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* Fixes 6 pAI faces PAIs are no longer coded to only recognize 9 emotions. This enables the use of the neutral, silly, nose, smirk, exclamation points, and question mark faces as a pAI. Before, those buttons did nothing. * Fixes the PDA Halogen Scanner's tendency to be number one. * Unfolded pAIs can be picked up Because who doesn't want a robotic cat on their head? Adds in the missing code to allow pAIs to actually be picked up, and held sprites for the newer 4 chassis options. * Adds the Gigaphone, a suped-up Megaphone. * Constant Chip has a sprite * Fireaxe cabinets find their fireaxes in initialize(), rather than new() * Speeds up alcohol * fixed mining cloak not being in loadouts * Admin Supermatter Setup now closes the monitoring room shutters (#5442) * Admin Supermatter Setup now closes the monitoring room shutters * Fixes a copy-paste error * Begins work on lightning. * Fixes #5447 (Deadspy submap not overwriting mapgen) (#5448) * Map fix * fixed deadspy.dmm * Added Squid plushies of varying colours I added a few Squid plushies in different colours, changing the files code/game/objects/items/toys.dm and obj/toy.dmi * Added hat functionality to Squid plushies I added the ability to wear my Squid plushies as hats. They're damn good hats. * Replaces Skrell namegen (#5453) Created a first name list for Skrell, to replace the syllable assembler. Created a surname list for Skrell to replace the syllable assembler. Replaced the Skrell namegen with pre-written namelists, instead of the old syllable assembler. * Mechoid makes mistakes. Fix telepathic gigaphones. * Lets people be colorblind Adds four types of colorblindness to the traits in the setup menu - protanopia, deuteranopia, tritanopia, and monochromacy. Previously, there were ones defined in the code, but not actually usable to players. * Whoops, worded that wrong * Adds beams to the Type var list for View Variables. * Unfuck my Master * Adds beams to the Type var selection in View Variables. * Finishes thunderstorms. * Adds logging. * APC Sprite Change - Port from Virgo recolored slightly to match closer to the old sprite - Addition of directional sprites for the APCs * Refactors supply controller. Supply consoles now run nanoUI * Missing ' * [Excitedly updates changelog] * btw i use arc * Removes supermatters from cave PoIs. * Holomap Port - Port of Holomaps from Virgo * Changing species (via ling or admin button) should no longer ruin your HUD * Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format * Removes empty file, gives the QM a control console again (Was replaced with an ordering console) * Hopefully fixes some tool-conversion things * Makes the Northern Star still compile * Keeps NS up to date * Taj and Unathi should have explorer mask sprites now * Corgi rune now summons the corgi in a flash of harmless lightning * Forces mech construction to work with the is_tool() procs * Various things and floors no longer associate with dirt * MultiZ falling tweaks * Fixes the clusterbang grenade * Added new hairstyles * Added new hairstyles * Fixes spelling of Strike in Lightning Strike admin verb * I don't know how we keep breaking falling * Hallucinations now use the old system again, but with the more modern components. * Ambience Refactor (#5476) * Refactors how ambience is assigned, removes bad ambience, ports good ambience from tg * Apparently that file is still used, not worth the salt to remove it. * Changelog * The speed-related chem effects are no longer a one-or-none affair, oxy causes slowdown * Corrects noted issues * Add some missing sprites for xenoarch excavation. * Become thwarted, thot. * Fixes the Ultra AC2's burstfire bug. * The Major Bill's shuttle is actually contagious now. * penguins are from earth capitalize this, anewbe, i dare you * Mechoid's a butt * Adds new job/department specific teshari clothing to the loadout (#5481) * adding the new department specific teshari outfits * Slightly cleans up hooded suit code (#5471) * FBPs can have brute damage repaired externally again * Windoors fix * Cleans up some largecrate code * Weather refactor. * NanoUI makes me sad. * Drinking more booze gets you drunk faster * Ports the supermatter grenade, supporting code * May or may not make movement seem smoother * Fixes the Sleepy Ring * Partially ports the GLOB system * Fixes the bug(s) that allow meat bodies to have metal brains * ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here * Optimizes supply UI * Transfer shuttle grammar fixes * Fixes borked E and W fish sprites * Fixes incorrect ETA in crew transfer announcement * Mech Mini 'Revamp'. Will need playtesting. (#5480) * Exosuits are now capable of holding more equipment, of specific types. * Tweaks regarding feedback in staffside thread, other concerns. * Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss * Weapons only fit in universal combat slots. * Adds smart magazine, magazine functionality * Adds a new subset of grenades that shoot projectiles * Low alpha now makes HUDs and tooltips not show up on you * Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515) * Update smartfridge.dm * actually indicates which line solves the bug * Adds a whole bunch of Exosuit weapons and other miscellaneous parts. * Minifrags now use the small fragments mainly as they should. * Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird. * Touch stuff in reference to responses. * NanoUI now processes again * Converts more simple_animal mobs to simple_mob * Submap correction
170 lines
4.4 KiB
Plaintext
170 lines
4.4 KiB
Plaintext
/*
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Telekinesis
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This needs more thinking out, but I might as well.
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*/
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var/const/tk_maxrange = 15
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/*
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Telekinetic attack:
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By default, emulate the user's unarmed attack
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*/
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/atom/proc/attack_tk(mob/user)
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if(user.stat) return
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user.UnarmedAttack(src,0) // attack_hand, attack_paw, etc
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return
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/*
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This is similar to item attack_self, but applies to anything
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that you can grab with a telekinetic grab.
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It is used for manipulating things at range, for example, opening and closing closets.
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There are not a lot of defaults at this time, add more where appropriate.
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*/
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/atom/proc/attack_self_tk(mob/user)
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return
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/obj/attack_tk(mob/user)
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if(user.stat) return
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if(anchored)
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..()
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return
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var/obj/item/tk_grab/O = new(src)
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user.put_in_active_hand(O)
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O.host = user
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O.focus_object(src)
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return
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/obj/item/attack_tk(mob/user)
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if(user.stat || !isturf(loc)) return
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if((TK in user.mutations) && !user.get_active_hand()) // both should already be true to get here
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var/obj/item/tk_grab/O = new(src)
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user.put_in_active_hand(O)
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O.host = user
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O.focus_object(src)
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else
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warning("Strange attack_tk(): TK([TK in user.mutations]) empty hand([!user.get_active_hand()])")
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return
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/mob/attack_tk(mob/user)
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return // needs more thinking about
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/*
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TK Grab Item (the workhorse of old TK)
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* If you have not grabbed something, do a normal tk attack
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* If you have something, throw it at the target. If it is already adjacent, do a normal attackby()
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* If you click what you are holding, or attack_self(), do an attack_self_tk() on it.
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* Deletes itself if it is ever not in your hand, or if you should have no access to TK.
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*/
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/obj/item/tk_grab
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name = "Telekinetic Grab"
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desc = "Magic"
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icon = 'icons/obj/magic.dmi'//Needs sprites
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icon_state = "2"
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flags = NOBLUDGEON
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//item_state = null
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w_class = ITEMSIZE_NO_CONTAINER
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layer = HUD_LAYER
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var/last_throw = 0
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var/atom/movable/focus = null
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var/mob/living/host = null
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/obj/item/tk_grab/dropped(mob/user as mob)
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if(focus && user && loc != user && loc != user.loc) // drop_item() gets called when you tk-attack a table/closet with an item
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if(focus.Adjacent(loc))
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focus.loc = loc
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loc = null
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spawn(1)
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qdel(src)
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return
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//stops TK grabs being equipped anywhere but into hands
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/obj/item/tk_grab/equipped(var/mob/user, var/slot)
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..()
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if( (slot == slot_l_hand) || (slot== slot_r_hand) ) return
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qdel(src)
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return
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/obj/item/tk_grab/attack_self(mob/user as mob)
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if(focus)
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focus.attack_self_tk(user)
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/obj/item/tk_grab/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, proximity)//TODO: go over this
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if(!target || !user) return
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if(last_throw+3 > world.time) return
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if(!host || host != user)
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qdel(src)
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return
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if(!(TK in host.mutations))
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qdel(src)
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return
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if(isobj(target) && !isturf(target.loc))
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return
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var/d = get_dist(user, target)
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if(focus)
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d = max(d, get_dist(user, focus)) // whichever is further
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if(d > tk_maxrange)
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user << "<span class='notice'>Your mind won't reach that far.</span>"
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return
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if(!focus)
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focus_object(target, user)
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return
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if(target == focus)
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target.attack_self_tk(user)
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return // todo: something like attack_self not laden with assumptions inherent to attack_self
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if(!istype(target, /turf) && istype(focus,/obj/item) && target.Adjacent(focus))
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var/obj/item/I = focus
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var/resolved = target.attackby(I, user, user:get_organ_target())
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if(!resolved && target && I)
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I.afterattack(target,user,1) // for splashing with beakers
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else
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apply_focus_overlay()
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focus.throw_at(target, 10, 1, user)
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last_throw = world.time
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return
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/obj/item/tk_grab/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
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return
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/obj/item/tk_grab/proc/focus_object(var/obj/target, var/mob/living/user)
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if(!istype(target,/obj)) return//Cant throw non objects atm might let it do mobs later
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if(target.anchored || !isturf(target.loc))
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qdel(src)
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return
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focus = target
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update_icon()
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apply_focus_overlay()
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return
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/obj/item/tk_grab/proc/apply_focus_overlay()
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if(!focus) return
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var/obj/effect/overlay/O = new /obj/effect/overlay(locate(focus.x,focus.y,focus.z))
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O.name = "sparkles"
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O.anchored = 1
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O.density = 0
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O.layer = FLY_LAYER
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O.set_dir(pick(GLOB.cardinal))
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O.icon = 'icons/effects/effects.dmi'
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O.icon_state = "nothing"
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flick("empdisable",O)
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spawn(5)
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qdel(O)
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return
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/obj/item/tk_grab/update_icon()
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overlays.Cut()
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if(focus && focus.icon && focus.icon_state)
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overlays += icon(focus.icon,focus.icon_state)
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return
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