Merge branch 'Mining-suit-fix' of https://github.com/MysteryMan21333/S.P.L.U.R.T-Station-13 into Mining-suit-fix

This commit is contained in:
MysteryMan21333
2024-04-30 21:04:01 -05:00
1863 changed files with 109133 additions and 238072 deletions
+8 -8
View File
@@ -65,7 +65,7 @@
obj_flags |= EMAGGED
you_die_in_the_game_you_die_for_real = TRUE
sparks.start()
addtimer(CALLBACK(src, .proc/emagNotify), 150)
addtimer(CALLBACK(src, PROC_REF(emagNotify)), 150)
return TRUE
/obj/machinery/vr_sleeper/update_icon_state()
@@ -179,12 +179,12 @@
C.updateappearance(TRUE, TRUE, TRUE)
var/datum/component/virtual_reality/VR = vr_mob.AddComponent(/datum/component/virtual_reality, you_die_in_the_game_you_die_for_real)
if(VR.connect(M))
RegisterSignal(VR, COMSIG_COMPONENT_UNREGISTER_PARENT, .proc/unset_vr_mob)
RegisterSignal(VR, COMSIG_COMPONENT_REGISTER_PARENT, .proc/set_vr_mob)
RegisterSignal(VR, COMSIG_COMPONENT_UNREGISTER_PARENT, PROC_REF(unset_vr_mob))
RegisterSignal(VR, COMSIG_COMPONENT_REGISTER_PARENT, PROC_REF(set_vr_mob))
if(!only_current_user_can_interact)
VR.RegisterSignal(src, COMSIG_ATOM_EMAG_ACT, /datum/component/virtual_reality.proc/you_only_live_once)
VR.RegisterSignal(src, COMSIG_MACHINE_EJECT_OCCUPANT, /datum/component/virtual_reality.proc/revert_to_reality)
VR.RegisterSignal(src, COMSIG_PARENT_QDELETING, /datum/component/virtual_reality.proc/machine_destroyed)
VR.RegisterSignal(src, COMSIG_ATOM_EMAG_ACT, TYPE_PROC_REF(/datum/component/virtual_reality, you_only_live_once))
VR.RegisterSignal(src, COMSIG_MACHINE_EJECT_OCCUPANT, TYPE_PROC_REF(/datum/component/virtual_reality, revert_to_reality))
VR.RegisterSignal(src, COMSIG_PARENT_QDELETING, TYPE_PROC_REF(/datum/component/virtual_reality, machine_destroyed))
to_chat(vr_mob, "<span class='notice'>Transfer successful! You are now playing as [vr_mob] in VR!</span>")
else
to_chat(M, "<span class='notice'>Transfer failed! virtual reality data likely corrupted!</span>")
@@ -240,7 +240,7 @@
vr_area = get_base_area(src)
if(!vr_area)
return INITIALIZE_HINT_QDEL
addtimer(CALLBACK(src, .proc/clean_up), 3 MINUTES, TIMER_LOOP)
addtimer(CALLBACK(src, PROC_REF(clean_up)), 3 MINUTES, TIMER_LOOP)
/obj/effect/vr_clean_master/proc/clean_up()
if (!vr_area)
@@ -256,4 +256,4 @@
if(!QDELETED(M) && (M in contents) && M.stat == DEAD)
qdel(M)
corpse_party -= M
addtimer(CALLBACK(src, .proc/clean_up), 3 MINUTES)
addtimer(CALLBACK(src, PROC_REF(clean_up)), 3 MINUTES)
+1 -1
View File
@@ -180,7 +180,7 @@
AH.Resolve() //with prejudice
if(banned_client && banned_client.ckey == ckey)
qdel(banned_client)
return 1
return TRUE
/datum/admins/proc/DB_ban_unban(ckey, bantype, job = "")
+12 -12
View File
@@ -7,7 +7,7 @@ GLOBAL_PROTECT(Banlist)
if(!GLOB.Banlist) // if Banlist cannot be located for some reason
LoadBans() // try to load the bans
if(!GLOB.Banlist) // uh oh, can't find bans!
return 0 // ABORT ABORT ABORT
return FALSE // ABORT ABORT ABORT
. = list()
var/appeal
@@ -20,7 +20,7 @@ GLOBAL_PROTECT(Banlist)
if (GLOB.Banlist["temp"])
if (!GetExp(GLOB.Banlist["minutes"]))
ClearTempbans()
return 0
return FALSE
else
.["desc"] = "\nReason: [GLOB.Banlist["reason"]]\nExpires: [GetExp(GLOB.Banlist["minutes"])]\nBy: [GLOB.Banlist["bannedby"]] during round ID [GLOB.Banlist["roundid"]][appeal]"
else
@@ -47,18 +47,18 @@ GLOBAL_PROTECT(Banlist)
if(GLOB.Banlist["temp"])
if (!GetExp(GLOB.Banlist["minutes"]))
ClearTempbans()
return 0
return FALSE
else
.["desc"] = "\nReason: [GLOB.Banlist["reason"]]\nExpires: [GetExp(GLOB.Banlist["minutes"])]\nBy: [GLOB.Banlist["bannedby"]] during round ID [GLOB.Banlist["roundid"]][appeal]"
else
.["desc"] = "\nReason: [GLOB.Banlist["reason"]]\nExpires: <B>PERMENANT</B>\nBy: [GLOB.Banlist["bannedby"]] during round ID [GLOB.Banlist["roundid"]][appeal]"
.["reason"] = matches
return .
return 0
return FALSE
/proc/UpdateTime() //No idea why i made this a proc.
GLOB.CMinutes = (world.realtime / 10) / 60
return 1
return TRUE
/proc/LoadBans()
if(!CONFIG_GET(flag/ban_legacy_system))
@@ -78,7 +78,7 @@ GLOBAL_PROTECT(Banlist)
GLOB.Banlist.cd = "/base"
ClearTempbans()
return 1
return TRUE
/proc/ClearTempbans()
UpdateTime()
@@ -97,7 +97,7 @@ GLOBAL_PROTECT(Banlist)
if (GLOB.CMinutes >= GLOB.Banlist["minutes"])
RemoveBan(A)
return 1
return TRUE
/proc/AddBan(key, computerid, reason, bannedby, temp, minutes, address)
@@ -111,7 +111,7 @@ GLOBAL_PROTECT(Banlist)
GLOB.Banlist.cd = "/base"
if ( GLOB.Banlist.dir.Find("[ban_ckey][computerid]") )
to_chat(usr, text("<span class='danger'>Ban already exists.</span>"))
return 0
return FALSE
else
GLOB.Banlist.dir.Add("[ban_ckey][computerid]")
GLOB.Banlist.cd = "/base/[ban_ckey][computerid]"
@@ -128,7 +128,7 @@ GLOBAL_PROTECT(Banlist)
create_message("note", key, bannedby, "Permanently banned - [reason]", null, null, 0, 0, null, 0, 0)
else
create_message("note", key, bannedby, "Banned for [minutes] minutes - [reason]", null, null, 0, 0, null, 0, 0)
return 1
return TRUE
/proc/RemoveBan(foldername)
var/key
@@ -140,7 +140,7 @@ GLOBAL_PROTECT(Banlist)
GLOB.Banlist.cd = "/base"
if (!GLOB.Banlist.dir.Remove(foldername))
return 0
return FALSE
if(!usr)
log_admin_private("Ban Expired: [key]")
@@ -157,13 +157,13 @@ GLOBAL_PROTECT(Banlist)
GLOB.Banlist.dir.Remove(A)
continue
return 1
return TRUE
/proc/GetExp(minutes as num)
UpdateTime()
var/exp = minutes - GLOB.CMinutes
if (exp <= 0)
return 0
return FALSE
else
var/timeleftstring
if (exp >= 1440) //1440 = 1 day in minutes
+3 -2
View File
@@ -126,7 +126,8 @@ GLOBAL_LIST_INIT(admin_verbs_fun, list(
/client/proc/admin_away,
// /client/proc/spawn_floor_cluwne,
/client/proc/cmd_admin_toggle_fov, //CIT CHANGE - FOV
/client/proc/roll_dices //CIT CHANGE - Adds dice verb
/client/proc/roll_dices, //CIT CHANGE - Adds dice verb
/client/proc/override_sm_delam //SPLURT change - Adds SM toggle
))
GLOBAL_PROTECT(admin_verbs_fun)
GLOBAL_LIST_INIT(admin_verbs_spawn, list(/datum/admins/proc/spawn_atom, /datum/admins/proc/podspawn_atom, /datum/admins/proc/spawn_cargo, /datum/admins/proc/spawn_objasmob, /client/proc/respawn_character))
@@ -758,7 +759,7 @@ GLOBAL_PROTECT(admin_verbs_hideable)
if(!istype(T))
to_chat(src, "<span class='notice'>You can only give a disease to a mob of type /mob/living.</span>", confidential = TRUE)
return
var/datum/disease/D = input("Choose the disease to give to that guy", "ACHOO") as null|anything in sort_list(SSdisease.diseases, /proc/cmp_typepaths_asc)
var/datum/disease/D = input("Choose the disease to give to that guy", "ACHOO") as null|anything in sort_list(SSdisease.diseases, GLOBAL_PROC_REF(cmp_typepaths_asc))
if(!D)
return
T.ForceContractDisease(new D, FALSE, TRUE)
+1 -1
View File
@@ -119,7 +119,7 @@ GLOBAL_VAR(antag_prototypes)
GLOB.antag_prototypes[cat_id] = list(A)
else
GLOB.antag_prototypes[cat_id] += A
sortTim(GLOB.antag_prototypes,/proc/cmp_text_asc,associative=TRUE)
sortTim(GLOB.antag_prototypes,GLOBAL_PROC_REF(cmp_text_asc),associative=TRUE)
var/list/sections = list()
var/list/priority_sections = list()
+1 -1
View File
@@ -106,7 +106,7 @@
else
sections += T.antag_listing_entry()
sortTim(all_antagonists, /proc/cmp_antag_category)
sortTim(all_antagonists, GLOBAL_PROC_REF(cmp_antag_category))
var/current_category
var/list/current_section = list()
+2 -2
View File
@@ -29,7 +29,7 @@
if ("Instant Runoff Voting")
polltype = POLLTYPE_IRV
else
return 0
return FALSE
var/starttime = SQLtime()
var/endtime = input("Set end time for poll as format YYYY-MM-DD HH:MM:SS. All times in server time. HH:MM:SS is optional and 24-hour. Must be later than starting time for obvious reasons.", "Set end time", SQLtime()) as text
if(!endtime)
@@ -117,7 +117,7 @@
if("Finish")
add_option = 0
else
return 0
return FALSE
var/m1 = "[key_name(usr)] has created a new server poll. Poll type: [polltype] - Admin Only: [adminonly ? "Yes" : "No"] - Question: [question]"
var/m2 = "[key_name_admin(usr)] has created a new server poll. Poll type: [polltype] - Admin Only: [adminonly ? "Yes" : "No"]<br>Question: [question]"
var/datum/db_query/query_polladd_question = SSdbcore.NewQuery({"
+13 -13
View File
@@ -140,21 +140,21 @@ GLOBAL_PROTECT(href_token)
/datum/admins/proc/check_for_rights(rights_required)
if(rights_required && !(rights_required & rank.rights))
return 0
return 1
return FALSE
return TRUE
/datum/admins/proc/check_if_greater_rights_than_holder(datum/admins/other)
if(!other)
return 1 //they have no rights
return TRUE //they have no rights
if(rank.rights == R_EVERYTHING)
return 1 //we have all the rights
return TRUE //we have all the rights
if(src == other)
return 1 //you always have more rights than yourself
return TRUE //you always have more rights than yourself
if(rank.rights != other.rank.rights)
if( (rank.rights & other.rank.rights) == other.rank.rights )
return 1 //we have all the rights they have and more
return 0
return TRUE //we have all the rights they have and more
return FALSE
/datum/admins/vv_edit_var(var_name, var_value)
if(var_name == NAMEOF(src, fakekey))
@@ -164,7 +164,7 @@ GLOBAL_PROTECT(href_token)
/*
checks if usr is an admin with at least ONE of the flags in rights_required. (Note, they don't need all the flags)
if rights_required == 0, then it simply checks if they are an admin.
if it doesn't return 1 and show_msg=1 it will prints a message explaining why the check has failed
if it doesn't return TRUE and show_msg=1 it will prints a message explaining why the check has failed
generally it would be used like so:
/proc/admin_proc()
@@ -178,26 +178,26 @@ you will have to do something like if(client.rights & R_ADMIN) yourself.
/proc/check_rights(rights_required, show_msg=1)
if(usr && usr.client)
if (check_rights_for(usr.client, rights_required))
return 1
return TRUE
else
if(show_msg)
to_chat(usr, "<font color='red'>Error: You do not have sufficient rights to do that. You require one of the following flags:[rights2text(rights_required," ")].</font>")
return 0
return FALSE
//probably a bit iffy - will hopefully figure out a better solution
/proc/check_if_greater_rights_than(client/other)
if(usr && usr.client)
if(usr.client.holder)
if(!other || !other.holder)
return 1
return TRUE
return usr.client.holder.check_if_greater_rights_than_holder(other.holder)
return 0
return FALSE
//This proc checks whether subject has at least ONE of the rights specified in rights_required.
/proc/check_rights_for(client/subject, rights_required)
if(subject && subject.holder)
return subject.holder.check_for_rights(rights_required)
return 0
return FALSE
/proc/GenerateToken()
. = ""
+1 -1
View File
@@ -202,7 +202,7 @@ GLOBAL_LIST_INIT(pp_limbs, list(
message_admins("<span class='adminnotice'>[key_name_admin(usr)] took control of [targetMob].</span>")
log_admin("[key_name(usr)] took control of [targetMob].")
addtimer(CALLBACK(targetMob.mob_panel, /datum.proc/ui_interact, targetMob), 0.1 SECONDS)
addtimer(CALLBACK(targetMob.mob_panel, TYPE_PROC_REF(/datum, ui_interact), targetMob), 0.1 SECONDS)
if ("smite")
admin.smite(targetMob)
+1 -1
View File
@@ -33,7 +33,7 @@
clients += list(client)
clients = sort_list(clients, /proc/cmp_playtime)
clients = sort_list(clients, GLOBAL_PROC_REF(cmp_playtime))
data["clients"] = clients
return data
+1 -1
View File
@@ -10,7 +10,7 @@
return
LAZYADD(tagged_datums, target_datum)
RegisterSignal(target_datum, COMSIG_PARENT_QDELETING, .proc/handle_tagged_del, override = TRUE)
RegisterSignal(target_datum, COMSIG_PARENT_QDELETING, PROC_REF(handle_tagged_del), override = TRUE)
to_chat(owner, span_notice("[target_datum] has been tagged."))
/// Get ahead of the curve with deleting
+4 -4
View File
@@ -1053,7 +1053,7 @@
to_chat(M, "<span class='boldannounce'>The reason is: [reason]</span>")
to_chat(M, "<span class='danger'>This jobban will be lifted in [mins] minutes.</span>")
href_list["jobban2"] = 1 // lets it fall through and refresh
return 1
return TRUE
if("No")
var/reason = input(usr,"Please State Reason For Banning [M.key].","Reason") as message|null
severity = input("Set the severity of the note/ban.", "Severity", null, null) as null|anything in list("High", "Medium", "Minor", "None")
@@ -1079,7 +1079,7 @@
to_chat(M, "<span class='boldannounce'>The reason is: [reason]</span>")
to_chat(M, "<span class='danger'>Jobban can be lifted only upon request.</span>")
href_list["jobban2"] = 1 // lets it fall through and refresh
return 1
return TRUE
if("Cancel")
return
@@ -1108,8 +1108,8 @@
message_admins("<span class='adminnotice'>[key_name_admin(usr)] unbanned [key_name_admin(M)] from [msg].</span>")
to_chat(M, "<span class='boldannounce'><BIG>You have been un-jobbanned by [usr.client.key] from [msg].</BIG></span>")
href_list["jobban2"] = 1 // lets it fall through and refresh
return 1
return 0 //we didn't do anything!
return TRUE
return FALSE //we didn't do anything!
else if(href_list["boot2"])
if(!check_rights(R_ADMIN))
+1 -1
View File
@@ -460,7 +460,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
options |= SDQL2_OPTION_DO_NOT_AUTOGC
/datum/SDQL2_query/proc/ARun()
INVOKE_ASYNC(src, .proc/Run)
INVOKE_ASYNC(src, PROC_REF(Run))
/datum/SDQL2_query/proc/Run()
if(SDQL2_IS_RUNNING)
+2 -2
View File
@@ -239,7 +239,7 @@ GLOBAL_DATUM_INIT(ahelp_tickets, /datum/admin_help_tickets, new)
//Removes the ahelp verb and returns it after 2 minutes
/datum/admin_help/proc/TimeoutVerb()
remove_verb(initiator, /client/verb/adminhelp)
initiator.adminhelptimerid = addtimer(CALLBACK(initiator, /client/proc/giveadminhelpverb), 1200, TIMER_STOPPABLE) //2 minute cooldown of admin helps
initiator.adminhelptimerid = addtimer(CALLBACK(initiator, TYPE_PROC_REF(/client, giveadminhelpverb)), 1200, TIMER_STOPPABLE) //2 minute cooldown of admin helps
//private
/datum/admin_help/proc/FullMonty(ref_src)
@@ -355,7 +355,7 @@ GLOBAL_DATUM_INIT(ahelp_tickets, /datum/admin_help_tickets, new)
state = AHELP_RESOLVED
GLOB.ahelp_tickets.ListInsert(src)
addtimer(CALLBACK(initiator, /client/proc/giveadminhelpverb), 50)
addtimer(CALLBACK(initiator, TYPE_PROC_REF(/client, giveadminhelpverb)), 50)
AddInteraction("<font color='green'>Resolved by [key_name].</font>")
to_chat(initiator, "<span class='adminhelp'>Your ticket has been resolved by [usr?.client?.holder?.fakekey? usr.client.holder.fakekey : "an administrator"]. The Adminhelp verb will be returned to you shortly.</span>")
+1 -1
View File
@@ -217,7 +217,7 @@
//AdminPM popup for ApocStation and anybody else who wants to use it. Set it with POPUP_ADMIN_PM in config.txt ~Carn
if(CONFIG_GET(flag/popup_admin_pm))
INVOKE_ASYNC(src, .proc/popup_admin_pm, recipient, msg)
INVOKE_ASYNC(src, PROC_REF(popup_admin_pm), recipient, msg)
else //neither are admins
to_chat(src, "<span class='danger'>Error: Admin-PM: Non-admin to non-admin PM communication is forbidden.</span>", confidential = TRUE)
+8 -8
View File
@@ -89,11 +89,11 @@
available.Add(C)
var/mob/choice = input("Choose a player to play the pAI", "Spawn pAI") in available
if(!choice)
return 0
return FALSE
if(!isobserver(choice))
var/confirm = input("[choice.key] isn't ghosting right now. Are you sure you want to yank him out of them out of their body and place them in this pAI?", "Spawn pAI Confirmation", "No") in list("Yes", "No")
if(confirm != "Yes")
return 0
return FALSE
var/obj/item/paicard/card = new(T)
var/mob/living/silicon/pai/pai = new(card)
pai.name = input(choice, "Enter your pAI name:", "pAI Name", "Personal AI") as text
@@ -113,7 +113,7 @@
alert("Wait until the game starts")
return
if(ishuman(M))
INVOKE_ASYNC(M, /mob/living/carbon/human/proc/Alienize)
INVOKE_ASYNC(M, TYPE_PROC_REF(/mob/living/carbon/human, Alienize))
SSblackbox.record_feedback("tally", "admin_verb", 1, "Make Alien") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
log_admin("[key_name(usr)] made [key_name(M)] into an alien at [AREACOORD(M)].")
message_admins("<span class='adminnotice'>[key_name_admin(usr)] made [ADMIN_LOOKUPFLW(M)] into an alien.</span>")
@@ -128,7 +128,7 @@
alert("Wait until the game starts")
return
if(ishuman(M))
INVOKE_ASYNC(M, /mob/living/carbon/human/proc/slimeize)
INVOKE_ASYNC(M, TYPE_PROC_REF(/mob/living/carbon/human, slimeize))
SSblackbox.record_feedback("tally", "admin_verb", 1, "Make Slime") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
log_admin("[key_name(usr)] made [key_name(M)] into a slime at [AREACOORD(M)].")
message_admins("<span class='adminnotice'>[key_name_admin(usr)] made [ADMIN_LOOKUPFLW(M)] into a slime.</span>")
@@ -623,7 +623,7 @@
set desc = "Display del's log of everything that's passed through it."
var/list/dellog = list("<B>List of things that have gone through qdel this round</B><BR><BR><ol>")
sortTim(SSgarbage.items, cmp=/proc/cmp_qdel_item_time, associative = TRUE)
sortTim(SSgarbage.items, cmp=GLOBAL_PROC_REF(cmp_qdel_item_time), associative = TRUE)
for(var/path in SSgarbage.items)
var/datum/qdel_item/I = SSgarbage.items[path]
dellog += "<li><u>[path]</u><ul>"
@@ -832,9 +832,9 @@
set desc = "Shows tracked profiling info from code lines that support it"
var/sort_list = list(
"Avg time" = /proc/cmp_profile_avg_time_dsc,
"Total Time" = /proc/cmp_profile_time_dsc,
"Call Count" = /proc/cmp_profile_count_dsc
"Avg time" = GLOBAL_PROC_REF(cmp_profile_avg_time_dsc),
"Total Time" = GLOBAL_PROC_REF(cmp_profile_time_dsc),
"Call Count" = GLOBAL_PROC_REF(cmp_profile_count_dsc)
)
var/sort = input(src, "Sort type?", "Sort Type", "Avg time") as null|anything in sort_list
if (!sort)
@@ -54,7 +54,7 @@
for(var/entry in all_the_entrys)
concatenated_logs += "<b>[entry]</b><br>[all_the_entrys[entry]]"
if(length(concatenated_logs))
sortTim(concatenated_logs, cmp = /proc/cmp_text_dsc) //Sort by timestamp.
sortTim(concatenated_logs, cmp = GLOBAL_PROC_REF(cmp_text_dsc)) //Sort by timestamp.
dat += "<font size=2px>"
dat += concatenated_logs.Join("<br>")
dat += "</font>"
+2 -3
View File
@@ -65,7 +65,7 @@ GLOBAL_PROTECT(admin_verbs_debug_mapping)
icon_state = "yellow"
/obj/effect/debugging/marker/Move()
return 0
return FALSE
/client/proc/camera_view()
set category = "Mapping"
@@ -111,7 +111,7 @@ GLOBAL_LIST_EMPTY(dirty_vars)
if(!Master)
alert(usr,"Master_controller not found.","Sec Camera Report")
return 0
return FALSE
var/list/obj/machinery/camera/CL = list()
@@ -307,7 +307,6 @@ GLOBAL_VAR_INIT(say_disabled, FALSE)
qdel(I)
randomize_human(D)
JB.equip(D, TRUE, FALSE)
COMPILE_OVERLAYS(D)
var/icon/I = icon(getFlatIcon(D), frame = 1)
final.Insert(I, JB.title)
qdel(D)
+18 -19
View File
@@ -72,10 +72,10 @@
H.mind.make_Traitor()
candidates.Remove(H)
return 1
return TRUE
return 0
return FALSE
/datum/admins/proc/makeChangelings()
@@ -104,9 +104,9 @@
H.mind.make_Changeling()
candidates.Remove(H)
return 1
return TRUE
return 0
return FALSE
/datum/admins/proc/makeRevs()
@@ -133,9 +133,9 @@
H = pick(candidates)
H.mind.make_Rev()
candidates.Remove(H)
return 1
return TRUE
return 0
return FALSE
/datum/admins/proc/makeWizard()
@@ -173,9 +173,9 @@
H.mind.make_Cultist()
candidates.Remove(H)
return 1
return TRUE
return 0
return FALSE
/datum/admins/proc/makeClockCult()
@@ -208,9 +208,9 @@
SSticker.mode.equip_servant(H)
candidates.Remove(H)
return 1
return TRUE
return 0
return FALSE
@@ -238,7 +238,7 @@
break
//Making sure we have atleast 3 Nuke agents, because less than that is kinda bad
if(agentcount < 3)
return 0
return FALSE
//Let's find the spawn locations
var/leader_chosen = FALSE
@@ -251,9 +251,9 @@
nuke_team = N.nuke_team
else
new_character.mind.add_antag_datum(/datum/antagonist/nukeop,nuke_team)
return 1
return TRUE
else
return 0
return FALSE
//Abductors
@@ -319,7 +319,6 @@
equipAntagOnDummy(mannequin, ert)
COMPILE_OVERLAYS(mannequin)
CHECK_TICK
var/icon/preview_icon = icon('icons/effects/effects.dmi', "nothing")
preview_icon.Scale(48+32, 16+32)
@@ -351,9 +350,9 @@
ertemplate = new /datum/ert/centcom_official
var/list/settings = list(
"preview_callback" = CALLBACK(src, .proc/makeERTPreviewIcon),
"preview_callback" = CALLBACK(src, PROC_REF(makeERTPreviewIcon)),
"mainsettings" = list(
"template" = list("desc" = "Template", "callback" = CALLBACK(src, .proc/makeERTTemplateModified), "type" = "datum", "path" = "/datum/ert", "subtypesonly" = TRUE, "value" = ertemplate.type),
"template" = list("desc" = "Template", "callback" = CALLBACK(src, PROC_REF(makeERTTemplateModified)), "type" = "datum", "path" = "/datum/ert", "subtypesonly" = TRUE, "value" = ertemplate.type),
"teamsize" = list("desc" = "Team Size", "type" = "number", "value" = ertemplate.teamsize),
"mission" = list("desc" = "Mission", "type" = "string", "value" = ertemplate.mission),
"polldesc" = list("desc" = "Ghost poll description", "type" = "string", "value" = ertemplate.polldesc),
@@ -456,12 +455,12 @@
//Abductors
/datum/admins/proc/makeAbductorTeam()
new /datum/round_event/ghost_role/abductor
return 1
return TRUE
/datum/admins/proc/makeRevenant()
new /datum/round_event/ghost_role/revenant(TRUE, TRUE)
return 1
return TRUE
/datum/admins/proc/makeQareen()
new /datum/round_event/ghost_role/qareen(TRUE, TRUE)
return 1
return TRUE
+2 -2
View File
@@ -19,13 +19,13 @@ GLOBAL_VAR_INIT(highlander, FALSE)
message_admins("<span class='adminnotice'>[key_name_admin(usr)] used THERE CAN BE ONLY ONE!</span>")
log_admin("[key_name(usr)] used THERE CAN BE ONLY ONE.")
addtimer(CALLBACK(SSshuttle.emergency, /obj/docking_port/mobile/emergency.proc/request, null, 1), 50)
addtimer(CALLBACK(SSshuttle.emergency, TYPE_PROC_REF(/obj/docking_port/mobile/emergency, request), null, 1), 50)
/client/proc/only_one_delayed()
send_to_playing_players("<span class='userdanger'>Bagpipes begin to blare. You feel Scottish pride coming over you.</span>")
message_admins("<span class='adminnotice'>[key_name_admin(usr)] used (delayed) THERE CAN BE ONLY ONE!</span>")
log_admin("[key_name(usr)] used delayed THERE CAN BE ONLY ONE.")
addtimer(CALLBACK(src, .proc/only_one), 420)
addtimer(CALLBACK(src, PROC_REF(only_one)), 420)
/mob/living/carbon/human/proc/make_scottish()
mind.add_antag_datum(/datum/antagonist/highlander)
+11 -11
View File
@@ -245,7 +245,7 @@
else
to_chat(usr, "<span class='danger'>Error: create_xeno(): no suitable candidates.</span>")
if(!istext(ckey))
return 0
return FALSE
var/alien_caste = input(usr, "Please choose which caste to spawn.","Pick a caste",null) as null|anything in list("Queen","Praetorian","Hunter","Sentinel","Drone","Larva")
var/obj/effect/landmark/spawn_here = GLOB.xeno_spawn.len ? pick(GLOB.xeno_spawn) : null
@@ -264,7 +264,7 @@
if("Larva")
new_xeno = new /mob/living/carbon/alien/larva(spawn_here)
else
return 0
return FALSE
if(!spawn_here)
SSjob.SendToLateJoin(new_xeno, FALSE)
@@ -272,7 +272,7 @@
var/msg = "<span class='notice'>[key_name_admin(usr)] has spawned [ckey] as a filthy xeno [alien_caste].</span>"
message_admins(msg)
admin_ticket_log(new_xeno, msg)
return 1
return TRUE
/*
If a guy was gibbed and you want to revive him, this is a good way to do so.
@@ -1463,7 +1463,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
var/shots_this_limb = 0
for(var/t in shuffle(open_adj_turfs))
var/turf/iter_turf = t
addtimer(CALLBACK(GLOBAL_PROC, .proc/firing_squad, dude, iter_turf, slice_part.body_zone, wound_bonuses[wound_bonus_rep], damage), delay_counter)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(firing_squad), dude, iter_turf, slice_part.body_zone, wound_bonuses[wound_bonus_rep], damage), delay_counter)
delay_counter += delay_per_shot
shots_this_limb++
if(shots_this_limb > shots_per_limb_per_rep)
@@ -1494,7 +1494,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
to_chat(usr, "<span class='warning'>[C] is dead!")
return
else
C.goodbye(C) //sandstorm punish and ends here.
C.goodbye() //sandstorm punish and ends here.
if(ADMIN_PUNISHMENT_TABLETIDESTATIONWIDE) //SPLURT punishments start here
priority_announce(html_decode("[target] has brought the wrath of the gods upon themselves and is now being tableslammed across the station. Please stand by."), null, 'sound/misc/announce.ogg', "CentCom")
var/list/areas = list()
@@ -1517,23 +1517,23 @@ Traitors and the like can also be revived with the previous role mostly intact.
var/obj/item/bodypart/limb = _limb
if (limb.body_part == HEAD || limb.body_part == CHEST)
continue
addtimer(CALLBACK(limb, /obj/item/bodypart/.proc/dismember), timer)
addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, carbon_target, 'modular_splurt/sound/effects/cartoon_pop.ogg', 70), timer)
addtimer(CALLBACK(carbon_target, /mob/living/.proc/spin, 4, 1), timer - 0.4 SECONDS)
addtimer(CALLBACK(limb, TYPE_PROC_REF(/obj/item/bodypart, dismember)), timer)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), carbon_target, 'modular_splurt/sound/effects/cartoon_pop.ogg', 70), timer)
addtimer(CALLBACK(carbon_target, TYPE_PROC_REF(/mob/living, spin), 4, 1), timer - 0.4 SECONDS)
timer += 2 SECONDS
if(ADMIN_PUNISHMENT_BREADIFY)
#define BREADIFY_TIME (5 SECONDS)
var/mutable_appearance/bread_appearance = mutable_appearance('icons/obj/food/burgerbread.dmi', "bread")
var/mutable_appearance/transform_scanline = mutable_appearance('modular_splurt/icons/effects/effects.dmi', "transform_effect")
target.transformation_animation(bread_appearance, time = BREADIFY_TIME, transform_overlay=transform_scanline, reset_after=TRUE)
addtimer(CALLBACK(GLOBAL_PROC, .proc/breadify, target), BREADIFY_TIME)
addtimer(CALLBACK(src, PROC_REF(breadify), target), BREADIFY_TIME)
#undef BREADIFY_TIME
if(ADMIN_PUNISHMENT_BOOKIFY)
#define BOOKIFY_TIME (2 SECONDS)
var/mutable_appearance/book_appearance = mutable_appearance('icons/obj/library.dmi', "book")
var/mutable_appearance/transform_scanline = mutable_appearance('modular_splurt/icons/effects/effects.dmi', "transform_effect")
target.transformation_animation(book_appearance, time = BOOKIFY_TIME, transform_overlay=transform_scanline, reset_after=TRUE)
addtimer(CALLBACK(GLOBAL_PROC, .proc/bookify, target), BOOKIFY_TIME)
addtimer(CALLBACK(src, PROC_REF(bookify), target), BOOKIFY_TIME)
playsound(target, 'modular_splurt/sound/misc/bookify.ogg', 60, 1)
#undef BOOKIFY_TIME
if(ADMIN_PUNISHMENT_BONK)
@@ -1626,7 +1626,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
/obj/effect/temp_visual/target/Initialize(mapload, list/flame_hit)
. = ..()
INVOKE_ASYNC(src, .proc/fall, flame_hit)
INVOKE_ASYNC(src, PROC_REF(fall), flame_hit)
/obj/effect/temp_visual/target/proc/fall(list/flame_hit)
var/turf/T = get_turf(src)
+4 -4
View File
@@ -246,7 +246,7 @@
var/datum/round_event_control/disease_outbreak/DC = locate(/datum/round_event_control/disease_outbreak) in SSevents.control
E = DC.runEvent()
if("Choose")
var/virus = input("Choose the virus to spread", "BIOHAZARD") as null|anything in sort_list(typesof(/datum/disease), /proc/cmp_typepaths_asc)
var/virus = input("Choose the virus to spread", "BIOHAZARD") as null|anything in sort_list(typesof(/datum/disease), GLOBAL_PROC_REF(cmp_typepaths_asc))
var/datum/round_event_control/disease_outbreak/DC = locate(/datum/round_event_control/disease_outbreak) in SSevents.control
var/datum/round_event/disease_outbreak/DO = DC.runEvent()
DO.virus_type = virus
@@ -444,9 +444,9 @@
var/ghostcandidates = list()
for (var/j in 1 to min(prefs["amount"]["value"], length(candidates)))
ghostcandidates += pick_n_take(candidates)
addtimer(CALLBACK(GLOBAL_PROC, .proc/doPortalSpawn, get_random_station_turf(), pathToSpawn, length(ghostcandidates), storm, ghostcandidates, outfit), i*prefs["delay"]["value"])
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(doPortalSpawn), get_random_station_turf(), pathToSpawn, length(ghostcandidates), storm, ghostcandidates, outfit), i*prefs["delay"]["value"])
else if (prefs["playersonly"]["value"] != "Yes")
addtimer(CALLBACK(GLOBAL_PROC, .proc/doPortalSpawn, get_random_station_turf(), pathToSpawn, prefs["amount"]["value"], storm, null, outfit), i*prefs["delay"]["value"])
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(doPortalSpawn), get_random_station_turf(), pathToSpawn, prefs["amount"]["value"], storm, null, outfit), i*prefs["delay"]["value"])
if("changebombcap")
if(!is_funmin)
return
@@ -465,7 +465,7 @@
SSblackbox.record_feedback("nested tally", "admin_secrets_fun_used", 1, list("Monkeyize All Humans"))
for(var/i in GLOB.human_list)
var/mob/living/carbon/human/H = i
INVOKE_ASYNC(H, /mob/living/carbon.proc/monkeyize)
INVOKE_ASYNC(H, TYPE_PROC_REF(/mob/living/carbon, monkeyize))
ok = TRUE
if("traitor_all")
if(!is_funmin)
@@ -55,11 +55,11 @@
if(!check_rights(NONE))
return
var/list/names = list()
var/list/componentsubtypes = sort_list(subtypesof(/datum/component), /proc/cmp_typepaths_asc)
var/list/componentsubtypes = sort_list(subtypesof(/datum/component), GLOBAL_PROC_REF(cmp_typepaths_asc))
names += "---Components---"
names += componentsubtypes
names += "---Elements---"
names += sort_list(subtypesof(/datum/element), /proc/cmp_typepaths_asc)
names += sort_list(subtypesof(/datum/element), GLOBAL_PROC_REF(cmp_typepaths_asc))
var/result = input(usr, "Choose a component/element to add","better know what ur fuckin doin pal") as null|anything in names
if(!usr || !result || result == "---Components---" || result == "---Elements---")
return
@@ -182,8 +182,8 @@ GLOBAL_LIST_EMPTY(antagonists)
apply_innate_effects()
give_antag_moodies()
remove_blacklisted_quirks()
// RegisterSignal(owner, COMSIG_PRE_MINDSHIELD_IMPLANT, .proc/pre_mindshield)
// RegisterSignal(owner, COMSIG_MINDSHIELD_IMPLANTED, .proc/on_mindshield)
// RegisterSignal(owner, COMSIG_PRE_MINDSHIELD_IMPLANT, PROC_REF(pre_mindshield))
// RegisterSignal(owner, COMSIG_MINDSHIELD_IMPLANTED, PROC_REF(on_mindshield))
if(is_banned(owner.current) && replace_banned)
replace_banned_player()
else if(owner.current.client?.holder && (CONFIG_GET(flag/auto_deadmin_antagonists) || owner.current.client.prefs?.deadmin & DEADMIN_ANTAGONIST))
@@ -392,7 +392,6 @@ GLOBAL_LIST_EMPTY(antagonists)
/datum/antagonist/proc/render_preview_outfit(datum/outfit/outfit, mob/living/carbon/human/dummy)
dummy = dummy || new /mob/living/carbon/human/dummy/consistent
dummy.equipOutfit(outfit, visualsOnly = TRUE)
COMPILE_OVERLAYS(dummy)
var/icon = getFlatIcon(dummy)
// We don't want to qdel the dummy right away, since its items haven't initialized yet.
@@ -450,7 +449,7 @@ GLOBAL_LIST_EMPTY(antagonists)
antag_memory = new_memo
/**
* Gets how fast we can hijack the shuttle, return 0 for can not hijack.
* Gets how fast we can hijack the shuttle, return FALSE for can not hijack.
* Defaults to hijack_speed var, override for custom stuff like buffing hijack speed for hijack objectives or something.
*/
/datum/antagonist/proc/hijack_speed()
@@ -548,7 +547,7 @@ GLOBAL_LIST_EMPTY(antagonists)
if(!ispath(request_target))
request_target = locate(request_target) in objectives
if(istype(request_target))
RegisterSignal(request_target, COMSIG_PARENT_QDELETING, .proc/clean_request_from_del_objective)
RegisterSignal(request_target, COMSIG_PARENT_QDELETING, PROC_REF(clean_request_from_del_objective))
requested_objective_changes[uid] = additions
@@ -50,7 +50,7 @@
if(H.stat || H.restrained())
return
if(!ishuman(H))
return 1
return TRUE
if(loc == H || (in_range(src, H) && isturf(loc)))
H.set_machine(src)
@@ -112,7 +112,7 @@
/datum/antagonist/abductor/get_admin_commands()
. = ..()
.["Equip"] = CALLBACK(src,.proc/admin_equip)
.["Equip"] = CALLBACK(src,PROC_REF(admin_equip))
/datum/antagonist/abductor/proc/admin_equip(mob/admin)
if(!ishuman(owner.current))
@@ -59,7 +59,7 @@
H.update_inv_wear_suit()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
A.UpdateButtons()
/obj/item/clothing/suit/armor/abductor/vest/item_action_slot_check(slot, mob/user, datum/action/A)
if(slot == ITEM_SLOT_OCLOTHING) //we only give the mob the ability to activate the vest if he's actually wearing it.
@@ -660,7 +660,7 @@
user.visible_message("<span class='notice'>[user] places down [src] and activates it.</span>", "<span class='notice'>You place down [src] and activate it.</span>")
user.dropItemToGround(src)
playsound(src, 'sound/machines/terminal_alert.ogg', 50)
addtimer(CALLBACK(src, .proc/try_spawn_machine), 30)
addtimer(CALLBACK(src, PROC_REF(try_spawn_machine)), 30)
/obj/item/abductor_machine_beacon/proc/try_spawn_machine()
var/viable = FALSE
@@ -63,7 +63,7 @@
update_gland_hud()
var/atom/movable/screen/alert/mind_control/mind_alert = owner.throw_alert("mind_control", /atom/movable/screen/alert/mind_control)
mind_alert.command = command
addtimer(CALLBACK(src, .proc/clear_mind_control), mind_control_duration)
addtimer(CALLBACK(src, PROC_REF(clear_mind_control)), mind_control_duration)
return TRUE
/obj/item/organ/heart/gland/proc/clear_mind_control()
@@ -9,7 +9,7 @@
/obj/item/organ/heart/gland/access/activate()
to_chat(owner, "<span class='notice'>You feel like a VIP for some reason.</span>")
RegisterSignal(owner, COMSIG_MOB_ALLOWED, .proc/free_access)
RegisterSignal(owner, COMSIG_MOB_ALLOWED, PROC_REF(free_access))
/obj/item/organ/heart/gland/access/proc/free_access(datum/source, obj/O)
return TRUE
@@ -20,7 +20,7 @@
owner.visible_message("<span class='danger'>[owner]'s skin starts emitting electric arcs!</span>",\
"<span class='warning'>You feel electric energy building up inside you!</span>")
playsound(get_turf(owner), "sparks", 100, TRUE, -1)
addtimer(CALLBACK(src, .proc/zap), rand(30, 100))
addtimer(CALLBACK(src, PROC_REF(zap)), rand(30, 100))
/obj/item/organ/heart/gland/electric/proc/zap()
tesla_zap(owner, 4, 8000, ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE | ZAP_MOB_STUN)
@@ -107,7 +107,7 @@
else
to_chat(owner, "<span class='warning'>You feel a weird rumble behind your eye sockets...</span>")
addtimer(CALLBACK(src, .proc/finish_replace_eyes), rand(100, 200))
addtimer(CALLBACK(src, PROC_REF(finish_replace_eyes)), rand(100, 200))
/obj/item/organ/heart/gland/heal/proc/finish_replace_eyes()
var/eye_type = /obj/item/organ/eyes
@@ -125,7 +125,7 @@
else
to_chat(owner, "<span class='warning'>You feel a weird tingle in your [parse_zone(body_zone)]... even if you don't have one.</span>")
addtimer(CALLBACK(src, .proc/finish_replace_limb, body_zone), rand(150, 300))
addtimer(CALLBACK(src, PROC_REF(finish_replace_limb), body_zone), rand(150, 300))
/obj/item/organ/heart/gland/heal/proc/finish_replace_limb(body_zone)
owner.visible_message("<span class='warning'>With a loud snap, [owner]'s [parse_zone(body_zone)] rapidly grows back from [owner.p_their()] body!</span>",
@@ -155,7 +155,7 @@
if(owner.reagents.has_reagent(R.type))
keep_going = TRUE
if(keep_going)
addtimer(CALLBACK(src, .proc/keep_replacing_blood), 30)
addtimer(CALLBACK(src, PROC_REF(keep_replacing_blood)), 30)
/obj/item/organ/heart/gland/heal/proc/replace_chest(obj/item/bodypart/chest/chest)
if(chest.is_robotic_limb(FALSE))
@@ -48,7 +48,7 @@
if(LAZYLEN(broadcasted_mobs))
active_mind_control = TRUE
addtimer(CALLBACK(src, .proc/clear_mind_control), mind_control_duration)
addtimer(CALLBACK(src, PROC_REF(clear_mind_control)), mind_control_duration)
update_gland_hud()
return TRUE
@@ -9,8 +9,8 @@
/obj/item/organ/heart/gland/plasma/activate()
to_chat(owner, "<span class='warning'>You feel bloated.</span>")
addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, owner, "<span class='userdanger'>A massive stomachache overcomes you.</span>"), 150)
addtimer(CALLBACK(src, .proc/vomit_plasma), 200)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), owner, "<span class='userdanger'>A massive stomachache overcomes you.</span>"), 150)
addtimer(CALLBACK(src, PROC_REF(vomit_plasma)), 200)
/obj/item/organ/heart/gland/plasma/proc/vomit_plasma()
if(!owner)
@@ -15,7 +15,7 @@
if(!iscarbon(M))
continue
entangled_mob = M
addtimer(CALLBACK(src, .proc/quantum_swap), rand(600, 2400))
addtimer(CALLBACK(src, PROC_REF(quantum_swap)), rand(600, 2400))
return
/obj/item/organ/heart/gland/quantum/proc/quantum_swap()
@@ -13,6 +13,7 @@
icon = 'icons/obj/abductor.dmi'
icon_state = "camera"
icon_keyboard = null
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/machinery/computer/camera_advanced/abductor/CreateEye()
@@ -31,7 +31,7 @@
/obj/machinery/abductor/pad/proc/MobToLoc(place,mob/living/target)
new /obj/effect/temp_visual/teleport_abductor(place)
addtimer(CALLBACK(src, .proc/doMobToLoc, place, target), 80)
addtimer(CALLBACK(src, PROC_REF(doMobToLoc), place, target), 80)
/obj/machinery/abductor/pad/proc/doPadToLoc(place)
flick("alien-pad", src)
@@ -41,7 +41,7 @@
/obj/machinery/abductor/pad/proc/PadToLoc(place)
new /obj/effect/temp_visual/teleport_abductor(place)
addtimer(CALLBACK(src, .proc/doPadToLoc, place), 80)
addtimer(CALLBACK(src, PROC_REF(doPadToLoc), place), 80)
/obj/effect/temp_visual/teleport_abductor
name = "Huh"
@@ -23,11 +23,11 @@
/datum/antagonist/ashwalker/on_body_transfer(mob/living/old_body, mob/living/new_body)
. = ..()
RegisterSignal(new_body, COMSIG_MOB_EXAMINATE, .proc/on_examinate)
RegisterSignal(new_body, COMSIG_MOB_EXAMINATE, PROC_REF(on_examinate))
/datum/antagonist/ashwalker/on_gain()
. = ..()
RegisterSignal(owner.current, COMSIG_MOB_EXAMINATE, .proc/on_examinate)
RegisterSignal(owner.current, COMSIG_MOB_EXAMINATE, PROC_REF(on_examinate))
/datum/antagonist/ashwalker/on_removal()
. = ..()
@@ -61,7 +61,7 @@
/datum/station_state/proc/score(datum/station_state/result)
if(!result)
return 0
return FALSE
var/output = 0
output += (result.floor / max(floor,1))
output += (result.r_wall/ max(r_wall,1))
@@ -53,7 +53,7 @@
/mob/living/simple_animal/hostile/blob/Process_Spacemove(movement_dir = 0)
for(var/obj/structure/blob/B in range(1, src))
return 1
return TRUE
return ..()
/mob/living/simple_animal/hostile/blob/proc/blob_chat(msg)
@@ -18,7 +18,7 @@
return INITIALIZE_HINT_QDEL
if(overmind)
update_icon()
addtimer(CALLBACK(src, .proc/generate_announcement), 1800)
addtimer(CALLBACK(src, PROC_REF(generate_announcement)), 1800)
. = ..()
/obj/structure/blob/core/proc/generate_announcement()
@@ -69,7 +69,7 @@ GLOBAL_LIST_INIT(valid_blobstrains, subtypesof(/datum/blobstrain) - list(/datum/
return
/datum/blobstrain/proc/tesla_reaction(obj/structure/blob/B, power, coefficient = 1) //when the blob is hit by a tesla bolt, do this
return 1 //return 0 to ignore damage
return TRUE //return FALSE to ignore damage
/datum/blobstrain/proc/extinguish_reaction(obj/structure/blob/B, coefficient = 1) //when the blob is hit with water, do this
return
@@ -29,5 +29,5 @@
/datum/reagent/blob/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
if(M.stat == DEAD || istype(M, /mob/living/simple_animal/hostile/blob))
return 0 //the dead, and blob mobs, don't cause reactions
return FALSE //the dead, and blob mobs, don't cause reactions
return round(reac_volume * min(1.5 - touch_protection, 1), 0.1) //full touch protection means 50% volume, any prot below 0.5 means 100% volume.
@@ -23,7 +23,7 @@
if(!(C && C.overmind && C.overmind.blobstrain.type == B.overmind.blobstrain.type) && prob(80))
new /obj/effect/hotspot(T)
if(damage_flag == FIRE)
return 0
return FALSE
return ..()
/datum/reagent/blob/blazing_oil
@@ -15,7 +15,7 @@
return ..()
/datum/blobstrain/reagent/energized_jelly/tesla_reaction(obj/structure/blob/B, power)
return 0
return FALSE
/datum/blobstrain/reagent/energized_jelly/emp_reaction(obj/structure/blob/B, severity)
var/damage = rand(30, 50) - severity * rand(10, 15)
@@ -13,7 +13,7 @@
/datum/blobstrain/reagent/explosive_lattice/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
if(damage_flag == BOMB)
return 0
return FALSE
else if(damage_flag != MELEE && damage_flag != BULLET && damage_flag != LASER)
return damage * 1.5
return ..()
@@ -29,7 +29,7 @@
for (var/datum/blobstrain/bt in blobstrains)
. += bt.tesla_reaction(B, power, coefficient*typeshare)
if (prob(. / length(blobstrains) * 100))
return 1
return TRUE
/datum/blobstrain/multiplex/extinguish_reaction(obj/structure/blob/B, coefficient = 1) //when the blob is hit with water, do this
for (var/datum/blobstrain/bt in blobstrains)
@@ -26,5 +26,5 @@
/datum/reagent/blob/reactive_spines/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
if(M.stat == DEAD || istype(M, /mob/living/simple_animal/hostile/blob))
return 0 //the dead, and blob mobs, don't cause reactions
return FALSE //the dead, and blob mobs, don't cause reactions
M.adjustBruteLoss(0.8*reac_volume)
@@ -113,7 +113,7 @@ GLOBAL_LIST_EMPTY(blob_nodes)
set_security_level("delta")
max_blob_points = INFINITY
blob_points = INFINITY
addtimer(CALLBACK(src, .proc/victory), 450)
addtimer(CALLBACK(src, PROC_REF(victory)), 450)
else if(!free_strain_rerolls && (last_reroll_time + BLOB_REROLL_TIME<world.time))
to_chat(src, "<b><span class='big'><font color=\"#EE4000\">You have gained another free strain re-roll.</font></span></b>")
free_strain_rerolls = 1
@@ -271,13 +271,13 @@ GLOBAL_LIST_EMPTY(blob_nodes)
if(B)
forceMove(NewLoc)
else
return 0
return FALSE
else
var/area/A = get_area(NewLoc)
if(isspaceturf(NewLoc) || istype(A, /area/shuttle)) //if unplaced, can't go on shuttles or space tiles
return 0
return FALSE
forceMove(NewLoc)
return 1
return TRUE
/mob/camera/blob/mind_initialize()
. = ..()
+10 -10
View File
@@ -1,15 +1,15 @@
/mob/camera/blob/proc/can_buy(cost = 15)
if(blob_points < cost)
to_chat(src, "<span class='warning'>You cannot afford this, you need at least [cost] resources!</span>")
return 0
return FALSE
add_points(-cost)
return 1
return TRUE
// Power verbs
/mob/camera/blob/proc/place_blob_core(placement_override, pop_override = FALSE)
if(placed && placement_override != -1)
return 1
return TRUE
if(!placement_override)
if(!pop_override)
for(var/mob/living/M in range(7, src))
@@ -17,30 +17,30 @@
continue
if(M.client)
to_chat(src, "<span class='warning'>There is someone too close to place your blob core!</span>")
return 0
return FALSE
for(var/mob/living/M in view(13, src))
if(ROLE_BLOB in M.faction)
continue
if(M.client)
to_chat(src, "<span class='warning'>Someone could see your blob core from here!</span>")
return 0
return FALSE
var/turf/T = get_turf(src)
if(T.density)
to_chat(src, "<span class='warning'>This spot is too dense to place a blob core on!</span>")
return 0
return FALSE
for(var/obj/O in T)
if(istype(O, /obj/structure/blob))
if(istype(O, /obj/structure/blob/normal))
qdel(O)
else
to_chat(src, "<span class='warning'>There is already a blob here!</span>")
return 0
return FALSE
else if(O.density)
to_chat(src, "<span class='warning'>This spot is too dense to place a blob core on!</span>")
return 0
return FALSE
if(!pop_override && world.time <= manualplace_min_time && world.time <= autoplace_max_time)
to_chat(src, "<span class='warning'>It is too early to place your blob core!</span>")
return 0
return FALSE
else if(placement_override == 1)
var/turf/T = pick(GLOB.blobstart)
forceMove(T) //got overrided? you're somewhere random, motherfucker
@@ -54,7 +54,7 @@
core.update_icon()
update_health_hud()
placed = 1
return 1
return TRUE
/mob/camera/blob/verb/transport_core()
set category = "Blob"
@@ -77,6 +77,7 @@
. = . || (caller.pass_flags & PASSBLOB)
/obj/structure/blob/update_icon() //Updates color based on overmind color if we have an overmind.
. = ..()
if(overmind)
add_atom_colour(overmind.blobstrain.color, FIXED_COLOUR_PRIORITY)
else
@@ -123,8 +124,8 @@
heal_timestamp = world.time + 20
update_icon()
pulse_timestamp = world.time + 10
return 1 //we did it, we were pulsed!
return 0 //oh no we failed
return TRUE //we did it, we were pulsed!
return FALSE //oh no we failed
/obj/structure/blob/proc/ConsumeTile()
for(var/atom/A in loc)
@@ -157,7 +158,7 @@
else
T = null
if(!T)
return 0
return FALSE
var/make_blob = TRUE //can we make a blob?
if(isspaceturf(T) && !(locate(/obj/structure/lattice) in T) && prob(80))
@@ -271,7 +272,7 @@
damage_amount *= fire_resist
if(CLONE)
else
return 0
return FALSE
var/armor_protection = 0
if(damage_flag)
armor_protection = armor.getRating(damage_flag)
@@ -24,7 +24,7 @@
return
H.add_atom_colour("#FF0000", ADMIN_COLOUR_PRIORITY)
var/obj/effect/mine/pickup/bloodbath/B = new(H)
INVOKE_ASYNC(B, /obj/effect/mine/pickup/bloodbath/.proc/mineEffect, H) //could use moving out from the mine
INVOKE_ASYNC(B, TYPE_PROC_REF(/obj/effect/mine/pickup/bloodbath, mineEffect), H) //could use moving out from the mine
for(var/mob/living/carbon/human/P in GLOB.player_list)
if(P == H || HAS_TRAIT(P, TRAIT_NO_MIDROUND_ANTAG))
@@ -216,7 +216,7 @@
return
// Disable Powers: Masquerade * NOTE * This should happen as a FLAW!
//if (stat >= UNCONSCIOUS)
// for (var/datum/action/bloodsucker/masquerade/P in powers)
// for (var/datum/action/cooldown/bloodsucker/masquerade/P in powers)
// P.Deactivate()
// TEMP DEATH
var/total_brute = owner.current.getBruteLoss_nonProsthetic()
@@ -241,7 +241,7 @@
owner.current.Unconscious(20, 1)
/datum/antagonist/bloodsucker/proc/Torpor_Begin(amInCoffin = FALSE)
owner.current.stat = UNCONSCIOUS
owner.current.set_stat(UNCONSCIOUS)
owner.current.apply_status_effect(STATUS_EFFECT_UNCONSCIOUS)
ADD_TRAIT(owner.current, TRAIT_FAKEDEATH, "bloodsucker") // Come after UNCONSCIOUS or else it fails
ADD_TRAIT(owner.current, TRAIT_NODEATH, "bloodsucker") // Without this, you'll just keep dying while you recover.
@@ -252,7 +252,7 @@
owner.current.update_sight()
owner.current.reload_fullscreen()
// Disable ALL Powers
for(var/datum/action/bloodsucker/power in powers)
for(var/datum/action/cooldown/bloodsucker/power in powers)
if(power.active && !power.can_use_in_torpor)
power.DeactivatePower()
if(owner.current.suiciding)
@@ -260,7 +260,7 @@
to_chat(owner.current, "<span class='warning'>Your body keeps you going, even as you try to end yourself.</span>")
/datum/antagonist/bloodsucker/proc/Torpor_End()
owner.current.stat = SOFT_CRIT
owner.current.set_stat(SOFT_CRIT)
owner.current.remove_status_effect(STATUS_EFFECT_UNCONSCIOUS)
REMOVE_TRAIT(owner.current, TRAIT_FAKEDEATH, "bloodsucker")
REMOVE_TRAIT(owner.current, TRAIT_NODEATH, "bloodsucker")
@@ -1,22 +1,26 @@
/datum/action/bloodsucker
/datum/action/cooldown/bloodsucker
name = "Vampiric Gift"
desc = "A vampiric gift."
button_icon = 'icons/mob/actions/bloodsucker.dmi' //This is the file for the BACKGROUND icon
background_icon_state = "vamp_power_off" //And this is the state for the background icon
var/background_icon_state_on = "vamp_power_on" // FULP: Our "ON" icon alternative.
var/background_icon_state_off = "vamp_power_off" // FULP: Our "OFF" icon alternative.
icon_icon = 'icons/mob/actions/bloodsucker.dmi' //This is the file for the ACTION icon
button_icon_state = "power_feed" //And this is the state for the action icon
buttontooltipstyle = "cult"
transparent_when_unavailable = TRUE
/// Cooldown you'll have to wait between each use, decreases depending on level.
cooldown_time = 2 SECONDS
///Background icon when the Power is active.
var/background_icon_state_on = "vamp_power_on"
///Background icon when the Power is NOT active.
var/background_icon_state_off = "vamp_power_off"
// Action-Related
//var/amPassive = FALSE // REMOVED: Just made it its own kind. // Am I just "on" at all times? (aka NO ICON)
var/amTargetted = FALSE // Am I asked to choose a target when enabled? (Shows as toggled ON when armed)
var/amToggle = FALSE // Can I be actively turned on and off?
var/amSingleUse = FALSE // Am I removed after a single use?
var/active = FALSE
var/cooldown = 20 // 10 ticks, 1 second.
var/cooldownUntil = 0 // From action.dm: next_use_time = world.time + cooldown_time
// Power-Related
var/level_current = 0 // Can increase to yield new abilities. Each power goes up in strength each Rank.
//var/level_max = 1 //
@@ -32,7 +36,7 @@
//var/not_bloodsucker = FALSE // This goes to Vassals or Hunters, but NOT bloodsuckers.
var/must_be_concious = TRUE //Can't use this ability while unconcious.
/datum/action/bloodsucker/New()
/datum/action/cooldown/bloodsucker/New()
if(bloodcost > 0)
desc += "<br><br><b>COST:</b> [bloodcost] Blood" // Modify description to add cost.
if(warn_constant_cost)
@@ -46,7 +50,8 @@
// click.dm <--- Where we can take over mouse clicks
// spells.dm /add_ranged_ability() <--- How we take over the mouse click to use a power on a target.
/datum/action/bloodsucker/Trigger()
// TODO: Refactor this to use /Activate().
/datum/action/cooldown/bloodsucker/Trigger()
// Active? DEACTIVATE AND END!
if(active && CheckCanDeactivate(TRUE))
DeactivatePower()
@@ -56,7 +61,7 @@
PayCost()
if(amToggle)
active = !active
UpdateButtonIcon()
UpdateButtons()
if(!amToggle || !active)
StartCooldown() // Must come AFTER UpdateButton(), otherwise icon will revert.
ActivatePower() // NOTE: ActivatePower() freezes this power in place until it ends.
@@ -65,13 +70,13 @@
if(amSingleUse)
RemoveAfterUse()
/datum/action/bloodsucker/proc/CheckCanPayCost(display_error)
/datum/action/cooldown/bloodsucker/proc/CheckCanPayCost(display_error)
if(!owner || !owner.mind)
return FALSE
// Cooldown?
if(cooldownUntil > world.time)
if(next_use_time > world.time)
if(display_error)
to_chat(owner, "[src] is unavailable. Wait [(cooldownUntil - world.time) / 10] seconds.")
to_chat(owner, "[src] is unavailable. Wait [(next_use_time - world.time) / 10] seconds.")
return FALSE
// Have enough blood?
var/mob/living/L = owner
@@ -81,7 +86,7 @@
return FALSE
return TRUE
/datum/action/bloodsucker/proc/CheckCanUse(display_error) // These checks can be scanned every frame while a ranged power is on.
/datum/action/cooldown/bloodsucker/proc/CheckCanUse(display_error) // These checks can be scanned every frame while a ranged power is on.
if(!owner || !owner.mind)
return FALSE
// Torpor?
@@ -123,79 +128,43 @@
return FALSE
return TRUE
/datum/action/bloodsucker/proc/StartCooldown()
set waitfor = FALSE
// Alpha Out
button.color = rgb(128,0,0,128)
button.alpha = 100
// Calculate Cooldown (by power's level)
var/this_cooldown = (cooldown_static || amSingleUse) ? cooldown : max(cooldown / 2, cooldown - (cooldown / 16 * (level_current-1)))
// NOTE: With this formula, you'll hit half cooldown at level 8 for that power.
// Wait for cooldown
cooldownUntil = world.time + this_cooldown
spawn(this_cooldown)
// Alpha In
button.color = rgb(255,255,255,255)
button.alpha = 255
/datum/action/bloodsucker/proc/CheckCanDeactivate(display_error)
/datum/action/cooldown/bloodsucker/proc/CheckCanDeactivate(display_error)
return TRUE
/datum/action/bloodsucker/UpdateButtonIcon(force = FALSE)
/datum/action/cooldown/bloodsucker/UpdateButton(atom/movable/screen/movable/action_button/button, status_only = FALSE, force = FALSE)
background_icon_state = active? background_icon_state_on : background_icon_state_off
..()//UpdateButtonIcon()
..()//UpdateButton()
/datum/action/bloodsucker/proc/PayCost()
/datum/action/cooldown/bloodsucker/proc/PayCost()
// owner for actions is the mob, not mind.
var/mob/living/L = owner
L.blood_volume -= bloodcost
/datum/action/bloodsucker/proc/ActivatePower()
/datum/action/cooldown/bloodsucker/proc/ActivatePower()
/datum/action/bloodsucker/proc/DeactivatePower(mob/living/user = owner, mob/living/target)
/datum/action/cooldown/bloodsucker/proc/DeactivatePower(mob/living/user = owner, mob/living/target)
active = FALSE
UpdateButtonIcon()
UpdateButtons()
StartCooldown()
/datum/action/bloodsucker/proc/ContinueActive(mob/living/user, mob/living/target) // Used by loops to make sure this power can stay active.
/datum/action/cooldown/bloodsucker/proc/ContinueActive(mob/living/user, mob/living/target) // Used by loops to make sure this power can stay active.
return active && user && (!warn_constant_cost || user.blood_volume > 0)
/datum/action/bloodsucker/proc/RemoveAfterUse()
/datum/action/cooldown/bloodsucker/proc/RemoveAfterUse()
// Un-Learn Me! (GO HOME
var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if (istype(bloodsuckerdatum))
bloodsuckerdatum.powers -= src
Remove(owner)
/datum/action/bloodsucker/proc/Upgrade()
/datum/action/cooldown/bloodsucker/proc/Upgrade()
level_current ++
/////////////////////////////////// PASSIVE POWERS ///////////////////////////////////
// New Type: Passive (Always on, no button)
/datum/action/bloodsucker/passive
/datum/action/bloodsucker/passive/New()
// REMOVED: DO NOTHBING!
..()
// Don't Display Button! (it doesn't do anything anyhow)
button.screen_loc = DEFAULT_BLOODSPELLS
button.moved = DEFAULT_BLOODSPELLS
button.ordered = FALSE
/datum/action/bloodsucker/passive/Destroy()
if(owner)
Remove(owner)
target = null
return ..()
/////////////////////////////////// TARGETTED POWERS ///////////////////////////////////
/datum/action/bloodsucker/targeted
/datum/action/cooldown/bloodsucker/targeted
// NOTE: All Targeted spells are Toggles! We just don't bother checking here.
var/target_range = 99
var/message_Trigger = "Select a target."
@@ -204,15 +173,16 @@
var/power_in_use = FALSE // Is this power LOCKED due to being used?
/datum/action/bloodsucker/targeted/New(Target)
/datum/action/cooldown/bloodsucker/targeted/New(Target)
desc += "<br>\[<i>Targeted Power</i>\]" // Modify description to add notice that this is aimed.
..()
// Create Proc Holder for intercepting clicks
bs_proc_holder = new ()
bs_proc_holder.linked_power = src
// TODO: Refactor this to use /Activate() and click_to_activate = TRUE.
// Click power: Begin Aim
/datum/action/bloodsucker/targeted/Trigger()
/datum/action/cooldown/bloodsucker/targeted/Trigger()
if(active && CheckCanDeactivate(TRUE))
DeactivateRangedAbility()
DeactivatePower()
@@ -220,7 +190,7 @@
if(!CheckCanPayCost(TRUE) || !CheckCanUse(TRUE))
return
active = !active
UpdateButtonIcon()
UpdateButtons()
// Create & Link Targeting Proc
var/mob/living/L = owner
if(L.ranged_ability)
@@ -230,7 +200,7 @@
if(message_Trigger != "")
to_chat(owner, "<span class='announce'>[message_Trigger]</span>")
/datum/action/bloodsucker/targeted/CheckCanUse(display_error)
/datum/action/cooldown/bloodsucker/targeted/CheckCanUse(display_error)
. = ..()
if(!.)
return
@@ -238,21 +208,21 @@
return FALSE // doesn't let you remove powers if you're not there. So, let's just cancel the power entirely.
return TRUE
/datum/action/bloodsucker/targeted/DeactivatePower(mob/living/user = owner, mob/living/target)
/datum/action/cooldown/bloodsucker/targeted/DeactivatePower(mob/living/user = owner, mob/living/target)
// Don't run ..(), we don't want to engage the cooldown until we USE this power!
active = FALSE
UpdateButtonIcon()
UpdateButtons()
/datum/action/bloodsucker/targeted/proc/DeactivateRangedAbility()
/datum/action/cooldown/bloodsucker/targeted/proc/DeactivateRangedAbility()
// Only Turned off when CLICK is disabled...aka, when you successfully clicked (or
bs_proc_holder.remove_ranged_ability()
// Check if target is VALID (wall, turf, or character?)
/datum/action/bloodsucker/targeted/proc/CheckValidTarget(atom/A)
/datum/action/cooldown/bloodsucker/targeted/proc/CheckValidTarget(atom/A)
return FALSE // FALSE targets nothing.
// Check if valid target meets conditions
/datum/action/bloodsucker/targeted/proc/CheckCanTarget(atom/A, display_error)
/datum/action/cooldown/bloodsucker/targeted/proc/CheckCanTarget(atom/A, display_error)
// Out of Range
if(!(A in view(target_range, owner)))
if(display_error && target_range > 1) // Only warn for range if it's greater than 1. Brawn doesn't need to announce itself.
@@ -261,7 +231,7 @@
return istype(A)
// Click Target
/datum/action/bloodsucker/targeted/proc/ClickWithPower(atom/A)
/datum/action/cooldown/bloodsucker/targeted/proc/ClickWithPower(atom/A)
// CANCEL RANGED TARGET check
if(power_in_use || !CheckValidTarget(A))
return FALSE
@@ -276,21 +246,21 @@
power_in_use = FALSE
return TRUE
/datum/action/bloodsucker/targeted/proc/FireTargetedPower(atom/A)
/datum/action/cooldown/bloodsucker/targeted/proc/FireTargetedPower(atom/A)
// Like ActivatePower, but specific to Targeted (and takes an atom input). We don't use ActivatePower for targeted.
/datum/action/bloodsucker/targeted/proc/PowerActivatedSuccessfully()
/datum/action/cooldown/bloodsucker/targeted/proc/PowerActivatedSuccessfully()
// The power went off! We now pay the cost of the power.
PayCost()
DeactivateRangedAbility()
DeactivatePower()
StartCooldown() // Do AFTER UpdateIcon() inside of DeactivatePower. Otherwise icon just gets wiped.
/datum/action/bloodsucker/targeted/ContinueActive(mob/living/user, mob/living/target) // Used by loops to make sure this power can stay active.
/datum/action/cooldown/bloodsucker/targeted/ContinueActive(mob/living/user, mob/living/target) // Used by loops to make sure this power can stay active.
return ..()
// Target Proc Holder
/obj/effect/proc_holder/bloodsucker
var/datum/action/bloodsucker/targeted/linked_power
var/datum/action/cooldown/bloodsucker/targeted/linked_power
/obj/effect/proc_holder/bloodsucker/remove_ranged_ability(msg)
..()
@@ -55,8 +55,8 @@
bloodsuckerdatum.warn_sun_locker = FALSE
bloodsuckerdatum.warn_sun_burn = FALSE
// Remove Dawn Powers
for(var/datum/action/bloodsucker/P in bloodsuckerdatum.powers)
if(istype(P, /datum/action/bloodsucker/gohome))
for(var/datum/action/cooldown/bloodsucker/P in bloodsuckerdatum.powers)
if(istype(P, /datum/action/cooldown/bloodsucker/gohome))
bloodsuckerdatum.powers -= P
P.Remove(M.current)
nighttime_duration += 100 //Each day makes the night a minute longer.
@@ -149,5 +149,5 @@
if(!istype(M) || !istype(M.current))
continue
var/datum/antagonist/bloodsucker/bloodsuckerdatum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(istype(bloodsuckerdatum) && bloodsuckerdatum.lair && !(locate(/datum/action/bloodsucker/gohome) in bloodsuckerdatum.powers))
bloodsuckerdatum.BuyPower(new /datum/action/bloodsucker/gohome)
if(istype(bloodsuckerdatum) && bloodsuckerdatum.lair && !(locate(/datum/action/cooldown/bloodsucker/gohome) in bloodsuckerdatum.powers))
bloodsuckerdatum.BuyPower(new /datum/action/cooldown/bloodsucker/gohome)
@@ -14,7 +14,7 @@
dat += "<HR>"
// Step One: Decide powers you CAN buy.
for(var/pickedpower in typesof(/datum/action/bloodsucker))
for(var/pickedpower in typesof(/datum/action/cooldown/bloodsucker))
var/obj/effect/proc_holder/spell/bloodsucker/power = pickedpower
// NAME
dat += "<A href='byond://?src=[REF(src)];[module.mod_pick_name]=1'>[power.name]</A>"
@@ -168,7 +168,7 @@
return fullname
/datum/antagonist/bloodsucker/proc/BuyPower(datum/action/bloodsucker/power)//(obj/effect/proc_holder/spell/power)
/datum/antagonist/bloodsucker/proc/BuyPower(datum/action/cooldown/bloodsucker/power)//(obj/effect/proc_holder/spell/power)
powers += power
power.Grant(owner.current)// owner.AddSpell(power)
@@ -177,10 +177,10 @@
add_hud()
update_hud(TRUE) // Set blood value, current rank
// Powers
BuyPower(new /datum/action/bloodsucker/feed)
BuyPower(new /datum/action/bloodsucker/masquerade)
BuyPower(new /datum/action/bloodsucker/veil)
BuyPower(new /datum/action/bloodsucker/levelup)
BuyPower(new /datum/action/cooldown/bloodsucker/feed)
BuyPower(new /datum/action/cooldown/bloodsucker/masquerade)
BuyPower(new /datum/action/cooldown/bloodsucker/veil)
BuyPower(new /datum/action/cooldown/bloodsucker/levelup)
// Traits
for(var/T in defaultTraits)
ADD_TRAIT(owner.current, T, BLOODSUCKER_TRAIT)
@@ -222,7 +222,7 @@
remove_hud()
// Powers
while(powers.len)
var/datum/action/bloodsucker/power = pick(powers)
var/datum/action/cooldown/bloodsucker/power = pick(powers)
powers -= power
power.Remove(owner.current)
// owner.RemoveSpell(power)
@@ -268,7 +268,7 @@
to_chat(owner, "<span class='announce'>Bloodsucker Tip: If you cannot find or steal a coffin to use, you can build one from wooden planks.</span><br>")
/datum/antagonist/bloodsucker/proc/LevelUpPowers()
for(var/datum/action/bloodsucker/power in powers)
for(var/datum/action/cooldown/bloodsucker/power in powers)
power.level_current ++
/datum/antagonist/bloodsucker/proc/SpendRank()
@@ -282,8 +282,8 @@
//TODO: Make this into a radial, or perhaps a tgui next UI
// Purchase Power Prompt
var/list/options = list()
for(var/pickedpower in typesof(/datum/action/bloodsucker))
var/datum/action/bloodsucker/power = pickedpower
for(var/pickedpower in typesof(/datum/action/cooldown/bloodsucker))
var/datum/action/cooldown/bloodsucker/power = pickedpower
// If I don't own it, and I'm allowed to buy it.
if(!(locate(power) in powers) && initial(power.bloodsucker_can_buy))
options[initial(power.name)] = power // TESTING: After working with TGUI, it seems you can use initial() to view the variables inside a path?
@@ -304,7 +304,7 @@
to_chat(owner.current, "<span class='warning'>You dont have enough blood to thicken your blood, you need [level_bloodcost - L.blood_volume] units more!</span>")
return
// Buy New Powers
var/datum/action/bloodsucker/P = options[choice]
var/datum/action/cooldown/bloodsucker/P = options[choice]
AddBloodVolume(-level_bloodcost)
BuyPower(new P)
to_chat(owner.current, "<span class='notice'>You have used [level_bloodcost] units of blood and learned [initial(P.name)]!</span>")
@@ -342,7 +342,7 @@
//This handles the application of antag huds/special abilities
/datum/antagonist/bloodsucker/apply_innate_effects(mob/living/mob_override)
RegisterSignal(owner.current,COMSIG_LIVING_BIOLOGICAL_LIFE,.proc/LifeTick)
RegisterSignal(owner.current,COMSIG_LIVING_BIOLOGICAL_LIFE, PROC_REF(LifeTick))
return
//This handles the removal of antag huds/special abilities
@@ -26,7 +26,7 @@
//owner.current.apply_status_effect(/datum/status_effect/agent_pinpointer/hunter_edition)
// Give Hunter Power
var/datum/action/P = new /datum/action/bloodsucker/trackvamp
var/datum/action/P = new /datum/action/cooldown/bloodsucker/trackvamp
P.Grant(owner.current)
// Give Hunter Martial Arts
@@ -69,7 +69,7 @@
// Take Hunter Power
if (owner.current)
for (var/datum/action/bloodsucker/P in owner.current.actions)
for (var/datum/action/cooldown/bloodsucker/P in owner.current.actions)
P.Remove(owner.current)
// Take Hunter Martial Arts
@@ -166,7 +166,7 @@
/*
/datum/action/bloodsucker/trackvamp/
/datum/action/cooldown/bloodsucker/trackvamp/
name = "Track Monster"//"Cellular Emporium"
desc = "Take a moment to look for clues of any nearby monsters.<br>These creatures are slippery, and often look like the crew."
button_icon = 'icons/mob/actions/bloodsucker.dmi' //This is the file for the BACKGROUND icon
@@ -177,7 +177,7 @@
cooldown = 300 // 10 ticks, 1 second.
bloodcost = 0
/datum/action/bloodsucker/trackvamp/ActivatePower()
/datum/action/cooldown/bloodsucker/trackvamp/ActivatePower()
var/mob/living/user = owner
to_chat(user, "<span class='notice'>You look around, scanning your environment and discerning signs of any filthy, wretched affronts to the natural order.</span>")
@@ -192,7 +192,7 @@
// NOTE: DON'T DEACTIVATE!
//DeactivatePower()
/datum/action/bloodsucker/trackvamp/proc/display_proximity()
/datum/action/cooldown/bloodsucker/trackvamp/proc/display_proximity()
// Pick target
var/turf/my_loc = get_turf(owner)
//var/list/mob/living/carbon/vamps = list()
@@ -38,7 +38,7 @@
// Master Pinpointer
owner.current.apply_status_effect(/datum/status_effect/agent_pinpointer/vassal_edition)
// Powers
var/datum/action/bloodsucker/vassal/recuperate/new_Recuperate = new ()
var/datum/action/cooldown/bloodsucker/vassal/recuperate/new_Recuperate = new ()
new_Recuperate.Grant(owner.current)
powers += new_Recuperate
// Give Vassal Objective
@@ -33,7 +33,7 @@
/obj/item/organ/heart/vampheart/Restart()
beating = 0 // DONT run ..(). We don't want to start beating again.
return 0
return FALSE
/obj/item/organ/heart/vampheart/Stop()
fakingit = 0
@@ -81,7 +81,7 @@
// Make Attempt...
to_chat(user, "<span class='notice'>You put all your weight into embedding the stake into [target]'s chest...</span>")
playsound(user, 'sound/magic/Demon_consume.ogg', 50, 1)
if(!do_mob(user, C, staketime, NONE, extra_checks=CALLBACK(C, /mob/living/carbon/proc/can_be_staked))) // user / target / time / uninterruptable / show progress bar / extra checks
if(!do_mob(user, C, staketime, NONE, extra_checks=CALLBACK(C, TYPE_PROC_REF(/mob/living/carbon, can_be_staked)))) // user / target / time / uninterruptable / show progress bar / extra checks
return
// Drop & Embed Stake
user.visible_message("<span class='danger'>[user.name] drives the [src] into [target]'s chest!</span>", \
@@ -122,7 +122,7 @@
update_icon()
//to_chat(user, "<span class='notice'>You flip a secret latch and unlock [src].</span>") // Don't bother. We know it's unlocked.
locked = FALSE
return 1
return TRUE
else
playsound(get_turf(src), 'sound/machines/door_locked.ogg', 20, 1)
to_chat(user, "<span class='notice'>[src] is locked tight from the inside.</span>")
@@ -1,11 +1,11 @@
/datum/action/bloodsucker/targeted/brawn
/datum/action/cooldown/bloodsucker/targeted/brawn
name = "Brawn"
desc = "Snap restraints with ease, or deal terrible damage with your bare hands."
button_icon_state = "power_strength"
bloodcost = 10
cooldown = 90
cooldown_time = 90
target_range = 1
power_activates_immediately = TRUE
message_Trigger = ""//"Whom will you subvert to your will?"
@@ -16,7 +16,7 @@
var/upgrade_canLocker = FALSE
var/upgrade_canDoor = FALSE
/datum/action/bloodsucker/targeted/brawn/CheckCanUse(display_error)
/datum/action/cooldown/bloodsucker/targeted/brawn/CheckCanUse(display_error)
. = ..()
if(!.)
return
@@ -38,10 +38,10 @@
// NOTE: We use . = FALSE so that we can break cuffs AND throw off our attacker in one use!
//return TRUE
/datum/action/bloodsucker/targeted/brawn/CheckValidTarget(atom/A)
/datum/action/cooldown/bloodsucker/targeted/brawn/CheckValidTarget(atom/A)
return isliving(A) || istype(A, /obj/machinery/door)
/datum/action/bloodsucker/targeted/brawn/CheckCanTarget(atom/A, display_error)
/datum/action/cooldown/bloodsucker/targeted/brawn/CheckCanTarget(atom/A, display_error)
// DEFAULT CHECKS (Distance)
if(!..()) // Disable range notice for Brawn.
return FALSE
@@ -59,7 +59,7 @@
return TRUE
return ..() // yes, FALSE! You failed if you got here! BAD TARGET
/datum/action/bloodsucker/targeted/brawn/FireTargetedPower(atom/A)
/datum/action/cooldown/bloodsucker/targeted/brawn/FireTargetedPower(atom/A)
// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up ClickWithPower(), so that we can unlock the power when it's done.
var/mob/living/carbon/target = A
var/mob/living/user = owner
@@ -97,7 +97,7 @@
D.open(2) // open(2) is like a crowbar or jaws of life.
// Target Type: Closet
/datum/action/bloodsucker/targeted/brawn/proc/CheckBreakRestraints()
/datum/action/cooldown/bloodsucker/targeted/brawn/proc/CheckBreakRestraints()
if(!iscarbon(owner)) // || !owner.restrained()
return FALSE
// (NOTE: Just like biodegrade.dm, we only remove one thing per use //
@@ -131,7 +131,7 @@
return TRUE
return FALSE
/datum/action/bloodsucker/targeted/brawn/proc/CheckEscapePuller()
/datum/action/cooldown/bloodsucker/targeted/brawn/proc/CheckEscapePuller()
if(!owner.pulledby)// || owner.pulledby.grab_state <= GRAB_PASSIVE)
return FALSE
var/mob/M = owner.pulledby
@@ -153,7 +153,7 @@
owner.pulledby = null // It's already done, but JUST IN CASE.
return TRUE
/* Doesnt work
/datum/action/bloodsucker/targeted/brawn/proc/CheckBreakLocker()
/datum/action/cooldown/bloodsucker/targeted/brawn/proc/CheckBreakLocker()
if(!istype(owner.loc, /obj/structure/closet))
return FALSE
playsound(get_turf(owner), 'sound/machines/airlock_alien_prying.ogg', 40, 1, -1)
@@ -1,11 +1,11 @@
/datum/action/bloodsucker/cloak
/datum/action/cooldown/bloodsucker/cloak
name = "Cloak of Darkness"
desc = "Blend into the shadows and become invisible to the untrained eye. Movement is slowed in brightly lit areas, and you cannot dissapear while mortals watch you."
button_icon_state = "power_cloak"
bloodcost = 5
cooldown = 50
cooldown_time = 50
bloodsucker_can_buy = TRUE
amToggle = TRUE
warn_constant_cost = TRUE
@@ -14,7 +14,7 @@
var/walk_threshold = 0.4 // arbitrary number, to be changed. edit in last commit: this is fine after testing on box station for a bit
var/lum
/datum/action/bloodsucker/cloak/CheckCanUse(display_error)
/datum/action/cooldown/bloodsucker/cloak/CheckCanUse(display_error)
. = ..()
if(!.)
return
@@ -24,7 +24,7 @@
return FALSE
return TRUE
/datum/action/bloodsucker/cloak/ActivatePower()
/datum/action/cooldown/bloodsucker/cloak/ActivatePower()
var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
var/mob/living/user = owner
@@ -52,7 +52,7 @@
sleep(5) // Check every few ticks
/datum/action/bloodsucker/cloak/ContinueActive(mob/living/user, mob/living/target)
/datum/action/cooldown/bloodsucker/cloak/ContinueActive(mob/living/user, mob/living/target)
if (!..())
return FALSE
if(user.stat == !CONSCIOUS) // Must be CONSCIOUS
@@ -60,7 +60,7 @@
return FALSE
return TRUE
/datum/action/bloodsucker/cloak/DeactivatePower(mob/living/user = owner, mob/living/target)
/datum/action/cooldown/bloodsucker/cloak/DeactivatePower(mob/living/user = owner, mob/living/target)
..()
REMOVE_TRAIT(user, TRAIT_NORUNNING, "cloak of darkness")
user.alpha = 255
@@ -1,12 +1,12 @@
/datum/action/bloodsucker/feed
/datum/action/cooldown/bloodsucker/feed
name = "Feed"
desc = "Draw the heartsblood of living victims in your grasp.<br><b>None/Passive:</b> Feed silently and unnoticed by your victim.<br><b>Aggressive: </b>Subdue your target quickly."
button_icon_state = "power_feed"
bloodcost = 0
cooldown = 30
cooldown_time = 30
amToggle = TRUE
bloodsucker_can_buy = TRUE
can_be_staked = TRUE
@@ -16,7 +16,7 @@
var/mob/living/feed_target // So we can validate more than just the guy we're grappling.
var/target_grappled = FALSE // If you started grappled, then ending it will end your Feed.
/datum/action/bloodsucker/feed/CheckCanUse(display_error)
/datum/action/cooldown/bloodsucker/feed/CheckCanUse(display_error)
. = ..()
if(!.)
return
@@ -33,7 +33,7 @@
// DONE!
return TRUE
/datum/action/bloodsucker/feed/proc/ValidateTarget(mob/living/target, display_error) // Called twice: validating a subtle victim, or validating your grapple victim.
/datum/action/cooldown/bloodsucker/feed/proc/ValidateTarget(mob/living/target, display_error) // Called twice: validating a subtle victim, or validating your grapple victim.
// Bloodsuckers + Animals MUST be grabbed aggressively!
if(!owner.pulling || target == owner.pulling && owner.grab_state < GRAB_AGGRESSIVE)
// NOTE: It's OKAY that we are checking if(!target) below, AFTER animals here. We want passive check vs animal to warn you first, THEN the standard warning.
@@ -76,7 +76,7 @@
return TRUE
// If I'm not grabbing someone, find me someone nearby.
/datum/action/bloodsucker/feed/proc/FindMyTarget(display_error)
/datum/action/cooldown/bloodsucker/feed/proc/FindMyTarget(display_error)
// Default
feed_target = null
target_grappled = FALSE
@@ -132,7 +132,7 @@
feed_target = pick(targets_valid)//targets[1]
return TRUE
/datum/action/bloodsucker/feed/ActivatePower()
/datum/action/cooldown/bloodsucker/feed/ActivatePower()
// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up Activate(), so Deactivate() can happen after.
var/mob/living/target = feed_target // Stored during CheckCanUse(). Can be a grabbed OR adjecent character.
var/mob/living/user = owner
@@ -146,7 +146,7 @@
to_chat(user, "<span class='notice'>You lean quietly toward [target] and secretly draw out your fangs...</span>")
else
to_chat(user, "<span class='warning'>You pull [target] close to you and draw out your fangs...</span>")
if(!do_mob(user, target, feed_time, NONE, extra_checks = CALLBACK(src, .proc/ContinueActive, user, target)))//sleep(10)
if(!do_mob(user, target, feed_time, NONE, extra_checks = CALLBACK(src, PROC_REF(ContinueActive), user, target)))//sleep(10)
to_chat(user, "<span class='warning'>Your feeding was interrupted.</span>")
//DeactivatePower(user,target)
return
@@ -207,7 +207,7 @@
//user.mobility_flags &= ~MOBILITY_MOVE // user.canmove = 0 // Prevents spilling blood accidentally.
// Abort? A bloody mistake.
if(!do_mob(user, target, 2 SECONDS, NONE, extra_checks=CALLBACK(src, .proc/ContinueActive, user, target)))
if(!do_mob(user, target, 2 SECONDS, NONE, extra_checks=CALLBACK(src, PROC_REF(ContinueActive), user, target)))
// May have disabled Feed during do_mob
if(!active || !ContinueActive(user, target))
break
@@ -302,16 +302,16 @@
CheckKilledTarget(user,target)
/datum/action/bloodsucker/feed/proc/CheckKilledTarget(mob/living/user, mob/living/target)
/datum/action/cooldown/bloodsucker/feed/proc/CheckKilledTarget(mob/living/user, mob/living/target)
// Bad Bloodsucker. You shouldn't do that.
if(target && target.stat >= DEAD && ishuman(target))
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "drankkilled", /datum/mood_event/drankkilled) // BAD // in bloodsucker_life.dm
/datum/action/bloodsucker/feed/ContinueActive(mob/living/user, mob/living/target)
/datum/action/cooldown/bloodsucker/feed/ContinueActive(mob/living/user, mob/living/target)
return ..() && target && (!target_grappled || user.pulling == target) && blood_sucking_checks(target, TRUE, TRUE) // Active, and still antag,
// NOTE: We only care about pulling if target started off that way. Mostly only important for Aggressive feed.
/datum/action/bloodsucker/feed/proc/ApplyVictimEffects(mob/living/target)
/datum/action/cooldown/bloodsucker/feed/proc/ApplyVictimEffects(mob/living/target)
// Bloodsuckers not affected by "the Kiss" of another vampire
if(!target.mind || !target.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
target.Unconscious(50,0)
@@ -320,7 +320,7 @@
if(ishuman(target))
target.adjustStaminaLoss(5, forced = TRUE)// Base Stamina Damage
/datum/action/bloodsucker/feed/DeactivatePower(mob/living/user = owner, mob/living/target)
/datum/action/cooldown/bloodsucker/feed/DeactivatePower(mob/living/user = owner, mob/living/target)
..() // activate = FALSE
var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
// No longer Feeding
@@ -2,12 +2,12 @@
/datum/action/bloodsucker/fortitude
/datum/action/cooldown/bloodsucker/fortitude
name = "Fortitude"
desc = "Withstand egregious physical wounds and walk away from attacks that would stun, pierce, and dismember lesser beings. You cannot run while active."
button_icon_state = "power_fortitude"
bloodcost = 30
cooldown = 80
cooldown_time = 80
bloodsucker_can_buy = TRUE
amToggle = TRUE
warn_constant_cost = TRUE
@@ -15,7 +15,7 @@
var/fortitude_resist // So we can raise and lower your brute resist based on what your level_current WAS.
/datum/action/bloodsucker/fortitude/ActivatePower()
/datum/action/cooldown/bloodsucker/fortitude/ActivatePower()
var/datum/antagonist/bloodsucker/B = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
var/mob/living/user = owner
to_chat(user, "<span class='notice'>Your flesh, skin, and muscles become as steel.</span>")
@@ -47,8 +47,8 @@
B.AddBloodVolume(-0.5)
sleep(20) // Check every few ticks that we haven't disabled this power
// Return to Running (if you were before)
/datum/action/bloodsucker/fortitude/DeactivatePower(mob/living/user = owner, mob/living/target)
/datum/action/cooldown/bloodsucker/fortitude/DeactivatePower(mob/living/user = owner, mob/living/target)
..()
// Restore Traits & Effects
REMOVE_TRAIT(user, TRAIT_PIERCEIMMUNE, "fortitude")
@@ -1,6 +1,6 @@
/datum/action/bloodsucker/gohome
/datum/action/cooldown/bloodsucker/gohome
name = "Vanishing Act"
desc = "As dawn aproaches, disperse into mist and return directly to your Lair.<br><b>WARNING:</b> You will drop <b>ALL</b> of your possessions if observed by mortals."
button_icon_state = "power_gohome"
@@ -8,7 +8,7 @@
background_icon_state_off = "vamp_power_off_oneshot"
bloodcost = 100
cooldown = 99999 // It'll never come back.
cooldown_time = 99999 // It'll never come back.
amToggle = FALSE
amSingleUse = TRUE
@@ -18,7 +18,7 @@
can_be_immobilized = TRUE
must_be_concious = FALSE
/datum/action/bloodsucker/gohome/CheckCanUse(display_error)
/datum/action/cooldown/bloodsucker/gohome/CheckCanUse(display_error)
. = ..()
if(!.)
return
@@ -30,12 +30,12 @@
return FALSE
return TRUE
/datum/action/bloodsucker/gohome/proc/flicker_lights(var/flicker_range, var/beat_volume)
/datum/action/cooldown/bloodsucker/gohome/proc/flicker_lights(var/flicker_range, var/beat_volume)
for(var/obj/machinery/light/L in view(flicker_range, get_turf(owner)))
playsound(get_turf(owner), 'sound/effects/singlebeat.ogg', beat_volume, 1)
/datum/action/bloodsucker/gohome/ActivatePower()
/datum/action/cooldown/bloodsucker/gohome/ActivatePower()
var/mob/living/carbon/user = owner
var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
// IMPORTANT: Check for lair at every step! It might get destroyed.
@@ -3,12 +3,12 @@
// Level 2: Dodge Bullets
// Level 3: Stun People Passed
/datum/action/bloodsucker/targeted/haste
/datum/action/cooldown/bloodsucker/targeted/haste
name = "Immortal Haste"
desc = "Dash somewhere with supernatural speed. Those nearby may be knocked away, stunned, or left empty-handed."
button_icon_state = "power_speed"
bloodcost = 6
cooldown = 120
cooldown_time = 120
target_range = 15
power_activates_immediately = TRUE
message_Trigger = ""//"Whom will you subvert to your will?"
@@ -18,7 +18,7 @@
/// If set, uses this speed in deciseconds instead of world.tick_lag
var/speed_override
/datum/action/bloodsucker/targeted/haste/CheckCanUse(display_error)
/datum/action/cooldown/bloodsucker/targeted/haste/CheckCanUse(display_error)
. = ..()
if(!.)
return
@@ -33,10 +33,10 @@
return FALSE
return TRUE
/datum/action/bloodsucker/targeted/haste/CheckValidTarget(atom/A)
/datum/action/cooldown/bloodsucker/targeted/haste/CheckValidTarget(atom/A)
return isturf(A) || A.loc != owner.loc // Anything will do, if it's not me or my square
/datum/action/bloodsucker/targeted/haste/CheckCanTarget(atom/A, display_error)
/datum/action/cooldown/bloodsucker/targeted/haste/CheckCanTarget(atom/A, display_error)
// DEFAULT CHECKS (Distance)
if (!..())
return FALSE
@@ -45,10 +45,10 @@
// return FALSE
return TRUE
/datum/action/bloodsucker/targeted/haste/FireTargetedPower(atom/A)
/datum/action/cooldown/bloodsucker/targeted/haste/FireTargetedPower(atom/A)
// This is a non-async proc to make sure the power is "locked" until this finishes.
hit = list()
RegisterSignal(owner, COMSIG_MOVABLE_MOVED, .proc/on_move)
RegisterSignal(owner, COMSIG_MOVABLE_MOVED, PROC_REF(on_move))
var/mob/living/user = owner
var/turf/T = isturf(A) ? A : get_turf(A)
// Pulled? Not anymore.
@@ -78,11 +78,11 @@
hit = null
user.update_mobility()
/datum/action/bloodsucker/targeted/haste/DeactivatePower(mob/living/user = owner, mob/living/target)
/datum/action/cooldown/bloodsucker/targeted/haste/DeactivatePower(mob/living/user = owner, mob/living/target)
..() // activate = FALSE
user.update_mobility()
/datum/action/bloodsucker/targeted/haste/proc/on_move()
/datum/action/cooldown/bloodsucker/targeted/haste/proc/on_move()
for(var/mob/living/L in dview(1, get_turf(owner)))
if(!hit[L] && (L != owner))
hit[L] = TRUE
@@ -1,25 +1,21 @@
/datum/action/bloodsucker/lunge
/datum/action/cooldown/bloodsucker/lunge
name = "Predatory Lunge"
desc = "Prepare the strenght to grapple your prey."
button_icon_state = "power_lunge"
bloodcost = 10
cooldown = 30
cooldown_time = 30
bloodsucker_can_buy = TRUE
warn_constant_cost = TRUE
amToggle = TRUE
var/leap_skill_mod = 5
/datum/action/bloodsucker/lunge/New()
. = ..()
/datum/action/bloodsucker/lunge/Destroy()
/datum/action/cooldown/bloodsucker/lunge/Destroy()
. = ..()
UnregisterSignal(owner, COMSIG_CARBON_TACKLED)
/datum/action/bloodsucker/lunge/ActivatePower()
/datum/action/cooldown/bloodsucker/lunge/ActivatePower()
var/mob/living/carbon/user = owner
var/datum/antagonist/bloodsucker/B = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
var/datum/component/tackler/T = user.LoadComponent(/datum/component/tackler)
@@ -31,16 +27,16 @@
T.min_distance = 2
active = TRUE
user.toggle_throw_mode()
RegisterSignal(user, COMSIG_CARBON_TACKLED, .proc/DelayedDeactivatePower)
RegisterSignal(user, COMSIG_CARBON_TACKLED, PROC_REF(DelayedDeactivatePower))
while(B && ContinueActive(user))
B.AddBloodVolume(-0.1)
sleep(5)
//Without this, the leap component would get removed too early, causing the normal crash into effects.
/datum/action/bloodsucker/lunge/proc/DelayedDeactivatePower()
addtimer(CALLBACK(src, .proc/DeactivatePower), 1 SECONDS, TIMER_UNIQUE)
/datum/action/cooldown/bloodsucker/lunge/proc/DelayedDeactivatePower()
addtimer(CALLBACK(src, PROC_REF(DeactivatePower)), 1 SECONDS, TIMER_UNIQUE)
/datum/action/bloodsucker/lunge/DeactivatePower(mob/living/user = owner)
/datum/action/cooldown/bloodsucker/lunge/DeactivatePower(mob/living/user = owner)
. = ..()
qdel(user.GetComponent(/datum/component/tackler))
UnregisterSignal(user, COMSIG_CARBON_TACKLED)
@@ -16,12 +16,12 @@
// -
/datum/action/bloodsucker/masquerade
/datum/action/cooldown/bloodsucker/masquerade
name = "Masquerade"
desc = "Feign the vital signs of a mortal, and escape both casual and medical notice as the monster you truly are."
button_icon_state = "power_human"
bloodcost = 10
cooldown = 50
cooldown_time = 50
amToggle = TRUE
bloodsucker_can_buy = TRUE
warn_constant_cost = TRUE
@@ -31,7 +31,7 @@
// NOTE: Firing off vulgar powers disables your Masquerade!
/*/datum/action/bloodsucker/masquerade/CheckCanUse(display_error)
/*/datum/action/cooldown/bloodsucker/masquerade/CheckCanUse(display_error)
if(!..(display_error))// DEFAULT CHECKS
return FALSE
// DONE!
@@ -39,7 +39,7 @@
*/
/datum/action/bloodsucker/masquerade/ActivatePower()
/datum/action/cooldown/bloodsucker/masquerade/ActivatePower()
var/mob/living/user = owner
var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
@@ -78,14 +78,14 @@
sleep(20) // Check every few ticks that we haven't disabled this power
/datum/action/bloodsucker/masquerade/ContinueActive(mob/living/user)
/datum/action/cooldown/bloodsucker/masquerade/ContinueActive(mob/living/user)
// Disable if unable to use power anymore.
//if (user.stat == DEAD || user.blood_volume <= 0) // not conscious or soft critor uncon, just dead
// return FALSE
return ..() // Active, and still Antag
/datum/action/bloodsucker/masquerade/DeactivatePower(mob/living/user = owner, mob/living/target)
/datum/action/cooldown/bloodsucker/masquerade/DeactivatePower(mob/living/user = owner, mob/living/target)
..() // activate = FALSE
var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
@@ -5,12 +5,12 @@
// FOLLOW: Target follows you, spouting random phrases from their history (or maybe Polly's or NPC's vocab?)
// ATTACK: Target finds a nearby non-Bloodsucker victim to attack.
/datum/action/bloodsucker/targeted/mesmerize
/datum/action/cooldown/bloodsucker/targeted/mesmerize
name = "Mesmerize"
desc = "Dominate the mind of a mortal who can see your eyes."
button_icon_state = "power_mez"
bloodcost = 30
cooldown = 300
cooldown_time = 300
target_range = 2
power_activates_immediately = TRUE
message_Trigger = "Whom will you subvert to your will?"
@@ -18,7 +18,7 @@
bloodsucker_can_buy = TRUE
var/success
/datum/action/bloodsucker/targeted/mesmerize/CheckCanUse(display_error)
/datum/action/cooldown/bloodsucker/targeted/mesmerize/CheckCanUse(display_error)
. = ..()
if(!.)
return
@@ -34,10 +34,10 @@
return FALSE
return TRUE
/datum/action/bloodsucker/targeted/mesmerize/CheckValidTarget(atom/A)
/datum/action/cooldown/bloodsucker/targeted/mesmerize/CheckValidTarget(atom/A)
return iscarbon(A)
/datum/action/bloodsucker/targeted/mesmerize/CheckCanTarget(atom/A,display_error)
/datum/action/cooldown/bloodsucker/targeted/mesmerize/CheckCanTarget(atom/A,display_error)
// Check: Self
if(A == owner)
return FALSE
@@ -88,7 +88,7 @@
return FALSE
return TRUE
/datum/action/bloodsucker/targeted/mesmerize/proc/ContinueTarget(atom/A)
/datum/action/cooldown/bloodsucker/targeted/mesmerize/proc/ContinueTarget(atom/A)
var/mob/living/carbon/target = A
var/mob/living/L = owner
@@ -103,7 +103,7 @@
to_chat(L, "<span class='warning'>[target] has escaped your gaze!</span>")
UnregisterSignal(target, COMSIG_MOVABLE_MOVED)
/datum/action/bloodsucker/targeted/mesmerize/FireTargetedPower(atom/A)
/datum/action/cooldown/bloodsucker/targeted/mesmerize/FireTargetedPower(atom/A)
// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up ClickWithPower(), so that we can unlock the power when it's done.
var/mob/living/carbon/target = A
var/mob/living/L = owner
@@ -114,11 +114,11 @@
var/power_time = 138 + level_current * 12
target.apply_status_effect(STATUS_EFFECT_MESMERIZE, 30)
L.apply_status_effect(STATUS_EFFECT_MESMERIZE, 30)
RegisterSignal(target, COMSIG_MOVABLE_MOVED, .proc/ContinueTarget)
RegisterSignal(target, COMSIG_MOVABLE_MOVED, PROC_REF(ContinueTarget))
// 5 second windup
addtimer(CALLBACK(src, .proc/apply_effects, L, target, power_time), 6 SECONDS)
addtimer(CALLBACK(src, PROC_REF(apply_effects), L, target, power_time), 6 SECONDS)
/datum/action/bloodsucker/targeted/mesmerize/proc/apply_effects(aggressor, victim, power_time)
/datum/action/cooldown/bloodsucker/targeted/mesmerize/proc/apply_effects(aggressor, victim, power_time)
var/mob/living/carbon/target = victim
var/mob/living/L = aggressor
if(!success)
@@ -135,5 +135,5 @@
to_chat(L, "<span class='warning'>[target] has snapped out of their trance.</span>")
/datum/action/bloodsucker/targeted/mesmerize/ContinueActive(mob/living/user, mob/living/target)
/datum/action/cooldown/bloodsucker/targeted/mesmerize/ContinueActive(mob/living/user, mob/living/target)
return ..() && CheckCanUse() && CheckCanTarget(target)
@@ -1,12 +1,12 @@
/datum/action/bloodsucker/vassal/recuperate
/datum/action/cooldown/bloodsucker/vassal/recuperate
name = "Sanguine Recuperation"
desc = "Slowly heal brute damage while active. This process is exhausting, and requires some of your tainted blood."
button_icon_state = "power_recup"
amToggle = TRUE
bloodcost = 5
cooldown = 100
cooldown_time = 100
/datum/action/bloodsucker/vassal/recuperate/CheckCanUse(display_error)
/datum/action/cooldown/bloodsucker/vassal/recuperate/CheckCanUse(display_error)
. = ..()
if(!.)
return
@@ -14,7 +14,7 @@
return FALSE
return TRUE
/datum/action/bloodsucker/vassal/recuperate/ActivatePower()
/datum/action/cooldown/bloodsucker/vassal/recuperate/ActivatePower()
to_chat(owner, "<span class='notice'>Your muscles clench and your skin crawls as your master's immortal blood knits your wounds and gives you stamina.</span>")
var/mob/living/carbon/C = owner
var/mob/living/carbon/human/H
@@ -35,5 +35,5 @@
// DONE!
//DeactivatePower(owner)
/datum/action/bloodsucker/vassal/recuperate/ContinueActive(mob/living/user, mob/living/target)
/datum/action/cooldown/bloodsucker/vassal/recuperate/ContinueActive(mob/living/user, mob/living/target)
return ..() && user.stat <= DEAD && user.blood_volume > 500
@@ -1,12 +1,12 @@
/datum/action/bloodsucker/targeted/trespass
/datum/action/cooldown/bloodsucker/targeted/trespass
name = "Trespass"
desc = "Become mist and advance two tiles in one direction, ignoring all obstacles except for walls. Useful for skipping past doors and barricades."
button_icon_state = "power_tres"
bloodcost = 10
cooldown = 80
cooldown_time = 80
amToggle = FALSE
//target_range = 2
@@ -16,7 +16,7 @@
var/turf/target_turf // We need to decide where we're going based on where we clicked. It's not actually the tile we clicked.
/datum/action/bloodsucker/targeted/trespass/CheckCanUse(display_error)
/datum/action/cooldown/bloodsucker/targeted/trespass/CheckCanUse(display_error)
. = ..()
if(!.)
return
@@ -26,7 +26,7 @@
return TRUE
/datum/action/bloodsucker/targeted/trespass/CheckValidTarget(atom/A)
/datum/action/cooldown/bloodsucker/targeted/trespass/CheckValidTarget(atom/A)
// Can't target my tile
if(A == get_turf(owner) || get_turf(A) == get_turf(owner))
return FALSE
@@ -34,7 +34,7 @@
return TRUE // All we care about is destination. Anything you click is fine.
/datum/action/bloodsucker/targeted/trespass/CheckCanTarget(atom/A, display_error)
/datum/action/cooldown/bloodsucker/targeted/trespass/CheckCanTarget(atom/A, display_error)
// NOTE: Do NOT use ..()! We don't want to check distance or anything.
// Get clicked tile
@@ -60,7 +60,7 @@
return TRUE
/datum/action/bloodsucker/targeted/trespass/FireTargetedPower(atom/A)
/datum/action/cooldown/bloodsucker/targeted/trespass/FireTargetedPower(atom/A)
// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up ClickWithPower(), so that we can unlock the power when it's done.
// Find target turf, at or below Atom
@@ -87,7 +87,7 @@
user.invisibility = INVISIBILITY_MAXIMUM
// LOSE CUFFS
// Wait...
sleep(mist_delay / 2)
@@ -1,10 +1,10 @@
/datum/action/bloodsucker/veil
/datum/action/cooldown/bloodsucker/veil
name = "Veil of Many Faces"
desc = "Disguise yourself in the illusion of another identity."
button_icon_state = "power_veil"
bloodcost = 15
cooldown = 100
cooldown_time = 100
amToggle = TRUE
bloodsucker_can_buy = TRUE
warn_constant_cost = TRUE
@@ -29,7 +29,7 @@
var/list/prev_features // For lizards and such
/datum/action/bloodsucker/veil/CheckCanUse(display_error)
/datum/action/cooldown/bloodsucker/veil/CheckCanUse(display_error)
. = ..()
if(!.)
return
@@ -37,7 +37,7 @@
return TRUE
/datum/action/bloodsucker/veil/ActivatePower()
/datum/action/cooldown/bloodsucker/veil/ActivatePower()
cast_effect() // POOF
@@ -47,14 +47,14 @@
Disguise_FaceName()
/datum/action/bloodsucker/veil/proc/Disguise_Outfit()
/datum/action/cooldown/bloodsucker/veil/proc/Disguise_Outfit()
// Step One: Back up original items
/datum/action/bloodsucker/veil/proc/Disguise_FaceName()
/datum/action/cooldown/bloodsucker/veil/proc/Disguise_FaceName()
// Change Name/Voice
var/mob/living/carbon/human/H = owner
@@ -112,7 +112,7 @@
sleep(50)
/datum/action/bloodsucker/veil/DeactivatePower(mob/living/user = owner, mob/living/target)
/datum/action/cooldown/bloodsucker/veil/DeactivatePower(mob/living/user = owner, mob/living/target)
..()
if (ishuman(user))
var/mob/living/carbon/human/H = user
@@ -149,7 +149,7 @@
cast_effect() // POOF
// CAST EFFECT // // General effect (poof, splat, etc) when you cast. Doesn't happen automatically!
/datum/action/bloodsucker/veil/proc/cast_effect()
/datum/action/cooldown/bloodsucker/veil/proc/cast_effect()
// Effect
playsound(get_turf(owner), 'sound/magic/smoke.ogg', 20, 1)
var/datum/effect_system/steam_spread/puff = new /datum/effect_system/steam_spread/()
@@ -80,7 +80,6 @@
/datum/action/innate/cellular_emporium/New(our_target)
. = ..()
button.name = name
if(istype(our_target, /datum/cellular_emporium))
cellular_emporium = our_target
else
@@ -229,10 +229,10 @@
playsound(get_turf(owner.current), 'sound/effects/lingreadapt.ogg', 75, TRUE, 5)
can_respec = 0
SSblackbox.record_feedback("tally", "changeling_power_purchase", 1, "Readapt")
return 1
return TRUE
else
to_chat(owner.current, "<span class='danger'>You lack the power to readapt your evolutions!</span>")
return 0
return FALSE
//Called in life()
/datum/antagonist/changeling/proc/regenerate()//grants the HuD in life.dm
@@ -285,7 +285,7 @@
if(verbose)
to_chat(user, "<span class='warning'>[target] is not compatible with our biology.</span>")
return
return 1
return TRUE
/datum/antagonist/changeling/proc/create_profile(mob/living/carbon/human/H, protect = 0)
@@ -362,7 +362,7 @@
B.organ_flags &= ~ORGAN_VITAL
B.decoy_override = TRUE
update_changeling_icons_added()
RegisterSignal(owner.current,COMSIG_LIVING_BIOLOGICAL_LIFE,.proc/regenerate)
RegisterSignal(owner.current,COMSIG_LIVING_BIOLOGICAL_LIFE, PROC_REF(regenerate))
return
/datum/antagonist/changeling/remove_innate_effects()
@@ -499,7 +499,7 @@
/datum/antagonist/changeling/get_admin_commands()
. = ..()
if(stored_profiles.len && (owner.current.real_name != first_prof.name))
.["Transform to initial appearance."] = CALLBACK(src,.proc/admin_restore_appearance)
.["Transform to initial appearance."] = CALLBACK(src,PROC_REF(admin_restore_appearance))
/datum/antagonist/changeling/proc/admin_restore_appearance(mob/admin)
if(!stored_profiles.len || !iscarbon(owner.current))
@@ -47,10 +47,10 @@ the same goes for Remove(). if you override Remove(), call parent or else your p
/datum/action/changeling/proc/sting_action(mob/user, mob/target)
SSblackbox.record_feedback("nested tally", "changeling_powers", 1, list("[name]"))
return 0
return FALSE
/datum/action/changeling/proc/sting_feedback(mob/user, mob/target)
return 0
return FALSE
//Fairly important to remember to return TRUE on success >.<
@@ -21,7 +21,7 @@
user.visible_message("<span class='warning'>[user] vomits a glob of acid on [user.p_their()] [O]!</span>", \
"<span class='warning'>We vomit acidic ooze onto our restraints!</span>")
addtimer(CALLBACK(src, .proc/dissolve_handcuffs, user, O), 30)
addtimer(CALLBACK(src, PROC_REF(dissolve_handcuffs), user, O), 30)
used = TRUE
if(user.legcuffed)
@@ -31,7 +31,7 @@
user.visible_message("<span class='warning'>[user] vomits a glob of acid on [user.p_their()] [O]!</span>", \
"<span class='warning'>We vomit acidic ooze onto our restraints!</span>")
addtimer(CALLBACK(src, .proc/dissolve_legcuffs, user, O), 30)
addtimer(CALLBACK(src, PROC_REF(dissolve_legcuffs), user, O), 30)
used = TRUE
if(user.wear_suit && user.wear_suit.breakouttime && !used)
@@ -40,7 +40,7 @@
return FALSE
user.visible_message("<span class='warning'>[user] vomits a glob of acid across the front of [user.p_their()] [S]!</span>", \
"<span class='warning'>We vomit acidic ooze onto our straight jacket!</span>")
addtimer(CALLBACK(src, .proc/dissolve_straightjacket, user, S), 30)
addtimer(CALLBACK(src, PROC_REF(dissolve_straightjacket), user, S), 30)
used = TRUE
@@ -50,7 +50,7 @@
return FALSE
C.visible_message("<span class='warning'>[C]'s hinges suddenly begin to melt and run!</span>")
to_chat(user, "<span class='warning'>We vomit acidic goop onto the interior of [C]!</span>")
addtimer(CALLBACK(src, .proc/open_closet, user, C), 70)
addtimer(CALLBACK(src, PROC_REF(open_closet), user, C), 70)
used = TRUE
if(istype(user.loc, /obj/structure/spider/cocoon) && !used)
@@ -59,7 +59,7 @@
return FALSE
C.visible_message("<span class='warning'>[src] shifts and starts to fall apart!</span>")
to_chat(user, "<span class='warning'>We secrete acidic enzymes from our skin and begin melting our cocoon...</span>")
addtimer(CALLBACK(src, .proc/dissolve_cocoon, user, C), 25) //Very short because it's just webs
addtimer(CALLBACK(src, PROC_REF(dissolve_cocoon), user, C), 25) //Very short because it's just webs
used = TRUE
return used
@@ -21,7 +21,7 @@
user.tod = STATION_TIME_TIMESTAMP("hh:mm:ss", world.time)
user.fakedeath("changeling", TRUE) //play dead
user.update_stat()
addtimer(CALLBACK(src, .proc/ready_to_regenerate, user), LING_FAKEDEATH_TIME, TIMER_UNIQUE)
addtimer(CALLBACK(src, PROC_REF(ready_to_regenerate), user), LING_FAKEDEATH_TIME, TIMER_UNIQUE)
return TRUE
/datum/action/changeling/fakedeath/proc/revive(mob/living/user)
@@ -44,7 +44,7 @@
name = "Reviving Stasis"
desc = "We fall into a stasis, allowing us to regenerate and trick our enemies. Costs 15 chemicals."
button_icon_state = "fake_death"
UpdateButtonIcon()
UpdateButtons()
chemical_cost = 15
to_chat(user, "<span class='notice'>We have revived ourselves.</span>")
@@ -56,7 +56,7 @@
name = "Revive"
desc = "We arise once more."
button_icon_state = "revive"
UpdateButtonIcon()
UpdateButtons()
chemical_cost = 0
revive_ready = TRUE
@@ -94,7 +94,7 @@ GLOBAL_LIST_EMPTY(hivemind_bank)
if(first_prof.name == user.real_name)//If our current DNA is the stalest, we gotta ditch it.
to_chat(user, "<span class='warning'>We have reached our capacity to store genetic information! We must transform before absorbing more.</span>")
return
return 1
return TRUE
/datum/action/changeling/hivemind_download/sting_action(mob/user)
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
@@ -13,7 +13,7 @@
if(!chosen_prof)
return
if(!user || user.mob_transforming)
return 0
return FALSE
to_chat(user, "<span class='notice'>We transform our appearance.</span>")
changeling.purchasedpowers -= src
@@ -40,7 +40,7 @@
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
changeling.chem_recharge_slowdown -= recharge_slowdown
user.update_inv_hands()
return 1
return TRUE
/datum/action/changeling/weapon/sting_action(mob/living/user)
var/obj/item/held = user.get_active_held_item()
@@ -390,12 +390,12 @@
if(INTENT_GRAB)
C.visible_message("<span class='danger'>[L] is grabbed by [H]'s tentacle!</span>","<span class='userdanger'>A tentacle grabs you and pulls you towards [H]!</span>")
C.throw_at(get_step_towards(H,C), 8, 2, H, TRUE, TRUE, callback=CALLBACK(src, .proc/tentacle_grab, H, C))
C.throw_at(get_step_towards(H,C), 8, 2, H, TRUE, TRUE, callback=CALLBACK(src, PROC_REF(tentacle_grab), H, C))
return BULLET_ACT_HIT
if(INTENT_HARM)
C.visible_message("<span class='danger'>[L] is thrown towards [H] by a tentacle!</span>","<span class='userdanger'>A tentacle grabs you and throws you towards [H]!</span>")
C.throw_at(get_step_towards(H,C), 8, 2, H, TRUE, TRUE, callback=CALLBACK(src, .proc/tentacle_stab, H, C))
C.throw_at(get_step_towards(H,C), 8, 2, H, TRUE, TRUE, callback=CALLBACK(src, PROC_REF(tentacle_stab), H, C))
return BULLET_ACT_HIT
else
L.visible_message("<span class='danger'>[L] is pulled by [H]'s tentacle!</span>","<span class='userdanger'>A tentacle grabs you and pulls you towards [H]!</span>")
@@ -597,7 +597,7 @@
/datum/action/changeling/gloves/proc/check_gloves(mob/user)
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
if(!ishuman(user) || !changeling)
return 1
return TRUE
var/mob/living/carbon/human/H = user
if(istype(H.gloves, glove_type))
H.visible_message("<span class='warning'>With a sickening crunch, [H] reforms [H.p_their()] [glove_name_simple] into hands!</span>", "<span class='warning'>We assimilate our [glove_name_simple].</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
@@ -609,7 +609,7 @@
playsound(H.loc, 'sound/effects/splat.ogg', 50, 1) //So real sounds
changeling.chem_recharge_slowdown -= recharge_slowdown
return 1
return TRUE
/datum/action/changeling/gloves/Remove(mob/user)
if(!ishuman(user))
@@ -711,7 +711,7 @@
enhancement = slow_enhancement // fuck em up kiddo
wound_enhancement = slow_wound_enhancement // really. fuck em up.
to_chat(user, "<span class='notice'>[src] are now formed to allow for [fasthands ? "fast, precise strikes" : "crippling, damaging blows"].</span>")
addtimer(CALLBACK(src, .proc/use_buffs, user, TRUE), 0.1) // go fuckin get em
addtimer(CALLBACK(src, PROC_REF(use_buffs), user, TRUE), 0.1) // go fuckin get em
/obj/item/clothing/gloves/fingerless/pugilist/cling/Initialize(mapload)
. = ..()
@@ -27,7 +27,7 @@
user.DefaultCombatKnockdown(60)
user.emote("gasp")
INVOKE_ASYNC(src, .proc/muscle_loop, user)
INVOKE_ASYNC(src, PROC_REF(muscle_loop), user)
return TRUE
@@ -53,7 +53,7 @@
if(target.mind && target.mind.has_antag_datum(/datum/antagonist/changeling))
sting_feedback(user, target)
changeling.chem_charges -= chemical_cost
return 1
return TRUE
/datum/action/changeling/sting/sting_feedback(mob/user, mob/target)
if(!target)
@@ -61,7 +61,7 @@
to_chat(user, "<span class='notice'>We stealthily sting [target.name].</span>")
if(target.mind && target.mind.has_antag_datum(/datum/antagonist/changeling))
to_chat(target, "<span class='warning'>You feel a tiny prick.</span>")
return 1
return TRUE
/datum/action/changeling/sting/transformation
@@ -94,8 +94,8 @@
return
if((HAS_TRAIT(target, TRAIT_HUSK)) || !iscarbon(target) || (NOTRANSSTING in target.dna.species.species_traits))
to_chat(user, "<span class='warning'>Our sting appears ineffective against its DNA.</span>")
return 0
return 1
return FALSE
return TRUE
/datum/action/changeling/sting/transformation/sting_action(mob/user, mob/target)
if(ismonkey(target))
@@ -133,8 +133,8 @@
var/mob/living/L = target
if((HAS_TRAIT(L, TRAIT_HUSK)) || !L.has_dna())
to_chat(user, "<span class='warning'>Our sting appears ineffective against its DNA.</span>")
return 0
return 1
return FALSE
return TRUE
/datum/action/changeling/sting/false_armblade/sting_action(mob/user, mob/target)
log_combat(user, target, "stung", object="false armblade sting")
@@ -152,7 +152,7 @@
target.visible_message("<span class='warning'>A grotesque blade forms around [target.name]\'s arm!</span>", "<span class='userdanger'>Your arm twists and mutates, transforming into a horrific monstrosity!</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
playsound(target, 'sound/effects/blobattack.ogg', 30, 1)
addtimer(CALLBACK(src, .proc/remove_fake, target, blade), 600)
addtimer(CALLBACK(src, PROC_REF(remove_fake), target, blade), 600)
return TRUE
/datum/action/changeling/sting/false_armblade/proc/remove_fake(mob/target, obj/item/melee/arm_blade/false/blade)
@@ -154,7 +154,7 @@
disguise_image.overlays = snap.overlays
disguises[current_profile.name] = disguise_image
var/chosen_name = show_radial_menu(user, user, disguises, custom_check = CALLBACK(src, .proc/check_menu, user), radius = 40, require_near = TRUE, tooltips = TRUE)
var/chosen_name = show_radial_menu(user, user, disguises, custom_check = CALLBACK(src, PROC_REF(check_menu), user), radius = 40, require_near = TRUE, tooltips = TRUE)
if(!chosen_name)
return
@@ -35,7 +35,7 @@
/obj/effect/clockwork/overlay/wall/Initialize(mapload)
. = ..()
queue_smooth_neighbors(src)
addtimer(CALLBACK(GLOBAL_PROC, .proc/queue_smooth, src), 1)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(queue_smooth), src), 1)
/obj/effect/clockwork/overlay/wall/Destroy()
queue_smooth_neighbors(src)
@@ -21,7 +21,7 @@
return ..()
user.visible_message("<span class='warning'>[user] scatters [src] with [I]!</span>", "<span class='danger'>You scatter [src] with [I]!</span>")
qdel(src)
return 1
return TRUE
return ..()
/obj/effect/clockwork/sigil/attack_tk(mob/user)
@@ -150,7 +150,7 @@
if(glow)
qdel(glow)
animate(src, color = oldcolor, time = 20, flags = ANIMATION_END_NOW)
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 20)
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, update_atom_colour)), 20)
visible_message("<span class='warning'>[src] slowly stops glowing!</span>")
return
if(is_eligible_servant(L))
@@ -183,7 +183,7 @@
else
to_chat(M, "<span class='heavy_brass'>[message] [L.real_name]!</span>")
animate(src, color = oldcolor, time = 20, flags = ANIMATION_END_NOW)
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 20)
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, update_atom_colour)), 20)
visible_message("<span class='warning'>[src] slowly stops glowing!</span>")
@@ -259,7 +259,7 @@
if(!cyborg_checks(cyborg))
return
to_chat(cyborg, "<span class='brass'>You start to charge from the [sigil_name]...</span>")
if(!do_after(cyborg, 50, target = src, extra_checks = CALLBACK(src, .proc/cyborg_checks, cyborg, TRUE)))
if(!do_after(cyborg, 50, target = src, extra_checks = CALLBACK(src, PROC_REF(cyborg_checks), cyborg, TRUE)))
return
var/giving_power = min(FLOOR(cyborg.cell.maxcharge - cyborg.cell.charge, MIN_CLOCKCULT_POWER), get_clockwork_power()) //give the borg either all our power or their missing power floored to MIN_CLOCKCULT_POWER
if(adjust_clockwork_power(-giving_power))
@@ -268,7 +268,7 @@
cyborg.color = list("#EC8A2D", "#EC8A2D", "#EC8A2D", rgb(0,0,0))
cyborg.apply_status_effect(STATUS_EFFECT_POWERREGEN, giving_power * 0.1) //ten ticks, restoring 10% each
animate(cyborg, color = previous_color, time = 100)
addtimer(CALLBACK(cyborg, /atom/proc/update_atom_colour), 100)
addtimer(CALLBACK(cyborg, TYPE_PROC_REF(/atom, update_atom_colour)), 100)
/obj/effect/clockwork/sigil/transmission/proc/cyborg_checks(mob/living/silicon/robot/cyborg, silent)
if(!cyborg.cell)
@@ -19,7 +19,7 @@
/obj/effect/clockwork/spatial_gateway/Initialize(mapload)
. = ..()
addtimer(CALLBACK(src, .proc/check_setup), 1)
addtimer(CALLBACK(src, PROC_REF(check_setup)), 1)
/obj/effect/clockwork/spatial_gateway/Destroy()
deltimer(timerid)
@@ -161,7 +161,7 @@
else
animate(src, transform = matrix() / 1.5, time = 10, flags = ANIMATION_END_NOW)
animate(linked_gateway, transform = matrix() / 1.5, time = 10, flags = ANIMATION_END_NOW)
addtimer(CALLBACK(src, .proc/check_uses), 10)
addtimer(CALLBACK(src, PROC_REF(check_uses)), 10)
return TRUE
/obj/effect/clockwork/spatial_gateway/proc/check_uses()
@@ -16,22 +16,22 @@ drain_amount: How much is drained by default; Influenced by a multiplier on most
var/obj/item/stock_parts/cell/cell = get_cell()
if(cell)
return cell.power_drain(clockcult_user, drain_weapons, recursive, drain_amount)
return 0 //Returns 0 instead of FALSE to symbolise it returning the power amount in other cases, not TRUE aka 1
return FALSE //Returns 0 instead of FALSE to symbolise it returning the power amount in other cases, not TRUE aka 1
/obj/item/melee/baton/power_drain(clockcult_user, drain_weapons = FALSE, recursive = FALSE, drain_amount = MIN_CLOCKCULT_POWER) //balance memes
if(!drain_weapons)
return 0
return FALSE
var/obj/item/stock_parts/cell/cell = get_cell()
if(cell)
return cell.power_drain(clockcult_user, drain_weapons, recursive, drain_amount)
return 0 //No need to recurse further in batons
return FALSE //No need to recurse further in batons
/obj/item/gun/power_drain(clockcult_user, drain_weapons = FALSE, recursive = FALSE, drain_amount = MIN_CLOCKCULT_POWER) //balance memes
if(!drain_weapons)
return 0
return FALSE
var/obj/item/stock_parts/cell/cell = get_cell()
if(!cell)
return 0
return FALSE
if(cell.charge)
. = min(cell.charge, drain_amount*4) //Done snowflakey because guns have far smaller cells than batons / other equipment, also no need to recurse further in guns
cell.use(.)
@@ -201,7 +201,7 @@
name = "Rite of the Vessel" //The name of the rite
desc = "This rite is used to summon a soul vessel, a special posibrain that makes whoever has their brain put into it loyal to the Justiciar.,\
When put into a cyborg shell, the created cyborg will automatically be a servant of Ratvar."
required_ingredients = list(/obj/item/stack/cable_coil, /obj/item/stock_parts/cell/, /obj/item/organ/cyberimp)
required_ingredients = list(/obj/item/stack/cable_coil, /obj/item/stock_parts/cell, /obj/item/organ/cyberimp)
power_cost = 2500 //These things are pretty strong, I won't lie
requires_full_power = TRUE
cast_time = 50
@@ -180,7 +180,7 @@
if(reinf)
fabrication_cost -= POWER_ROD
for(var/obj/structure/grille/G in get_turf(src))
INVOKE_ASYNC(fabricator, /obj/item/clockwork/replica_fabricator.proc/fabricate, G, user)
INVOKE_ASYNC(fabricator, TYPE_PROC_REF(/obj/item/clockwork/replica_fabricator, fabricate), G, user)
return list("operation_time" = fabrication_time, "new_obj_type" = windowtype, "power_cost" = fabrication_cost, "spawn_dir" = dir, "dir_in_new" = new_dir)
/obj/structure/window/reinforced/clockwork/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
@@ -237,7 +237,7 @@
fabricator.repairing = src
while(fabricator && user && src)
if(!do_after(user, repair_values["healing_for_cycle"] * fabricator.speed_multiplier, target = src, \
extra_checks = CALLBACK(fabricator, /obj/item/clockwork/replica_fabricator.proc/fabricator_repair_checks, repair_values, src, user, TRUE)))
extra_checks = CALLBACK(fabricator, TYPE_PROC_REF(/obj/item/clockwork/replica_fabricator, fabricator_repair_checks), repair_values, src, user, TRUE)))
break
obj_integrity = clamp(obj_integrity + repair_values["healing_for_cycle"], 0, max_integrity)
adjust_clockwork_power(-repair_values["power_required"])
@@ -259,7 +259,7 @@
fabricator.repairing = src
while(fabricator && user && src)
if(!do_after(user, repair_values["healing_for_cycle"] * fabricator.speed_multiplier, target = src, \
extra_checks = CALLBACK(fabricator, /obj/item/clockwork/replica_fabricator.proc/fabricator_repair_checks, repair_values, src, user, TRUE)))
extra_checks = CALLBACK(fabricator, TYPE_PROC_REF(/obj/item/clockwork/replica_fabricator, fabricator_repair_checks), repair_values, src, user, TRUE)))
break
fabricator_heal_tick(repair_values["healing_for_cycle"])
adjust_clockwork_power(-repair_values["power_required"])
@@ -323,7 +323,7 @@
for(var/obj/item/clockwork/alloy_shards/S in get_turf(src)) //convert all other shards in the turf if we can
if(S == src)
continue //we want the shards to be fabricated after the main shard, thus this delay
addtimer(CALLBACK(fabricator, /obj/item/clockwork/replica_fabricator.proc/fabricate, S, user, TRUE), 0)
addtimer(CALLBACK(fabricator, TYPE_PROC_REF(/obj/item/clockwork/replica_fabricator, fabricate), S, user, TRUE), 0)
return list("operation_time" = 0, "new_obj_type" = null, "power_cost" = power_amount, "spawn_dir" = SOUTH)
/obj/item/clockwork/alloy_shards/medium/gear_bit/large/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent, power_amount)
@@ -40,7 +40,7 @@
/proc/generate_all_scripture()
if(GLOB.all_scripture.len)
return
for(var/V in sort_list(subtypesof(/datum/clockwork_scripture) - list(/datum/clockwork_scripture/channeled, /datum/clockwork_scripture/create_object, /datum/clockwork_scripture/create_object/construct), /proc/cmp_clockscripture_priority))
for(var/V in sort_list(subtypesof(/datum/clockwork_scripture) - list(/datum/clockwork_scripture/channeled, /datum/clockwork_scripture/create_object, /datum/clockwork_scripture/create_object/construct), GLOBAL_PROC_REF(cmp_clockscripture_priority)))
var/datum/clockwork_scripture/S = new V
GLOB.all_scripture[S.type] = S
@@ -44,6 +44,6 @@
/datum/action/innate/call_weapon/proc/weapon_reset(cooldown_time)
cooldown = world.time + cooldown_time
addtimer(CALLBACK(owner, /mob.proc/update_action_buttons_icon), cooldown_time)
addtimer(CALLBACK(owner, TYPE_PROC_REF(/mob, update_action_buttons_icon)), cooldown_time)
owner.update_action_buttons_icon()
QDEL_NULL(weapon)
@@ -25,7 +25,7 @@
/obj/item/shield/riot/ratvarian/proc/calc_bash_mult()
var/bash_mult = 0
if(!dam_absorbed)
return 1
return TRUE
else
bash_mult += round(clamp(1 + (dam_absorbed / bash_mult_steps), 1, max_bash_mult), 0.1) //Multiplies the effect of bashes by up to [max_bash_mult], though never less than one
return bash_mult
@@ -49,7 +49,7 @@
C.apply_damage((iscultist(C) ? damage * 2 : damage), BURN, (istype(part, /obj/item/bodypart/l_arm) ? BODY_ZONE_L_ARM : BODY_ZONE_R_ARM)) //Deals the damage to the holder instead of absorbing it instead + forcedrops. Doubled if a cultist of Nar'Sie.
else
owner.adjustFireLoss(iscultist(owner) ? damage * 2 : damage)
addtimer(CALLBACK(owner, /mob/living.proc/dropItemToGround, src, TRUE), 1)
addtimer(CALLBACK(owner, TYPE_PROC_REF(/mob/living, dropItemToGround), src, TRUE), 1)
else if(!is_servant_of_ratvar(attacker)) //No exploiting my snowflake mechanics
dam_absorbed += damage
playsound(owner, 'sound/machines/clockcult/steam_whoosh.ogg', 30)
@@ -51,11 +51,11 @@
user.emote("scream")
user.apply_damage(30, BRUTE, BODY_ZONE_HEAD)
user.adjustOrganLoss(ORGAN_SLOT_BRAIN, 30)
addtimer(CALLBACK(user, /mob/living.proc/dropItemToGround, src, TRUE), 1) //equipped happens before putting stuff on(but not before picking items up), 1). thus, we need to wait for it to be on before forcing it off.
addtimer(CALLBACK(user, TYPE_PROC_REF(/mob/living, dropItemToGround), src, TRUE), 1) //equipped happens before putting stuff on(but not before picking items up), 1). thus, we need to wait for it to be on before forcing it off.
/obj/item/clothing/head/helmet/clockwork/mob_can_equip(M, equipper, slot, disable_warning, bypass_equip_delay_self)
if(equipper && !is_servant_of_ratvar(equipper))
return 0
return FALSE
return ..()
/obj/item/clothing/suit/armor/clockwork
@@ -100,7 +100,7 @@
/obj/item/clothing/suit/armor/clockwork/mob_can_equip(M, equipper, slot, disable_warning, bypass_equip_delay_self)
if(equipper && !is_servant_of_ratvar(equipper))
return 0
return FALSE
return ..()
/obj/item/clothing/suit/armor/clockwork/equipped(mob/living/user, slot)
@@ -119,7 +119,7 @@
user.apply_damage(15, BURN, BODY_ZONE_CHEST)
user.adjust_fire_stacks(2)
user.IgniteMob()
addtimer(CALLBACK(user, /mob/living.proc/dropItemToGround, src, TRUE), 1)
addtimer(CALLBACK(user, TYPE_PROC_REF(/mob/living, dropItemToGround), src, TRUE), 1)
/obj/item/clothing/gloves/clockwork
name = "clockwork gauntlets"
@@ -160,7 +160,7 @@
/obj/item/clothing/gloves/clockwork/mob_can_equip(M, equipper, slot, disable_warning, bypass_equip_delay_self)
if(equipper && !is_servant_of_ratvar(equipper))
return 0
return FALSE
return ..()
/obj/item/clothing/gloves/clockwork/equipped(mob/living/user, slot)
@@ -178,7 +178,7 @@
user.emote("scream")
user.apply_damage(7, BRUTE, BODY_ZONE_L_ARM)
user.apply_damage(7, BRUTE, BODY_ZONE_R_ARM)
addtimer(CALLBACK(user, /mob/living.proc/dropItemToGround, src, TRUE), 1)
addtimer(CALLBACK(user, TYPE_PROC_REF(/mob/living, dropItemToGround), src, TRUE), 1)
/obj/item/clothing/shoes/clockwork
name = "clockwork treads"
@@ -210,7 +210,7 @@
/obj/item/clothing/shoes/clockwork/mob_can_equip(M, equipper, slot, disable_warning, bypass_equip_delay_self)
if(equipper && !is_servant_of_ratvar(equipper))
return 0
return FALSE
return ..()
/obj/item/clothing/shoes/clockwork/equipped(mob/living/user, slot)
@@ -228,4 +228,4 @@
user.emote("scream")
user.apply_damage(7, BURN, BODY_ZONE_L_LEG)
user.apply_damage(7, BURN, BODY_ZONE_R_LEG)
addtimer(CALLBACK(user, /mob/living.proc/dropItemToGround, src, TRUE), 1)
addtimer(CALLBACK(user, TYPE_PROC_REF(/mob/living, dropItemToGround), src, TRUE), 1)
@@ -123,7 +123,7 @@
/obj/item/clockwork/slab/dropped(mob/user)
. = ..()
addtimer(CALLBACK(src, .proc/check_on_mob, user), 1) //dropped is called before the item is out of the slot, so we need to check slightly later
addtimer(CALLBACK(src, PROC_REF(check_on_mob), user), 1) //dropped is called before the item is out of the slot, so we need to check slightly later
/obj/item/clockwork/slab/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
. = ..()
@@ -358,7 +358,7 @@
recollecting = !recollecting
. = TRUE
if("recite")
INVOKE_ASYNC(src, .proc/recite_scripture, text2path(params["script"]), usr, FALSE)
INVOKE_ASYNC(src, PROC_REF(recite_scripture), text2path(params["script"]), usr, FALSE)
. = TRUE
if("bind")
var/datum/clockwork_scripture/path = text2path(params["script"]) //we need a path and not a string
@@ -411,6 +411,6 @@
Q.name = "[quickbind_slot.name] ([Q.scripture_index])"
Q.desc = quickbind_slot.quickbind_desc
Q.button_icon_state = quickbind_slot.name
Q.UpdateButtonIcon()
Q.UpdateButtons()
if(isliving(loc))
Q.Grant(loc)
@@ -29,7 +29,7 @@
/obj/item/clothing/glasses/judicial_visor/item_action_slot_check(slot, mob/user, datum/action/A)
if(slot != ITEM_SLOT_EYES)
return 0
return FALSE
return ..()
/obj/item/clothing/glasses/judicial_visor/equipped(mob/living/user, slot)
@@ -38,7 +38,7 @@
update_status(FALSE)
if(blaster.ranged_ability_user)
blaster.remove_ranged_ability()
return 0
return FALSE
if(is_servant_of_ratvar(user))
update_status(TRUE)
else
@@ -48,11 +48,11 @@
to_chat(user, "<span class='userdanger'>You suddenly catch fire!</span>")
user.adjust_fire_stacks(5)
user.IgniteMob()
return 1
return TRUE
/obj/item/clothing/glasses/judicial_visor/dropped(mob/user)
. = ..()
addtimer(CALLBACK(src, .proc/check_on_mob, user), 1) //dropped is called before the item is out of the slot, so we need to check slightly later
addtimer(CALLBACK(src, PROC_REF(check_on_mob), user), 1) //dropped is called before the item is out of the slot, so we need to check slightly later
/obj/item/clothing/glasses/judicial_visor/proc/check_on_mob(mob/user)
if(user && src != user.get_item_by_slot(ITEM_SLOT_EYES)) //if we happen to check and we AREN'T in the slot, we need to remove our shit from whoever we got dropped from
@@ -67,27 +67,27 @@
/obj/item/clothing/glasses/judicial_visor/proc/update_status(change_to)
if(recharging || !isliving(loc))
icon_state = "judicial_visor_0"
return 0
return FALSE
if(active == change_to)
return 0
return FALSE
var/mob/living/L = loc
active = change_to
icon_state = "judicial_visor_[active]"
L.update_action_buttons_icon()
L.update_inv_glasses()
if(!is_servant_of_ratvar(L) || L.stat)
return 0
return FALSE
switch(active)
if(TRUE)
to_chat(L, "<span class='notice'>As you put on [src], its lens begins to glow, information flashing before your eyes.</span>\n\
<span class='heavy_brass'>Judicial visor active. Use the action button to gain the ability to smite the unworthy.</span>")
if(FALSE)
to_chat(L, "<span class='notice'>As you take off [src], its lens darkens once more.</span>")
return 1
return TRUE
/obj/item/clothing/glasses/judicial_visor/proc/recharge_visor(mob/living/user)
if(!src)
return 0
return FALSE
recharging = FALSE
if(user && src == user.get_item_by_slot(ITEM_SLOT_EYES))
to_chat(user, "<span class='brass'>Your [name] hums. It is ready.</span>")
@@ -131,7 +131,7 @@
continue
V.recharging = TRUE //To prevent exploiting multiple visors to bypass the cooldown
V.update_status()
addtimer(CALLBACK(V, /obj/item/clothing/glasses/judicial_visor.proc/recharge_visor, ranged_ability_user), (GLOB.ratvar_awakens ? visor.recharge_cooldown*0.1 : visor.recharge_cooldown) * 2)
addtimer(CALLBACK(V, TYPE_PROC_REF(/obj/item/clothing/glasses/judicial_visor, recharge_visor), ranged_ability_user), (GLOB.ratvar_awakens ? visor.recharge_cooldown*0.1 : visor.recharge_cooldown) * 2)
clockwork_say(ranged_ability_user, text2ratvar("Kneel, heathens!"))
ranged_ability_user.visible_message("<span class='warning'>[ranged_ability_user]'s judicial visor fires a stream of energy at [target], creating a strange mark!</span>", "<span class='heavy_brass'>You direct [visor]'s power to [target]. You must wait for some time before doing this again.</span>")
var/turf/targetturf = get_turf(target)
@@ -139,7 +139,7 @@
log_combat(ranged_ability_user, targetturf, "created a judicial marker")
ranged_ability_user.update_action_buttons_icon()
ranged_ability_user.update_inv_glasses()
addtimer(CALLBACK(visor, /obj/item/clothing/glasses/judicial_visor.proc/recharge_visor, ranged_ability_user), GLOB.ratvar_awakens ? visor.recharge_cooldown*0.1 : visor.recharge_cooldown)//Cooldown is reduced by 10x if Ratvar is up
addtimer(CALLBACK(visor, TYPE_PROC_REF(/obj/item/clothing/glasses/judicial_visor, recharge_visor), ranged_ability_user), GLOB.ratvar_awakens ? visor.recharge_cooldown*0.1 : visor.recharge_cooldown)//Cooldown is reduced by 10x if Ratvar is up
remove_ranged_ability()
return TRUE
@@ -161,7 +161,7 @@
. = ..()
set_light(1.4, 2, "#FE9C11")
user = caster
INVOKE_ASYNC(src, .proc/judicialblast)
INVOKE_ASYNC(src, PROC_REF(judicialblast))
/obj/effect/clockwork/judicial_marker/singularity_act()
return
@@ -23,7 +23,7 @@
/obj/item/clockwork/replica_fabricator/scarab/fabricate(atom/target, mob/living/user)
if(!debug && !isdrone(user))
return 0
return FALSE
return ..()
/obj/item/clockwork/replica_fabricator/scarab/debug
@@ -115,7 +115,7 @@
else
user.visible_message("<span class='warning'>[user]'s [name] starts consuming [target]!</span>", \
"<span class='brass'>Your [name] starts consuming [target]...</span>")
if(!do_after(user, fabrication_values["operation_time"], target = target, extra_checks = CALLBACK(src, .proc/fabricate_checks, fabrication_values, target, target_type, user, TRUE)))
if(!do_after(user, fabrication_values["operation_time"], target = target, extra_checks = CALLBACK(src, PROC_REF(fabricate_checks), fabrication_values, target, target_type, user, TRUE)))
return FALSE
if(!silent)
var/atom/A = fabrication_values["new_obj_type"]
@@ -38,7 +38,7 @@
fully_heal(TRUE)
/mob/living/simple_animal/hostile/clockwork/electrocute_act(shock_damage, source, siemens_coeff = 1, flags = NONE)
return 0 //ouch, my metal-unlikely-to-be-damaged-by-electricity-body
return FALSE //ouch, my metal-unlikely-to-be-damaged-by-electricity-body
/mob/living/simple_animal/hostile/clockwork/examine(mob/user)
var/t_He = p_they(TRUE)
@@ -114,11 +114,11 @@
superheat_wall(A)
return
if(modifiers["middle"] || modifiers["ctrl"])
INVOKE_ASYNC(src, .proc/issue_command, A)
INVOKE_ASYNC(src, PROC_REF(issue_command), A)
return
if(GLOB.ark_of_the_clockwork_justiciar == A)
var/obj/structure/destructible/clockwork/massive/celestial_gateway/G = GLOB.ark_of_the_clockwork_justiciar
INVOKE_ASYNC(src, .proc/attempt_recall, G)
INVOKE_ASYNC(src, PROC_REF(attempt_recall), G)
else if(istype(A, /obj/structure/destructible/clockwork/trap/trigger))
var/obj/structure/destructible/clockwork/trap/trigger/T = A
T.visible_message("<span class='danger'>[T] clunks as it's activated remotely.</span>")
@@ -121,7 +121,7 @@
stat(null, "You do [melee_damage_upper] damage on melee attacks.")
/mob/living/simple_animal/hostile/clockwork/guardian/Process_Spacemove(movement_dir = 0)
return 1
return TRUE
/mob/living/simple_animal/hostile/clockwork/guardian/proc/bind_to_host(mob/living/new_host)
if(!new_host)
@@ -192,32 +192,32 @@
else
var/healthpercent = (health/maxHealth) * 100
switch(healthpercent)
if(100 to 70) //Bonuses to speed and damage at high health
if(70 to 100) //Bonuses to speed and damage at high health
speed = 0
melee_damage_lower = 16
melee_damage_upper = 16
attack_verb_continuous = "viciously slashes"
if(70 to 40)
if(40 to 70)
speed = initial(speed)
melee_damage_lower = initial(melee_damage_lower)
melee_damage_upper = initial(melee_damage_upper)
attack_verb_continuous = initial(attack_verb_continuous)
if(40 to 30) //Damage decrease, but not speed
if(30 to 40) //Damage decrease, but not speed
speed = initial(speed)
melee_damage_lower = 10
melee_damage_upper = 10
attack_verb_continuous = "lightly slashes"
if(30 to 20) //Speed decrease
if(20 to 30) //Speed decrease
speed = 2
melee_damage_lower = 8
melee_damage_upper = 8
attack_verb_continuous = "lightly slashes"
if(20 to 10) //Massive speed decrease and weak melee attacks
if(10 to 20) //Massive speed decrease and weak melee attacks
speed = 3
melee_damage_lower = 6
melee_damage_upper = 6
attack_verb_continuous = "weakly slashes"
if(10 to 0) //We are super weak and going to die
if(0 to 10) //We are super weak and going to die
speed = 4
melee_damage_lower = 4
melee_damage_upper = 4

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