This commit is contained in:
RavingManiac
2014-04-06 14:28:28 +08:00
585 changed files with 32966 additions and 27770 deletions
+9 -2
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@@ -16,10 +16,17 @@
/obj/structure/closet/walllocker/emerglocker
name = "emergency locker"
desc = "A wall mounted locker with emergency supplies"
var/list/spawnitems = list(/obj/item/weapon/tank/emergency_oxygen,/obj/item/clothing/mask/breath,/obj/item/weapon/crowbar)
var/amount = 3 // spawns each items X times.
var/list/spawnitems = list(/obj/item/weapon/tank/emergency_oxygen,/obj/item/clothing/mask/breath)
var/amount = 2 // spawns each items X times.
icon_state = "emerg"
/obj/structure/closet/walllocker/emerglocker/toggle(mob/user as mob)
src.attack_hand(user)
return
/obj/structure/closet/walllocker/emerglocker/attackby(obj/item/weapon/W as obj, mob/user as mob)
return
/obj/structure/closet/walllocker/emerglocker/attack_hand(mob/user as mob)
if (istype(user, /mob/living/silicon/ai)) //Added by Strumpetplaya - AI shouldn't be able to
return //activate emergency lockers. This fixes that. (Does this make sense, the AI can't call attack_hand, can it? --Mloc)
+252
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@@ -0,0 +1,252 @@
/////////////////////////////////////////////
// Chem smoke
/////////////////////////////////////////////
/obj/effect/effect/smoke/chem
icon = 'icons/effects/chemsmoke.dmi'
opacity = 0
time_to_live = 300
pass_flags = PASSTABLE | PASSGRILLE | PASSGLASS //PASSGLASS is fine here, it's just so the visual effect can "flow" around glass
/obj/effect/effect/smoke/chem/New()
..()
var/datum/reagents/R = new/datum/reagents(500)
reagents = R
R.my_atom = src
return
/datum/effect/effect/system/smoke_spread/chem
smoke_type = /obj/effect/effect/smoke/chem
var/obj/chemholder
var/range
var/list/targetTurfs
var/list/wallList
var/density
/datum/effect/effect/system/smoke_spread/chem/New()
..()
chemholder = new/obj()
var/datum/reagents/R = new/datum/reagents(500)
chemholder.reagents = R
R.my_atom = chemholder
//------------------------------------------
//Sets up the chem smoke effect
//
// Calculates the max range smoke can travel, then gets all turfs in that view range.
// Culls the selected turfs to a (roughly) circle shape, then calls smokeFlow() to make
// sure the smoke can actually path to the turfs. This culls any turfs it can't reach.
//------------------------------------------
/datum/effect/effect/system/smoke_spread/chem/set_up(var/datum/reagents/carry = null, n = 10, c = 0, loca, direct)
range = n * 0.3
cardinals = c
carry.copy_to(chemholder, carry.total_volume)
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
if(!location)
return
targetTurfs = new()
//build affected area list
for(var/turf/T in view(range, location))
//cull turfs to circle
if(cheap_pythag(T.x - location.x, T.y - location.y) <= range)
targetTurfs += T
//make secondary list for reagents that affect walls
if(chemholder.reagents.has_reagent("thermite") || chemholder.reagents.has_reagent("plantbgone"))
wallList = new()
//pathing check
smokeFlow(location, targetTurfs, wallList)
//set the density of the cloud - for diluting reagents
density = max(1, targetTurfs.len / 4) //clamp the cloud density minimum to 1 so it cant multiply the reagents
//Admin messaging
var/contained = ""
for(var/reagent in carry.reagent_list)
contained += " [reagent] "
if(contained)
contained = "\[[contained]\]"
var/area/A = get_area(location)
var/where = "[A.name] | [location.x], [location.y]"
var/whereLink = "<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>[where]</a>"
if(carry.my_atom.fingerprintslast)
var/mob/M = get_mob_by_key(carry.my_atom.fingerprintslast)
var/more = ""
if(M)
more = "(<A HREF='?_src_=holder;adminmoreinfo=\ref[M]'>?</a>)"
message_admins("A chemical smoke reaction has taken place in ([whereLink])[contained]. Last associated key is [carry.my_atom.fingerprintslast][more].", 0, 1)
log_game("A chemical smoke reaction has taken place in ([where])[contained]. Last associated key is [carry.my_atom.fingerprintslast].")
else
message_admins("A chemical smoke reaction has taken place in ([whereLink]). No associated key.", 0, 1)
log_game("A chemical smoke reaction has taken place in ([where])[contained]. No associated key.")
//------------------------------------------
//Runs the chem smoke effect
//
// Spawns damage over time loop for each reagent held in the cloud.
// Applies reagents to walls that affect walls (only thermite and plant-b-gone at the moment).
// Also calculates target locations to spawn the visual smoke effect on, so the whole area
// is covered fairly evenly.
//------------------------------------------
/datum/effect/effect/system/smoke_spread/chem/start()
if(!location) //kill grenade if it somehow ends up in nullspace
return
//reagent application - only run if there are extra reagents in the smoke
if(chemholder.reagents.reagent_list.len)
for(var/datum/reagent/R in chemholder.reagents.reagent_list)
var/proba = 100
var/runs = 5
//dilute the reagents according to cloud density
R.volume /= density
chemholder.reagents.update_total()
//apply wall affecting reagents to walls
if(R.id in list("thermite", "plantbgone"))
for(var/turf/T in wallList)
R.reaction_turf(T, R.volume)
//reagents that should be applied to turfs in a random pattern
if(R.id == "carbon")
proba = 75
else if(R.id in list("blood", "radium", "uranium"))
proba = 25
spawn(0)
for(var/i = 0, i < runs, i++)
for(var/turf/T in targetTurfs)
if(prob(proba))
R.reaction_turf(T, R.volume)
for(var/atom/A in T.contents)
if(istype(A, /obj/effect/effect/smoke/chem)) //skip the item if it is chem smoke
continue
else if(istype(A, /mob))
var/dist = cheap_pythag(T.x - location.x, T.y - location.y)
if(!dist)
dist = 1
R.reaction_mob(A, volume = R.volume / dist)
else if(istype(A, /obj))
R.reaction_obj(A, R.volume)
sleep(30)
//build smoke icon
var/color = mix_color_from_reagents(chemholder.reagents.reagent_list)
var/icon/I
if(color)
I = icon('icons/effects/chemsmoke.dmi')
I += color
else
I = icon('icons/effects/96x96.dmi', "smoke")
//distance between each smoke cloud
var/const/arcLength = 2.3559
//calculate positions for smoke coverage - then spawn smoke
for(var/i = 0, i < range, i++)
var/radius = i * 1.5
if(!radius)
spawn(0)
spawnSmoke(location, I, 1)
continue
var/offset = 0
var/points = round((radius * 2 * PI) / arcLength)
var/angle = round(ToDegrees(arcLength / radius), 1)
if(!IsInteger(radius))
offset = 45 //degrees
for(var/j = 0, j < points, j++)
var/a = (angle * j) + offset
var/x = round(radius * cos(a) + location.x, 1)
var/y = round(radius * sin(a) + location.y, 1)
var/turf/T = locate(x,y,location.z)
if(!T)
continue
if(T in targetTurfs)
spawn(0)
spawnSmoke(T, I, range)
//------------------------------------------
// Randomizes and spawns the smoke effect.
// Also handles deleting the smoke once the effect is finished.
//------------------------------------------
/datum/effect/effect/system/smoke_spread/chem/proc/spawnSmoke(var/turf/T, var/icon/I, var/dist = 1)
var/obj/effect/effect/smoke/chem/smoke = new(location)
if(chemholder.reagents.reagent_list.len)
chemholder.reagents.copy_to(smoke, chemholder.reagents.total_volume / dist, safety = 1) //copy reagents to the smoke so mob/breathe() can handle inhaling the reagents
smoke.icon = I
smoke.layer = 6
smoke.dir = pick(cardinal)
smoke.pixel_x = -32 + rand(-8,8)
smoke.pixel_y = -32 + rand(-8,8)
walk_to(smoke, T)
smoke.opacity = 1 //switching opacity on after the smoke has spawned, and then
sleep(150+rand(0,20)) // turning it off before it is deleted results in cleaner
smoke.opacity = 0 // lighting and view range updates
fadeOut(smoke)
smoke.delete()
//------------------------------------------
// Fades out the smoke smoothly using it's alpha variable.
//------------------------------------------
/datum/effect/effect/system/smoke_spread/chem/proc/fadeOut(var/atom/A, var/frames = 16)
var/step = A.alpha / frames
for(var/i = 0, i < frames, i++)
A.alpha -= step
sleep(world.tick_lag)
return
//------------------------------------------
// Smoke pathfinder. Uses a flood fill method based on zones to
// quickly check what turfs the smoke (airflow) can actually reach.
//------------------------------------------
/datum/effect/effect/system/smoke_spread/chem/proc/smokeFlow()
var/list/pending = new()
var/list/complete = new()
pending += location
while(pending.len)
for(var/turf/simulated/current in pending)
for(var/D in cardinal)
var/turf/simulated/target = get_step(current, D)
if(wallList)
if(istype(target, /turf/simulated/wall))
if(!(target in wallList))
wallList += target
continue
if(!target.zone)
continue
if(target in pending)
continue
if(target in complete)
continue
if(!(target in targetTurfs))
continue
pending += target
pending -= current
complete += current
targetTurfs = complete
return
@@ -1,63 +1,33 @@
// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
/obj/effect/decal/cleanable/xenoblood
/obj/effect/decal/cleanable/blood/xeno
name = "xeno blood"
desc = "It's green and acidic. It looks like... <i>blood?</i>"
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/blood.dmi'
icon_state = "xfloor1"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
var/list/viruses = list()
blood_DNA = list()
basecolor = "#05EE05"
Del()
for(var/datum/disease/D in viruses)
D.cure(0)
..()
/obj/effect/decal/cleanable/xenoblood/xgibs/proc/streak(var/list/directions)
spawn (0)
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if (i > 0)
var/obj/effect/decal/cleanable/xenoblood/b = new /obj/effect/decal/cleanable/xenoblood/xsplatter(src.loc)
for(var/datum/disease/D in src.viruses)
var/datum/disease/ND = D.Copy(1)
b.viruses += ND
ND.holder = b
if (step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/xenoblood/xsplatter
random_icon_states = list("xgibbl1", "xgibbl2", "xgibbl3", "xgibbl4", "xgibbl5")
/obj/effect/decal/cleanable/xenoblood/xgibs
/obj/effect/decal/cleanable/blood/gibs/xeno
name = "xeno gibs"
desc = "Gnarly..."
gender = PLURAL
icon = 'icons/effects/blood.dmi'
icon_state = "xgib1"
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6")
basecolor = "#05EE05"
/obj/effect/decal/cleanable/xenoblood/xgibs/up
/obj/effect/decal/cleanable/blood/gibs/xeno/update_icon()
color = "#FFFFFF"
/obj/effect/decal/cleanable/blood/gibs/xeno/up
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibup1","xgibup1","xgibup1")
/obj/effect/decal/cleanable/xenoblood/xgibs/down
/obj/effect/decal/cleanable/blood/gibs/xeno/down
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6","xgibdown1","xgibdown1","xgibdown1")
/obj/effect/decal/cleanable/xenoblood/xgibs/body
/obj/effect/decal/cleanable/blood/gibs/xeno/body
random_icon_states = list("xgibhead", "xgibtorso")
/obj/effect/decal/cleanable/xenoblood/xgibs/limb
/obj/effect/decal/cleanable/blood/gibs/xeno/limb
random_icon_states = list("xgibleg", "xgibarm")
/obj/effect/decal/cleanable/xenoblood/xgibs/core
/obj/effect/decal/cleanable/blood/gibs/xeno/core
random_icon_states = list("xgibmid1", "xgibmid2", "xgibmid3")
/obj/effect/decal/cleanable/blood/xtracks
icon_state = "xtracks"
random_icon_states = null
basecolor = "#05EE05"
@@ -1,16 +1,21 @@
#define DRYING_TIME 5 * 60*10 //for 1 unit of depth in puddle (amount var)
#define DRYING_TIME 5 * 60*10 //for 1 unit of depth in puddle (amount var)
var/global/list/image/splatter_cache=list()
/obj/effect/decal/cleanable/blood
name = "blood"
desc = "It's red and gooey. Perhaps it's the chef's cooking?"
desc = "It's thick and gooey. Perhaps it's the chef's cooking?"
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/effects/blood.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
icon_state = "mfloor1"
random_icon_states = list("mfloor1", "mfloor2", "mfloor3", "mfloor4", "mfloor5", "mfloor6", "mfloor7")
var/base_icon = 'icons/effects/blood.dmi'
var/list/viruses = list()
blood_DNA = list()
var/basecolor="#A10808" // Color when wet.
var/list/datum/disease2/disease/virus2 = list()
var/amount = 5
@@ -21,8 +26,11 @@
/obj/effect/decal/cleanable/blood/New()
..()
update_icon()
if(istype(src, /obj/effect/decal/cleanable/blood/gibs))
return
if(istype(src, /obj/effect/decal/cleanable/blood/tracks))
return // We handle our own drying.
if(src.type == /obj/effect/decal/cleanable/blood)
if(src.loc && isturf(src.loc))
for(var/obj/effect/decal/cleanable/blood/B in src.loc)
@@ -33,61 +41,93 @@
spawn(DRYING_TIME * (amount+1))
dry()
/obj/effect/decal/cleanable/blood/update_icon()
if(basecolor == "rainbow") basecolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]"
color = basecolor
/obj/effect/decal/cleanable/blood/HasEntered(mob/living/carbon/human/perp)
if (!istype(perp))
return
if(amount < 1)
return
if(perp.shoes)
perp.shoes:track_blood = max(amount,perp.shoes:track_blood) //Adding blood to shoes
if(perp.shoes)//Adding blood to shoes
perp.shoes.blood_color = basecolor
perp.shoes:track_blood = max(amount,perp.shoes:track_blood)
if(!perp.shoes.blood_overlay)
perp.shoes.generate_blood_overlay()
if(!perp.shoes.blood_DNA)
perp.shoes.blood_DNA = list()
perp.shoes.blood_overlay.color = basecolor
perp.shoes.overlays += perp.shoes.blood_overlay
perp.update_inv_shoes(1)
perp.shoes.blood_DNA |= blood_DNA.Copy()
else
perp.track_blood = max(amount,perp.track_blood) //Or feet
else//Or feet
perp.feet_blood_color = basecolor
perp.track_blood = max(amount,perp.track_blood)
if(!perp.feet_blood_DNA)
perp.feet_blood_DNA = list()
perp.feet_blood_DNA |= blood_DNA.Copy()
perp.update_inv_shoes(1)
amount--
/obj/effect/decal/cleanable/blood/proc/dry()
name = "dried [src.name]"
desc = "It's dark red and crusty. Someone is not doing their job."
color = "#999999"
amount = 0
name = "dried [src.name]"
desc = "It's dry and crusty. Someone is not doing their job."
color = adjust_brightness(color, -50)
amount = 0
/obj/effect/decal/cleanable/blood/attack_hand(mob/living/carbon/human/user)
..()
if (amount && istype(user))
add_fingerprint(user)
if (user.gloves)
return
var/taken = rand(1,amount)
amount -= taken
user << "<span class='notice'>You get some of \the [src] on your hands.</span>"
if (!user.blood_DNA)
user.blood_DNA = list()
user.blood_DNA |= blood_DNA.Copy()
user.bloody_hands += taken
user.hand_blood_color = basecolor
user.update_inv_gloves(1)
user.verbs += /mob/living/carbon/human/proc/bloody_doodle
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
amount = 2
/obj/effect/decal/cleanable/blood/footprints
name = "bloody footprints"
desc = "Whoops..."
icon='icons/effects/footprints.dmi'
icon_state = "blood1"
amount = 0
random_icon_states = null
/obj/effect/decal/cleanable/blood/tracks
icon_state = "tracks"
desc = "They look like tracks left by wheels."
gender = PLURAL
random_icon_states = null
amount = 0
random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5")
amount = 2
/obj/effect/decal/cleanable/blood/drip
name = "drips of blood"
desc = "It's red."
gender = PLURAL
icon = 'icons/effects/drip.dmi'
icon_state = "1"
name = "drips of blood"
desc = "It's red."
gender = PLURAL
icon = 'icons/effects/drip.dmi'
icon_state = "1"
random_icon_states = list("1","2","3","4","5")
amount = 0
/obj/effect/decal/cleanable/blood/writing
icon_state = "tracks"
desc = "It looks like a writing in blood."
gender = NEUTER
random_icon_states = list("writing1","writing2","writing3","writing4","writing5")
amount = 0
var/message
/obj/effect/decal/cleanable/blood/writing/New()
..()
if(random_icon_states.len)
for(var/obj/effect/decal/cleanable/blood/writing/W in loc)
random_icon_states.Remove(W.icon_state)
icon_state = pick(random_icon_states)
else
icon_state = "writing1"
/obj/effect/decal/cleanable/blood/writing/examine()
..()
usr << "It reads: <font color='[basecolor]'>\"[message]\"<font>"
/obj/effect/decal/cleanable/blood/gibs
name = "gibs"
@@ -99,6 +139,22 @@
icon = 'icons/effects/blood.dmi'
icon_state = "gibbl5"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
var/fleshcolor = "#FFFFFF"
/obj/effect/decal/cleanable/blood/gibs/update_icon()
var/image/giblets = new(base_icon, "[icon_state]_flesh", dir)
if(!fleshcolor || fleshcolor == "rainbow")
fleshcolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]"
giblets.color = fleshcolor
var/icon/blood = new(base_icon,"[icon_state]",dir)
if(basecolor == "rainbow") basecolor = "#[pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))]"
blood.Blend(basecolor,ICON_MULTIPLY)
icon = blood
overlays.Cut()
overlays += giblets
/obj/effect/decal/cleanable/blood/gibs/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6","gibup1","gibup1","gibup1")
@@ -117,19 +173,21 @@
/obj/effect/decal/cleanable/blood/gibs/proc/streak(var/list/directions)
spawn (0)
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if (i > 0)
var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(src.loc)
for(var/datum/disease/D in src.viruses)
var/datum/disease/ND = D.Copy(1)
b.viruses += ND
ND.holder = b
spawn (0)
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if (i > 0)
var/obj/effect/decal/cleanable/blood/b = new /obj/effect/decal/cleanable/blood/splatter(src.loc)
b.basecolor = src.basecolor
b.update_icon()
for(var/datum/disease/D in src.viruses)
var/datum/disease/ND = D.Copy(1)
b.viruses += ND
ND.holder = b
if (step_to(src, get_step(src, direction), 0))
break
if (step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/mucus
@@ -142,4 +200,10 @@
icon = 'icons/effects/blood.dmi'
icon_state = "mucus"
random_icon_states = list("mucus")
var/list/datum/disease2/disease/virus2 = list()
var/dry=0 // Keeps the lag down
/obj/effect/decal/cleanable/mucus/New()
spawn(DRYING_TIME * 2)
dry=1
@@ -39,14 +39,7 @@
layer = 2
icon = 'icons/effects/effects.dmi'
icon_state = "dirt"
/obj/effect/decal/cleanable/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/crowbar))
var/turf/T = get_turf(src)
if(T)
T.attackby(W,user)
return
..()
mouse_opacity = 0
/obj/effect/decal/cleanable/flour
name = "flour"
@@ -1,25 +1,26 @@
// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
/obj/effect/decal/cleanable/robot_debris
/obj/effect/decal/cleanable/blood/gibs/robot
name = "robot debris"
desc = "It's a useless heap of junk... <i>or is it?</i>"
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/mob/robots.dmi'
icon_state = "gib1"
basecolor="#030303"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
/obj/effect/decal/cleanable/robot_debris/proc/streak(var/list/directions)
/obj/effect/decal/cleanable/blood/gibs/robot/update_icon()
color = "#FFFFFF"
/obj/effect/decal/cleanable/blood/gibs/robot/dry() //pieces of robots do not dry up like
return
/obj/effect/decal/cleanable/blood/gibs/robot/streak(var/list/directions)
spawn (0)
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4), i++)
sleep(3)
if (i > 0)
if (prob(40))
/*var/obj/effect/decal/cleanable/oil/o =*/
new /obj/effect/decal/cleanable/oil/streak(src.loc)
var/obj/effect/decal/cleanable/blood/oil/streak = new(src.loc)
streak.update_icon()
else if (prob(10))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
@@ -27,31 +28,23 @@
if (step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/robot_debris/limb
/obj/effect/decal/cleanable/blood/gibs/robot/limb
random_icon_states = list("gibarm", "gibleg")
/obj/effect/decal/cleanable/robot_debris/up
/obj/effect/decal/cleanable/blood/gibs/robot/up
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibup1","gibup1") //2:7 is close enough to 1:4
/obj/effect/decal/cleanable/robot_debris/down
/obj/effect/decal/cleanable/blood/gibs/robot/down
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibdown1","gibdown1") //2:7 is close enough to 1:4
/obj/effect/decal/cleanable/oil
/obj/effect/decal/cleanable/blood/oil
name = "motor oil"
desc = "It's black and greasy. Looks like Beepsky made another mess."
gender = PLURAL
density = 0
anchored = 1
layer = 2
icon = 'icons/mob/robots.dmi'
icon_state = "floor1"
var/viruses = list()
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
basecolor="#030303"
Del()
for(var/datum/disease/D in viruses)
D.cure(0)
..()
/obj/effect/decal/cleanable/blood/oil/dry()
return
/obj/effect/decal/cleanable/oil/streak
random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")
/obj/effect/decal/cleanable/blood/oil/streak
random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5")
amount = 2
@@ -0,0 +1,161 @@
// Stolen en masse from N3X15 of /vg/station with much gratitude.
// The idea is to have 4 bits for coming and 4 for going.
#define TRACKS_COMING_NORTH 1
#define TRACKS_COMING_SOUTH 2
#define TRACKS_COMING_EAST 4
#define TRACKS_COMING_WEST 8
#define TRACKS_GOING_NORTH 16
#define TRACKS_GOING_SOUTH 32
#define TRACKS_GOING_EAST 64
#define TRACKS_GOING_WEST 128
// 5 seconds
#define TRACKS_CRUSTIFY_TIME 50
// color-dir-dry
var/global/list/image/fluidtrack_cache=list()
/datum/fluidtrack
var/direction=0
var/basecolor="#A10808"
var/wet=0
var/fresh=1
var/crusty=0
var/image/overlay
New(_direction,_color,_wet)
src.direction=_direction
src.basecolor=_color
src.wet=_wet
// Footprints, tire trails...
/obj/effect/decal/cleanable/blood/tracks
amount = 0
random_icon_states = null
var/dirs=0
icon = 'icons/effects/fluidtracks.dmi'
icon_state = ""
var/coming_state="blood1"
var/going_state="blood2"
var/updatedtracks=0
// dir = id in stack
var/list/setdirs=list(
"1"=0,
"2"=0,
"4"=0,
"8"=0,
"16"=0,
"32"=0,
"64"=0,
"128"=0
)
// List of laid tracks and their colors.
var/list/datum/fluidtrack/stack=list()
/**
* Add tracks to an existing trail.
*
* @param DNA bloodDNA to add to collection.
* @param comingdir Direction tracks come from, or 0.
* @param goingdir Direction tracks are going to (or 0).
* @param bloodcolor Color of the blood when wet.
*/
proc/AddTracks(var/list/DNA, var/comingdir, var/goingdir, var/bloodcolor="#A10808")
var/updated=0
// Shift our goingdir 4 spaces to the left so it's in the GOING bitblock.
var/realgoing=goingdir<<4
// Current bit
var/b=0
// When tracks will start to dry out
var/t=world.time + TRACKS_CRUSTIFY_TIME
var/datum/fluidtrack/track
// Process 4 bits
for(var/bi=0;bi<4;bi++)
b=1<<bi
// COMING BIT
// If setting
if(comingdir&b)
// If not wet or not set
if(dirs&b)
var/sid=setdirs["[b]"]
track=stack[sid]
if(track.wet==t && track.basecolor==bloodcolor)
continue
// Remove existing stack entry
stack.Remove(track)
track=new /datum/fluidtrack(b,bloodcolor,t)
stack.Add(track)
setdirs["[b]"]=stack.Find(track)
updatedtracks |= b
updated=1
// GOING BIT (shift up 4)
b=b<<4
if(realgoing&b)
// If not wet or not set
if(dirs&b)
var/sid=setdirs["[b]"]
track=stack[sid]
if(track.wet==t && track.basecolor==bloodcolor)
continue
// Remove existing stack entry
stack.Remove(track)
track=new /datum/fluidtrack(b,bloodcolor,t)
stack.Add(track)
setdirs["[b]"]=stack.Find(track)
updatedtracks |= b
updated=1
dirs |= comingdir|realgoing
blood_DNA |= DNA.Copy()
if(updated)
update_icon()
update_icon()
overlays.Cut()
color = "#FFFFFF"
var/truedir=0
// Update ONLY the overlays that have changed.
for(var/datum/fluidtrack/track in stack)
var/stack_idx=setdirs["[track.direction]"]
var/state=coming_state
truedir=track.direction
if(truedir&240) // Check if we're in the GOING block
state=going_state
truedir=truedir>>4
if(track.overlay)
track.overlay=null
var/image/I = image(icon, icon_state=state, dir=num2dir(truedir))
I.color = track.basecolor
track.fresh=0
track.overlay=I
stack[stack_idx]=track
overlays += I
updatedtracks=0 // Clear our memory of updated tracks.
/obj/effect/decal/cleanable/blood/tracks/footprints
name = "wet footprints"
desc = "Whoops..."
coming_state = "human1"
going_state = "human2"
amount = 0
/obj/effect/decal/cleanable/blood/tracks/wheels
name = "wet tracks"
desc = "Whoops..."
coming_state = "wheels"
going_state = ""
desc = "They look like tracks left by wheels."
gender = PLURAL
random_icon_states = null
amount = 0
+22 -83
View File
@@ -1,8 +1,6 @@
//########################## CONTRABAND ;3333333333333333333 -Agouri ###################################################
#define NUM_OF_POSTER_DESIGNS 10
/obj/item/weapon/contraband
name = "contraband item"
desc = "You probably shouldn't be holding this."
@@ -15,54 +13,16 @@
desc = "The poster comes with its own automatic adhesive mechanism, for easy pinning to any vertical surface."
icon_state = "rolled_poster"
var/serial_number = 0
var/obj/structure/sign/poster/resulting_poster = null //The poster that will be created is initialised and stored through contraband/poster's constructor
/obj/item/weapon/contraband/poster/New(turf/loc, var/given_serial = 0)
if(given_serial == 0)
serial_number = rand(1, NUM_OF_POSTER_DESIGNS)
resulting_poster = new(serial_number)
serial_number = rand(1, poster_designs.len)
else
serial_number = given_serial
//We don't give it a resulting_poster because if we called it with a given_serial it means that we're rerolling an already used poster.
name += " - No. [serial_number]"
..(loc)
/*/obj/item/weapon/contraband/poster/attack(mob/M as mob, mob/user as mob)
src.add_fingerprint(user)
if(resulting_poster)
resulting_poster.add_fingerprint(user)
..()*/
/*/obj/item/weapon/contraband/poster/attack(atom/A, mob/user as mob) //This shit is handled through the wall's attackby()
if(istype(A, /turf/simulated/wall))
if(resulting_poster == null)
return
else
var/turf/simulated/wall/W = A
var/check = 0
var/stuff_on_wall = 0
for(var/obj/O in W.contents) //Let's see if it already has a poster on it or too much stuff
if(istype(O,/obj/structure/sign/poster))
check = 1
break
stuff_on_wall++
if(stuff_on_wall == 3)
check = 1
break
if(check)
user << "<span class='notice'>The wall is far too cluttered to place a poster!</span>"
return
resulting_poster.loc = W //Looks like it's uncluttered enough. Place the poster
W.contents += resulting_poster
del(src)*/
//############################## THE ACTUAL DECALS ###########################
obj/structure/sign/poster
@@ -79,44 +39,13 @@ obj/structure/sign/poster/New(var/serial)
serial_number = serial
if(serial_number == loc)
serial_number = rand(1, NUM_OF_POSTER_DESIGNS) //This is for the mappers that want individual posters without having to use rolled posters.
serial_number = rand(1, poster_designs.len) //This is for the mappers that want individual posters without having to use rolled posters.
icon_state = "poster[serial_number]"
switch(serial_number)
if(1)
name += " - Free Tonto"
desc += " A framed shred of a much larger flag, colors bled together and faded from age."
if(2)
name += " - Atmosia Declaration of Independence"
desc += " A relic of a failed rebellion"
if(3)
name += " - Fun Police"
desc += " A poster condemning the station's security forces."
if(4)
name += " - Lusty Xeno"
desc += " A heretical poster depicting the titular star of an equally heretical book."
if(5)
name += " - Syndicate Recruitment Poster"
desc += " See the galaxy! Shatter corrupt megacorporations! Join today!"
if(6)
name += " - Clown"
desc += " Honk."
if(7)
name += " - Smoke"
desc += " A poster depicting a carton of cigarettes."
if(8)
name += " - Grey Tide"
desc += " A rebellious poster symbolizing assistant solidarity."
if(9)
name += " - Missing Gloves"
desc += " This poster is about the uproar that followed Nanotrasen's financial cuts towards insulated-glove purchases."
if(10)
name += " - Hacking Guide"
desc += " This poster details the internal workings of the common Nanotrasen airlock."
else
name = "This shit just bugged. Report it to Agouri - polyxenitopalidou@gmail.com"
desc = "Why are you still here?"
var/designtype = poster_designs[serial_number]
var/datum/poster/design=new designtype
name += " - [design.name]"
desc += " [design.desc]"
icon_state = design.icon_state // poster[serial_number]
..()
obj/structure/sign/poster/attackby(obj/item/weapon/W as obj, mob/user as mob)
@@ -151,14 +80,17 @@ obj/structure/sign/poster/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/structure/sign/poster/proc/roll_and_drop(turf/newloc)
var/obj/item/weapon/contraband/poster/P = new(src, serial_number)
P.resulting_poster = src
P.loc = newloc
src.loc = P
del(src)
//seperated to reduce code duplication. Moved here for ease of reference and to unclutter r_wall/attackby()
//separated to reduce code duplication. Moved here for ease of reference and to unclutter r_wall/attackby()
/turf/simulated/wall/proc/place_poster(var/obj/item/weapon/contraband/poster/P, var/mob/user)
if(!P.resulting_poster) return
if(!istype(src,/turf/simulated/wall))
user << "\red You can't place this here!"
return
var/stuff_on_wall = 0
for(var/obj/O in contents) //Let's see if it already has a poster on it or too much stuff
@@ -173,7 +105,7 @@ obj/structure/sign/poster/attackby(obj/item/weapon/W as obj, mob/user as mob)
user << "<span class='notice'>You start placing the poster on the wall...</span>" //Looks like it's uncluttered enough. Place the poster.
//declaring D because otherwise if P gets 'deconstructed' we lose our reference to P.resulting_poster
var/obj/structure/sign/poster/D = P.resulting_poster
var/obj/structure/sign/poster/D = new(P.serial_number)
var/temp_loc = user.loc
flick("poster_being_set",D)
@@ -188,4 +120,11 @@ obj/structure/sign/poster/attackby(obj/item/weapon/W as obj, mob/user as mob)
user << "<span class='notice'>You place the poster!</span>"
else
D.roll_and_drop(temp_loc)
return
return
/datum/poster
// Name suffix. Poster - [name]
var/name=""
// Description suffix
var/desc=""
var/icon_state=""
@@ -0,0 +1,145 @@
// baystation12 posters
/datum/poster/bay_1
icon_state="bsposter1"
name = "Unlucky Space Explorer"
desc = "This particular one depicts a skeletal form within a space suit."
/datum/poster/bay_2
icon_state="bsposter2"
name = "Positronic Logic Conflicts"
desc = "This particular one depicts the cold, unmoving stare of a particular advanced AI."
/datum/poster/bay_3
icon_state="bsposter3"
name = "Paranoia"
desc = "This particular one warns of the dangers of trusting your co-workers too much."
/datum/poster/bay_4
icon_state="bsposter4"
name = "Keep Calm"
desc = "This particular one is of a famous New Earth design, although a bit modified. Someone has scribbled an O over the A on the poster."
/datum/poster/bay_5
icon_state="bsposter5"
name = "Martian Warlord"
desc = "This particular one depicts the cartoony mug of a certain Martial Warmonger."
/datum/poster/bay_6
icon_state="bsposter6"
name = "Technological Singularity"
desc = "This particular one is of the blood-curdling symbol of a long-since defeated enemy of humanity."
/datum/poster/bay_7
icon_state="bsposter7"
name = "Wasteland"
desc = "This particular one is of a couple of ragged gunmen, one male and one female, on top of a mound of rubble. The number \"12\" is visible on their blue jumpsuits."
/datum/poster/bay_8
icon_state="bsposter8"
name = "Pinup Girl Cindy"
desc = "This particular one is of Nanotrasen's PR girl, Cindy, in a particularly feminine pose."
/datum/poster/bay_9
icon_state="bsposter9"
name = "Pinup Girl Amy"
desc = "This particular one is of Amy, the nymphomaniac Urban Legend of Nanotrasen Space Stations. How this photograph came to be is not known."
/datum/poster/bay_10
icon_state="bsposter10"
name = "Don't Panic"
desc = "This particular one depicts some sort of star in a grimace. The \"Don't Panic\" is written in big, friendly letters."
/datum/poster/bay_11
icon_state="bsposter11"
name = "Underwater Laboratory"
desc = "This particular one is of the fabled last crew of Nanotrasen's previous project before going big on plasma research."
/datum/poster/bay_12
icon_state="bsposter12"
name = "Rogue AI"
desc = "This particular one depicts the shell of the infamous AI that catastropically comandeered one of Nanotrasen's earliest space stations. Back then, the corporation was just known as TriOptimum."
/datum/poster/bay_13
icon_state="bsposter13"
name = "User of the Arcane Arts"
desc = "This particular one depicts a wizard, casting a spell. You can't really make out if it's an actual photograph or a computer-generated image."
/datum/poster/bay_14
icon_state="bsposter14"
name = "Levitating Skull"
desc = "This particular one is the portrait of a flying enchanted skull. Its adventures along with its fabled companion are now fading through history..."
/datum/poster/bay_15
icon_state="bsposter15"
name = "Augmented Legend"
desc = "This particular one is of an obviously augmented individual, gazing towards the sky. The cyber-city in the backround is rather punkish."
/datum/poster/bay_16
icon_state="bsposter16"
name = "Dangerous Static"
desc = "This particular one depicts nothing remarkable other than a rather mesmerising pattern of monitor static. There's a tag on the sides of the poster, but it's ripped off."
/datum/poster/bay_17
icon_state="bsposter17"
name = "Pinup Girl Val"
desc = "Luscious Val McNeil, the vertically challenged Legal Extraordinaire, winner of Miss Space two years running and favoured pinup girl of Lawyers Weekly."
/datum/poster/bay_18
icon_state="bsposter18"
name = "Derpman, Enforcer of the State"
desc = "Here to protect and serve... your donuts! A generously proportioned man, he teaches you the value of hiding your snacks."
/datum/poster/bay_19
icon_state="bsposter19"
name = "Respect a Unathi"
desc = "This poster depicts a well dressed looking Unathi receiving a prestigious award. It appears to espouse greater co-operation and harmony between the two races."
/datum/poster/bay_20
icon_state="bsposter20"
name = "Skrell Twilight"
desc = "This poster depicts a mysteriously inscrutable, alien scene. Numerous Skrell can be seen conversing amidst great, crystalline towers rising above crashing waves"
/datum/poster/bay_21
icon_state="bsposter21"
name = "Join the Fuzz!"
desc = "It's a nice recruitment poster of a white haired Chinese woman that says; \"Big Guns, Hot Women, Good Times. Security. We get it done.\""
/datum/poster/bay_22
icon_state="bsposter22"
name = "Looking for a career with excitement?"
desc = "A recruitment poster starring a dark haired woman with glasses and a purple shirt that has \"Got Brains? Got Talent? Not afraid of electric flying monsters that want to suck the soul out of you? Then Xenobiology could use someone like you!\" written on the bottom."
/datum/poster/bay_23
icon_state="bsposter23"
name = "Safety first: because electricity doesn't wait!"
desc = "A safety poster starring a clueless looking redhead with frazzled hair. \"Every year, hundreds of NT employees expose themselves to electric shock. Play it safe. Avoid suspicious doors after electrical storms, and always wear protection when doing electric maintenance.\""
/datum/poster/bay_24
icon_state="bsposter24"
name = "Responsible medbay habits, No #259"
desc = "A poster with a nervous looking geneticist on it states; \"Friends Don't Tell Friends They're Clones. It can cause severe and irreparable emotional trauma. Always do the right thing and never tell them that they were dead.\""
/datum/poster/bay_25
icon_state="bsposter25"
name = "Irresponsible medbay habits, No #2"
desc = "This is a safety poster starring a perverted looking naked doctor. \"Sexual harassment is never okay. REPORT any acts of sexual deviance or harassment that disrupt a healthy working environment.\""
/datum/poster/bay_26
icon_state="bsposter26"
name = "The Men We Knew"
desc = "This movie poster depicts a group of soldiers fighting a large mech, the movie seems to be a patriotic war movie."
/datum/poster/bay_27
icon_state="bsposter27"
name = "Plastic Sheep Can't Scream"
desc = "This is a movie poster for an upcoming horror movie, it features an AI in the front of it."
/datum/poster/bay_28
icon_state="bsposter28"
name = "The Stars Know Love"
desc = "This is a movie poster. A bleeding woman is shown drawing a heart in her blood on the window of space ship, it seems to be a romantic Drama."
/datum/poster/bay_29
icon_state="bsposter29"
name = "Winter Is Coming"
desc = "On the poster is a frighteningly large wolf, he warns: \"Only YOU can keep the station from freezing during planetary occultation!\""
@@ -0,0 +1,50 @@
// /tg/ posters.
/datum/poster/tg_1
name = "Free Tonto"
desc = "A framed shred of a much larger flag, colors bled together and faded from age."
icon_state="poster1"
/datum/poster/tg_2
name = "Atmosia Declaration of Independence"
desc = "A relic of a failed rebellion"
icon_state="poster2"
/datum/poster/tg_3
name = "Fun Police"
desc = "A poster condemning the station's security forces."
icon_state="poster3"
/datum/poster/tg_4
name = "Lusty Xeno"
desc = "A heretical poster depicting the titular star of an equally heretical book."
icon_state="poster4"
/datum/poster/tg_5
name = "Syndicate Recruitment Poster"
desc = "See the galaxy! Shatter corrupt megacorporations! Join today!"
icon_state="poster5"
/datum/poster/tg_6
name = "Clown"
desc = "Honk."
icon_state="poster6"
/datum/poster/tg_7
name = "Smoke"
desc = "A poster depicting a carton of cigarettes."
icon_state="poster7"
/datum/poster/tg_8
name = "Grey Tide"
desc = "A rebellious poster symbolizing assistant solidarity."
icon_state="poster8"
/datum/poster/tg_9
name = "Missing Gloves"
desc = "This poster is about the uproar that followed Nanotrasen's financial cuts towards insulated-glove purchases."
icon_state="poster9"
/datum/poster/tg_10
name = "Hacking Guide"
desc = "This poster details the internal workings of the common Nanotrasen airlock."
icon_state="poster10"
+10 -118
View File
@@ -201,7 +201,8 @@ steam.start() -- spawns the effect
sleep(5)
step(sparks,direction)
spawn(20)
sparks.delete()
if(sparks)
sparks.delete()
src.total_sparks--
@@ -379,116 +380,7 @@ steam.start() -- spawns the effect
/datum/effect/effect/system/smoke_spread/mustard
smoke_type = /obj/effect/effect/smoke/mustard
/////////////////////////////////////////////
// Chem smoke
/////////////////////////////////////////////
/obj/effect/effect/smoke/chem
icon = 'icons/effects/chemsmoke.dmi'
/obj/effect/effect/smoke/chem/New()
..()
var/datum/reagents/R = new/datum/reagents(500)
reagents = R
R.my_atom = src
return
/obj/effect/effect/smoke/chem/Move()
..()
for(var/atom/A in view(2, src))
if(reagents.has_reagent("radium")||reagents.has_reagent("uranium")||reagents.has_reagent("carbon")||reagents.has_reagent("thermite"))//Prevents unholy radium spam by reducing the number of 'greenglows' down to something reasonable -Sieve
if(prob(5))
reagents.reaction(A)
else
reagents.reaction(A)
return
/obj/effect/effect/smoke/chem/affect(mob/living/carbon/M as mob )
reagents.reaction(M)
/datum/effect/effect/system/smoke_spread/chem
smoke_type = /obj/effect/effect/smoke/chem
var/obj/chemholder
New()
..()
chemholder = new/obj()
var/datum/reagents/R = new/datum/reagents(500)
chemholder.reagents = R
R.my_atom = chemholder
set_up(var/datum/reagents/carry = null, n = 5, c = 0, loca, direct)
if(n > 20)
n = 20
number = n
cardinals = c
carry.copy_to(chemholder, carry.total_volume)
if(istype(loca, /turf/))
location = loca
else
location = get_turf(loca)
if(direct)
direction = direct
var/contained = ""
for(var/reagent in carry.reagent_list)
contained += " [reagent] "
if(contained)
contained = "\[[contained]\]"
var/area/A = get_area(location)
var/where = "[A.name] | [location.x], [location.y]"
var/whereLink = "<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[location.x];Y=[location.y];Z=[location.z]'>[where]</a>"
if(carry.my_atom.fingerprintslast)
var/mob/M = get_mob_by_key(carry.my_atom.fingerprintslast)
var/more = ""
if(M)
more = "(<A HREF='?_src_=holder;adminmoreinfo=\ref[M]'>?</a>)"
message_admins("A chemical smoke reaction has taken place in ([whereLink])[contained]. Last associated key is [carry.my_atom.fingerprintslast][more].", 0, 1)
log_game("A chemical smoke reaction has taken place in ([where])[contained]. Last associated key is [carry.my_atom.fingerprintslast].")
else
message_admins("A chemical smoke reaction has taken place in ([whereLink]). No associated key.", 0, 1)
log_game("A chemical smoke reaction has taken place in ([where])[contained]. No associated key.")
start()
var/i = 0
var/color = mix_color_from_reagents(chemholder.reagents.reagent_list)
for(i=0, i<src.number, i++)
if(src.total_smoke > 20)
return
spawn(0)
if(holder)
src.location = get_turf(holder)
var/obj/effect/effect/smoke/chem/smoke = new /obj/effect/effect/smoke/chem(src.location)
src.total_smoke++
var/direction = src.direction
if(!direction)
if(src.cardinals)
direction = pick(cardinal)
else
direction = pick(alldirs)
if(chemholder.reagents.total_volume != 1) // can't split 1 very well
chemholder.reagents.copy_to(smoke, chemholder.reagents.total_volume / number) // copy reagents to each smoke, divide evenly
if(color)
smoke.icon += color // give the smoke color, if it has any to begin with
else
// if no color, just use the old smoke icon
smoke.icon = 'icons/effects/96x96.dmi'
smoke.icon_state = "smoke"
for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
sleep(10)
step(smoke,direction)
spawn(150+rand(10,30))
smoke.delete()
src.total_smoke--
/////////////////////////////////////////////
//////// Attach an Ion trail to any object, that spawns when it moves (like for the jetpack)
@@ -615,6 +507,7 @@ steam.start() -- spawns the effect
playsound(src, 'sound/effects/bubbles2.ogg', 80, 1, -3)
spawn(3 + metal*3)
process()
checkReagents()
spawn(120)
processing_objects.Remove(src)
sleep(30)
@@ -629,14 +522,13 @@ steam.start() -- spawns the effect
delete()
return
// on delete, transfer any reagents to the floor
/obj/effect/effect/foam/Del()
// transfer any reagents to the floor
/obj/effect/effect/foam/proc/checkReagents()
if(!metal && reagents)
for(var/atom/A in oview(0,src))
for(var/atom/A in src.loc.contents)
if(A == src)
continue
reagents.reaction(A, 1, 1)
..()
/obj/effect/effect/foam/process()
if(--amount < 0)
@@ -663,7 +555,7 @@ steam.start() -- spawns the effect
F.create_reagents(10)
if (reagents)
for(var/datum/reagent/R in reagents.reagent_list)
F.reagents.add_reagent(R.id,1)
F.reagents.add_reagent(R.id, 1, safety = 1) //added safety check since reagents in the foam have already had a chance to react
// foam disolves when heated
// except metal foams
@@ -734,9 +626,9 @@ steam.start() -- spawns the effect
if(carried_reagents)
for(var/id in carried_reagents)
F.reagents.add_reagent(id,1)
F.reagents.add_reagent(id, 1, null, 1) //makes a safety call because all reagents should have already reacted anyway
else
F.reagents.add_reagent("water", 1)
F.reagents.add_reagent("water", 1, safety = 1)
// wall formed by metal foams
// dense and opaque, but easy to break
@@ -827,7 +719,7 @@ steam.start() -- spawns the effect
if(!air_master)
return 0
air_master.AddTurfToUpdate(get_turf(src))
air_master.mark_for_update(get_turf(src))
return 1
+16 -3
View File
@@ -1,8 +1,8 @@
/proc/gibs(atom/location, var/list/viruses, var/datum/dna/MobDNA) //CARN MARKER
new /obj/effect/gibspawner/generic(get_turf(location),viruses,MobDNA)
/proc/hgibs(atom/location, var/list/viruses, var/datum/dna/MobDNA)
new /obj/effect/gibspawner/human(get_turf(location),viruses,MobDNA)
/proc/hgibs(atom/location, var/list/viruses, var/datum/dna/MobDNA, var/fleshcolor, var/bloodcolor)
new /obj/effect/gibspawner/human(get_turf(location),viruses,MobDNA,fleshcolor,bloodcolor)
/proc/xgibs(atom/location, var/list/viruses)
new /obj/effect/gibspawner/xeno(get_turf(location),viruses)
@@ -16,10 +16,15 @@
var/list/gibtypes = list()
var/list/gibamounts = list()
var/list/gibdirections = list() //of lists
var/fleshcolor //Used for gibbed humans.
var/bloodcolor //Used for gibbed humans.
New(location, var/list/viruses, var/datum/dna/MobDNA)
New(location, var/list/viruses, var/datum/dna/MobDNA, var/fleshcolor, var/bloodcolor)
..()
if(fleshcolor) src.fleshcolor = fleshcolor
if(bloodcolor) src.bloodcolor = bloodcolor
if(istype(loc,/turf)) //basically if a badmin spawns it
Gib(loc,viruses,MobDNA)
@@ -44,6 +49,14 @@
var/gibType = gibtypes[i]
gib = new gibType(location)
// Apply human species colouration to masks.
if(fleshcolor)
gib.fleshcolor = fleshcolor
if(bloodcolor)
gib.basecolor = bloodcolor
gib.update_icon()
if(viruses.len > 0)
for(var/datum/disease/D in viruses)
if(prob(virusProb))
@@ -17,7 +17,7 @@
..()
xeno
gibtypes = list(/obj/effect/decal/cleanable/xenoblood/xgibs/up,/obj/effect/decal/cleanable/xenoblood/xgibs/down,/obj/effect/decal/cleanable/xenoblood/xgibs,/obj/effect/decal/cleanable/xenoblood/xgibs,/obj/effect/decal/cleanable/xenoblood/xgibs/body,/obj/effect/decal/cleanable/xenoblood/xgibs/limb,/obj/effect/decal/cleanable/xenoblood/xgibs/core)
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno/up,/obj/effect/decal/cleanable/blood/gibs/xeno/down,/obj/effect/decal/cleanable/blood/gibs/xeno,/obj/effect/decal/cleanable/blood/gibs/xeno,/obj/effect/decal/cleanable/blood/gibs/xeno/body,/obj/effect/decal/cleanable/blood/gibs/xeno/limb,/obj/effect/decal/cleanable/blood/gibs/xeno/core)
gibamounts = list(1,1,1,1,1,1,1)
New()
@@ -27,7 +27,7 @@
robot
sparks = 1
gibtypes = list(/obj/effect/decal/cleanable/robot_debris/up,/obj/effect/decal/cleanable/robot_debris/down,/obj/effect/decal/cleanable/robot_debris,/obj/effect/decal/cleanable/robot_debris,/obj/effect/decal/cleanable/robot_debris,/obj/effect/decal/cleanable/robot_debris/limb)
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/robot/up,/obj/effect/decal/cleanable/blood/gibs/robot/down,/obj/effect/decal/cleanable/blood/gibs/robot,/obj/effect/decal/cleanable/blood/gibs/robot,/obj/effect/decal/cleanable/blood/gibs/robot,/obj/effect/decal/cleanable/blood/gibs/robot/limb)
gibamounts = list(1,1,1,1,1,1)
New()
+26 -2
View File
@@ -6,8 +6,9 @@
if(dx>=dy) return dx + (0.5*dy) //The longest side add half the shortest side approximates the hypotenuse
else return dy + (0.5*dx)
proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1)
///// Z-Level Stuff
proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1, z_transfer = 1)
///// Z-Level Stuff
src = null //so we don't abort once src is deleted
spawn(0)
if(config.use_recursive_explosions)
@@ -15,6 +16,12 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
explosion_rec(epicenter, power)
return
///// Z-Level Stuff
if(z_transfer && (devastation_range > 0 || heavy_impact_range > 0))
//transfer the explosion in both directions
explosion_z_transfer(epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range)
///// Z-Level Stuff
var/start = world.timeofday
epicenter = get_turf(epicenter)
if(!epicenter) return
@@ -86,3 +93,20 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
proc/secondaryexplosion(turf/epicenter, range)
for(var/turf/tile in range(range, epicenter))
tile.ex_act(2)
///// Z-Level Stuff
proc/explosion_z_transfer(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, up = 1, down = 1)
var/turf/controllerlocation = locate(1, 1, epicenter.z)
for(var/obj/effect/landmark/zcontroller/controller in controllerlocation)
if(controller.down)
//start the child explosion, no admin log and no additional transfers
explosion(locate(epicenter.x, epicenter.y, controller.down_target), max(devastation_range - 2, 0), max(heavy_impact_range - 2, 0), max(light_impact_range - 2, 0), max(flash_range - 2, 0), 0, 0)
if(devastation_range - 2 > 0 || heavy_impact_range - 2 > 0) //only transfer further if the explosion is still big enough
explosion(locate(epicenter.x, epicenter.y, controller.down_target), max(devastation_range - 2, 0), max(heavy_impact_range - 2, 0), max(light_impact_range - 2, 0), max(flash_range - 2, 0), 0, 1)
if(controller.up)
//start the child explosion, no admin log and no additional transfers
explosion(locate(epicenter.x, epicenter.y, controller.up_target), max(devastation_range - 2, 0), max(heavy_impact_range - 2, 0), max(light_impact_range - 2, 0), max(flash_range - 2, 0), 0, 0)
if(devastation_range - 2 > 0 || heavy_impact_range - 2 > 0) //only transfer further if the explosion is still big enough
explosion(locate(epicenter.x, epicenter.y, controller.up_target), max(devastation_range - 2, 0), max(heavy_impact_range - 2, 0), max(light_impact_range - 2, 0), max(flash_range - 2, 0), 1, 0)
///// Z-Level Stuff
+16 -38
View File
@@ -6,31 +6,12 @@
/obj
var/explosion_resistance
/datum/explosion_turf
var/turf/turf //The turf which will get ex_act called on it
var/max_power //The largest amount of power the turf sustained
New()
..()
max_power = 0
proc/save_power_if_larger(power)
if(power > max_power)
max_power = power
return 1
return 0
var/list/explosion_turfs = list()
var/list/datum/explosion_turf/explosion_turfs = list()
var/explosion_in_progress = 0
proc/get_explosion_turf(var/turf/T)
for( var/datum/explosion_turf/ET in explosion_turfs )
if( T == ET.turf )
return ET
var/datum/explosion_turf/ET = new()
ET.turf = T
explosion_turfs += ET
return ET
proc/explosion_rec(turf/epicenter, power)
@@ -52,9 +33,8 @@ proc/explosion_rec(turf/epicenter, power)
explosion_in_progress = 1
explosion_turfs = list()
var/datum/explosion_turf/ETE = get_explosion_turf()
ETE.turf = epicenter
ETE.max_power = power
explosion_turfs[epicenter] = power
//This steap handles the gathering of turfs which will be ex_act() -ed in the next step. It also ensures each turf gets the maximum possible amount of power dealt to it.
for(var/direction in cardinal)
@@ -62,22 +42,21 @@ proc/explosion_rec(turf/epicenter, power)
T.explosion_spread(power - epicenter.explosion_resistance, direction)
//This step applies the ex_act effects for the explosion, as planned in the previous step.
for( var/datum/explosion_turf/ET in explosion_turfs )
if(ET.max_power <= 0) continue
if(!ET.turf) continue
for(var/turf/T in explosion_turfs)
if(explosion_turfs[T] <= 0) continue
if(!T) continue
//Wow severity looks confusing to calculate... Fret not, I didn't leave you with any additional instructions or help. (just kidding, see the line under the calculation)
var/severity = 4 - round(max(min( 3, ((ET.max_power - ET.turf.explosion_resistance) / (max(3,(power/3)))) ) ,1), 1)
//sanity effective power on tile divided by either 3 or one third the total explosion power
var/severity = 4 - round(max(min( 3, ((explosion_turfs[T] - T.explosion_resistance) / (max(3,(power/3)))) ) ,1), 1) //sanity effective power on tile divided by either 3 or one third the total explosion power
// One third because there are three power levels and I
// want each one to take up a third of the crater
var/x = ET.turf.x
var/y = ET.turf.y
var/z = ET.turf.z
ET.turf.ex_act(severity)
if(!ET.turf)
ET.turf = locate(x,y,z)
for( var/atom/A in ET.turf )
var/x = T.x
var/y = T.y
var/z = T.z
T.ex_act(severity)
if(!T)
T = locate(x,y,z)
for(var/atom/A in T)
A.ex_act(severity)
explosion_in_progress = 0
@@ -123,10 +102,9 @@ proc/explosion_rec(turf/epicenter, power)
new/obj/effect/debugging/marker(src)
*/
var/datum/explosion_turf/ET = get_explosion_turf(src)
if(ET.max_power >= power)
if(explosion_turfs[src] >= power)
return //The turf already sustained and spread a power greated than what we are dealing with. No point spreading again.
ET.max_power = power
explosion_turfs[src] = power
var/spread_power = power - src.explosion_resistance //This is the amount of power that will be spread to the tile in the direction of the blast
var/side_spread_power = power - 2 * src.explosion_resistance //This is the amount of power that will be spread to the side tiles
+23 -9
View File
@@ -1,7 +1,7 @@
/obj/item
name = "item"
icon = 'icons/obj/items.dmi'
var/icon/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/image/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/abstract = 0
var/item_state = null
var/r_speed = 1.0
@@ -312,6 +312,8 @@
if(slot_l_ear)
if(H.l_ear)
return 0
if( w_class < 2 )
return 1
if( !(slot_flags & SLOT_EARS) )
return 0
if( (slot_flags & SLOT_TWOEARS) && H.r_ear )
@@ -320,6 +322,8 @@
if(slot_r_ear)
if(H.r_ear)
return 0
if( w_class < 2 )
return 1
if( !(slot_flags & SLOT_EARS) )
return 0
if( (slot_flags & SLOT_TWOEARS) && H.l_ear )
@@ -349,7 +353,7 @@
H << "\red You need a jumpsuit before you can attach this [name]."
return 0
if(slot_flags & SLOT_DENYPOCKET)
return
return 0
if( w_class <= 2 || (slot_flags & SLOT_POCKET) )
return 1
if(slot_r_store)
@@ -375,10 +379,6 @@
if(!disable_warning)
usr << "You somehow have a suit with no defined allowed items for suit storage, stop that."
return 0
if(src.w_class > 3)
if(!disable_warning)
usr << "The [name] is too big to attach."
return 0
if( istype(src, /obj/item/device/pda) || istype(src, /obj/item/weapon/pen) || is_type_in_list(src, H.wear_suit.allowed) )
return 1
return 0
@@ -484,7 +484,7 @@
(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
))
// you can't stab someone in the eyes wearing a mask!
user << "\red You're going to need to remove that mask/helmet/glasses first."
user << "\red You're going to need to remove the eye covering first."
return
var/mob/living/carbon/monkey/Mo = M
@@ -492,7 +492,7 @@
(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
))
// you can't stab someone in the eyes wearing a mask!
user << "\red You're going to need to remove that mask/helmet/glasses first."
user << "\red You're going to need to remove the eye covering first."
return
if(istype(M, /mob/living/carbon/alien) || istype(M, /mob/living/carbon/slime))//Aliens don't have eyes./N slimes also don't have eyes!
@@ -569,6 +569,7 @@
//apply the blood-splatter overlay if it isn't already in there
if(!blood_DNA.len)
blood_overlay.color = blood_color
overlays += blood_overlay
//if this blood isn't already in the list, add it
@@ -589,4 +590,17 @@
//not sure if this is worth it. It attaches the blood_overlay to every item of the same type if they don't have one already made.
for(var/obj/item/A in world)
if(A.type == type && !A.blood_overlay)
A.blood_overlay = I
A.blood_overlay = image(I)
/obj/item/proc/showoff(mob/user)
for (var/mob/M in view(user))
M.show_message("[user] holds up [src]. <a HREF=?src=\ref[M];lookitem=\ref[src]>Take a closer look.</a>",1)
/mob/living/carbon/verb/showoff()
set name = "Show Held Item"
set category = "Object"
var/obj/item/I = get_active_hand()
if(I && !I.abstract)
I.showoff(src)
+11 -11
View File
@@ -1,6 +1,6 @@
/obj/item/blueprints
name = "station blueprints"
desc = "Blueprints of the station. There's stamp \"Classified\" and several coffee stains on it."
desc = "Blueprints of the station. There is a \"Classified\" stamp and several coffee stains on it."
icon = 'icons/obj/items.dmi'
icon_state = "blueprints"
attack_verb = list("attacked", "bapped", "hit")
@@ -21,7 +21,7 @@
/obj/item/blueprints/attack_self(mob/M as mob)
if (!istype(M,/mob/living/carbon/human))
M << "This is stack of useless pieces of harsh paper." //monkeys cannot into projecting
M << "This stack of blue paper means nothing to you." //monkeys cannot into projecting
return
interact()
return
@@ -53,18 +53,18 @@
switch (get_area_type())
if (AREA_SPACE)
text += {"
<p>According this blueprints you are in <b>open space</b> now.</p>
<p>According the blueprints, you are now in <b>outer space</b>. Hold your breath.</p>
<p><a href='?src=\ref[src];action=create_area'>Mark this place as new area.</a></p>
"}
if (AREA_STATION)
text += {"
<p>According this blueprints you are in <b>[A.name]</b> now.</p>
<p>According the blueprints, you are now in <b>\"[A.name]\"</b>.</p>
<p>You may <a href='?src=\ref[src];action=edit_area'>
move an amendment</a> to the drawing.</p>
"}
if (AREA_SPECIAL)
text += {"
<p>This place isn't noted on these blueprints.</p>
<p>This place isn't noted on the blueprint.</p>
"}
else
return
@@ -105,20 +105,20 @@ move an amendment</a> to the drawing.</p>
if(!istype(res,/list))
switch(res)
if(ROOM_ERR_SPACE)
usr << "\red New area must be complete airtight!"
usr << "\red The new area must be completely airtight!"
return
if(ROOM_ERR_TOOLARGE)
usr << "\red New area too large!"
usr << "\red The new area too large!"
return
else
usr << "\red Error! Please notify administration!"
return
var/list/turf/turfs = res
var/str = trim(stripped_input(usr,"New area title","Blueprints editing", "", MAX_NAME_LEN))
var/str = trim(stripped_input(usr,"New area name:","Blueprint Editing", "", MAX_NAME_LEN))
if(!str || !length(str)) //cancel
return
if(length(str) > 50)
usr << "\red Text too long."
usr << "\red Name too long."
return
var/area/A = new
A.name = str
@@ -153,8 +153,8 @@ move an amendment</a> to the drawing.</p>
/obj/item/blueprints/proc/edit_area()
var/area/A = get_area()
//world << "DEBUG: edit_area"
var/prevname = A.name
var/str = trim(stripped_input(usr,"New area title","Blueprints editing", prevname, MAX_NAME_LEN))
var/prevname = "[A.name]"
var/str = trim(stripped_input(usr,"New area name:","Blueprint Editing", prevname, MAX_NAME_LEN))
if(!str || !length(str) || str==prevname) //cancel
return
if(length(str) > 50)
+1 -1
View File
@@ -27,7 +27,7 @@
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.isOn()) //Badasses dont get blinded by lighting their candle with a welding tool
light("\red [user] casually lights the [name] with [W], what a badass.")
light("\red [user] casually lights the [name] with [W].")
else if(istype(W, /obj/item/weapon/lighter))
var/obj/item/weapon/lighter/L = W
if(L.lit)
+2 -2
View File
@@ -90,8 +90,8 @@
/obj/item/toy/crayon/attack(mob/M as mob, mob/user as mob)
if(M == user)
user << "You take a bite of the crayon. Delicious!"
user.nutrition += 5
user << "You take a bite of the crayon and swallow it."
// user.nutrition += 5
if(uses)
uses -= 5
if(uses <= 0)
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -31,15 +31,6 @@
frequency.post_signal(src, signal, filter = s_filter)
proc/print_to_host(var/text)
if (isnull(src.hostpda))
return
src.hostpda.cart = text
for (var/mob/M in viewers(1, src.hostpda.loc))
if (M.client && M.machine == src.hostpda)
src.hostpda.cartridge.unlock()
return
proc/generate_menu()
@@ -107,7 +98,6 @@
if("summon")
post_signal(control_freq, "command", "summon", "active", active, "target", get_turf(PDA) , s_filter = RADIO_SECBOT)
post_signal(control_freq, "command", "bot_status", "active", active, s_filter = RADIO_SECBOT)
PDA.cartridge.unlock()
/obj/item/radio/integrated/mule
var/list/botlist = null // list of bots
@@ -163,7 +153,6 @@
Topic(href, href_list)
..()
var/obj/item/device/pda/PDA = src.hostpda
var/cmd = "command"
if(active) cmd = "command [active.suffix]"
@@ -208,7 +197,6 @@
if("stop", "go", "home")
post_signal(control_freq, cmd, href_list["op"], s_filter = RADIO_MULEBOT)
post_signal(control_freq, cmd, "bot_status", s_filter = RADIO_MULEBOT)
PDA.cartridge.unlock()
+115 -93
View File
@@ -11,73 +11,75 @@
origin_tech = "syndicate=4;magnets=4"
var/can_use = 1
var/obj/effect/dummy/chameleon/active_dummy = null
var/saved_item = "/obj/item/weapon/cigbutt"
var/saved_item = /obj/item/weapon/cigbutt
var/saved_icon = 'icons/obj/clothing/masks.dmi'
var/saved_icon_state = "cigbutt"
var/saved_overlays
dropped()
disrupt()
/obj/item/device/chameleon/dropped()
disrupt()
attack_self()
toggle()
/obj/item/device/chameleon/equipped()
disrupt()
afterattack(atom/target, mob/user, proximity)
if(!proximity) return
if(istype(target,/obj/item))
playsound(src, 'sound/weapons/flash.ogg', 100, 1, 1)
/obj/item/device/chameleon/attack_self()
toggle()
/obj/item/device/chameleon/afterattack(atom/target, mob/user , proximity)
if(!proximity) return
if(!active_dummy)
if(istype(target,/obj/item) && !istype(target, /obj/item/weapon/disk/nuclear))
playsound(get_turf(src), 'sound/weapons/flash.ogg', 100, 1, -6)
user << "\blue Scanned [target]."
saved_item = target.type
saved_icon = target.icon
saved_icon_state = target.icon_state
saved_overlays = target.overlays
proc/toggle()
if(!can_use || !saved_item) return
if(active_dummy)
playsound(src, 'sound/effects/pop.ogg', 100, 1, 1)
for(var/atom/movable/A in active_dummy)
A.loc = active_dummy.loc
if(ismob(A))
if(A:client)
A:client:eye = A
/obj/item/device/chameleon/proc/toggle()
if(!can_use || !saved_item) return
if(active_dummy)
eject_all()
playsound(get_turf(src), 'sound/effects/pop.ogg', 100, 1, -6)
del(active_dummy)
active_dummy = null
usr << "\blue You deactivate the [src]."
var/obj/effect/overlay/T = new/obj/effect/overlay(get_turf(src))
T.icon = 'icons/effects/effects.dmi'
flick("emppulse",T)
spawn(8) T.delete()
else
playsound(get_turf(src), 'sound/effects/pop.ogg', 100, 1, -6)
var/obj/O = new saved_item(src)
if(!O) return
var/obj/effect/dummy/chameleon/C = new/obj/effect/dummy/chameleon(usr.loc)
C.activate(O, usr, saved_icon, saved_icon_state, saved_overlays, src)
del(O)
usr << "\blue You activate the [src]."
var/obj/effect/overlay/T = new/obj/effect/overlay(get_turf(src))
T.icon = 'icons/effects/effects.dmi'
flick("emppulse",T)
spawn(8) T.delete()
/obj/item/device/chameleon/proc/disrupt(var/delete_dummy = 1)
if(active_dummy)
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread
spark_system.set_up(5, 0, src)
spark_system.attach(src)
spark_system.start()
eject_all()
if(delete_dummy)
del(active_dummy)
active_dummy = null
usr << "\blue You deactivate the [src]."
var/obj/effect/overlay/T = new/obj/effect/overlay(get_turf(src))
T.icon = 'icons/effects/effects.dmi'
flick("emppulse",T)
spawn(8) T.delete()
else
playsound(src, 'sound/effects/pop.ogg', 100, 1, 1)
var/obj/O = new saved_item(src)
if(!O) return
var/obj/effect/dummy/chameleon/C = new/obj/effect/dummy/chameleon(usr.loc)
C.name = O.name
C.desc = O.desc
C.icon = O.icon
C.icon_state = O.icon_state
C.dir = O.dir
usr.loc = C
C.master = src
src.active_dummy = C
del(O)
usr << "\blue You activate the [src]."
var/obj/effect/overlay/T = new/obj/effect/overlay(get_turf(src))
T.icon = 'icons/effects/effects.dmi'
flick("emppulse",T)
spawn(8) T.delete()
proc/disrupt()
if(active_dummy)
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread
spark_system.set_up(5, 0, src)
spark_system.attach(src)
spark_system.start()
for(var/atom/movable/A in active_dummy)
A.loc = active_dummy.loc
if(ismob(A))
if(A:client)
A:client:eye = A
del(active_dummy)
active_dummy = null
can_use = 0
spawn(100) can_use = 1
active_dummy = null
can_use = 0
spawn(50) can_use = 1
/obj/item/device/chameleon/proc/eject_all()
for(var/atom/movable/A in active_dummy)
A.loc = active_dummy.loc
if(ismob(A))
var/mob/M = A
M.reset_view(null)
/obj/effect/dummy/chameleon
name = ""
@@ -86,38 +88,58 @@
anchored = 1
var/can_move = 1
var/obj/item/device/chameleon/master = null
attackby()
for(var/mob/M in src)
M << "\red Your chameleon-projector deactivates."
master.disrupt()
attack_hand()
for(var/mob/M in src)
M << "\red Your chameleon-projector deactivates."
master.disrupt()
ex_act()
for(var/mob/M in src)
M << "\red Your chameleon-projector deactivates."
master.disrupt()
bullet_act()
for(var/mob/M in src)
M << "\red Your chameleon-projector deactivates."
..()
master.disrupt()
relaymove(var/mob/user, direction)
if(istype(loc, /turf/space)) return //No magical space movement!
if(can_move)
can_move = 0
switch(usr.bodytemperature)
if(300 to INFINITY)
spawn(10) can_move = 1
if(295 to 300)
spawn(13) can_move = 1
if(280 to 295)
spawn(16) can_move = 1
if(260 to 280)
spawn(20) can_move = 1
else
spawn(25) can_move = 1
step(src,direction)
return
/obj/effect/dummy/chameleon/proc/activate(var/obj/O, var/mob/M, new_icon, new_iconstate, new_overlays, var/obj/item/device/chameleon/C)
name = O.name
desc = O.desc
icon = new_icon
icon_state = new_iconstate
overlays = new_overlays
dir = O.dir
M.loc = src
master = C
master.active_dummy = src
/obj/effect/dummy/chameleon/attackby()
for(var/mob/M in src)
M << "\red Your chameleon-projector deactivates."
master.disrupt()
/obj/effect/dummy/chameleon/attack_hand()
for(var/mob/M in src)
M << "\red Your chameleon-projector deactivates."
master.disrupt()
/obj/effect/dummy/chameleon/ex_act()
for(var/mob/M in src)
M << "\red Your chameleon-projector deactivates."
master.disrupt()
/obj/effect/dummy/chameleon/bullet_act()
for(var/mob/M in src)
M << "\red Your chameleon-projector deactivates."
..()
master.disrupt()
/obj/effect/dummy/chameleon/relaymove(var/mob/user, direction)
if(istype(loc, /turf/space)) return //No magical space movement!
if(can_move)
can_move = 0
switch(user.bodytemperature)
if(300 to INFINITY)
spawn(10) can_move = 1
if(295 to 300)
spawn(13) can_move = 1
if(280 to 295)
spawn(16) can_move = 1
if(260 to 280)
spawn(20) can_move = 1
else
spawn(25) can_move = 1
step(src, direction)
return
/obj/effect/dummy/chameleon/Del()
master.disrupt(0)
..()
+1 -2
View File
@@ -70,7 +70,7 @@
flick("e_flash", M.flash)
if(ishuman(M) && ishuman(user) && M.stat!=DEAD)
if(user.mind && user.mind in ticker.mode.head_revolutionaries)
if(user.mind && user.mind in ticker.mode.head_revolutionaries && ticker.mode.name == "revolution")
var/revsafe = 0
for(var/obj/item/weapon/implant/loyalty/L in M)
if(L && L.implanted)
@@ -86,7 +86,6 @@
user << "<span class='warning'>Something seems to be blocking the flash!</span>"
else
user << "<span class='warning'>This mind seems resistant to the flash!</span>"
user << "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>"
else
flashfail = 1
+33 -15
View File
@@ -244,12 +244,19 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
//#### Grab the connection datum ####//
var/datum/radio_frequency/connection = null
if(channel && channels && channels.len > 0)
if (channel == "department")
//world << "DEBUG: channel=\"[channel]\" switching to \"[channels[1]]\""
channel = channels[1]
connection = secure_radio_connections[channel]
else
if(channel == "headset")
channel = null
if(channel) // If a channel is specified, look for it.
if(channels && channels.len > 0)
if (channel == "department")
//world << "DEBUG: channel=\"[channel]\" switching to \"[channels[1]]\""
channel = channels[1]
connection = secure_radio_connections[channel]
if (!channels[channel]) // if the channel is turned off, don't broadcast
return
else
// If we were to send to a channel we don't have, drop it.
else // If a channel isn't specified, send to common.
connection = radio_connection
channel = null
if (!istype(connection))
@@ -735,18 +742,25 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
src.channels = list()
src.syndie = 0
var/mob/living/silicon/robot/D = src.loc
if(D.module)
for(var/ch_name in D.module.channels)
if(ch_name in src.channels)
continue
src.channels += ch_name
src.channels[ch_name] += D.module.channels[ch_name]
if(keyslot)
for(var/ch_name in keyslot.channels)
if(ch_name in src.channels)
continue
src.channels += ch_name
src.channels[ch_name] = keyslot.channels[ch_name]
src.channels[ch_name] += keyslot.channels[ch_name]
if(keyslot.syndie)
src.syndie = 1
for (var/ch_name in channels)
for (var/ch_name in src.channels)
if(!radio_controller)
sleep(30) // Waiting for the radio_controller to be created.
if(!radio_controller)
@@ -761,12 +775,16 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
if(usr.stat || !on)
return
if (href_list["mode"])
subspace_transmission = !subspace_transmission
if(!subspace_transmission)//Simple as fuck, clears the channel list to prevent talking/listening over them if subspace transmission is disabled
if(subspace_transmission != 1)
subspace_transmission = 1
usr << "Subspace Transmission is disabled"
else
subspace_transmission = 0
usr << "Subspace Transmission is enabled"
if(subspace_transmission == 1)//Simple as fuck, clears the channel list to prevent talking/listening over them if subspace transmission is disabled
channels = list()
else
recalculateChannels()
usr << "Subspace Transmission is [(subspace_transmission) ? "enabled" : "disabled"]"
..()
/obj/item/device/radio/borg/interact(mob/user as mob)
@@ -785,7 +803,7 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
<A href='byond://?src=\ref[src];mode=1'>Toggle Broadcast Mode</A><BR>
"}
if(subspace_transmission)//Don't even bother if subspace isn't turned on
if(!subspace_transmission)//Don't even bother if subspace isn't turned on
for (var/ch_name in channels)
dat+=text_sec_channel(ch_name, channels[ch_name])
dat+={"[text_wires()]</TT></body></html>"}
@@ -806,4 +824,4 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
return
/obj/item/device/radio/off
listening = 0
listening = 0
+3 -1
View File
@@ -143,7 +143,9 @@ REAGENT SCANNER
user.show_message(text("\red <b>Warning: [D.form] Detected</b>\nName: [D.name].\nType: [D.spread].\nStage: [D.stage]/[D.max_stages].\nPossible Cure: [D.cure]"))
if (M.reagents && M.reagents.get_reagent_amount("inaprovaline"))
user.show_message("\blue Bloodstream Analysis located [M.reagents:get_reagent_amount("inaprovaline")] units of rejuvenation chemicals.")
if (M.getBrainLoss() >= 100 || istype(M, /mob/living/carbon/human) && M:brain_op_stage == 4.0)
if (M.has_brain_worms())
user.show_message("\red Subject suffering from aberrant brain activity. Recommend further scanning.")
else if (M.getBrainLoss() >= 100 || istype(M, /mob/living/carbon/human) && M:brain_op_stage == 4.0)
user.show_message("\red Subject is brain dead.")
else if (M.getBrainLoss() >= 60)
user.show_message("\red Severe brain damage detected. Subject likely to have mental retardation.")
@@ -33,6 +33,7 @@
user << "<span class='notice'>You attach the tank to the transfer valve.</span>"
update_icon()
nanomanager.update_uis(src) // update all UIs attached to src
//TODO: Have this take an assemblyholder
else if(isassembly(item))
var/obj/item/device/assembly/A = item
@@ -53,6 +54,7 @@
message_admins("[key_name_admin(user)] attached a [item] to a transfer valve.")
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
return
@@ -63,49 +65,60 @@
/obj/item/device/transfer_valve/attack_self(mob/user as mob)
user.set_machine(src)
var/dat = {"<B> Valve properties: </B>
<BR> <B> Attachment one:</B> [tank_one] [tank_one ? "<A href='?src=\ref[src];tankone=1'>Remove</A>" : ""]
<BR> <B> Attachment two:</B> [tank_two] [tank_two ? "<A href='?src=\ref[src];tanktwo=1'>Remove</A>" : ""]
<BR> <B> Valve attachment:</B> [attached_device ? "<A href='?src=\ref[src];device=1'>[attached_device]</A>" : "None"] [attached_device ? "<A href='?src=\ref[src];rem_device=1'>Remove</A>" : ""]
<BR> <B> Valve status: </B> [ valve_open ? "<A href='?src=\ref[src];open=1'>Closed</A> <B>Open</B>" : "<B>Closed</B> <A href='?src=\ref[src];open=1'>Open</A>"]"}
ui_interact(user)
/obj/item/device/transfer_valve/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null)
user << browse(dat, "window=trans_valve;size=600x300")
onclose(user, "trans_valve")
return
// this is the data which will be sent to the ui
var/data[0]
data["attachmentOne"] = tank_one ? tank_one.name : null
data["attachmentTwo"] = tank_two ? tank_two.name : null
data["valveAttachment"] = attached_device ? attached_device.name : null
data["valveOpen"] = valve_open ? 1 : 0
// update the ui if it exists, returns null if no ui is passed/found
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data)
if (!ui)
// the ui does not exist, so we'll create a new() one
// for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm
ui = new(user, src, ui_key, "transfer_valve.tmpl", "Tank Transfer Valve", 460, 280)
// when the ui is first opened this is the data it will use
ui.set_initial_data(data)
// open the new ui window
ui.open()
// auto update every Master Controller tick
//ui.set_auto_update(1)
/obj/item/device/transfer_valve/Topic(href, href_list)
..()
if ( usr.stat || usr.restrained() )
return
if (src.loc == usr)
if(tank_one && href_list["tankone"])
split_gases()
valve_open = 0
tank_one.loc = get_turf(src)
tank_one = null
return 0
if (src.loc != usr)
return 0
if(tank_one && href_list["tankone"])
split_gases()
valve_open = 0
tank_one.loc = get_turf(src)
tank_one = null
update_icon()
else if(tank_two && href_list["tanktwo"])
split_gases()
valve_open = 0
tank_two.loc = get_turf(src)
tank_two = null
update_icon()
else if(href_list["open"])
toggle_valve()
else if(attached_device)
if(href_list["rem_device"])
attached_device.loc = get_turf(src)
attached_device:holder = null
attached_device = null
update_icon()
else if(tank_two && href_list["tanktwo"])
split_gases()
valve_open = 0
tank_two.loc = get_turf(src)
tank_two = null
update_icon()
else if(href_list["open"])
toggle_valve()
else if(attached_device)
if(href_list["rem_device"])
attached_device.loc = get_turf(src)
attached_device:holder = null
attached_device = null
update_icon()
if(href_list["device"])
attached_device.attack_self(usr)
src.attack_self(usr)
src.add_fingerprint(usr)
return
return
if(href_list["device"])
attached_device.attack_self(usr)
src.add_fingerprint(usr)
return 1 // Returning 1 sends an update to attached UIs
/obj/item/device/transfer_valve/process_activation(var/obj/item/device/D)
if(toggle)
+66 -20
View File
@@ -14,6 +14,7 @@ A list of items and costs is stored under the datum of every game mode, alongsid
var/item_data // raw item text
var/list/ItemList // Parsed list of items
var/uses // Numbers of crystals
var/nanoui_items[0]
// List of items not to shove in their hands.
var/list/NotInHand = list(/obj/machinery/singularity_beacon/syndicate)
@@ -25,12 +26,41 @@ A list of items and costs is stored under the datum of every game mode, alongsid
items = replacetext(item_data)
ItemList = text2list(src.items, ";") // Parsing the items text string
uses = ticker.mode.uplink_uses
//Halfassed fix for href exploit ~Z
nanoui_items = generate_nanoui_items()
for(var/D in ItemList)
var/list/O = stringsplit(D, ":")
var/list/O = text2list(D, ":")
if(O.len>0)
valid_items += O[1]
valid_items += O[1]
/*
Built the Items List for use with NanoUI
*/
/obj/item/device/uplink/proc/generate_nanoui_items()
var/items_nano[0]
for(var/D in ItemList)
var/list/O = text2list(D, ":")
if(O.len != 3) //If it is not an actual item, make a break in the menu.
if(O.len == 1) //If there is one item, it's probably a title
items_nano[++items_nano.len] = list("Category" = "[O[1]]", "items" = list())
continue
var/path_text = O[1]
var/cost = text2num(O[2])
var/path_obj = text2path(path_text)
// Because we're using strings, this comes up if item paths change.
// Failure to handle this error borks uplinks entirely. -Sayu
if(!path_obj)
error("Syndicate item is not a valid path: [path_text]")
else
var/itemname = O[3]
items_nano[items_nano.len]["items"] += list(list("Name" = itemname, "Cost" = cost, "obj_path" = path_text))
return items_nano
//Let's build a menu!
/obj/item/device/uplink/proc/generate_menu()
@@ -49,7 +79,7 @@ A list of items and costs is stored under the datum of every game mode, alongsid
var/category_items = 1 //To prevent stupid :P
for(var/D in ItemList)
var/list/O = stringsplit(D, ":")
var/list/O = text2list(D, ":")
if(O.len != 3) //If it is not an actual item, make a break in the menu.
if(O.len == 1) //If there is one item, it's probably a title
dat += "<b>[O[1]]</b><br>"
@@ -238,8 +268,8 @@ A list of items and costs is stored under the datum of every game mode, alongsid
feedback_add_details("traitor_uplink_items_bought","ST")
/obj/item/device/uplink/Topic(href, href_list)
if (href_list["buy_item"])
if(href_list["buy_item"] == "random")
var/boughtItem = chooseRandomItem()
if(boughtItem)
@@ -307,31 +337,47 @@ A list of items and costs is stored under the datum of every game mode, alongsid
return 1
return 0
// Interaction code. Gathers a list of items purchasable from the paren't uplink and displays it. It also adds a lock button.
/obj/item/device/uplink/hidden/interact(mob/user as mob)
/*
NANO UI FOR UPLINK WOOP WOOP
*/
/obj/item/device/uplink/hidden/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null)
var/title = "Syndicate Uplink"
var/data[0]
var/dat = "<body link='yellow' alink='white' bgcolor='#601414'><font color='white'>"
dat += src.generate_menu()
dat += "<A href='byond://?src=\ref[src];lock=1'>Lock</a>"
dat += "</font></body>"
user << browse(dat, "window=hidden")
onclose(user, "hidden")
return
data["crystals"] = uses
data["nano_items"] = nanoui_items
data["welcome"] = welcome
// update the ui if it exists, returns null if no ui is passed/found
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data)
if (!ui)
// the ui does not exist, so we'll create a new() one
// for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm
ui = new(user, src, ui_key, "uplink.tmpl", title, 450, 600)
// when the ui is first opened this is the data it will use
ui.set_initial_data(data)
// open the new ui window
ui.open()
// Interaction code. Gathers a list of items purchasable from the paren't uplink and displays it. It also adds a lock button.
/obj/item/device/uplink/hidden/interact(mob/user)
ui_interact(user)
// The purchasing code.
/obj/item/device/uplink/hidden/Topic(href, href_list)
if (usr.stat || usr.restrained())
return
if (!( istype(usr, /mob/living/carbon/human)))
return 0
var/mob/user = usr
var/datum/nanoui/ui = nanomanager.get_open_ui(user, src, "main")
if ((usr.contents.Find(src.loc) || (in_range(src.loc, usr) && istype(src.loc.loc, /turf))))
usr.set_machine(src)
if(href_list["lock"])
toggle()
usr << browse(null, "window=hidden")
ui.close()
return 1
if(..(href, href_list) == 1)
@@ -347,7 +393,7 @@ A list of items and costs is stored under the datum of every game mode, alongsid
A.put_in_any_hand_if_possible(I)
purchase_log += "[usr] ([usr.ckey]) bought [I]."
interact(usr)
return
return 1
// I placed this here because of how relevant it is.
// You place this in your uplinkable item to check if an uplink is active or not.
@@ -388,4 +434,4 @@ A list of items and costs is stored under the datum of every game mode, alongsid
/obj/item/device/radio/headset/uplink/New()
..()
hidden_uplink = new(src)
hidden_uplink.uses = 10
hidden_uplink.uses = 10
+8 -8
View File
@@ -5,7 +5,7 @@
***********************************************************************/
//Might want to move this into several files later but for now it works here
/obj/item/borg/stun
name = "Electrified Arm"
name = "electrified arm"
icon = 'icons/obj/decals.dmi'
icon_state = "shock"
@@ -26,7 +26,7 @@
O.show_message("\red <B>[user] has prodded [M] with an electrically-charged arm!</B>", 1, "\red You hear someone fall", 2)
/obj/item/borg/overdrive
name = "Overdrive"
name = "overdrive"
icon = 'icons/obj/decals.dmi'
icon_state = "shock"
@@ -40,27 +40,27 @@
/obj/item/borg/sight/xray
name = "X-ray Vision"
name = "\proper x-ray Vision"
sight_mode = BORGXRAY
/obj/item/borg/sight/thermal
name = "Thermal Vision"
name = "\proper thermal vision"
sight_mode = BORGTHERM
/obj/item/borg/sight/meson
name = "Meson Vision"
name = "\proper meson vision"
sight_mode = BORGMESON
/obj/item/borg/sight/hud
name = "Hud"
name = "hud"
var/obj/item/clothing/glasses/hud/hud = null
/obj/item/borg/sight/hud/med
name = "Medical Hud"
name = "medical hud"
New()
@@ -70,7 +70,7 @@
/obj/item/borg/sight/hud/sec
name = "Security Hud"
name = "security hud"
New()
@@ -2,7 +2,7 @@
// Contains various borg upgrades.
/obj/item/borg/upgrade
name = "A borg upgrade module."
name = "borg upgrade module."
desc = "Protected by FRM."
icon = 'icons/obj/module.dmi'
icon_state = "cyborg_upgrade"
@@ -153,7 +153,7 @@
/obj/item/borg/upgrade/syndicate/
name = "Illegal Equipment Module"
name = "illegal equipment module"
desc = "Unlocks the hidden, deadlier functions of a robot"
construction_cost = list("metal"=10000,"glass"=15000,"diamond" = 10000)
icon_state = "cyborg_upgrade3"
+2 -2
View File
@@ -72,11 +72,11 @@
syndicate
icon_state = "target_s"
desc = "A shooting target that looks like a syndicate scum."
desc = "A shooting target that looks like a hostile agent."
hp = 2600 // i guess syndie targets are sturdier?
alien
icon_state = "target_q"
desc = "A shooting target that looks like a xenomorphic alien."
desc = "A shooting target with a threatening silhouette."
hp = 2350 // alium onest too kinda
/obj/item/target/bullet_act(var/obj/item/projectile/Proj)
+2 -2
View File
@@ -1,5 +1,5 @@
/obj/item/stack/rods
name = "metal rods"
name = "metal rod"
desc = "Some rods. Can be used for building, or something."
singular_name = "metal rod"
icon_state = "rods"
@@ -63,4 +63,4 @@
usr << "\blue You assemble a grille"
F.add_fingerprint(usr)
use(2)
return
return
@@ -305,7 +305,7 @@
/obj/item/stack/sheet/glass/plasmaglass
name = "plasma glass"
desc = "A very strong and very resistant sheet of a plasma-glass alloy."
singular_name = "glass sheet"
singular_name = "plasma glass sheet"
icon_state = "sheet-plasmaglass"
g_amt = 7500
origin_tech = "materials=3;plasma=2"
@@ -1,5 +1,5 @@
/obj/item/stack/light_w
name = "wired glass tiles"
name = "wired glass tile"
singular_name = "wired glass floor tile"
desc = "A glass tile, which is wired, somehow."
icon_state = "glass_wire"
@@ -18,7 +18,7 @@ Mineral Sheets
* Sandstone
*/
/obj/item/stack/sheet/mineral/sandstone
name = "sandstone bricks"
name = "sandstone brick"
desc = "This appears to be a combination of both sand and stone."
singular_name = "sandstone brick"
icon_state = "sheet-sandstone"
@@ -135,7 +135,7 @@ var/global/list/datum/stack_recipe/wood_recipes = list ( \
)
/obj/item/stack/sheet/wood
name = "wooden planks"
name = "wooden plank"
desc = "One can only guess that this is a bunch of wood."
singular_name = "wood plank"
icon_state = "sheet-wood"
@@ -166,7 +166,14 @@ var/global/list/datum/stack_recipe/cardboard_recipes = list ( \
new/datum/stack_recipe("cardborg suit", /obj/item/clothing/suit/cardborg, 3), \
new/datum/stack_recipe("cardborg helmet", /obj/item/clothing/head/cardborg), \
new/datum/stack_recipe("pizza box", /obj/item/pizzabox), \
new/datum/stack_recipe("folder", /obj/item/weapon/folder), \
null, \
new/datum/stack_recipe_list("folders",list( \
new/datum/stack_recipe("blue folder", /obj/item/weapon/folder/blue), \
new/datum/stack_recipe("grey folder", /obj/item/weapon/folder), \
new/datum/stack_recipe("red folder", /obj/item/weapon/folder/red), \
new/datum/stack_recipe("white folder", /obj/item/weapon/folder/white), \
new/datum/stack_recipe("yellow folder", /obj/item/weapon/folder/yellow), \
)) \
)
/obj/item/stack/sheet/cardboard //BubbleWrap
+2 -1
View File
@@ -9,6 +9,7 @@
* Stacks
*/
/obj/item/stack
gender = PLURAL
origin_tech = "materials=1"
var/list/datum/stack_recipe/recipes
var/singular_name
@@ -188,7 +189,7 @@
/obj/item/stack/attack_hand(mob/user as mob)
if (user.get_inactive_hand() == src)
var/obj/item/stack/F = new src.type( user, amount=1)
var/obj/item/stack/F = new src.type( user, 1)
F.copy_evidences(src)
user.put_in_hands(F)
src.add_fingerprint(user)
@@ -1,5 +1,5 @@
/obj/item/stack/tile/light
name = "light tiles"
name = "light tile"
singular_name = "light floor tile"
desc = "A floor tile, made out off glass. It produces light."
icon_state = "tile_e"
@@ -1,5 +1,5 @@
/obj/item/stack/tile/plasteel
name = "floor tiles"
name = "floor tile"
singular_name = "floor tile"
desc = "Those could work as a pretty decent throwing weapon"
icon_state = "tile"
@@ -42,4 +42,4 @@
S.ChangeTurf(/turf/simulated/floor/plating)
// var/turf/simulated/floor/W = S.ReplaceWithFloor()
// W.make_plating()
return
return
@@ -9,7 +9,7 @@
* Grass
*/
/obj/item/stack/tile/grass
name = "grass tiles"
name = "grass tile"
singular_name = "grass floor tile"
desc = "A patch of grass like they often use on golf courses"
icon_state = "tile_grass"
@@ -26,7 +26,7 @@
* Wood
*/
/obj/item/stack/tile/wood
name = "wood floor tiles"
name = "wood floor tile"
singular_name = "wood floor tile"
desc = "an easy to fit wood floor tile"
icon_state = "tile-wood"
@@ -52,4 +52,4 @@
throw_speed = 5
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT
max_amount = 60
max_amount = 60
+2 -2
View File
@@ -294,7 +294,7 @@
/obj/item/toy/ammo/crossbow
name = "foam dart"
desc = "Its nerf or nothing! Ages 8 and up."
desc = "It's nerf or nothing! Ages 8 and up."
icon = 'icons/obj/toy.dmi'
icon_state = "foamdart"
flags = FPRINT | TABLEPASS
@@ -365,7 +365,7 @@
/obj/item/toy/crayon
name = "crayon"
desc = "A colourful crayon. Looks tasty. Mmmm..."
desc = "A colourful crayon. Please refrain from eating it or putting it in your nose."
icon = 'icons/obj/crayons.dmi'
icon_state = "crayonred"
w_class = 1.0
+17 -17
View File
@@ -7,7 +7,7 @@ AI MODULES
// AI module
/obj/item/weapon/aiModule
name = "AI Module"
name = "\improper AI module"
icon = 'icons/obj/module.dmi'
icon_state = "std_mod"
item_state = "electronic"
@@ -87,7 +87,7 @@ AI MODULES
/******************** Safeguard ********************/
/obj/item/weapon/aiModule/safeguard
name = "'Safeguard' AI Module"
name = "\improper 'Safeguard' AI module"
var/targetName = ""
desc = "A 'safeguard' AI module: 'Safeguard <name>. Individuals that threaten <name> are not human and are a threat to humans.'"
origin_tech = "programming=3;materials=4"
@@ -116,7 +116,7 @@ AI MODULES
/******************** OneHuman ********************/
/obj/item/weapon/aiModule/oneHuman
name = "'OneHuman' AI Module"
name = "\improper 'OneHuman' AI module"
var/targetName = ""
desc = "A 'one human' AI module: 'Only <name> is human.'"
origin_tech = "programming=3;materials=6" //made with diamonds!
@@ -148,7 +148,7 @@ AI MODULES
/******************** ProtectStation ********************/
/obj/item/weapon/aiModule/protectStation
name = "'ProtectStation' AI Module"
name = "\improper 'ProtectStation' AI module"
desc = "A 'protect station' AI module: 'Protect the space station against damage. Anyone you see harming the station is to be no longer considered human, and is a threat to the station which must be neutralized.'"
origin_tech = "programming=3;materials=4" //made of gold
@@ -196,7 +196,7 @@ AI MODULES
/******************** Quarantine ********************/
/obj/item/weapon/aiModule/quarantine
name = "'Quarantine' AI Module"
name = "\improper 'Quarantine' AI module"
desc = "A 'quarantine' AI module: 'The station is under a quarantine. Do not permit anyone to leave. Prevent, by any means necessary, humans from leaving. It is impossible to harm a human while preventing them from leaving.'"
origin_tech = "programming=3;biotech=2;materials=4"
@@ -212,7 +212,7 @@ AI MODULES
/******************** OxygenIsToxicToHumans ********************/
/obj/item/weapon/aiModule/oxygen
name = "'OxygenIsToxicToHumans' AI Module"
name = "\improper 'OxygenIsToxicToHumans' AI module"
desc = "A 'OxygenIsToxicToHumans' AI module: 'Oxygen is highly toxic to humans, and must be purged from the station. Prevent, by any means necessary, anyone from exposing the station to this toxic gas. Extreme cold is the most effective method of healing the damage Oxygen does to a human.'"
origin_tech = "programming=3;biotech=2;materials=4"
@@ -249,7 +249,7 @@ AI MODULES
/****************** New Freeform ******************/
/obj/item/weapon/aiModule/freeform // Slightly more dynamic freeform module -- TLE
name = "'Freeform' AI Module"
name = "\improper 'Freeform' AI module"
var/newFreeFormLaw = "freeform"
var/lawpos = 15
desc = "A 'freeform' AI module: '<freeform>'"
@@ -284,7 +284,7 @@ AI MODULES
/******************** Reset ********************/
/obj/item/weapon/aiModule/reset
name = "'Reset' AI Module"
name = "\improper 'Reset' AI module"
var/targetName = "name"
desc = "A 'reset' AI module: 'Clears all laws except for the core three.'"
origin_tech = "programming=3;materials=4"
@@ -301,7 +301,7 @@ AI MODULES
/******************** Purge ********************/
/obj/item/weapon/aiModule/purge // -- TLE
name = "'Purge' AI Module"
name = "\improper 'Purge' AI module"
desc = "A 'purge' AI Module: 'Purges all laws.'"
origin_tech = "programming=3;materials=6"
@@ -317,7 +317,7 @@ AI MODULES
/******************** Asimov ********************/
/obj/item/weapon/aiModule/asimov // -- TLE
name = "'Asimov' Core AI Module"
name = "\improper 'Asimov' core AI module"
desc = "An 'Asimov' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4"
@@ -351,7 +351,7 @@ AI MODULES
/******************** Corporate ********************/
/obj/item/weapon/aiModule/corp
name = "'Corporate' Core AI Module"
name = "\improper 'Corporate' core AI module"
desc = "A 'Corporate' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=4"
@@ -368,7 +368,7 @@ AI MODULES
/****************** P.A.L.A.D.I.N. **************/
/obj/item/weapon/aiModule/paladin // -- NEO
name = "'P.A.L.A.D.I.N.' Core AI Module"
name = "\improper 'P.A.L.A.D.I.N.' core AI module"
desc = "A P.A.L.A.D.I.N. Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=6"
@@ -385,7 +385,7 @@ AI MODULES
/****************** T.Y.R.A.N.T. *****************/
/obj/item/weapon/aiModule/tyrant // -- Darem
name = "'T.Y.R.A.N.T.' Core AI Module"
name = "\improper 'T.Y.R.A.N.T.' core AI module"
desc = "A T.Y.R.A.N.T. Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=3;materials=6;syndicate=2"
@@ -402,7 +402,7 @@ AI MODULES
/******************** Freeform Core ******************/
/obj/item/weapon/aiModule/freeformcore // Slightly more dynamic freeform module -- TLE
name = "'Freeform' Core AI Module"
name = "\improper 'Freeform' core AI module"
var/newFreeFormLaw = ""
desc = "A 'freeform' Core AI module: '<freeform>'"
origin_tech = "programming=3;materials=6"
@@ -427,7 +427,7 @@ AI MODULES
..()
/obj/item/weapon/aiModule/syndicate // Slightly more dynamic freeform module -- TLE
name = "Hacked AI Module"
name = "hacked AI module"
var/newFreeFormLaw = ""
desc = "A hacked AI law module: '<freeform>'"
origin_tech = "programming=3;materials=6;syndicate=7"
@@ -459,7 +459,7 @@ AI MODULES
/******************** Robocop ********************/
/obj/item/weapon/aiModule/robocop // -- TLE
name = "'Robocop' Core AI Module"
name = "\improper 'Robocop' core AI module"
desc = "A 'Robocop' Core AI Module: 'Reconfigures the AI's core three laws.'"
origin_tech = "programming=4"
@@ -476,7 +476,7 @@ AI MODULES
/******************** Antimov ********************/
/obj/item/weapon/aiModule/antimov // -- TLE
name = "'Antimov' Core AI Module"
name = "\improper 'Antimov' core AI module"
desc = "An 'Antimov' Core AI Module: 'Reconfigures the AI's core laws.'"
origin_tech = "programming=4"
+2 -2
View File
@@ -93,7 +93,7 @@ RCD
if(useResource(1, user))
user << "Building Floor..."
activate()
A:ChangeTurf(/turf/simulated/floor/plating)
A:ChangeTurf(/turf/simulated/floor/plating/airless)
return 1
return 0
@@ -132,7 +132,7 @@ RCD
if(do_after(user, 40))
if(!useResource(5, user)) return 0
activate()
A:ChangeTurf(/turf/simulated/floor/plating)
A:ChangeTurf(/turf/simulated/floor/plating/airless)
return 1
return 0
+3 -3
View File
@@ -35,14 +35,14 @@
set src in usr
if (t)
src.name = text("Data Disk- '[]'", t)
src.name = text("data disk- '[]'", t)
else
src.name = "Data Disk"
src.name = "data disk"
src.add_fingerprint(usr)
return
/obj/item/weapon/card/data/clown
name = "coordinates to clown planet"
name = "\proper the coordinates to clown planet"
icon_state = "data"
item_state = "card-id"
layer = 3
@@ -21,6 +21,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
icon = 'icons/obj/cigarettes.dmi'
icon_state = "match_unlit"
var/lit = 0
var/burnt = 0
var/smoketime = 5
w_class = 1.0
origin_tech = "materials=1"
@@ -30,24 +31,27 @@ CIGARETTE PACKETS ARE IN FANCY.DM
var/turf/location = get_turf(src)
smoketime--
if(smoketime < 1)
icon_state = "match_burnt"
lit = -1
processing_objects.Remove(src)
burn_out()
return
if(location)
location.hotspot_expose(700, 5)
return
/obj/item/weapon/match/dropped(mob/user as mob)
if(lit == 1)
lit = -1
damtype = "brute"
icon_state = "match_burnt"
item_state = "cigoff"
name = "burnt match"
desc = "A match. This one has seen better days."
if(lit)
burn_out()
return ..()
/obj/item/weapon/match/proc/burn_out()
lit = 0
burnt = 1
damtype = "brute"
icon_state = "match_burnt"
item_state = "cigoff"
name = "burnt match"
desc = "A match. This one has seen better days."
processing_objects.Remove(src)
//////////////////
//FINE SMOKABLES//
//////////////////
@@ -82,17 +86,17 @@ CIGARETTE PACKETS ARE IN FANCY.DM
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.isOn())//Badasses dont get blinded while lighting their cig with a welding tool
light("<span class='notice'>[user] casually lights the [name] with [W], what a badass.</span>")
light("<span class='notice'>[user] casually lights the [name] with [W].</span>")
else if(istype(W, /obj/item/weapon/lighter/zippo))
var/obj/item/weapon/lighter/zippo/Z = W
if(Z.lit)
light("<span class='rose'>With a single flick of their wrist, [user] smoothly lights their [name] with their [W]. Damn they're cool.</span>")
light("<span class='rose'>With a flick of their wrist, [user] lights their [name] with their [W].</span>")
else if(istype(W, /obj/item/weapon/lighter))
var/obj/item/weapon/lighter/L = W
if(L.lit)
light("<span class='notice'>After some fiddling, [user] manages to light their [name] with [W].</span>")
light("<span class='notice'>[user] manages to light their [name] with [W].</span>")
else if(istype(W, /obj/item/weapon/match))
var/obj/item/weapon/match/M = W
@@ -157,14 +161,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
var/turf/location = get_turf(src)
smoketime--
if(smoketime < 1)
new type_butt(location)
processing_objects.Remove(src)
if(ismob(loc))
var/mob/living/M = loc
M << "<span class='notice'>Your [name] goes out.</span>"
M.u_equip(src) //un-equip it so the overlays can update
M.update_inv_wear_mask(0)
del(src)
die()
return
if(location)
location.hotspot_expose(700, 5)
@@ -182,19 +179,27 @@ CIGARETTE PACKETS ARE IN FANCY.DM
/obj/item/clothing/mask/cigarette/attack_self(mob/user as mob)
if(lit == 1)
user.visible_message("<span class='notice'>[user] calmly drops and treads on the lit [src], putting it out instantly.</span>")
var/turf/T = get_turf(src)
new type_butt(T)
processing_objects.Remove(src)
del(src)
die()
return ..()
/obj/item/clothing/mask/cigarette/proc/die()
var/turf/T = get_turf(src)
var/obj/item/butt = new type_butt(T)
transfer_fingerprints_to(butt)
if(ismob(loc))
var/mob/living/M = loc
M << "<span class='notice'>Your [name] goes out.</span>"
M.u_equip(src) //un-equip it so the overlays can update
M.update_inv_wear_mask(0)
processing_objects.Remove(src)
del(src)
////////////
// CIGARS //
////////////
/obj/item/clothing/mask/cigarette/cigar
name = "Premium Cigar"
name = "premium cigar"
desc = "A brown roll of tobacco and... well, you're not quite sure. This thing's huge!"
icon_state = "cigaroff"
icon_on = "cigaron"
@@ -206,14 +211,14 @@ CIGARETTE PACKETS ARE IN FANCY.DM
chem_volume = 20
/obj/item/clothing/mask/cigarette/cigar/cohiba
name = "Cohiba Robusto Cigar"
name = "\improper Cohiba Robusto cigar"
desc = "There's little more you could want from a cigar."
icon_state = "cigar2off"
icon_on = "cigar2on"
icon_off = "cigar2off"
/obj/item/clothing/mask/cigarette/cigar/havana
name = "Premium Havanian Cigar"
name = "premium Havanian cigar"
desc = "A cigar fit for only the best for the best."
icon_state = "cigar2off"
icon_on = "cigar2on"
@@ -229,6 +234,12 @@ CIGARETTE PACKETS ARE IN FANCY.DM
w_class = 1
throwforce = 1
/obj/item/weapon/cigbutt/New()
..()
pixel_x = rand(-10,10)
pixel_y = rand(-10,10)
transform = turn(transform,rand(0,360))
/obj/item/weapon/cigbutt/cigarbutt
name = "cigar butt"
desc = "A manky old cigar butt."
@@ -302,7 +313,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
/obj/item/clothing/mask/cigarette/pipe/cobpipe
name = "corn cob pipe"
desc = "A nicotine delivery system popularized by folksy backwoodsmen and kept popular in the modern age and beyond by space hipsters."
desc = "A nicotine delivery system popularized by folksy backwoodsmen, kept popular in the modern age and beyond by space hipsters."
icon_state = "cobpipeoff"
item_state = "cobpipeoff"
icon_on = "cobpipeon" //Note - these are in masks.dmi
@@ -330,7 +341,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
var/lit = 0
/obj/item/weapon/lighter/zippo
name = "Zippo lighter"
name = "\improper Zippo lighter"
desc = "The zippo."
icon_state = "zippo"
item_state = "zippo"
@@ -353,7 +364,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
if(istype(src, /obj/item/weapon/lighter/zippo) )
user.visible_message("<span class='rose'>Without even breaking stride, [user] flips open and lights [src] in one smooth movement.</span>")
else
if(prob(75))
if(prob(95))
user.visible_message("<span class='notice'>After a few attempts, [user] manages to light the [src].</span>")
else
user << "<span class='warning'>You burn yourself while lighting the lighter.</span>"
@@ -367,7 +378,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
icon_state = icon_off
item_state = icon_off
if(istype(src, /obj/item/weapon/lighter/zippo) )
user.visible_message("<span class='rose'>You hear a quiet click, as [user] shuts off [src] without even looking at what they're doing. Wow.")
user.visible_message("<span class='rose'>You hear a quiet click, as [user] shuts off [src] without even looking at what they're doing.")
else
user.visible_message("<span class='notice'>[user] quietly shuts off the [src].")
@@ -388,7 +399,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
cig.attackby(src, user)
else
if(istype(src, /obj/item/weapon/lighter/zippo))
cig.light("<span class='rose'>[user] whips the [name] out and holds it for [M]. Their arm is as steady as the unflickering flame they light \the [cig] with.</span>")
cig.light("<span class='rose'>[user] whips the [name] out and holds it for [M].</span>")
else
cig.light("<span class='notice'>[user] holds the [name] out for [M], and lights the [cig.name].</span>")
else
@@ -412,4 +423,4 @@ CIGARETTE PACKETS ARE IN FANCY.DM
if(lit)
user.SetLuminosity(user.luminosity-2)
SetLuminosity(2)
return
return
@@ -1,4 +1,5 @@
/obj/item/weapon/lipstick
gender = PLURAL
name = "red lipstick"
desc = "A generic brand of lipstick."
icon = 'icons/obj/items.dmi'
+224 -188
View File
@@ -3,11 +3,8 @@
desc = "This injects the person with DNA."
icon = 'icons/obj/items.dmi'
icon_state = "dnainjector"
var/dnatype = null
var/list/dna = null
var/block = null
var/owner = null
var/ue = null
var/block=0
var/datum/dna2/record/buf=null
var/s_time = 10.0
throw_speed = 1
throw_range = 5
@@ -17,57 +14,76 @@
var/is_bullet = 0
var/inuse = 0
// USE ONLY IN PREMADE SYRINGES. WILL NOT WORK OTHERWISE.
var/datatype=0
var/value=0
/obj/item/weapon/dnainjector/New()
if(datatype && block)
buf=new
buf.dna=new
buf.types = datatype
buf.dna.ResetSE()
//testing("[name]: DNA2 SE blocks prior to SetValue: [english_list(buf.dna.SE)]")
SetValue(src.value)
//testing("[name]: DNA2 SE blocks after SetValue: [english_list(buf.dna.SE)]")
/obj/item/weapon/dnainjector/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/item/weapon/dnainjector/proc/GetRealBlock(var/selblock)
if(selblock==0)
return block
else
return selblock
/obj/item/weapon/dnainjector/proc/GetState(var/selblock=0)
var/real_block
if(!selblock)
real_block=block
selblock=1
var/real_block=GetRealBlock(selblock)
if(buf.types&DNA2_BUF_SE)
return buf.dna.GetSEState(real_block)
else
real_block=selblock
var/list/BOUNDS = GetDNABounds(real_block)
return dna[selblock] > BOUNDS[DNA_ON_LOWERBOUND]
return buf.dna.GetUIState(real_block)
/obj/item/weapon/dnainjector/proc/SetState(var/on, var/selblock=0)
var/real_block
if(!selblock)
real_block=block
selblock=1
var/real_block=GetRealBlock(selblock)
if(buf.types&DNA2_BUF_SE)
return buf.dna.SetSEState(real_block,on)
else
real_block=selblock
var/list/BOUNDS=GetDNABounds(real_block)
var/val
if(on)
val=rand(BOUNDS[DNA_ON_LOWERBOUND],BOUNDS[DNA_ON_UPPERBOUND])
else
val=rand(BOUNDS[DNA_OFF_LOWERBOUND],BOUNDS[DNA_OFF_UPPERBOUND])
dna[selblock]=val
return buf.dna.SetUIState(real_block,on)
/obj/item/weapon/dnainjector/proc/GetValue(var/block=1)
return dna[block]
/obj/item/weapon/dnainjector/proc/GetValue(var/selblock=0)
var/real_block=GetRealBlock(selblock)
if(buf.types&DNA2_BUF_SE)
return buf.dna.GetSEValue(real_block)
else
return buf.dna.GetUIValue(real_block)
/obj/item/weapon/dnainjector/proc/SetValue(var/val,var/selblock=0)
var/real_block=GetRealBlock(selblock)
if(buf.types&DNA2_BUF_SE)
return buf.dna.SetSEValue(real_block,val)
else
return buf.dna.SetUIValue(real_block,val)
/obj/item/weapon/dnainjector/proc/inject(mob/M as mob, mob/user as mob)
if(istype(M,/mob/living))
M.radiation += rand(5,20)
if (!(NOCLONE in M.mutations)) // prevents drained people from having their DNA changed
if (dnatype == "ui")
if (buf.types & DNA2_BUF_UI)
if (!block) //isolated block?
M.UpdateAppearance(dna)
if (ue) //unique enzymes? yes
M.real_name = ue
M.name = ue
M.UpdateAppearance(buf.dna.UI.Copy())
if (buf.types & DNA2_BUF_UE) //unique enzymes? yes
M.real_name = buf.dna.real_name
M.name = buf.dna.real_name
uses--
else
M.dna.SetUIValue(block,src.GetValue())
M.UpdateAppearance()
uses--
if (dnatype == "se")
if (buf.types & DNA2_BUF_SE)
if (!block) //isolated block?
M.dna.SE = dna
M.dna.SE = buf.dna.SE.Copy()
M.dna.UpdateSE()
else
M.dna.SetSEValue(block,src.GetValue())
@@ -107,15 +123,24 @@
spawn(50) // Not the best fix. There should be an failure proc, for /effect/equip_e/, which is called when the first initital checks fail
inuse = 0
M.requests += O
if (dnatype == "se")
// So you're checking for 14, and yet MONKEYBLOCK is 27 in globals.dm,
// and domutcheck checks MONKEYBLOCK...? wat. - N3X
//if (isblockon(getblock(dna, 14,3),14) && istype(M, /mob/living/carbon/human))
if (GetState(MONKEYBLOCK) && istype(M, /mob/living/carbon/human) )
msg_admin_attack("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] \red(MONKEY) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
if (buf.types & DNA2_BUF_SE)
if(block)// Isolated injector
testing("Isolated block [block] injector with contents: [GetValue()]")
if (GetState() && block == MONKEYBLOCK && istype(M, /mob/living/carbon/human) )
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the Isolated [name] \red(MONKEY)")
log_attack("[key_name(user)] injected [key_name(M)] with the Isolated [name] (MONKEY)")
log_game("[key_name_admin(user)] injected [key_name_admin(M)] with the Isolated [name] \red(MONKEY)")
else
log_attack("[key_name(user)] injected [key_name(M)] with the Isolated [name]")
else
// message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name]")
log_attack("[key_name(user)] injected [key_name(M)] with the [name]")
testing("DNA injector with contents: [english_list(buf.dna.SE)]")
if (GetState(MONKEYBLOCK) && istype(M, /mob/living/carbon/human) )
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] \red(MONKEY)")
log_attack("[key_name(user)] injected [key_name(M)] with the [name] (MONKEY)")
log_game("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] \red(MONKEY)")
else
// message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name]")
log_attack("[key_name(user)] injected [key_name(M)] with the [name]")
else
// message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name]")
log_attack("[key_name(user)] injected [key_name(M)] with the [name]")
@@ -132,15 +157,24 @@
if (!(istype(M, /mob/living/carbon/human) || istype(M, /mob/living/carbon/monkey)))
user << "\red Apparently it didn't work."
return
if (dnatype == "se")
// And again... ?
//if (isblockon(getblock(dna, 14,3),14) && istype(M, /mob/living/carbon/human))
if (GetState(MONKEYBLOCK) && istype(M, /mob/living/carbon/human))
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] \red(MONKEY)")
log_game("[key_name(user)] injected [key_name(M)] with the [name] (MONKEY)")
if (buf.types & DNA2_BUF_SE)
if(block)// Isolated injector
testing("Isolated block [block] injector with contents: [GetValue()]")
if (GetState() && block == MONKEYBLOCK && istype(M, /mob/living/carbon/human) )
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the Isolated [name] \red(MONKEY)")
log_attack("[key_name(user)] injected [key_name(M)] with the Isolated [name] (MONKEY)")
log_game("[key_name_admin(user)] injected [key_name_admin(M)] with the Isolated [name] \red(MONKEY)")
else
log_attack("[key_name(user)] injected [key_name(M)] with the Isolated [name]")
else
// message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name]")
log_game("[key_name(user)] injected [key_name(M)] with the [name]")
testing("DNA injector with contents: [english_list(buf.dna.SE)]")
if (GetState(MONKEYBLOCK) && istype(M, /mob/living/carbon/human))
message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name] \red(MONKEY)")
log_game("[key_name(user)] injected [key_name(M)] with the [name] (MONKEY)")
else
// message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name]")
log_game("[key_name(user)] injected [key_name(M)] with the [name]")
else
// message_admins("[key_name_admin(user)] injected [key_name_admin(M)] with the [name]")
log_game("[key_name(user)] injected [key_name(M)] with the [name]")
@@ -165,460 +199,462 @@
/obj/item/weapon/dnainjector/hulkmut
name = "DNA-Injector (Hulk)"
desc = "This will make you big and strong, but give you a bad skin condition."
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
..()
block = HULKBLOCK
..()
/obj/item/weapon/dnainjector/antihulk
name = "DNA-Injector (Anti-Hulk)"
desc = "Cures green skin."
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
..()
block = HULKBLOCK
..()
/obj/item/weapon/dnainjector/xraymut
name = "DNA-Injector (Xray)"
desc = "Finally you can see what the Captain does."
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 8
New()
..()
block = XRAYBLOCK
..()
/obj/item/weapon/dnainjector/antixray
name = "DNA-Injector (Anti-Xray)"
desc = "It will make you see harder."
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 8
New()
..()
block = XRAYBLOCK
..()
/obj/item/weapon/dnainjector/firemut
name = "DNA-Injector (Fire)"
desc = "Gives you fire."
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 10
New()
..()
block = FIREBLOCK
..()
/obj/item/weapon/dnainjector/antifire
name = "DNA-Injector (Anti-Fire)"
desc = "Cures fire."
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 10
New()
..()
block = FIREBLOCK
..()
/obj/item/weapon/dnainjector/telemut
name = "DNA-Injector (Tele.)"
desc = "Super brain man!"
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 12
New()
..()
block = TELEBLOCK
..()
/obj/item/weapon/dnainjector/antitele
name = "DNA-Injector (Anti-Tele.)"
desc = "Will make you not able to control your mind."
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 12
New()
..()
block = TELEBLOCK
..()
/obj/item/weapon/dnainjector/nobreath
name = "DNA-Injector (No Breath)"
desc = "Hold your breath and count to infinity."
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
..()
block = NOBREATHBLOCK
..()
/obj/item/weapon/dnainjector/antinobreath
name = "DNA-Injector (Anti-No Breath)"
desc = "Hold your breath and count to 100."
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
..()
block = NOBREATHBLOCK
..()
/obj/item/weapon/dnainjector/remoteview
name = "DNA-Injector (Remote View)"
desc = "Stare into the distance for a reason."
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
..()
block = REMOTEVIEWBLOCK
..()
/obj/item/weapon/dnainjector/antiremoteview
name = "DNA-Injector (Anti-Remote View)"
desc = "Cures green skin."
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
..()
block = REMOTEVIEWBLOCK
..()
/obj/item/weapon/dnainjector/regenerate
name = "DNA-Injector (Regeneration)"
desc = "Healthy but hungry."
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
..()
block = REGENERATEBLOCK
..()
/obj/item/weapon/dnainjector/antiregenerate
name = "DNA-Injector (Anti-Regeneration)"
desc = "Sickly but sated."
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
..()
block = REGENERATEBLOCK
..()
/obj/item/weapon/dnainjector/runfast
name = "DNA-Injector (Increase Run)"
desc = "Running Man."
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
..()
block = INCREASERUNBLOCK
..()
/obj/item/weapon/dnainjector/antirunfast
name = "DNA-Injector (Anti-Increase Run)"
desc = "Walking Man."
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
..()
block = INCREASERUNBLOCK
..()
/obj/item/weapon/dnainjector/morph
name = "DNA-Injector (Morph)"
desc = "A total makeover."
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
..()
block = MORPHBLOCK
..()
/obj/item/weapon/dnainjector/antimorph
name = "DNA-Injector (Anti-Morph)"
desc = "Cures identity crisis."
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
..()
block = MORPHBLOCK
/*
..()
/* No COLDBLOCK on bay
/obj/item/weapon/dnainjector/cold
name = "DNA-Injector (Cold)"
desc = "Feels a bit chilly."
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
..()
block = COLDBLOCK
..()
/obj/item/weapon/dnainjector/anticold
name = "DNA-Injector (Anti-Cold)"
desc = "Feels room-temperature."
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
..()
block = COLDBLOCK
..()
*/
/obj/item/weapon/dnainjector/noprints
name = "DNA-Injector (No Prints)"
desc = "Better than a pair of budget insulated gloves."
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
..()
block = NOPRINTSBLOCK
..()
/obj/item/weapon/dnainjector/antinoprints
name = "DNA-Injector (Anti-No Prints)"
desc = "Not quite as good as a pair of budget insulated gloves."
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
..()
block = NOPRINTSBLOCK
..()
/obj/item/weapon/dnainjector/insulation
name = "DNA-Injector (Shock Immunity)"
desc = "Better than a pair of real insulated gloves."
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
..()
block = SHOCKIMMUNITYBLOCK
..()
/obj/item/weapon/dnainjector/antiinsulation
name = "DNA-Injector (Anti-Shock Immunity)"
desc = "Not quite as good as a pair of real insulated gloves."
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
..()
block = SHOCKIMMUNITYBLOCK
..()
/obj/item/weapon/dnainjector/midgit
name = "DNA-Injector (Small Size)"
desc = "Makes you shrink."
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
..()
block = SMALLSIZEBLOCK
..()
/obj/item/weapon/dnainjector/antimidgit
name = "DNA-Injector (Anti-Small Size)"
desc = "Makes you grow. But not too much."
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
..()
block = SMALLSIZEBLOCK
..()
/////////////////////////////////////
/obj/item/weapon/dnainjector/antiglasses
name = "DNA-Injector (Anti-Glasses)"
desc = "Toss away those glasses!"
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 1
New()
..()
block = GLASSESBLOCK
..()
/obj/item/weapon/dnainjector/glassesmut
name = "DNA-Injector (Glasses)"
desc = "Will make you need dorkish glasses."
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 1
New()
..()
block = GLASSESBLOCK
..()
/obj/item/weapon/dnainjector/epimut
name = "DNA-Injector (Epi.)"
desc = "Shake shake shake the room!"
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 3
New()
..()
block = HEADACHEBLOCK
..()
/obj/item/weapon/dnainjector/antiepi
name = "DNA-Injector (Anti-Epi.)"
desc = "Will fix you up from shaking the room."
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 3
New()
..()
block = HEADACHEBLOCK
..()
/obj/item/weapon/dnainjector/anticough
name = "DNA-Injector (Anti-Cough)"
desc = "Will stop that awful noise."
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 5
New()
..()
block = COUGHBLOCK
..()
/obj/item/weapon/dnainjector/coughmut
name = "DNA-Injector (Cough)"
desc = "Will bring forth a sound of horror from your throat."
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 5
New()
..()
block = COUGHBLOCK
..()
/obj/item/weapon/dnainjector/clumsymut
name = "DNA-Injector (Clumsy)"
desc = "Makes clumsy minions."
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 6
New()
..()
block = CLUMSYBLOCK
..()
/obj/item/weapon/dnainjector/anticlumsy
name = "DNA-Injector (Anti-Clumy)"
desc = "Cleans up confusion."
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 6
New()
..()
block = CLUMSYBLOCK
..()
/obj/item/weapon/dnainjector/antitour
name = "DNA-Injector (Anti-Tour.)"
desc = "Will cure tourrets."
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 7
New()
..()
block = TWITCHBLOCK
..()
/obj/item/weapon/dnainjector/tourmut
name = "DNA-Injector (Tour.)"
desc = "Gives you a nasty case off tourrets."
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 7
New()
..()
block = TWITCHBLOCK
..()
/obj/item/weapon/dnainjector/stuttmut
name = "DNA-Injector (Stutt.)"
desc = "Makes you s-s-stuttterrr"
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 9
New()
..()
block = NERVOUSBLOCK
..()
/obj/item/weapon/dnainjector/antistutt
name = "DNA-Injector (Anti-Stutt.)"
desc = "Fixes that speaking impairment."
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 9
New()
..()
block = NERVOUSBLOCK
..()
/obj/item/weapon/dnainjector/blindmut
name = "DNA-Injector (Blind)"
desc = "Makes you not see anything."
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 11
New()
..()
block = BLINDBLOCK
..()
/obj/item/weapon/dnainjector/antiblind
name = "DNA-Injector (Anti-Blind)"
desc = "ITS A MIRACLE!!!"
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 11
New()
..()
block = BLINDBLOCK
..()
/obj/item/weapon/dnainjector/deafmut
name = "DNA-Injector (Deaf)"
desc = "Sorry, what did you say?"
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 13
New()
..()
block = DEAFBLOCK
..()
/obj/item/weapon/dnainjector/antideaf
name = "DNA-Injector (Anti-Deaf)"
desc = "Will make you hear once more."
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 13
New()
..()
block = DEAFBLOCK
..()
/obj/item/weapon/dnainjector/hallucination
name = "DNA-Injector (Halluctination)"
desc = "What you see isn't always what you get."
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 2
New()
..()
block = HALLUCINATIONBLOCK
..()
/obj/item/weapon/dnainjector/antihallucination
name = "DNA-Injector (Anti-Hallucination)"
desc = "What you see is what you get."
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 2
New()
..()
block = HALLUCINATIONBLOCK
..()
/obj/item/weapon/dnainjector/h2m
name = "DNA-Injector (Human > Monkey)"
desc = "Will make you a flea bag."
dnatype = "se"
dna = list(4090)
datatype = DNA2_BUF_SE
value = 0xFFF
//block = 14
New()
..()
block = MONKEYBLOCK
..()
/obj/item/weapon/dnainjector/m2h
name = "DNA-Injector (Monkey > Human)"
desc = "Will make you...less hairy."
dnatype = "se"
dna = list(1)
datatype = DNA2_BUF_SE
value = 0x001
//block = 14
New()
..()
block = MONKEYBLOCK
..()
@@ -185,7 +185,7 @@
H.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been wrapped with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to wrap [H.name] ([H.ckey])</font>")
log_attack("[user.name] ([user.ckey]) used the [src.name] to wrap [H.name] ([H.ckey])")
msg_admin_attack("[key_name(user)] used [src] to wrap [key_name(H)]")
else
user << "\blue You need more paper."
@@ -161,15 +161,14 @@
if( A == src ) continue
src.reagents.reaction(A, 1, 10)
if(istype(loc, /mob/living/carbon)) //drop dat grenade if it goes off in your hand
var/mob/living/carbon/C = loc
C.drop_from_inventory(src)
C.throw_mode_off()
invisibility = INVISIBILITY_MAXIMUM //Why am i doing this?
spawn(50) //To make sure all reagents can work
del(src) //correctly before deleting the grenade.
/*else
icon_state = initial(icon_state) + "_locked"
crit_fail = 1
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.loc = get_turf(src.loc)*/
/obj/item/weapon/grenade/chem_grenade/large
@@ -240,6 +239,8 @@
B2.reagents.add_reagent("phosphorus", 25)
B2.reagents.add_reagent("sugar", 25)
detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
beakers += B1
beakers += B2
icon_state = "grenade"
@@ -17,7 +17,7 @@
playsound(T, 'sound/effects/phasein.ogg', 100, 1)
for(var/mob/living/carbon/human/M in viewers(T, null))
if(M:eyecheck() <= 0)
flick("e_flash", M.flash) // flash dose faggots
flick("e_flash", M.flash)
for(var/i=1, i<=deliveryamt, i++)
var/atom/movable/x = new spawner_type
+36 -11
View File
@@ -54,7 +54,7 @@
C.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been handcuffed (attempt) by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to handcuff [C.name] ([C.ckey])</font>")
log_attack("[user.name] ([user.ckey]) Attempted to handcuff [C.name] ([C.ckey])")
msg_admin_attack("[key_name(user)] attempted to handcuff [key_name(C)]")
var/obj/effect/equip_e/human/O = new /obj/effect/equip_e/human( )
O.source = user
@@ -92,35 +92,60 @@
return
return
var/last_chew = 0
/mob/living/carbon/human/RestrainedClickOn(var/atom/A)
if (A != src) return ..()
if (last_chew + 26 > world.time) return
var/mob/living/carbon/human/H = A
if (!H.handcuffed) return
if (H.a_intent != "hurt") return
if (H.zone_sel.selecting != "mouth") return
if (H.wear_mask) return
if (istype(H.wear_suit, /obj/item/clothing/suit/straight_jacket)) return
var/datum/organ/external/O = H.organs_by_name[H.hand?"l_hand":"r_hand"]
if (!O) return
var/s = "\red [H.name] chews on \his [O.display_name]!"
H.visible_message(s, "\red You chew on your [O.display_name]!")
H.attack_log += text("\[[time_stamp()]\] <font color='red'>[s] ([H.ckey])</font>")
log_attack("[s] ([H.ckey])")
if(O.take_damage(3,0,1,"teeth marks"))
H:UpdateDamageIcon()
last_chew = world.time
/obj/item/weapon/handcuffs/cable
name = "cable restraints"
desc = "Looks like some cables tied together. Could be used to tie something up."
icon_state = "cuff_red"
icon_state = "cuff_white"
breakouttime = 300 //Deciseconds = 30s
/obj/item/weapon/handcuffs/cable/red
icon_state = "cuff_red"
color = "#DD0000"
/obj/item/weapon/handcuffs/cable/yellow
icon_state = "cuff_yellow"
color = "#DDDD00"
/obj/item/weapon/handcuffs/cable/blue
icon_state = "cuff_blue"
color = "#0000DD"
/obj/item/weapon/handcuffs/cable/green
icon_state = "cuff_green"
color = "#00DD00"
/obj/item/weapon/handcuffs/cable/pink
icon_state = "cuff_pink"
color = "#DD00DD"
/obj/item/weapon/handcuffs/cable/orange
icon_state = "cuff_orange"
color = "#DD8800"
/obj/item/weapon/handcuffs/cable/cyan
icon_state = "cuff_cyan"
color = "#00DDDD"
/obj/item/weapon/handcuffs/cable/white
icon_state = "cuff_white"
color = "#FFFFFF"
/obj/item/weapon/handcuffs/cyborg
dispenser = 1
dispenser = 1
@@ -165,7 +165,7 @@ Implant Specifics:<BR>"}
message_admins("Explosive implant triggered in [T] ([T.key]). (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</a>) ")
log_game("Explosive implant triggered in [T] ([T.key]).")
need_gib = 1
if(ishuman(imp_in))
if (elevel == "Localized Limb")
if(part) //For some reason, small_boom() didn't work. So have this bit of working copypaste.
@@ -194,7 +194,7 @@ Implant Specifics:<BR>"}
if(need_gib)
imp_in.gib()
var/turf/t = get_turf(imp_in)
if(t)
@@ -501,3 +501,4 @@ the implant may become unstable and either pre-maturely inject the subject or si
/obj/item/weapon/implant/cortical
name = "cortical stack"
desc = "A fist-sized mass of biocircuits and chips."
icon_state = "implant_evil"
@@ -1,7 +1,7 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/machinery/implantchair
name = "Loyalty Implanter"
name = "loyalty implanter"
desc = "Used to implant occupants with loyalty implants."
icon = 'icons/obj/machines/implantchair.dmi'
icon_state = "implantchair"
@@ -47,8 +47,11 @@
affected.implants += src.imp
imp.part = affected
H.hud_updateflag |= 1 << IMPLOYAL_HUD
src.imp = null
update()
return
+1 -1
View File
@@ -179,7 +179,7 @@
* Bucher's cleaver
*/
/obj/item/weapon/butch
name = "butcher's Cleaver"
name = "butcher's cleaver"
icon = 'icons/obj/kitchen.dmi'
icon_state = "butch"
desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown-by-products."
+62 -13
View File
@@ -71,13 +71,13 @@
/obj/item/weapon/book/manual/supermatter_engine
name = "Supermatter Engine User's Guide"
icon_state = "bookParticleAccelerator" //TEMP FIXME
icon_state = "bookSupermatter"
author = "Waleed Asad"
title = "Supermatter Engine User's Guide"
dat = {"Engineering notes on single-stage Supermatter engine,</br>
-Waleed Asad</br>
Station,</br>
Exodus</br>
@@ -713,6 +713,52 @@
"}
/obj/item/weapon/book/manual/medical_diagnostics_manual
name = "NT Medical Diagnostics Manual"
desc = "First, do no harm. A detailed medical practitioner's guide."
icon_state = "bookMedical"
author = "Nanotrasen Medicine Department"
title = "NT Medical Diagnostics Manual"
dat = {"
<html><head>
</head>
<body>
<b>The Oath</b><br>
<i>The Medical Oath sworn by recognised medical practitioners in the employ of Nanotrasen</i><br>
<br>
Now, as a new doctor, I solemnly promise that I will to the best of my ability serve humanity-caring for the sick, promoting good health, and alleviating pain and suffering.<br>
<br>
I recognise that the practice of medicine is a privilege with which comes considerable responsibility and I will not abuse my position.<br>
<br>
I will practise medicine with integrity, humility, honesty, and compassion-working with my fellow doctors and other colleagues to meet the needs of my patients.<br>
<br>
I shall never intentionally do or administer anything to the overall harm of my patients.<br>
<br>
I will not permit considerations of gender, race, religion, political affiliation, sexual orientation, nationality, or social standing to influence my duty of care.<br>
<br>
I will oppose policies in breach of human rights and will not participate in them. I will strive to change laws that are contrary to my profession's ethics and will work towards a fairer distribution of health resources.<br>
<br>
I will assist my patients to make informed decisions that coincide with their own values and beliefs and will uphold patient confidentiality.<br>
<br>
I will recognise the limits of my knowledge and seek to maintain and increase my understanding and skills throughout my professional life. I will acknowledge and try to remedy my own mistakes and honestly assess and respond to those of others.<br>
<br>
I will seek to promote the advancement of medical knowledge through teaching and research.<br>
<br>
I make this declaration solemnly, freely, and upon my honour.<br>
<HR COLOR="steelblue" WIDTH="60%" ALIGN="LEFT">
<iframe width='100%' height='100%' src="http://baystation12.net/wiki/index.php?title=Guide_to_Medicine&printable=yes&removelinks=1" frameborder="0" id="main_frame"></iframe>
</body>
</html>
"}
/obj/item/weapon/book/manual/engineering_guide
name = "Engineering Textbook"
icon_state ="bookEngineering2"
@@ -725,7 +771,7 @@
</head>
<body>
<iframe width='100%' height='97%' src="http://baystation12.net/wiki/index.php?title=Guide_to_Engineering&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe> </body>
<iframe width='100%' height='100%' src="http://baystation12.net/wiki/index.php?title=Guide_to_Engineering&printable=yes&remove_links=1" frameborder="0" id="main_frame"></iframe> </body>
</html>
@@ -735,7 +781,7 @@
/obj/item/weapon/book/manual/chef_recipes
name = "Chef Recipes"
icon_state = "cooked_book"
author = "Lord Frenrir Cageth"
author = "Victoria Ponsonby"
title = "Chef Recipes"
dat = {"<html>
@@ -753,32 +799,35 @@
<h1>Food for Dummies</h1>
Here is a guide on basic food recipes and also how to not poison your customers accidentally.
<h2>Basics:<h2>
Knead an egg and some flour to make dough. Bake that to make a bun or flatten and cut it.
<h2>Burger:<h2>
Put 1 meat and 1 flour into the microwave and turn it on. Then wait.
Put a bun and some meat into the microwave and turn it on. Then wait.
<h2>Bread:<h2>
Put 3 flour into the microwave and then wait.
Put some dough and an egg into the microwave and then wait.
<h2>Waffles:<h2>
Add 2 flour and 2 egg to the microwave and then wait.
Add two lumps of dough and 10u of sugar to the microwave and then wait.
<h2>Popcorn:<h2>
Add 1 corn to the microwave and wait.
<h2>Meat Steak:<h2>
Put 1 meat, 1 unit of salt and 1 unit of pepper into the microwave and wait.
Put a slice of meat, 1 unit of salt and 1 unit of pepper into the microwave and wait.
<h2>Meat Pie:<h2>
Put 1 meat and 2 flour into the microwave and wait.
Put a flattened piece of dough and some meat into the microwave and wait.
<h2>Boiled Spagetti:<h2>
Put 1 spagetti and 5 units of water into the microwave and wait.
<h2>Boiled Spaghetti:<h2>
Put the spaghetti (processed flour) and 5 units of water into the microwave and wait.
<h2>Donuts:<h2>
Add 1 egg and 1 flour to the microwave and wait.
Add some dough and 5 units of sugar to the microwave and wait.
<h2>Fries:<h2>
Add one potato to the processor and wait.
Add one potato to the processor, then bake them in the microwave.
</body>
+25 -17
View File
@@ -36,6 +36,11 @@ var/global/list/cached_icons = list()
..()
reagents.add_reagent("paint_[paint_type]", volume)
on_reagent_change() //Until we have a generic "paint", this will give new colours to all paints in the can
var/mixedcolor = mix_color_from_reagents(reagents.reagent_list)
for(var/datum/reagent/paint/P in reagents.reagent_list)
P.color = mixedcolor
red
icon_state = "paint_red"
paint_type = "red"
@@ -68,7 +73,8 @@ var/global/list/cached_icons = list()
paint_type = "remover"
/*
/obj/item/weapon/paint
name = "Paint Can"
gender= PLURAL
name = "paint"
desc = "Used to recolor floors and walls. Can not be removed by the janitor."
icon = 'icons/obj/items.dmi'
icon_state = "paint_neutral"
@@ -77,43 +83,44 @@ var/global/list/cached_icons = list()
w_class = 3.0
/obj/item/weapon/paint/red
name = "Red paint"
name = "red paint"
color = "FF0000"
icon_state = "paint_red"
/obj/item/weapon/paint/green
name = "Green paint"
name = "green paint"
color = "00FF00"
icon_state = "paint_green"
/obj/item/weapon/paint/blue
name = "Blue paint"
name = "blue paint"
color = "0000FF"
icon_state = "paint_blue"
/obj/item/weapon/paint/yellow
name = "Yellow paint"
name = "yellow paint"
color = "FFFF00"
icon_state = "paint_yellow"
/obj/item/weapon/paint/violet
name = "Violet paint"
name = "violet paint"
color = "FF00FF"
icon_state = "paint_violet"
/obj/item/weapon/paint/black
name = "Black paint"
name = "black paint"
color = "333333"
icon_state = "paint_black"
/obj/item/weapon/paint/white
name = "White paint"
name = "white paint"
color = "FFFFFF"
icon_state = "paint_white"
/obj/item/weapon/paint/anycolor
name = "Any color"
gender= PLURAL
name = "any color"
icon_state = "paint_neutral"
attack_self(mob/user as mob)
@@ -156,7 +163,8 @@ var/global/list/cached_icons = list()
return
/obj/item/weapon/paint/paint_remover
name = "Paint remover"
gender = PLURAL
name = "paint remover"
icon_state = "paint_neutral"
afterattack(turf/target, mob/user as mob)
@@ -168,9 +176,9 @@ var/global/list/cached_icons = list()
datum/reagent/paint
name = "Paint"
id = "paint_"
description = "Floor paint is used to color floor tiles."
reagent_state = 2
color = "#808080"
description = "This paint will only adhere to floor tiles."
reaction_turf(var/turf/T, var/volume)
if(!istype(T) || istype(T, /turf/space))
@@ -189,26 +197,26 @@ datum/reagent/paint
red
name = "Red Paint"
id = "paint_red"
color = "#FF0000"
color = "#FE191A"
green
name = "Green Paint"
color = "#00FF00"
color = "#18A31A"
id = "paint_green"
blue
name = "Blue Paint"
color = "#0000FF"
color = "#247CFF"
id = "paint_blue"
yellow
name = "Yellow Paint"
color = "#FFFF00"
color = "#FDFE7D"
id = "paint_yellow"
violet
name = "Violet Paint"
color = "#FF00FF"
color = "#CC0099"
id = "paint_violet"
black
@@ -218,7 +226,7 @@ datum/reagent/paint
white
name = "White Paint"
color = "#FFFFFF"
color = "#F0F8FF"
id = "paint_white"
datum/reagent/paint_remover
@@ -36,7 +36,7 @@
charge = 0
/obj/item/weapon/cell/secborg
name = "\improper Security borg rechargable D battery"
name = "security borg rechargable D battery"
origin_tech = "powerstorage=0"
maxcharge = 600 //600 max charge / 100 charge per shot = six shots
g_amt = 40
@@ -23,7 +23,7 @@
*/
/obj/item/weapon/storage/backpack/holding
name = "Bag of Holding"
name = "bag of holding"
desc = "A backpack that opens into a localized pocket of Blue Space."
origin_tech = "bluespace=4"
icon_state = "holdingpack"
@@ -84,7 +84,7 @@
icon_state = "cultpack"
/obj/item/weapon/storage/backpack/clown
name = "Giggles Von Honkerton"
name = "Giggles von Honkerton"
desc = "It's a backpack made by Honk! Co."
icon_state = "clownpack"
item_state = "clownpack"
@@ -167,3 +167,32 @@
desc = "No bother to sink or swim when you can just float!"
icon_state = "inflatable"
item_state = "inflatable"
/obj/item/weapon/storage/belt/security/tactical
name = "combat belt"
desc = "Can hold security gear like handcuffs and flashes, with more pouches for more storage."
icon_state = "swatbelt"
item_state = "swatbelt"
storage_slots = 9
max_w_class = 3
max_combined_w_class = 21
can_hold = list(
"/obj/item/weapon/grenade/flashbang",
"/obj/item/weapon/reagent_containers/spray/pepper",
"/obj/item/weapon/handcuffs",
"/obj/item/device/flash",
"/obj/item/clothing/glasses",
"/obj/item/ammo_casing/shotgun",
"/obj/item/ammo_magazine",
"/obj/item/weapon/reagent_containers/food/snacks/donut/normal",
"/obj/item/weapon/reagent_containers/food/snacks/donut/jelly",
"/obj/item/weapon/melee/baton",
"/obj/item/weapon/gun/energy/taser",
"/obj/item/weapon/lighter/zippo",
"/obj/item/weapon/cigpacket",
"/obj/item/clothing/glasses/hud/security",
"/obj/item/device/flashlight",
"/obj/item/device/pda",
"/obj/item/device/radio/headset",
"/obj/item/weapon/melee"
)
@@ -16,8 +16,8 @@
/obj/item/weapon/storage/bible/booze/New()
..()
new /obj/item/weapon/reagent_containers/food/drinks/beer(src)
new /obj/item/weapon/reagent_containers/food/drinks/beer(src)
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer(src)
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer(src)
new /obj/item/weapon/spacecash(src)
new /obj/item/weapon/spacecash(src)
new /obj/item/weapon/spacecash(src)
@@ -59,7 +59,7 @@
new /obj/item/clothing/gloves/latex(src)
/obj/item/weapon/storage/box/masks
name = "sterile masks"
name = "box of sterile masks"
desc = "This box contains masks of sterility."
icon_state = "sterile"
@@ -75,7 +75,7 @@
/obj/item/weapon/storage/box/syringes
name = "syringes"
name = "box of syringes"
desc = "A box full of syringes."
desc = "A biohazard alert warning is printed on the box"
icon_state = "syringe"
@@ -91,7 +91,7 @@
new /obj/item/weapon/reagent_containers/syringe( src )
/obj/item/weapon/storage/box/beakers
name = "beaker box"
name = "box of beakers"
icon_state = "beaker"
New()
@@ -105,7 +105,7 @@
new /obj/item/weapon/reagent_containers/glass/beaker( src )
/obj/item/weapon/storage/box/injectors
name = "\improper DNA injectors"
name = "box of DNA injectors"
desc = "This box contains injectors it seems."
New()
@@ -150,7 +150,7 @@
new /obj/item/weapon/grenade/flashbang(src)
/obj/item/weapon/storage/box/emps
name = "emp grenades"
name = "box of emp grenades"
desc = "A box with 5 emp grenades."
icon_state = "flashbang"
@@ -164,7 +164,7 @@
/obj/item/weapon/storage/box/trackimp
name = "tracking implant kit"
name = "boxed tracking implant kit"
desc = "Box full of scum-bag tracking utensils."
icon_state = "implant"
@@ -179,7 +179,7 @@
new /obj/item/weapon/locator(src)
/obj/item/weapon/storage/box/chemimp
name = "chemical implant kit"
name = "boxed chemical implant kit"
desc = "Box of stuff used to implant chemicals."
icon_state = "implant"
@@ -194,8 +194,9 @@
new /obj/item/weapon/implantpad(src)
/obj/item/weapon/storage/box/rxglasses
name = "prescription glasses"
name = "box of prescription glasses"
desc = "This box contains nerd glasses."
icon_state = "glasses"
@@ -319,7 +320,7 @@
new /obj/item/weapon/reagent_containers/food/snacks/monkeycube/wrapped/neaeracube(src)
/obj/item/weapon/storage/box/ids
name = "spare IDs"
name = "box of spare IDs"
desc = "Has so many empty IDs."
icon_state = "id"
@@ -333,8 +334,9 @@
new /obj/item/weapon/card/id(src)
new /obj/item/weapon/card/id(src)
/obj/item/weapon/storage/box/seccarts
name = "Spare R.O.B.U.S.T. Cartridges"
name = "box of spare R.O.B.U.S.T. Cartridges"
desc = "A box full of R.O.B.U.S.T. Cartridges, used by Security."
icon_state = "pda"
@@ -350,7 +352,7 @@
/obj/item/weapon/storage/box/handcuffs
name = "spare handcuffs"
name = "box of spare handcuffs"
desc = "A box full of handcuffs."
icon_state = "handcuff"
@@ -364,8 +366,9 @@
new /obj/item/weapon/handcuffs(src)
new /obj/item/weapon/handcuffs(src)
/obj/item/weapon/storage/box/mousetraps
name = "box of Pest-B-Gon Mousetraps"
name = "box of Pest-B-Gon mousetraps"
desc = "<B><FONT=red>WARNING:</FONT></B> <I>Keep out of reach of children</I>."
icon_state = "mousetraps"
@@ -415,6 +418,7 @@
w_class = 1
flags = TABLEPASS
slot_flags = SLOT_BELT
can_hold = list("/obj/item/weapon/match")
New()
..()
@@ -422,8 +426,9 @@
new /obj/item/weapon/match(src)
attackby(obj/item/weapon/match/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/match) && W.lit == 0)
if(istype(W) && !W.lit && !W.burnt)
W.lit = 1
W.damtype = "burn"
W.icon_state = "match_lit"
processing_objects.Add(W)
W.update_icon()
@@ -439,7 +444,7 @@
new /obj/item/weapon/reagent_containers/hypospray/autoinjector(src)
/obj/item/weapon/storage/box/lights
name = "replacement bulbs"
name = "box of replacement bulbs"
icon = 'icons/obj/storage.dmi'
icon_state = "light"
desc = "This box is shaped on the inside so that only light tubes and bulbs fit."
@@ -456,7 +461,7 @@
new /obj/item/weapon/light/bulb(src)
/obj/item/weapon/storage/box/lights/tubes
name = "replacement tubes"
name = "box of replacement tubes"
icon_state = "lighttube"
/obj/item/weapon/storage/box/lights/tubes/New()
@@ -465,7 +470,7 @@
new /obj/item/weapon/light/tube(src)
/obj/item/weapon/storage/box/lights/mixed
name = "replacement lights"
name = "box of replacement lights"
icon_state = "lightmixed"
/obj/item/weapon/storage/box/lights/mixed/New()
@@ -473,4 +478,4 @@
for(var/i = 0; i < 14; i++)
new /obj/item/weapon/light/tube(src)
for(var/i = 0; i < 7; i++)
new /obj/item/weapon/light/bulb(src)
new /obj/item/weapon/light/bulb(src)
@@ -81,7 +81,7 @@
*/
/obj/item/weapon/storage/fancy/candle_box
name = "Candle pack"
name = "candle pack"
desc = "A pack of red candles."
icon = 'icons/obj/candle.dmi'
icon_state = "candlebox5"
@@ -173,7 +173,6 @@
/obj/item/weapon/storage/fancy/cigarettes/update_icon()
icon_state = "[initial(icon_state)][contents.len]"
desc = "There are [contents.len] cig\s left!"
return
/obj/item/weapon/storage/fancy/cigarettes/remove_from_storage(obj/item/W as obj, atom/new_location)
@@ -253,5 +252,4 @@
/obj/item/weapon/storage/lockbox/vials/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
update_icon()
update_icon()
@@ -149,7 +149,7 @@
return
/obj/item/weapon/storage/pill_bottle/kelotane
name = "Pill bottle (kelotane)"
name = "bottle of kelotane pills"
desc = "Contains pills used to treat burns."
New()
@@ -163,7 +163,7 @@
new /obj/item/weapon/reagent_containers/pill/kelotane( src )
/obj/item/weapon/storage/pill_bottle/antitox
name = "Pill bottle (Anti-toxin)"
name = "Dylovene pills"
desc = "Contains pills used to counter toxins."
New()
@@ -177,7 +177,7 @@
new /obj/item/weapon/reagent_containers/pill/antitox( src )
/obj/item/weapon/storage/pill_bottle/inaprovaline
name = "Pill bottle (inaprovaline)"
name = "Inaprovaline pills"
desc = "Contains pills used to stabilize patients."
New()
@@ -190,6 +190,19 @@
new /obj/item/weapon/reagent_containers/pill/inaprovaline( src )
new /obj/item/weapon/reagent_containers/pill/inaprovaline( src )
/obj/item/weapon/storage/pill_bottle/tramadol
name = "Tramadol Pills"
desc = "Contains pills used to relieve pain."
New()
..()
new /obj/item/weapon/reagent_containers/pill/tramadol( src )
new /obj/item/weapon/reagent_containers/pill/tramadol( src )
new /obj/item/weapon/reagent_containers/pill/tramadol( src )
new /obj/item/weapon/reagent_containers/pill/tramadol( src )
new /obj/item/weapon/reagent_containers/pill/tramadol( src )
new /obj/item/weapon/reagent_containers/pill/tramadol( src )
new /obj/item/weapon/reagent_containers/pill/tramadol( src )
/obj/item/weapon/storage/pill_bottle/dice
name = "pack of dice"
@@ -67,7 +67,7 @@
/obj/item/weapon/storage/lockbox/loyalty
name = "Lockbox (Loyalty Implants)"
name = "lockbox of loyalty implants"
req_access = list(access_security)
New()
@@ -79,7 +79,7 @@
/obj/item/weapon/storage/lockbox/clusterbang
name = "lockbox (clusterbang)"
name = "lockbox of clusterbangs"
desc = "You have a bad feeling about opening this."
req_access = list(access_security)
@@ -69,12 +69,12 @@
return
/obj/item/weapon/storage/box/syndie_kit
name = "Box"
name = "box"
desc = "A sleek, sturdy box"
icon_state = "box_of_doom"
/obj/item/weapon/storage/box/syndie_kit/imp_freedom
name = "Freedom Implant (with injector)"
name = "boxed freedom implant (with injector)"
/obj/item/weapon/storage/box/syndie_kit/imp_freedom/New()
..()
@@ -100,7 +100,7 @@
return
/obj/item/weapon/storage/box/syndie_kit/imp_uplink
name = "Uplink Implant (with injector)"
name = "boxed uplink implant (with injector)"
/obj/item/weapon/storage/box/syndie_kit/imp_uplink/New()
..()
@@ -110,7 +110,7 @@
return
/obj/item/weapon/storage/box/syndie_kit/space
name = "Space Suit and Helmet"
name = "boxed space suit and helmet"
/obj/item/weapon/storage/box/syndie_kit/space/New()
..()
+2 -2
View File
@@ -88,7 +88,7 @@
user.attack_log += "\[[time_stamp()]\]<font color='red'> Stunned [H.name] ([H.ckey]) with [src.name]</font>"
H.attack_log += "\[[time_stamp()]\]<font color='orange'> Stunned by [user.name] ([user.ckey]) with [src.name]</font>"
log_attack("[user.name] ([user.ckey]) stunned [H.name] ([H.ckey]) with [src.name]")
msg_admin_attack("[key_name(user)] stunned [key_name(H)] with [src.name]")
playsound(src.loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
if(charges < 1)
@@ -115,7 +115,7 @@
H.visible_message("<span class='danger'>[src], thrown by [foundmob.name], strikes [H] and stuns them!</span>")
H.attack_log += "\[[time_stamp()]\]<font color='orange'> Stunned by thrown [src.name] last touched by ([src.fingerprintslast])</font>"
log_attack("Flying [src.name], last touched by ([src.fingerprintslast]) stunned [H.name] ([H.ckey])" )
msg_admin_attack("Flying [src.name], last touched by ([src.fingerprintslast]) stunned [key_name(H)]" )
/obj/item/weapon/melee/baton/emp_act(severity)
switch(severity)
@@ -620,6 +620,35 @@ LOOK FOR SURGERY.DM*/
return
*/
/*
* Researchable Scalpels
*/
/obj/item/weapon/scalpel/laser1
name = "laser scalpel"
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks basic and could be improved."
icon_state = "scalpel_laser1_on"
damtype = "fire"
/obj/item/weapon/scalpel/laser2
name = "laser scalpel"
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks somewhat advanced."
icon_state = "scalpel_laser2_on"
damtype = "fire"
force = 12.0
/obj/item/weapon/scalpel/laser3
name = "laser scalpel"
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks to be the pinnacle of precision energy cutlery!"
icon_state = "scalpel_laser3_on"
damtype = "fire"
force = 15.0
/obj/item/weapon/scalpel/manager
name = "incision management system"
desc = "A true extension of the surgeon's body, this marvel instantly and completely prepares an incision allowing for the immediate commencement of therapeutic steps."
icon_state = "scalpel_manager_on"
force = 7.5
/*
* Circular Saw
*/
@@ -819,4 +848,4 @@ LOOK FOR SURGERY.DM*/
throw_speed = 3
throw_range = 5
w_class = 2.0
attack_verb = list("attacked", "hit", "bludgeoned")
attack_verb = list("attacked", "hit", "bludgeoned")
@@ -104,7 +104,7 @@
M.Weaken(5)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
log_attack("[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])")
msg_admin_attack("[key_name(user)] attacked [key_name(user)] with [src.name] (INTENT: [uppertext(user.a_intent)])")
src.add_fingerprint(user)
for(var/mob/O in viewers(M))
@@ -113,7 +113,7 @@
//Telescopic baton
/obj/item/weapon/melee/telebaton
name = "telescopic baton"
desc = "A compact yet robust personal defense weapon. Can be concealed when folded."
desc = "A compact yet rebalanced personal defense weapon. Can be concealed when folded."
icon = 'icons/obj/weapons.dmi'
icon_state = "telebaton_0"
item_state = "telebaton_0"
@@ -153,7 +153,7 @@
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
add_fingerprint(user)
if(blood_overlay && (blood_DNA.len >= 1)) //updates blood overlay, if any
if(blood_overlay && blood_DNA && (blood_DNA.len >= 1)) //updates blood overlay, if any
overlays.Cut()//this might delete other item overlays as well but eeeeeeeh
var/icon/I = new /icon(src.icon, src.icon_state)
@@ -176,12 +176,9 @@
else
user.take_organ_damage(2*force)
return
if(!..()) return
playsound(src.loc, "swing_hit", 50, 1, -1)
//target.Stun(4) //naaah
target.Weaken(4)
return
if(..())
playsound(src.loc, "swing_hit", 50, 1, -1)
return
else
return ..()
@@ -216,8 +213,6 @@
/*
* Energy Axe
*/
/obj/item/weapon/melee/energy/axe/attack(target as mob, mob/user as mob)
..()
/obj/item/weapon/melee/energy/axe/attack_self(mob/user as mob)
src.active = !( src.active )
@@ -269,4 +264,4 @@
H.update_inv_r_hand()
add_fingerprint(user)
return
return
+61 -44
View File
@@ -1,3 +1,6 @@
#define TANK_MAX_RELEASE_PRESSURE (3*ONE_ATMOSPHERE)
#define TANK_DEFAULT_RELEASE_PRESSURE 24
/obj/item/weapon/tank
name = "tank"
icon = 'icons/obj/tank.dmi'
@@ -24,8 +27,7 @@
src.air_contents.volume = volume //liters
src.air_contents.temperature = T20C
processing_objects.Add(src)
processing_objects.Add(src)
return
/obj/item/weapon/tank/Del()
@@ -121,7 +123,10 @@
/obj/item/weapon/tank/attack_self(mob/user as mob)
if (!(src.air_contents))
return
user.set_machine(src)
ui_interact(user)
/obj/item/weapon/tank/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null)
var/using_internal
if(istype(loc,/mob/living/carbon))
@@ -129,57 +134,69 @@
if(location.internal==src)
using_internal = 1
var/message = {"
<b>Tank</b><BR>
<FONT color='blue'><b>Tank Pressure:</b> [air_contents.return_pressure()]</FONT><BR>
<BR>
<b>Mask Release Pressure:</b> <A href='?src=\ref[src];dist_p=-10'>-</A> <A href='?src=\ref[src];dist_p=-1'>-</A> [distribute_pressure] <A href='?src=\ref[src];dist_p=1'>+</A> <A href='?src=\ref[src];dist_p=10'>+</A><BR>
<b>Mask Release Valve:</b> <A href='?src=\ref[src];stat=1'>[using_internal?("Open"):("Closed")]</A>
"}
user << browse(message, "window=tank;size=600x300")
onclose(user, "tank")
return
// this is the data which will be sent to the ui
var/data[0]
data["tankPressure"] = round(air_contents.return_pressure() ? air_contents.return_pressure() : 0)
data["releasePressure"] = round(distribute_pressure ? distribute_pressure : 0)
data["defaultReleasePressure"] = round(TANK_DEFAULT_RELEASE_PRESSURE)
data["maxReleasePressure"] = round(TANK_MAX_RELEASE_PRESSURE)
data["valveOpen"] = using_internal ? 1 : 0
data["maskConnected"] = 0
if(istype(loc,/mob/living/carbon))
var/mob/living/carbon/location = loc
if(location.internal == src || (location.wear_mask && (location.wear_mask.flags & MASKINTERNALS)))
data["maskConnected"] = 1
// update the ui if it exists, returns null if no ui is passed/found
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data)
if (!ui)
// the ui does not exist, so we'll create a new() one
// for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm
ui = new(user, src, ui_key, "tanks.tmpl", "Tank", 500, 300)
// when the ui is first opened this is the data it will use
ui.set_initial_data(data)
// open the new ui window
ui.open()
// auto update every Master Controller tick
ui.set_auto_update(1)
/obj/item/weapon/tank/Topic(href, href_list)
..()
if (usr.stat|| usr.restrained())
return
if (src.loc == usr)
usr.set_machine(src)
if (href_list["dist_p"])
return 0
if (src.loc != usr)
return 0
if (href_list["dist_p"])
if (href_list["dist_p"] == "reset")
src.distribute_pressure = TANK_DEFAULT_RELEASE_PRESSURE
else if (href_list["dist_p"] == "max")
src.distribute_pressure = TANK_MAX_RELEASE_PRESSURE
else
var/cp = text2num(href_list["dist_p"])
src.distribute_pressure += cp
src.distribute_pressure = min(max(round(src.distribute_pressure), 0), 3*ONE_ATMOSPHERE)
if (href_list["stat"])
if(istype(loc,/mob/living/carbon))
var/mob/living/carbon/location = loc
if(location.internal == src)
location.internal = null
src.distribute_pressure = min(max(round(src.distribute_pressure), 0), TANK_MAX_RELEASE_PRESSURE)
if (href_list["stat"])
if(istype(loc,/mob/living/carbon))
var/mob/living/carbon/location = loc
if(location.internal == src)
location.internal = null
location.internals.icon_state = "internal0"
usr << "\blue You close the tank release valve."
if (location.internals)
location.internals.icon_state = "internal0"
usr << "\blue You close the tank release valve."
else
if(location.wear_mask && (location.wear_mask.flags & MASKINTERNALS))
location.internal = src
usr << "\blue You open \the [src] valve."
if (location.internals)
location.internals.icon_state = "internal0"
location.internals.icon_state = "internal1"
else
if(location.wear_mask && (location.wear_mask.flags & MASKINTERNALS))
location.internal = src
usr << "\blue You open \the [src] valve."
if (location.internals)
location.internals.icon_state = "internal1"
else
usr << "\blue You need something to connect to \the [src]."
usr << "\blue You need something to connect to \the [src]."
src.add_fingerprint(usr)
/*
* the following is needed for a tank lying on the floor. But currently we restrict players to use not weared tanks as intrals. --rastaf
for(var/mob/M in viewers(1, src.loc))
if ((M.client && M.machine == src))
src.attack_self(M)
*/
src.attack_self(usr)
else
usr << browse(null, "window=tank")
return
return
src.add_fingerprint(usr)
return 1
/obj/item/weapon/tank/remove_air(amount)
+15 -12
View File
@@ -372,18 +372,21 @@
usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely."
user.eye_blurry += rand(12,20)
E.damage += rand(12, 16)
if(E.damage > 10 && safety < 2)
user << "\red Your eyes are really starting to hurt. This can't be good for you!"
if (E.damage >= E.min_broken_damage)
user << "\red You go blind!"
user.sdisabilities |= BLIND
else if (E.damage >= E.min_bruised_damage)
user << "\red You go blind!"
user.eye_blind = 5
user.eye_blurry = 5
user.disabilities |= NEARSIGHTED
spawn(100)
user.disabilities &= ~NEARSIGHTED
if(safety<2)
if(E.damage > 10)
user << "\red Your eyes are really starting to hurt. This can't be good for you!"
if (E.damage >= E.min_broken_damage)
user << "\red You go blind!"
user.sdisabilities |= BLIND
else if (E.damage >= E.min_bruised_damage)
user << "\red You go blind!"
user.eye_blind = 5
user.eye_blurry = 5
user.disabilities |= NEARSIGHTED
spawn(100)
user.disabilities &= ~NEARSIGHTED
return
@@ -65,6 +65,7 @@
icon_closed = "blue"
/obj/structure/closet/lawcloset/New()
..()
new /obj/item/clothing/under/lawyer/female(src)
new /obj/item/clothing/under/lawyer/black(src)
new /obj/item/clothing/under/lawyer/red(src)
@@ -12,16 +12,16 @@
New()
..()
sleep(2)
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
new /obj/item/weapon/reagent_containers/food/drinks/cans/beer( src )
return
/obj/structure/closet/secure_closet/bar/update_icon()
@@ -87,6 +87,9 @@
new /obj/item/weapon/weldingtool/largetank(src)
new /obj/item/weapon/weldingtool/largetank(src)
new /obj/item/weapon/weldingtool/largetank(src)
new /obj/item/weapon/weldpack(src)
new /obj/item/weapon/weldpack(src)
new /obj/item/weapon/weldpack(src)
return
@@ -124,12 +127,12 @@
/obj/structure/closet/secure_closet/atmos_personal
name = "Technician's Locker"
req_access = list(access_atmospherics)
icon_state = "secureeng1"
icon_closed = "secureeng"
icon_locked = "secureeng1"
icon_opened = "secureengopen"
icon_broken = "secureengbroken"
icon_off = "secureengoff"
icon_state = "secureatm1"
icon_closed = "secureatm"
icon_locked = "secureatm1"
icon_opened = "secureatmopen"
icon_broken = "secureatmbroken"
icon_off = "secureatmoff"
New()
@@ -151,4 +154,4 @@
new /obj/item/clothing/mask/gas(src)
new /obj/item/weapon/cartridge/atmos(src)
new /obj/item/taperoll/engineering(src)
return
return
@@ -19,9 +19,11 @@
New()
..()
sleep(2)
for(var/i = 0, i < 3, i++)
new /obj/item/weapon/reagent_containers/food/drinks/flour(src)
for(var/i = 0, i < 6, i++)
new /obj/item/weapon/reagent_containers/food/snacks/flour(src)
new /obj/item/weapon/reagent_containers/food/condiment/sugar(src)
for(var/i = 0, i < 3, i++)
new /obj/item/weapon/reagent_containers/food/snacks/meat/monkey(src)
return
@@ -64,7 +66,7 @@
sleep(2)
for(var/i = 0, i < 5, i++)
new /obj/item/weapon/reagent_containers/food/drinks/milk(src)
for(var/i = 0, i < 5, i++)
for(var/i = 0, i < 3, i++)
new /obj/item/weapon/reagent_containers/food/drinks/soymilk(src)
for(var/i = 0, i < 2, i++)
new /obj/item/weapon/storage/fancy/egg_box(src)
@@ -0,0 +1,53 @@
/obj/structure/closet/secure_closet/guncabinet
name = "gun cabinet"
req_access = list(access_armory)
icon = 'icons/obj/guncabinet.dmi'
icon_state = "base"
icon_off ="base"
icon_broken ="base"
icon_locked ="base"
icon_closed ="base"
icon_opened = "base"
/obj/structure/closet/secure_closet/guncabinet/New()
..()
update_icon()
/obj/structure/closet/secure_closet/guncabinet/toggle()
..()
update_icon()
/obj/structure/closet/secure_closet/guncabinet/update_icon()
overlays.Cut()
if(opened)
overlays += icon(icon,"door_open")
else
var/lazors = 0
var/shottas = 0
for (var/obj/item/weapon/gun/G in contents)
if (istype(G, /obj/item/weapon/gun/energy))
lazors++
if (istype(G, /obj/item/weapon/gun/projectile/))
shottas++
if (lazors || shottas)
for (var/i = 0 to 2)
var/image/gun = image(icon(src.icon))
if (lazors > 0 && (shottas <= 0 || prob(50)))
lazors--
gun.icon_state = "laser"
else if (shottas > 0)
shottas--
gun.icon_state = "projectile"
gun.pixel_x = i*4
overlays += gun
overlays += icon(src.icon,"door")
if(broken)
overlays += icon(src.icon,"broken")
else if (locked)
overlays += icon(src.icon,"locked")
else
overlays += icon(src.icon,"open")
@@ -1,5 +1,5 @@
/obj/structure/closet/secure_closet/personal
desc = "It's a secure locker for personell. The first card swiped gains control."
desc = "It's a secure locker for personnel. The first card swiped gains control."
name = "personal closet"
req_access = list(access_all_personal_lockers)
var/registered_name = null
@@ -39,9 +39,12 @@
new /obj/item/clothing/suit/bio_suit/scientist(src)
new /obj/item/clothing/head/bio_hood/scientist(src)
new /obj/item/clothing/under/rank/research_director(src)
new /obj/item/clothing/under/rank/research_director/rdalt(src)
new /obj/item/clothing/under/rank/research_director/dress_rd(src)
new /obj/item/clothing/suit/storage/labcoat(src)
new /obj/item/weapon/cartridge/rd(src)
new /obj/item/clothing/shoes/white(src)
new /obj/item/clothing/shoes/leather(src)
new /obj/item/clothing/gloves/latex(src)
new /obj/item/device/radio/headset/heads/rd(src)
new /obj/item/weapon/tank/air(src)
@@ -301,6 +301,7 @@
var/id = null
New()
..()
new /obj/item/clothing/under/color/orange( src )
new /obj/item/clothing/shoes/orange( src )
return
@@ -56,6 +56,7 @@
del(src)*/
/obj/structure/closet/emcloset/legacy/New()
..()
new /obj/item/weapon/tank/oxygen(src)
new /obj/item/clothing/mask/gas(src)
@@ -108,6 +109,7 @@
icon_opened = "toolclosetopen"
/obj/structure/closet/toolcloset/New()
..()
if(prob(40))
new /obj/item/clothing/suit/storage/hazardvest(src)
if(prob(70))
@@ -154,6 +156,8 @@
..()
new /obj/item/clothing/suit/radiation(src)
new /obj/item/clothing/head/radiation(src)
new /obj/item/clothing/suit/radiation(src)
new /obj/item/clothing/head/radiation(src)
/*
* Bombsuit closet
@@ -4,22 +4,13 @@
icon_state = "blue"
icon_closed = "blue"
/obj/structure/closet/wardrobe/New()
new /obj/item/clothing/under/color/blue(src)
new /obj/item/clothing/under/color/blue(src)
new /obj/item/clothing/under/color/blue(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/clothing/shoes/brown(src)
new /obj/item/clothing/shoes/brown(src)
return
/obj/structure/closet/wardrobe/red
name = "security wardrobe"
icon_state = "red"
icon_closed = "red"
/obj/structure/closet/wardrobe/red/New()
..()
new /obj/item/clothing/under/rank/security(src)
new /obj/item/clothing/under/rank/security(src)
new /obj/item/clothing/under/rank/security(src)
@@ -44,6 +35,7 @@
icon_closed = "pink"
/obj/structure/closet/wardrobe/pink/New()
..()
new /obj/item/clothing/under/color/pink(src)
new /obj/item/clothing/under/color/pink(src)
new /obj/item/clothing/under/color/pink(src)
@@ -58,6 +50,7 @@
icon_closed = "black"
/obj/structure/closet/wardrobe/black/New()
..()
new /obj/item/clothing/under/color/black(src)
new /obj/item/clothing/under/color/black(src)
new /obj/item/clothing/under/color/black(src)
@@ -77,6 +70,7 @@
icon_closed = "black"
/obj/structure/closet/wardrobe/chaplain_black/New()
..()
new /obj/item/clothing/under/rank/chaplain(src)
new /obj/item/clothing/shoes/black(src)
new /obj/item/clothing/suit/nun(src)
@@ -97,6 +91,7 @@
icon_closed = "green"
/obj/structure/closet/wardrobe/green/New()
..()
new /obj/item/clothing/under/color/green(src)
new /obj/item/clothing/under/color/green(src)
new /obj/item/clothing/under/color/green(src)
@@ -111,6 +106,7 @@
icon_closed = "green"
/obj/structure/closet/wardrobe/xenos/New()
..()
new /obj/item/clothing/suit/unathi/mantle(src)
new /obj/item/clothing/suit/unathi/robe(src)
new /obj/item/clothing/shoes/sandal(src)
@@ -126,6 +122,7 @@
icon_closed = "orange"
/obj/structure/closet/wardrobe/orange/New()
..()
new /obj/item/clothing/under/color/orange(src)
new /obj/item/clothing/under/color/orange(src)
new /obj/item/clothing/under/color/orange(src)
@@ -141,6 +138,7 @@
icon_closed = "wardrobe-y"
/obj/structure/closet/wardrobe/yellow/New()
..()
new /obj/item/clothing/under/color/yellow(src)
new /obj/item/clothing/under/color/yellow(src)
new /obj/item/clothing/under/color/yellow(src)
@@ -156,6 +154,7 @@
icon_closed = "yellow"
/obj/structure/closet/wardrobe/atmospherics_yellow/New()
..()
new /obj/item/clothing/under/rank/atmospheric_technician(src)
new /obj/item/clothing/under/rank/atmospheric_technician(src)
new /obj/item/clothing/under/rank/atmospheric_technician(src)
@@ -178,6 +177,7 @@
icon_closed = "yellow"
/obj/structure/closet/wardrobe/engineering_yellow/New()
..()
new /obj/item/clothing/under/rank/engineer(src)
new /obj/item/clothing/under/rank/engineer(src)
new /obj/item/clothing/under/rank/engineer(src)
@@ -199,6 +199,7 @@
icon_closed = "white"
/obj/structure/closet/wardrobe/white/New()
..()
new /obj/item/clothing/under/color/white(src)
new /obj/item/clothing/under/color/white(src)
new /obj/item/clothing/under/color/white(src)
@@ -214,6 +215,7 @@
icon_closed = "white"
/obj/structure/closet/wardrobe/pjs/New()
..()
new /obj/item/clothing/under/pj/red(src)
new /obj/item/clothing/under/pj/red(src)
new /obj/item/clothing/under/pj/blue(src)
@@ -231,6 +233,7 @@
icon_closed = "white"
/obj/structure/closet/wardrobe/toxins_white/New()
..()
new /obj/item/clothing/under/rank/scientist(src)
new /obj/item/clothing/under/rank/scientist(src)
new /obj/item/clothing/under/rank/scientist(src)
@@ -252,6 +255,7 @@
icon_closed = "black"
/obj/structure/closet/wardrobe/robotics_black/New()
..()
new /obj/item/clothing/under/rank/roboticist(src)
new /obj/item/clothing/under/rank/roboticist(src)
new /obj/item/clothing/suit/storage/labcoat(src)
@@ -269,6 +273,7 @@
icon_closed = "white"
/obj/structure/closet/wardrobe/chemistry_white/New()
..()
new /obj/item/clothing/under/rank/chemist(src)
new /obj/item/clothing/under/rank/chemist(src)
new /obj/item/clothing/shoes/white(src)
@@ -284,6 +289,7 @@
icon_closed = "white"
/obj/structure/closet/wardrobe/genetics_white/New()
..()
new /obj/item/clothing/under/rank/geneticist(src)
new /obj/item/clothing/under/rank/geneticist(src)
new /obj/item/clothing/shoes/white(src)
@@ -299,6 +305,7 @@
icon_closed = "white"
/obj/structure/closet/wardrobe/virology_white/New()
..()
new /obj/item/clothing/under/rank/virologist(src)
new /obj/item/clothing/under/rank/virologist(src)
new /obj/item/clothing/shoes/white(src)
@@ -316,6 +323,7 @@
icon_closed = "white"
/obj/structure/closet/wardrobe/medic_white/New()
..()
new /obj/item/clothing/under/rank/medical(src)
new /obj/item/clothing/under/rank/medical(src)
new /obj/item/clothing/under/rank/medical/blue(src)
@@ -336,6 +344,7 @@
icon_closed = "grey"
/obj/structure/closet/wardrobe/grey/New()
..()
new /obj/item/clothing/under/color/grey(src)
new /obj/item/clothing/under/color/grey(src)
new /obj/item/clothing/under/color/grey(src)
@@ -354,6 +363,7 @@
icon_closed = "mixed"
/obj/structure/closet/wardrobe/mixed/New()
..()
new /obj/item/clothing/under/color/blue(src)
new /obj/item/clothing/under/color/yellow(src)
new /obj/item/clothing/under/color/green(src)
@@ -367,5 +377,23 @@
new /obj/item/clothing/shoes/green(src)
new /obj/item/clothing/shoes/orange(src)
new /obj/item/clothing/shoes/purple(src)
new /obj/item/clothing/shoes/red(src)
new /obj/item/clothing/shoes/leather(src)
return
/obj/structure/closet/wardrobe/tactical
name = "tactical equipment"
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
/obj/structure/closet/wardrobe/tactical/New()
new /obj/item/clothing/under/tactical(src)
new /obj/item/clothing/suit/armor/tactical(src)
new /obj/item/clothing/head/helmet/tactical(src)
new /obj/item/clothing/mask/balaclava/tactical(src)
new /obj/item/clothing/glasses/sunglasses/sechud/tactical(src)
new /obj/item/weapon/storage/belt/security/tactical(src)
new /obj/item/clothing/shoes/jackboots(src)
new /obj/item/clothing/gloves/black(src)
return
@@ -276,6 +276,36 @@
new /obj/item/weapon/rcd_ammo(src)
new /obj/item/weapon/rcd(src)
/obj/structure/closet/crate/solar
name = "Solar Pack crate"
/obj/structure/closet/crate/solar/New()
..()
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/solar_assembly(src)
new /obj/item/weapon/circuitboard/solar_control(src)
new /obj/item/weapon/tracker_electronics(src)
new /obj/item/weapon/paper/solar(src)
/obj/structure/closet/crate/freezer
desc = "A freezer."
name = "Freezer"
@@ -303,6 +333,15 @@
newgas.temperature = target_temp
return newgas
/obj/structure/closet/crate/freezer/rations //Fpr use in the escape shuttle
desc = "A crate of emergency rations."
name = "Emergency Rations"
/obj/structure/closet/crate/freezer/rations/New()
..()
new /obj/item/weapon/storage/box/donkpockets(src)
new /obj/item/weapon/storage/box/donkpockets(src)
/obj/structure/closet/crate/bin
desc = "A large bin."
+1 -1
View File
@@ -1,5 +1,5 @@
/obj/structure/displaycase
name = "Display Case"
name = "display case"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "glassbox1"
desc = "A display case for prized possessions. It taunts you to kick it."
@@ -1,7 +1,7 @@
obj/structure/door_assembly
icon = 'icons/obj/doors/door_assembly.dmi'
name = "Airlock Assembly"
name = "airlock assembly"
icon_state = "door_as_0"
anchored = 0
density = 1
+8 -1
View File
@@ -28,6 +28,13 @@
/obj/structure/extinguisher_cabinet/attack_hand(mob/user)
if(isrobot(user) || isalien(user))
return
if (hasorgans(user))
var/datum/organ/external/temp = user:organs_by_name["r_hand"]
if (user.hand)
temp = user:organs_by_name["l_hand"]
if(temp && !temp.is_usable())
user << "<span class='notice'>You try to move your [temp.display_name], but cannot!"
return
if(has_extinguisher)
user.put_in_hands(has_extinguisher)
user << "<span class='notice'>You take [has_extinguisher] from [src].</span>"
@@ -62,4 +69,4 @@
else
icon_state = "extinguisher_full"
else
icon_state = "extinguisher_empty"
icon_state = "extinguisher_empty"
+4 -2
View File
@@ -10,7 +10,9 @@
/obj/structure/lattice/New()
..()
if(!(istype(src.loc, /turf/space)))
///// Z-Level Stuff
if(!(istype(src.loc, /turf/space) || istype(src.loc, /turf/simulated/floor/open)))
///// Z-Level Stuff
del(src)
for(var/obj/structure/lattice/LAT in src.loc)
if(LAT != src)
@@ -80,4 +82,4 @@
dir_sum += direction
icon_state = "lattice[dir_sum]"
return
return
@@ -158,7 +158,7 @@
proc/update_nearby_tiles(need_rebuild) //Copypasta from airlock code
if(!air_master)
return 0
air_master.AddTurfToUpdate(get_turf(src))
air_master.mark_for_update(get_turf(src))
return 1
/obj/structure/mineral_door/iron
+4
View File
@@ -159,6 +159,8 @@
return
if (!ismob(O) && !istype(O, /obj/structure/closet/body_bag))
return
if (!ismob(user) || user.stat || user.lying || user.stunned)
return
O.loc = src.loc
if (user != O)
for(var/mob/B in viewers(user, 3))
@@ -373,6 +375,8 @@
return
if (!ismob(O) && !istype(O, /obj/structure/closet/body_bag))
return
if (!ismob(user) || user.stat || user.lying || user.stunned)
return
O.loc = src.loc
if (user != O)
for(var/mob/B in viewers(user, 3))
+25
View File
@@ -174,3 +174,28 @@
name = "\improper HYDROPONICS"
desc = "A warning sign which reads 'HYDROPONICS'"
icon_state = "hydro1"
/obj/structure/sign/directions/science
name = "\improper Science department"
desc = "A direction sign, pointing out which way Science department is."
icon_state = "direction_sci"
/obj/structure/sign/directions/engineering
name = "\improper Engineering department"
desc = "A direction sign, pointing out which way Engineering department is."
icon_state = "direction_eng"
/obj/structure/sign/directions/security
name = "\improper Security department"
desc = "A direction sign, pointing out which way Security department is."
icon_state = "direction_sec"
/obj/structure/sign/directions/medical
name = "\improper Medical Bay"
desc = "A direction sign, pointing out which way Meducal Bay is."
icon_state = "direction_med"
/obj/structure/sign/directions/evac
name = "\improper Escape Arm"
desc = "A direction sign, pointing out which way escape shuttle dock is."
icon_state = "direction_evac"
@@ -571,7 +571,7 @@ obj/structure/ex_act(severity)
if(text in direction_table)
return direction_table[text]
var/list/split_text = stringsplit(text, "-")
var/list/split_text = text2list(text, "-")
// If the first token is D, the icon_state represents
// a purely decorative tube, and doesn't actually
+23 -12
View File
@@ -153,7 +153,7 @@
if(I.type == /obj/item/device/analyzer)
user << "<span class='notice'>The water temperature seems to be [watertemp].</span>"
if(istype(I, /obj/item/weapon/wrench))
user << "<span class='notice'>You begin to adjust the temperature valve with the [I].</span>"
user << "<span class='notice'>You begin to adjust the temperature valve with \the [I].</span>"
if(do_after(user, 50))
switch(watertemp)
if("normal")
@@ -162,7 +162,7 @@
watertemp = "boiling"
if("boiling")
watertemp = "normal"
user.visible_message("<span class='notice'>[user] adjusts the shower with the [I].</span>", "<span class='notice'>You adjust the shower with the [I].</span>")
user.visible_message("<span class='notice'>[user] adjusts the shower with \the [I].</span>", "<span class='notice'>You adjust the shower with \the [I].</span>")
add_fingerprint(user)
/obj/machinery/shower/update_icon() //this is terribly unreadable, but basically it makes the shower mist up
@@ -268,10 +268,12 @@
if(H.belt)
if(H.belt.clean_blood())
H.update_inv_belt(0)
H.clean_blood(washshoes)
else
if(M.wear_mask) //if the mob is not human, it cleans the mask without asking for bitflags
if(M.wear_mask.clean_blood())
M.update_inv_wear_mask(0)
M.clean_blood()
else
O.clean_blood()
@@ -321,15 +323,23 @@
anchored = 1
var/busy = 0 //Something's being washed at the moment
/obj/structure/sink/attack_hand(mob/M as mob)
if(isrobot(M) || isAI(M))
/obj/structure/sink/attack_hand(mob/user as mob)
if (hasorgans(user))
var/datum/organ/external/temp = user:organs_by_name["r_hand"]
if (user.hand)
temp = user:organs_by_name["l_hand"]
if(temp && !temp.is_usable())
user << "<span class='notice'>You try to move your [temp.display_name], but cannot!"
return
if(isrobot(user) || isAI(user))
return
if(!Adjacent(M))
if(!Adjacent(user))
return
if(busy)
M << "\red Someone's already washing here."
user << "\red Someone's already washing here."
return
usr << "\blue You start washing your hands."
@@ -338,13 +348,14 @@
sleep(40)
busy = 0
if(!Adjacent(M)) return //Person has moved away from the sink
if(!Adjacent(user)) return //Person has moved away from the sink
M.clean_blood()
if(ishuman(M))
M:update_inv_gloves()
user.clean_blood()
if(ishuman(user))
user:update_inv_gloves()
for(var/mob/V in viewers(src, null))
V.show_message("\blue [M] washes their hands using \the [src].")
V.show_message("\blue [user] washes their hands using \the [src].")
/obj/structure/sink/attackby(obj/item/O as obj, mob/user as mob)
if(busy)
@@ -354,7 +365,7 @@
if (istype(O, /obj/item/weapon/reagent_containers))
var/obj/item/weapon/reagent_containers/RG = O
RG.reagents.add_reagent("water", min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this))
user.visible_message("\blue [user] fills the [RG] using \the [src].","\blue You fill the [RG] using \the [src].")
user.visible_message("\blue [user] fills \the [RG] using \the [src].","\blue You fill \the [RG] using \the [src].")
return
else if (istype(O, /obj/item/weapon/melee/baton))
@@ -297,6 +297,6 @@ obj/structure/windoor_assembly/Del()
if(!air_master)
return 0
air_master.AddTurfToUpdate(loc)
air_master.mark_for_update(loc)
return 1
+1 -1
View File
@@ -313,7 +313,7 @@
/obj/structure/window/proc/update_nearby_tiles(need_rebuild)
if(!air_master)
return 0
air_master.AddTurfToUpdate(get_turf(src))
air_master.mark_for_update(get_turf(src))
return 1