelsmall")
src.pixel_x = rand(-12, 12)
src.pixel_y = rand(-12, 12)
if("shrapnelmedium")
src.pixel_x = rand(-8, 8)
src.pixel_y = rand(-8, 8)
if("shrapnellarge")
src.pixel_x = rand(-5, 5)
src.pixel_y = rand(-5, 5)
else
return

View File

@@ -68,6 +68,7 @@
icon_type = "egg"
name = "egg box"
storage_slots = 12
max_combined_w_class = 24
can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/egg")
/obj/item/weapon/storage/fancy/egg_box/New()

View File

@@ -65,7 +65,9 @@
O.show_message(text("\red [] waves [] over []'s head.", user, src, M), 1)
return
/obj/item/weapon/nullrod/afterattack(atom/A, mob/user as mob)
/obj/item/weapon/nullrod/afterattack(atom/A, mob/user as mob, proximity)
if(!proximity)
return
if (istype(A, /turf/simulated/floor))
user << "\blue You hit the floor with the [src]."
call(/obj/effect/rune/proc/revealrunes)(src)
@@ -231,7 +233,7 @@
update_icon(user)
/obj/item/weapon/butterfly/switchblade
name = "/proper switchblade"
name = "switchblade"
desc = "A classic switchblade with gold engraving. Just holding it makes you feel like a gangster."
icon_state = "switchblade"

View File

@@ -47,13 +47,21 @@
buckle_mob(M, user)
return
/obj/structure/stool/bed/proc/afterbuckle(mob/M as mob) // Called after somebody buckled / unbuckled
return
/obj/structure/stool/bed/proc/unbuckle()
if(buckled_mob)
if(buckled_mob.buckled == src) //this is probably unneccesary, but it doesn't hurt
buckled_mob.buckled = null
buckled_mob.anchored = initial(buckled_mob.anchored)
buckled_mob.update_canmove()
var/M = buckled_mob
buckled_mob = null
afterbuckle(M)
return
/obj/structure/stool/bed/proc/manual_unbuckle(mob/user as mob)
@@ -103,6 +111,7 @@
M.update_canmove()
src.buckled_mob = M
src.add_fingerprint(user)
afterbuckle(M)
return
/*

View File

@@ -95,25 +95,40 @@
/obj/structure/stool/bed/chair/comfy
name = "comfy chair"
desc = "It looks comfy."
icon_state = "comfychair"
color = rgb(255,255,255)
var/image/armrest = null
/obj/structure/stool/bed/chair/comfy/New()
armrest = image("icons/obj/objects.dmi", "comfychair_armrest")
armrest.layer = MOB_LAYER + 0.1
return ..()
/obj/structure/stool/bed/chair/comfy/afterbuckle()
if(buckled_mob)
overlays += armrest
else
overlays -= armrest
/obj/structure/stool/bed/chair/comfy/brown
icon_state = "comfychair_brown"
color = rgb(255,113,0)
/obj/structure/stool/bed/chair/comfy/beige
icon_state = "comfychair_beige"
color = rgb(255,253,195)
/obj/structure/stool/bed/chair/comfy/teal
icon_state = "comfychair_teal"
color = rgb(0,255,255)
/obj/structure/stool/bed/chair/office
anchored = 0
movable = 1
/obj/structure/stool/bed/chair/comfy/black
icon_state = "comfychair_black"
color = rgb(167,164,153)
/obj/structure/stool/bed/chair/comfy/lime
icon_state = "comfychair_lime"
color = rgb(255,251,0)
/obj/structure/stool/bed/chair/office/Move()
..()

View File

@@ -18,12 +18,17 @@
buckled_mob.dir = dir
/obj/structure/stool/bed/chair/wheelchair/relaymove(mob/user, direction)
// Redundant check?
if(user.stat || user.stunned || user.weakened || user.paralysis || user.lying || user.restrained())
if(user==pulling)
pulling = null
user.pulledby = null
user << "\red You lost your grip!"
return
if(buckled_mob && pulling && user == buckled_mob)
if(pulling.stat || pulling.stunned || pulling.weakened || pulling.paralysis || pulling.lying || pulling.restrained())
pulling.pulledby = null
pulling = null
if(user.pulling && (user == pulling))
pulling = null
user.pulledby = null

View File

@@ -254,7 +254,6 @@
//send resources to the client. It's here in its own proc so we can move it around easiliy if need be
/client/proc/send_resources()
// preload_vox() //Causes long delays with initial start window and subsequent windows when first logged in.
getFiles(
'html/search.js',

View File

@@ -292,6 +292,8 @@ datum/preferences
if(total_cost < MAX_GEAR_COST)
dat += " <a href='byond://?src=\ref[user];preference=loadout;task=input'>\[add\]</a>"
if(gear && gear.len)
dat += " <a href='byond://?src=\ref[user];preference=loadout;task=remove'>\[remove\]</a>"
dat += "<br><br><b>Occupation Choices</b><br>"
dat += "\t<a href='?_src_=prefs;preference=job;task=menu'><b>Set Preferences</b></a><br>"
@@ -999,10 +1001,18 @@ datum/preferences
user << "\red That item will exceed the maximum loadout cost of [MAX_GEAR_COST] points."
else if(href_list["task"] == "remove")
var/to_remove = href_list["gear"]
if(!to_remove) return
if(isnull(gear) || !islist(gear))
gear = list()
if(!gear.len)
return
var/choice = input(user, "Select gear to remove: ") as null|anything in gear
if(!choice)
return
for(var/gear_name in gear)
if(gear_name == to_remove)
if(gear_name == choice)
gear -= gear_name
break

View File

@@ -133,7 +133,7 @@
/obj/item/clothing/shoes/swimmingfins
desc = "Help you swim good."
name = "swimming fins"
icon_state = "flipperfeet"
icon_state = "flippers"
flags = NOSLIP
slowdown = SHOES_SLOWDOWN+1
species_restricted = null

View File

@@ -170,6 +170,9 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
var/response = alert(src, "Are you -sure- you want to ghost?\n(You are alive. If you ghost, you won't be able to play this round for another 30 minutes! You can't change your mind so choose wisely!)","Are you sure you want to ghost?","Ghost","Stay in body")
if(response != "Ghost") return //didn't want to ghost after-all
resting = 1
var/turf/location = get_turf(src)
message_admins("[key_name_admin(usr)] has ghosted. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>JMP</a>)")
log_game("[key_name_admin(usr)] has ghosted.")
var/mob/dead/observer/ghost = ghostize(0) //0 parameter is so we can never re-enter our body, "Charlie, you can never come baaaack~" :3
ghost.timeofdeath = world.time // Because the living mob won't have a time of death and we want the respawn timer to work properly.
return

View File

@@ -217,7 +217,7 @@
var/mob/living/carbon/human/H = src
H.w_uniform.add_fingerprint(M)
if(lying)
if(lying || src.sleeping)
src.sleeping = max(0,src.sleeping-5)
if(src.sleeping == 0)
src.resting = 0

View File

@@ -280,6 +280,7 @@
for(var/datum/wound/W in temp.wounds)
if(W.internal && !temp.open) continue // can't see internal wounds
var/this_wound_desc = W.desc
if(W.damage_type == BURN && W.salved) this_wound_desc = "salved [this_wound_desc]"
if(W.bleeding()) this_wound_desc = "bleeding [this_wound_desc]"
else if(W.bandaged) this_wound_desc = "bandaged [this_wound_desc]"
if(W.germ_level > 600) this_wound_desc = "badly infected [this_wound_desc]"

View File

@@ -2,7 +2,7 @@
//NOTE: Breathing happens once per FOUR TICKS, unless the last breath fails. In which case it happens once per ONE TICK! So oxyloss healing is done once per 4 ticks while oxyloss damage is applied once per tick!
#define HUMAN_MAX_OXYLOSS 1 //Defines how much oxyloss humans can get per tick. A tile with no air at all (such as space) applies this value, otherwise it's a percentage of it.
#define HUMAN_CRIT_MAX_OXYLOSS ( (last_tick_duration) /5) //The amount of damage you'll get when in critical condition. We want this to be a 5 minute deal = 300s. There are 100HP to get through, so (1/3)*last_tick_duration per second. Breaths however only happen every 4 ticks.
#define HUMAN_CRIT_MAX_OXYLOSS ( (last_tick_duration) /6) //The amount of damage you'll get when in critical condition. We want this to be a 5 minute deal = 300s. There are 50HP to get through, so (1/6)*last_tick_duration per second. Breaths however only happen every 4 ticks.
#define HEAT_DAMAGE_LEVEL_1 2 //Amount of damage applied when your body temperature just passes the 360.15k safety point
#define HEAT_DAMAGE_LEVEL_2 4 //Amount of damage applied when your body temperature passes the 400K point
@@ -35,6 +35,8 @@
/mob/living/carbon/human/Life()
set invisibility = 0
set background = 1
@@ -73,7 +75,7 @@
//No need to update all of these procs if the guy is dead.
if(stat != DEAD && !in_stasis)
if(air_master.current_cycle%4==2 || failed_last_breath) //First, resolve location and get a breath
if(air_master.current_cycle%4==2 || failed_last_breath || (health < config.health_threshold_crit)) //First, resolve location and get a breath
breathe() //Only try to take a breath every 4 ticks, unless suffocating
else //Still give containing object the chance to interact
@@ -130,38 +132,52 @@
for(var/obj/item/weapon/grab/G in src)
G.process()
// Calculate how vulnerable the human is to under- and overpressure.
// Returns 0 (equals 0 %) if sealed in an undamaged suit, 1 if unprotected (equals 100%).
// Suitdamage can modifiy this in 10% steps.
/mob/living/carbon/human/proc/get_pressure_weakness()
//Much like get_heat_protection(), this returns a 0 - 1 value, which corresponds to the percentage of protection based on what you're wearing and what you're exposed to.
/mob/living/carbon/human/proc/get_pressure_protection()
var/pressure_adjustment_coefficient = 1 //Determins how much the clothing you are wearing protects you in percent.
var/pressure_adjustment_coefficient = 1 // Assume no protection at first.
if(head && (head.flags & STOPSPRESSUREDMAGE))
pressure_adjustment_coefficient -= PRESSURE_HEAD_REDUCTION_COEFFICIENT
if(wear_suit && (wear_suit.flags & STOPSPRESSUREDMAGE) && head && (head.flags & STOPSPRESSUREDMAGE)) // Complete set of pressure-proof suit worn, assume fully sealed.
pressure_adjustment_coefficient = 0
if(wear_suit && (wear_suit.flags & STOPSPRESSUREDMAGE))
pressure_adjustment_coefficient -= PRESSURE_SUIT_REDUCTION_COEFFICIENT
//Handles breaches in your space suit. 10 suit damage equals a 100% loss of pressure reduction.
// Handles breaches in your space suit. 10 suit damage equals a 100% loss of pressure protection.
if(istype(wear_suit,/obj/item/clothing/suit/space))
var/obj/item/clothing/suit/space/S = wear_suit
if(S.can_breach && S.damage)
var/pressure_loss = S.damage * 0.1
pressure_adjustment_coefficient += pressure_loss
pressure_adjustment_coefficient += S.damage * 0.1
pressure_adjustment_coefficient = min(1,max(pressure_adjustment_coefficient,0)) //So it isn't less than 0 or larger than 1.
pressure_adjustment_coefficient = min(1,max(pressure_adjustment_coefficient,0)) // So it isn't less than 0 or larger than 1.
return 1 - pressure_adjustment_coefficient //want 0 to be bad protection, 1 to be good protection
return pressure_adjustment_coefficient
// Calculate how much of the enviroment pressure-difference affects the human.
/mob/living/carbon/human/calculate_affecting_pressure(var/pressure)
..()
var/pressure_difference = abs( pressure - ONE_ATMOSPHERE )
var/pressure_difference
pressure_difference = pressure_difference * (1 - get_pressure_protection())
// First get the absolute pressure difference.
if(pressure < ONE_ATMOSPHERE) // We are in an underpressure.
pressure_difference = ONE_ATMOSPHERE - pressure
else //We are in an overpressure or standard atmosphere.
pressure_difference = pressure - ONE_ATMOSPHERE
if(pressure_difference < 5) // If the difference is small, don't bother calculating the fraction.
pressure_difference = 0
if(pressure > ONE_ATMOSPHERE)
return ONE_ATMOSPHERE + pressure_difference
else
// Otherwise calculate how much of that absolute pressure difference affects us, can be 0 to 1 (equals 0% to 100%).
// This is our relative difference.
pressure_difference *= get_pressure_weakness()
// The difference is always positive to avoid extra calculations.
// Apply the relative difference on a standard atmosphere to get the final result.
// The return value will be the adjusted_pressure of the human that is the basis of pressure warnings and damage.
if(pressure < ONE_ATMOSPHERE)
return ONE_ATMOSPHERE - pressure_difference
else
return ONE_ATMOSPHERE + pressure_difference
/mob/living/carbon/human
proc/handle_disabilities()

View File

@@ -108,7 +108,7 @@
var/list/trays = list()
for(var/obj/machinery/portable_atmospherics/hydroponics/tray in range(1))
if(tray.nutrilevel < 10)
if(tray.nutrilevel < 10 && src.Adjacent(tray))
trays += tray
var/obj/machinery/portable_atmospherics/hydroponics/target = input("Select a tray:") as null|anything in trays
@@ -127,7 +127,7 @@
var/list/trays = list()
for(var/obj/machinery/portable_atmospherics/hydroponics/tray in range(1))
if(tray.weedlevel > 0)
if(tray.weedlevel > 0 && src.Adjacent(tray))
trays += tray
var/obj/machinery/portable_atmospherics/hydroponics/target = input("Select a tray:") as null|anything in trays
@@ -186,7 +186,8 @@
var/list/choices = list()
for(var/mob/living/carbon/human/H in oview(1,src))
choices += H
if(src.Adjacent(H))
choices += H
var/mob/living/carbon/human/M = input(src,"Who do you wish to take a sample from?") in null|choices

View File

@@ -80,11 +80,6 @@
emote(pick("scratch","jump","roll","tail"))
updatehealth()
/mob/living/carbon/monkey/calculate_affecting_pressure(var/pressure)
..()
return pressure
/mob/living/carbon/monkey
proc/handle_disabilities()
@@ -389,9 +384,8 @@
//Moved these vars here for use in the fuck-it-skip-processing check.
var/pressure = environment.return_pressure()
var/adjusted_pressure = calculate_affecting_pressure(pressure) //Returns how much pressure actually affects the mob.
if(pressure < WARNING_HIGH_PRESSURE && pressure > WARNING_LOW_PRESSURE && abs(environment.temperature - 293.15) < 20 && abs(bodytemperature - 310.14) < 0.5 && environment.phoron < MOLES_PHORON_VISIBLE)
if(adjusted_pressure < WARNING_HIGH_PRESSURE && adjusted_pressure > WARNING_LOW_PRESSURE && abs(environment.temperature - 293.15) < 20 && abs(bodytemperature - 310.14) < 0.5 && environment.gas["phoron"] < gas_data.overlay_limit["phoron"])
//Hopefully should fix the walk-inside-still-pressure-warning issue.
if(pressure_alert)
@@ -413,9 +407,9 @@
bodytemperature += 0.1*(environment.temperature - bodytemperature)*environment_heat_capacity/(environment_heat_capacity + 270000)
//Account for massive pressure differences
switch(adjusted_pressure)
switch(pressure)
if(HAZARD_HIGH_PRESSURE to INFINITY)
adjustBruteLoss( min( ( (adjusted_pressure / HAZARD_HIGH_PRESSURE) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE) )
adjustBruteLoss( min( ( (pressure / HAZARD_HIGH_PRESSURE) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE) )
pressure_alert = 2
if(WARNING_HIGH_PRESSURE to HAZARD_HIGH_PRESSURE)
pressure_alert = 1

View File

@@ -18,7 +18,7 @@
//This proc is used for mobs which are affected by pressure to calculate the amount of pressure that actually
//affects them once clothing is factored in. ~Errorage
/mob/living/proc/calculate_affecting_pressure(var/pressure)
return 0
return
//sort of a legacy burn method for /electrocute, /shock, and the e_chair
@@ -300,6 +300,7 @@
dead_mob_list -= src
living_mob_list += src
tod = null
timeofdeath = 0
// restore us to conciousness
stat = CONSCIOUS

View File

@@ -446,13 +446,6 @@ var/list/ai_verbs_default = list(
lawchannel = setchannel
checklaws()
//Uncomment this line of code if you are enabling the AI Vocal (VOX) announcements.
/*
if(href_list["say_word"])
play_vox_word(href_list["say_word"], null, src)
return
*/
if (href_list["lawi"]) // Toggling whether or not a law gets stated by the State Laws verb --NeoFite
var/L = text2num(href_list["lawi"])
switch(ioncheck[L])

View File

@@ -3,126 +3,3 @@
return parent.say(message)
//If there is a defined "parent" AI, it is actually an AI, and it is alive, anything the AI tries to say is said by the parent instead.
return ..(message)
// These Verbs are commented out since we've disabled the AI vocal (VOX) announcements.
// If you re-enable them there is 3 lines in ai.dm Topic() that you need to uncomment as well.
// just search for VOX in there.
/*
var/announcing_vox = 0 // Stores the time of the last announcement
var/const/VOX_CHANNEL = 200
var/const/VOX_DELAY = 100 // 10 seconds
var/const/VOX_PATH = "sound/vox/"
/mob/living/silicon/ai/verb/announcement_help()
set name = "Announcement Help"
set desc = "Display a list of vocal words to announce to the crew."
set category = "AI Commands"
var/dat = "Here is a list of words you can type into the 'Announcement' button to create sentences to vocally announce to everyone on the same level at you.<BR> \
<UL><LI>You can also click on the word to preview it.</LI>\
<LI>You can only say 30 words for every announcement.</LI>\
<LI>Do not use punctuation as you would normally, if you want a pause you can use the full stop and comma characters by separating them with spaces, like so: 'Alpha . Test , Bravo'.</LI></UL>\
<font class='bad'>WARNING:</font><BR>Misuse of the announcement system will get you job banned.<HR>"
var/index = 0
var/list/vox_words = flist(VOX_PATH) // flist will return a list of strings with all the files in the path
for(var/word in vox_words)
index++
var/stripped_word = copytext(word, 1, length(word) - 3) // Remove the .wav
dat += "<A href='?src=\ref[src];say_word=[stripped_word]'>[capitalize(stripped_word)]</A>"
if(index != vox_words.len)
dat += " / "
src << browse(dat, "window=announce_help;size=500x400")
/mob/living/silicon/ai/verb/announcement()
set name = "Announcement"
set desc = "Create a vocal announcement by typing in the available words to create a sentence."
set category = "AI Commands"
if(announcing_vox > world.time)
src << "<span class='notice'>Please wait [round((announcing_vox - world.time) / 10)] seconds.</span>"
return
var/message = input(src, "WARNING: Misuse of this verb can result in you being job banned. More help is available in 'Announcement Help'", "Announcement", src.last_announcement) as text
last_announcement = message
if(!message || announcing_vox > world.time)
return
var/list/words = text2list(trim(message), " ")
var/list/incorrect_words = list()
if(words.len > 30)
words.len = 30
// Detect incorrect words which aren't .wav files.
for(var/word in words)
word = trim(word)
if(!word)
words -= word
continue
if(!vox_word_exists(word))
incorrect_words += word
if(incorrect_words.len)
src << "<span class='notice'>These words are not available on the announcement system: [english_list(incorrect_words)].</span>"
return
announcing_vox = world.time + VOX_DELAY
log_game("[key_name_admin(src)] made a vocal announcement with the following message: [message].")
for(var/word in words)
play_vox_word(word, src.z, null)
/proc/play_vox_word(var/word, var/z_level, var/mob/only_listener)
word = lowertext(word)
if(vox_word_exists(word))
var/sound_file = get_vox_file(word)
var/sound/voice = sound(sound_file, wait = 1, channel = VOX_CHANNEL)
voice.status = SOUND_STREAM
// If there is no single listener, broadcast to everyone in the same z level
if(!only_listener)
// Play voice for all mobs in the z level
for(var/mob/M in player_list)
if(M.client)
var/turf/T = get_turf(M)
if(T.z == z_level)
M << voice
else
only_listener << voice
return 1
return 0
/proc/vox_word_exists(var/word)
return fexists("[VOX_PATH][word].wav")
/proc/get_vox_file(var/word)
if(vox_word_exists(word))
return file("[VOX_PATH][word].wav")
// Dynamically loading it has bad results with sounds overtaking each other, even with the wait variable.
// We send the file to the user when they login.
/client/proc/preload_vox()
var/list/vox_files = flist(VOX_PATH)
for(var/file in vox_files)
// src << "Downloading [file]"
var/sound/S = sound("[VOX_PATH][file]")
src << browse_rsc(S)
*/

View File

@@ -19,6 +19,7 @@ var/datum/paiController/paiController // Global handler for pAI candidates
/datum/paiController
var/inquirer = null
var/list/pai_candidates = list()
var/list/asked = list()
@@ -344,6 +345,7 @@ var/datum/paiController/paiController // Global handler for pAI candidates
user << browse(dat, "window=findPai")
/datum/paiController/proc/requestRecruits()
for(var/mob/dead/observer/O in player_list)
if(O.has_enabled_antagHUD == 1 && config.antag_hud_restricted)
@@ -368,7 +370,7 @@ var/datum/paiController/paiController // Global handler for pAI candidates
if(!C) return
asked.Add(C.key)
asked[C.key] = world.time
var/response = alert(C, "Someone is requesting a pAI personality. Would you like to play as a personal AI?", "pAI Request", "Yes", "No", "Never for this round")
var/response = alert(C, "[inquirer] is requesting a pAI personality. Would you like to play as a personal AI?", "pAI Request", "Yes", "No", "Never for this round")
if(!C) return //handle logouts that happen whilst the alert is waiting for a response.
if(response == "Yes")
recruitWindow(C.mob)

View File

@@ -69,9 +69,9 @@
/obj/item/weapon/gripper/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
return
/obj/item/weapon/gripper/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
/obj/item/weapon/gripper/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, proximity, params)
if(!target || !flag) //Target is invalid or we are not adjacent.
if(!target || !proximity) //Target is invalid or we are not adjacent.
return
//There's some weirdness with items being lost inside the arm. Trying to fix all cases. ~Z
@@ -82,23 +82,20 @@
if(wrapped) //Already have an item.
//Temporary put wrapped into user so target's attackby() checks pass.
wrapped.loc = user
//Pass the attack on to the target.
//Pass the attack on to the target. This might delete/relocate wrapped.
target.attackby(wrapped,user)
if(wrapped && src && wrapped.loc == user)
//If wrapped did neither get deleted nor put into target, put it back into the gripper.
if(wrapped && user && (wrapped.loc == user))
wrapped.loc = src
//Sanity/item use checks.
if(!wrapped || !user)
return
if(wrapped.loc != src.loc)
else
wrapped = null
return
if(istype(target,/obj/item)) //Check that we're not pocketing a mob.
else if(istype(target,/obj/item)) //Check that we're not pocketing a mob.
//...and that the item is not in a container.
if(!isturf(target.loc))
@@ -158,9 +155,9 @@
/obj/item/weapon/matter_decompiler/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
return
/obj/item/weapon/matter_decompiler/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
/obj/item/weapon/matter_decompiler/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, proximity, params)
if(!flag) return //Not adjacent.
if(!proximity) return //Not adjacent.
//We only want to deal with using this on turfs. Specific items aren't important.
var/turf/T = get_turf(target)

View File

@@ -1,9 +1,9 @@
/mob/living/silicon/robot/updatehealth()
if(status_flags & GODMODE)
health = 200
health = maxHealth
stat = CONSCIOUS
return
health = 200 - (getBruteLoss() + getFireLoss())
health = maxHealth - (getBruteLoss() + getFireLoss())
return
/mob/living/silicon/robot/getBruteLoss()

View File

@@ -6,7 +6,9 @@
name = "RoboTray"
desc = "An autoloading tray specialized for carrying refreshments."
/obj/item/weapon/tray/robotray/afterattack(atom/target, mob/user as mob)
/obj/item/weapon/tray/robotray/afterattack(atom/target, mob/user as mob, proximity)
if(!proximity)
return
if ( !target )
return
// pick up items, mostly copied from base tray pickup proc

View File

@@ -434,6 +434,9 @@
// And uncomment this, too.
//new_character.dna.UpdateSE()
// Do the initial caching of the player's body icons.
new_character.regenerate_icons()
new_character.key = key //Manually transfer the key to log them in
return new_character

View File

@@ -206,6 +206,9 @@ This function completely restores a damaged organ to perfect condition.
perma_injury = 0
brute_dam = 0
burn_dam = 0
germ_level = 0
wounds.Cut()
number_wounds = 0
// handle internal organs
for(var/datum/organ/internal/current_organ in internal_organs)
@@ -265,25 +268,6 @@ This function completely restores a damaged organ to perfect condition.
if(W)
wounds += W
/datum/organ/external/proc/get_wound_type(var/type = CUT, var/damage)
//if you look a the names in the wound's stages list for each wound type you will see the logic behind these values
switch(type)
if(CUT)
if (damage <= 5) return /datum/wound/cut/small
if (damage <= 15) return /datum/wound/cut/deep
if (damage <= 25) return /datum/wound/cut/flesh
if (damage <= 50) return /datum/wound/cut/gaping
if (damage <= 60) return /datum/wound/cut/gaping_big
return /datum/wound/cut/massive
if(BRUISE)
return /datum/wound/bruise
if(BURN)
if (damage <= 5) return /datum/wound/burn/moderate
if (damage <= 15) return /datum/wound/burn/large
if (damage <= 30) return /datum/wound/burn/severe
if (damage <= 40) return /datum/wound/burn/deep
return /datum/wound/burn/carbonised
/****************************************************
PROCESSING & UPDATING
****************************************************/
@@ -396,10 +380,9 @@ Note that amputating the affected organ does in fact remove the infection from t
if(germ_level >= INFECTION_LEVEL_ONE)
//having an infection raises your body temperature
var/fever_temperature = (owner.species.heat_level_1 - owner.species.body_temperature - 1)* min(germ_level/INFECTION_LEVEL_TWO, 1) + owner.species.body_temperature
if (fever_temperature > owner.bodytemperature)
//need to make sure we raise temperature fast enough to get around environmental cooling preventing us from reaching fever_temperature
owner.bodytemperature += (fever_temperature - T20C)/BODYTEMP_COLD_DIVISOR + 1
var/fever_temperature = (owner.species.heat_level_1 - owner.species.body_temperature - 5)* min(germ_level/INFECTION_LEVEL_TWO, 1) + owner.species.body_temperature
//need to make sure we raise temperature fast enough to get around environmental cooling preventing us from reaching fever_temperature
owner.bodytemperature += between(0, (fever_temperature - T20C)/BODYTEMP_COLD_DIVISOR + 1, fever_temperature - owner.bodytemperature)
if(prob(round(germ_level/10)))
if (antibiotics < 5)

View File

@@ -7,7 +7,7 @@
var/current_stage = 0
// description of the wound
var/desc = ""
var/desc = "wound" //default in case something borks
// amount of damage this wound causes
var/damage = 0
@@ -207,6 +207,44 @@
return (damage_type == BRUISE && wound_damage() >= 20 || damage_type == CUT && wound_damage() >= 5)
/** WOUND DEFINITIONS **/
//Note that the MINIMUM damage before a wound can be applied should correspond to
//the damage amount for the stage with the same name as the wound.
//e.g. /datum/wound/cut/deep should only be applied for 15 damage and up,
//because in it's stages list, "deep cut" = 15.
/proc/get_wound_type(var/type = CUT, var/damage)
switch(type)
if(CUT)
switch(damage)
if(70 to INFINITY)
return /datum/wound/cut/massive
if(60 to 70)
return /datum/wound/cut/gaping_big
if(50 to 60)
return /datum/wound/cut/gaping
if(25 to 50)
return /datum/wound/cut/flesh
if(15 to 25)
return /datum/wound/cut/deep
if(0 to 15)
return /datum/wound/cut/small
if(BRUISE)
return /datum/wound/bruise
if(BURN)
switch(damage)
if(50 to INFINITY)
return /datum/wound/burn/carbonised
if(40 to 50)
return /datum/wound/burn/deep
if(30 to 40)
return /datum/wound/burn/severe
if(15 to 30)
return /datum/wound/burn/large
if(0 to 15)
return /datum/wound/burn/moderate
return null //no wound
/** CUTS **/
/datum/wound/cut/small
// link wound descriptions to amounts of damage
@@ -220,7 +258,7 @@
damage_type = CUT
/datum/wound/cut/flesh
max_bleeding_stage = 3
max_bleeding_stage = 4
stages = list("ugly ripped flesh wound" = 35, "ugly flesh wound" = 30, "flesh wound" = 25, "blood soaked clot" = 15, "large scab" = 5, "fresh skin" = 0)
damage_type = CUT
@@ -249,25 +287,26 @@ datum/wound/cut/massive
/** BURNS **/
/datum/wound/burn/moderate
stages = list("ripped burn" = 10, "moderate burn" = 5, "moderate salved burn" = 2, "fresh skin" = 0)
stages = list("ripped burn" = 10, "moderate burn" = 5, "healing moderate burn" = 2, "fresh skin" = 0)
damage_type = BURN
/datum/wound/burn/large
stages = list("ripped large burn" = 20, "large burn" = 15, "large salved burn" = 5, "fresh skin" = 0)
stages = list("ripped large burn" = 20, "large burn" = 15, "healing large burn" = 5, "fresh skin" = 0)
damage_type = BURN
/datum/wound/burn/severe
stages = list("ripped severe burn" = 35, "severe burn" = 30, "severe salved burn" = 10, "burn scar" = 0)
stages = list("ripped severe burn" = 35, "severe burn" = 30, "healing severe burn" = 10, "burn scar" = 0)
damage_type = BURN
/datum/wound/burn/deep
stages = list("ripped deep burn" = 45, "deep burn" = 40, "deep salved burn" = 15, "large burn scar" = 0)
stages = list("ripped deep burn" = 45, "deep burn" = 40, "healing deep burn" = 15, "large burn scar" = 0)
damage_type = BURN
/datum/wound/burn/carbonised
stages = list("carbonised area" = 50, "treated carbonised area" = 20, "massive burn scar" = 0)
stages = list("carbonised area" = 50, "healing carbonised area" = 20, "massive burn scar" = 0)
damage_type = BURN
/** INTERNAL BLEEDING **/
/datum/wound/internal_bleeding
internal = 1
stages = list("severed artery" = 30, "cut artery" = 20, "damaged artery" = 10, "bruised artery" = 5)

View File

@@ -35,6 +35,9 @@
/obj/machinery/power/smes/New()
..()
spawn(5)
if(!powernet)
connect_to_network()
dir_loop:
for(var/d in cardinal)
var/turf/T = get_step(src, d)
@@ -46,6 +49,8 @@
stat |= BROKEN
return
terminal.master = src
if(!terminal.powernet)
terminal.connect_to_network()
updateicon()
return

View File

@@ -1099,8 +1099,7 @@ datum
else if(!alien || alien != IS_DIONA)
M.adjustOxyLoss(-2*REM)
if(holder.has_reagent("lexorin"))
holder.remove_reagent("lexorin", 2*REM)
holder.remove_reagent("lexorin", 2*REM)
..()
return
@@ -1123,8 +1122,7 @@ datum
else if(!alien || alien != IS_DIONA)
M.adjustOxyLoss(-M.getOxyLoss())
if(holder.has_reagent("lexorin"))
holder.remove_reagent("lexorin", 2*REM)
holder.remove_reagent("lexorin", 2*REM)
..()
return
@@ -1221,8 +1219,7 @@ datum
M.AdjustParalysis(-1)
M.AdjustStunned(-1)
M.AdjustWeakened(-1)
if(holder.has_reagent("mindbreaker"))
holder.remove_reagent("mindbreaker", 5)
holder.remove_reagent("mindbreaker", 5)
M.hallucination = max(0, M.hallucination - 10)
if(prob(60)) M.adjustToxLoss(1)
..()
@@ -1315,7 +1312,7 @@ datum
var/datum/organ/internal/eyes/E = H.internal_organs_by_name["eyes"]
if(istype(E))
if(E.damage > 0)
E.damage -= 1
E.damage = max(E.damage - 1, 0)
..()
return
@@ -1336,7 +1333,7 @@ datum
//Peridaxon is hard enough to get, it's probably fair to make this all internal organs
for(var/datum/organ/internal/I in H.internal_organs)
if(I.damage > 0)
I.damage -= 0.20
I.damage = max(I.damage - 0.20, 0)
..()
return
@@ -1600,8 +1597,7 @@ datum
on_mob_life(var/mob/living/M as mob)
if(!M) M = holder.my_atom
if(holder.has_reagent("inaprovaline"))
holder.remove_reagent("inaprovaline", 2*REM)
holder.remove_reagent("inaprovaline", 2*REM)
..()
return
reaction_obj(var/obj/O, var/volume)
@@ -2052,7 +2048,7 @@ datum
on_mob_life(var/mob/living/M as mob)
if(!M) M = holder.my_atom
M.nutrition -= nutriment_factor
M.nutrition = max(M.nutrition - nutriment_factor, 0)
M.overeatduration = 0
if(M.nutrition < 0)//Prevent from going into negatives.
M.nutrition = 0
@@ -2202,25 +2198,14 @@ datum
color = "#B31008" // rgb: 139, 166, 233
on_mob_life(var/mob/living/M as mob)
if(!M) M = holder.my_atom
if(!data) data = 1
switch(data)
if(1 to 15)
M.bodytemperature -= 5 * TEMPERATURE_DAMAGE_COEFFICIENT
if(holder.has_reagent("capsaicin"))
holder.remove_reagent("capsaicin", 5)
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature -= rand(5,20)
if(15 to 25)
M.bodytemperature -= 10 * TEMPERATURE_DAMAGE_COEFFICIENT
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature -= rand(10,20)
if(25 to INFINITY)
M.bodytemperature -= 15 * TEMPERATURE_DAMAGE_COEFFICIENT
if(prob(1)) M.emote("shiver")
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature -= rand(15,20)
data++
if(!M)
M = holder.my_atom
M.bodytemperature = max(M.bodytemperature - 10 * TEMPERATURE_DAMAGE_COEFFICIENT, 0)
if(prob(1))
M.emote("shiver")
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature = max(M.bodytemperature - rand(10,20), 0)
holder.remove_reagent("capsaicin", 5)
holder.remove_reagent(src.id, FOOD_METABOLISM)
..()
return
@@ -2629,8 +2614,7 @@ datum
on_mob_life(var/mob/living/M as mob)
if(M.getBruteLoss() && prob(20)) M.heal_organ_damage(1,0)
if(holder.has_reagent("capsaicin"))
holder.remove_reagent("capsaicin", 10*REAGENTS_METABOLISM)
holder.remove_reagent("capsaicin", 10*REAGENTS_METABOLISM)
..()
return
@@ -2673,7 +2657,7 @@ datum
on_mob_life(var/mob/living/M as mob)
..()
M.make_jittery(5)
if(adj_temp > 0 && holder.has_reagent("frostoil"))
if(adj_temp > 0)
holder.remove_reagent("frostoil", 10*REAGENTS_METABOLISM)
holder.remove_reagent(src.id, 0.1)
@@ -2843,25 +2827,14 @@ datum
adj_temp = -9
on_mob_life(var/mob/living/M as mob)
if(!M) M = holder.my_atom
if(!data) data = 1
switch(data)
if(1 to 15)
M.bodytemperature -= 5 * TEMPERATURE_DAMAGE_COEFFICIENT
if(holder.has_reagent("capsaicin"))
holder.remove_reagent("capsaicin", 5)
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature -= rand(5,20)
if(15 to 25)
M.bodytemperature -= 10 * TEMPERATURE_DAMAGE_COEFFICIENT
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature -= rand(10,20)
if(25 to INFINITY)
M.bodytemperature -= 15 * TEMPERATURE_DAMAGE_COEFFICIENT
if(prob(1)) M.emote("shiver")
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature -= rand(15,20)
data++
if(!M)
M = holder.my_atom
if(prob(1))
M.emote("shiver")
M.bodytemperature = max(M.bodytemperature - 10 * TEMPERATURE_DAMAGE_COEFFICIENT, 0)
if(istype(M, /mob/living/carbon/slime))
M.bodytemperature = max(M.bodytemperature - rand(10,20), 0)
holder.remove_reagent("capsaicin", 5)
holder.remove_reagent(src.id, FOOD_METABOLISM)
..()
return

View File

@@ -94,6 +94,7 @@
spawn(5) src.reagents.clear_reagents()
return
else if(istype(target, /obj/structure/reagent_dispensers)) //A dispenser. Transfer FROM it TO us.
target.add_fingerprint(user)
if(!target.reagents.total_volume && target.reagents)
user << "\red [target] is empty."

View File

@@ -114,11 +114,14 @@
overlays = new/list()
/obj/structure/reagent_dispensers/fueltank/attackby(obj/item/weapon/W as obj, mob/user as mob)
src.add_fingerprint(user)
if (istype(W,/obj/item/weapon/wrench))
user.visible_message("[user] wrenches [src]'s faucet [modded ? "closed" : "open"].", \
"You wrench [src]'s faucet [modded ? "closed" : "open"]")
modded = modded ? 0 : 1
if (modded)
message_admins("[key_name_admin(user)] opened fueltank at [loc.loc.name] ([loc.x],[loc.y],[loc.z]), leaking fuel. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[loc.x];Y=[loc.y];Z=[loc.z]'>JMP</a>)")
log_game("[key_name(user)] opened fueltank at [loc.loc.name] ([loc.x],[loc.y],[loc.z]), leaking fuel.")
leak_fuel(amount_per_transfer_from_this)
if (istype(W,/obj/item/device/assembly_holder))
if (rig)
@@ -130,8 +133,8 @@
var/obj/item/device/assembly_holder/H = W
if (istype(H.a_left,/obj/item/device/assembly/igniter) || istype(H.a_right,/obj/item/device/assembly/igniter))
message_admins("[key_name_admin(user)] rigged fueltank at ([loc.x],[loc.y],[loc.z]) for explosion.")
log_game("[key_name(user)] rigged fueltank at ([loc.x],[loc.y],[loc.z]) for explosion.")
message_admins("[key_name_admin(user)] rigged fueltank at [loc.loc.name] ([loc.x],[loc.y],[loc.z]) for explosion. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[loc.x];Y=[loc.y];Z=[loc.z]'>JMP</a>)")
log_game("[key_name(user)] rigged fueltank at [loc.loc.name] ([loc.x],[loc.y],[loc.z]) for explosion.")
rig = W
user.drop_item()
@@ -148,8 +151,8 @@
/obj/structure/reagent_dispensers/fueltank/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj ,/obj/item/projectile/beam)||istype(Proj,/obj/item/projectile/bullet))
if(istype(Proj.firer))
message_admins("[key_name_admin(Proj.firer)] shot fueltank at ([loc.x],[loc.y],[loc.z]).")
log_game("[key_name(Proj.firer)] shot fueltank at ([loc.x],[loc.y],[loc.z]).")
message_admins("[key_name_admin(Proj.firer)] shot fueltank at [loc.loc.name] ([loc.x],[loc.y],[loc.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[loc.x];Y=[loc.y];Z=[loc.z]'>JMP</a>).")
log_game("[key_name(Proj.firer)] shot fueltank at [loc.loc.name] ([loc.x],[loc.y],[loc.z]).")
if(!istype(Proj ,/obj/item/projectile/beam/lastertag) && !istype(Proj ,/obj/item/projectile/beam/practice) )
explode()
@@ -185,7 +188,7 @@
amount = min(amount, reagents.total_volume)
reagents.remove_reagent("fuel",amount)
new /obj/effect/decal/cleanable/liquid_fuel(src.loc, amount)
new /obj/effect/decal/cleanable/liquid_fuel(src.loc, amount,1)
/obj/structure/reagent_dispensers/peppertank
name = "Pepper Spray Refiller"

View File

@@ -137,10 +137,3 @@
/datum/computer/file/embedded_program/docking/simple/escape_pod/prepare_for_undocking()
eject_time = world.time + eject_delay*10
/*
/datum/computer/file/embedded_program/docking/simple/escape_pod/ready_for_undocking()
if (world.time < eject_time)
return 0
return ..()
*/

View File

@@ -34,15 +34,14 @@
if (moving_status == SHUTTLE_IDLE)
return //someone cancelled the launch
moving_status = SHUTTLE_INTRANSIT
move(departing, interim, direction)
moving_status = SHUTTLE_INTRANSIT
arrive_time = world.time + travel_time*10
while (world.time < arrive_time)
sleep(5)
move(interim, destination, direction)
moving_status = SHUTTLE_IDLE
/datum/shuttle/proc/dock()
@@ -69,6 +68,8 @@
return 0
//just moves the shuttle from A to B, if it can be moved
//A note to anyone overriding move in a subtype. move() must absolutely not, under any circumstances, fail to move the shuttle.
//If you want to conditionally cancel shuttle launches, that logic must go in short_jump() or long_jump()
/datum/shuttle/proc/move(var/area/origin, var/area/destination, var/direction=null)
//world << "move_shuttle() called for [shuttle_tag] leaving [origin] en route to [destination]."

View File

@@ -244,7 +244,7 @@
if(I && I.damage > 0)
if(I.robotic < 2)
user.visible_message("\blue [user] treats damage to [target]'s [I.name] with [tool_name].", \
"You treat damage to [target]'s [I.name] with [tool_name]." )
"\blue You treat damage to [target]'s [I.name] with [tool_name]." )
else
user.visible_message("\blue [user] pokes [target]'s mechanical [I.name] with [tool_name]...", \
"\blue You poke [target]'s mechanical [I.name] with [tool_name]... \red For no effect, since it's robotic.")

View File

@@ -89,7 +89,7 @@ proc/do_surgery(mob/living/M, mob/living/user, obj/item/tool)
//We had proper tools! (or RNG smiled.) and User did not move or change hands.
if( prob(S.tool_quality(tool)) && do_mob(user, M, rand(S.min_duration, S.max_duration)))
S.end_step(user, M, user.zone_sel.selecting, tool) //finish successfully
else //or
else if (tool in user.contents && user.Adjacent(M)) //or
S.fail_step(user, M, user.zone_sel.selecting, tool) //malpractice~
return 1 //don't want to do weapony things after surgery
return 0

View File

@@ -72,9 +72,6 @@
#define MAX_HIGH_PRESSURE_DAMAGE 4 //This used to be 20... I got this much random rage for some retarded decision by polymorph?! Polymorph now lies in a pool of blood with a katana jammed in his spleen. ~Errorage --PS: The katana did less than 20 damage to him :(
#define LOW_PRESSURE_DAMAGE 2 //The amounb of damage someone takes when in a low pressure area (The pressure threshold is so low that it doesn't make sense to do any calculations, so it just applies this flat value).
#define PRESSURE_SUIT_REDUCTION_COEFFICIENT 0.8 //This is how much (percentual) a suit with the flag STOPSPRESSUREDMAGE reduces pressure.
#define PRESSURE_HEAD_REDUCTION_COEFFICIENT 0.4 //This is how much (percentual) a helmet/hat with the flag STOPSPRESSUREDMAGE reduces pressure.
// Doors!
#define DOOR_CRUSH_DAMAGE 10

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