Merge branch 'bleeding-edge-freeze' into organ

Conflicts:
	html/changelog.html
This commit is contained in:
Chinsky
2013-06-01 18:33:58 +04:00
424 changed files with 37298 additions and 25638 deletions
+4 -1
View File
@@ -499,9 +499,12 @@ var/global/floorIsLava = 0
<A href='?src=\ref[src];quick_create_object=1'>Quick Create Object</A><br>
<A href='?src=\ref[src];create_turf=1'>Create Turf</A><br>
<A href='?src=\ref[src];create_mob=1'>Create Mob</A><br>
<br><A href='?src=\ref[src];vsc=airflow'>Edit Airflow Settings</A><br>
<A href='?src=\ref[src];vsc=plasma'>Edit Plasma Settings</A><br>
<A href='?src=\ref[src];vsc=default'>Choose a default ZAS setting</A><br>
"}
usr << browse(dat, "window=admin2;size=210x180")
usr << browse(dat, "window=admin2;size=210x280")
return
/datum/admins/proc/Secrets()
+17 -3
View File
@@ -64,6 +64,7 @@ var/list/admin_verbs_admin = list(
/client/proc/cmd_admin_change_custom_event,
/client/proc/cmd_admin_rejuvenate,
/client/proc/toggleattacklogs,
/client/proc/toggledebuglogs,
/datum/admins/proc/show_skills,
/client/proc/check_customitem_activity
)
@@ -120,7 +121,6 @@ var/list/admin_verbs_server = list(
/client/proc/check_customitem_activity
)
var/list/admin_verbs_debug = list(
/client/proc/restart_controller,
/client/proc/cmd_admin_list_open_jobs,
/client/proc/Debug2,
/client/proc/kill_air,
@@ -134,7 +134,9 @@ var/list/admin_verbs_debug = list(
/client/proc/air_report,
/client/proc/reload_admins,
/client/proc/restart_controller,
/client/proc/enable_debug_verbs
/client/proc/enable_debug_verbs,
/client/proc/callproc,
/client/proc/toggledebuglogs
)
var/list/admin_verbs_possess = list(
/proc/possess,
@@ -222,6 +224,7 @@ var/list/admin_verbs_mod = list(
/client/proc/cmd_admin_pm_context, /*right-click adminPM interface*/
/client/proc/cmd_admin_pm_panel, /*admin-pm list*/
/client/proc/debug_variables, /*allows us to -see- the variables of any instance in the game.*/
/client/proc/toggledebuglogs,
/datum/admins/proc/PlayerNotes,
/client/proc/admin_ghost, /*allows us to ghost/reenter body at will*/
/client/proc/cmd_mod_say,
@@ -721,4 +724,15 @@ var/list/admin_verbs_mod = list(
if (prefs.toggles & CHAT_ATTACKLOGS)
usr << "You now will get attack log messages"
else
usr << "You now won't get attack log messages"
usr << "You now won't get attack log messages"
/client/proc/toggledebuglogs()
set name = "Toggle Debug Log Messages"
set category = "Preferences"
prefs.toggles ^= CHAT_DEBUGLOGS
if (prefs.toggles & CHAT_DEBUGLOGS)
usr << "You now will get debug log messages"
else
usr << "You now won't get debug log messages"
+10 -1
View File
@@ -10,7 +10,7 @@
switch(href_list["makeAntag"])
if("1")
log_admin("[key_name(usr)] has spawned a traitor.")
if(!src.makeTratiors())
if(!src.makeTraitors())
usr << "\red Unfortunatly there were no candidates available"
if("2")
log_admin("[key_name(usr)] has spawned a changeling.")
@@ -2422,6 +2422,15 @@
if(check_rights(R_ADMIN|R_SERVER))
populate_inactive_customitems_list(src.owner)
else if(href_list["vsc"])
if(check_rights(R_ADMIN|R_SERVER))
if(href_list["vsc"] == "airflow")
vsc.ChangeSettingsDialog(usr,vsc.settings)
if(href_list["vsc"] == "plasma")
vsc.ChangeSettingsDialog(usr,vsc.plc.settings)
if(href_list["vsc"] == "default")
vsc.SetDefault(usr)
// player info stuff
if(href_list["add_player_info"])
+8 -8
View File
@@ -13,24 +13,24 @@
var/list/istates = J.IconStates()
if(!Lstates.Find(O.icon_state) && !Lstates.Find(O.item_state))
if(O.icon_state)
text += "[O.type] WANTS IN LEFT HAND CALLED\n\"[O.icon_state]\".\n"
text += "[O.type] is missing left hand icon called \"[O.icon_state]\".\n"
if(!Rstates.Find(O.icon_state) && !Rstates.Find(O.item_state))
if(O.icon_state)
text += "[O.type] WANTS IN RIGHT HAND CALLED\n\"[O.icon_state]\".\n"
text += "[O.type] is missing right hand icon called \"[O.icon_state]\".\n"
if(O.icon_state)
if(!istates.Find(O.icon_state))
text += "[O.type] MISSING NORMAL ICON CALLED\n\"[O.icon_state]\" IN \"[O.icon]\"\n"
if(O.item_state)
if(!istates.Find(O.item_state))
text += "[O.type] MISSING NORMAL ICON CALLED\n\"[O.item_state]\" IN \"[O.icon]\"\n"
text+="\n"
text += "[O.type] is missing normal icon called \"[O.icon_state]\" in \"[O.icon]\".\n"
//if(O.item_state)
// if(!istates.Find(O.item_state))
// text += "[O.type] MISSING NORMAL ICON CALLED\n\"[O.item_state]\" IN \"[O.icon]\"\n"
//text+="\n"
del(O)
if(text)
var/F = file("broken_icons.txt")
fdel(F)
F << text
world << "Completely successfully and written to [F]"
world << "Completeled successfully and written to [F]"
@@ -55,7 +55,7 @@ var/inactive_keys = "None<br>"
//run a query to get all ckeys inactive for over 2 months
var/list/inactive_ckeys = list()
if(ckeys_with_customitems.len)
var/DBQuery/query_inactive = dbcon.NewQuery("SELECT ckey, lastseen FROM erro_player WHERE datediff(Now(),lastseen) > 2")
var/DBQuery/query_inactive = dbcon.NewQuery("SELECT ckey, lastseen FROM erro_player WHERE datediff(Now(), lastseen) > 60")
query_inactive.Execute()
while(query_inactive.NextRow())
var/cur_ckey = query_inactive.item[1]
+58 -32
View File
@@ -547,13 +547,14 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
"assassin",
"death commando",
"syndicate commando",
"centcom official",
"centcom commander",
"special ops officer",
"blue wizard",
"red wizard",
"marisa wizard",
"emergency rescue team",
"nanotrasen representative",
"nanotrasen officer",
"nanotrasen captain"
)
var/dresscode = input("Select dress for [M]", "Robust quick dress shop") as null|anything in dresspacks
if (isnull(dresscode))
@@ -742,54 +743,79 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if("syndicate commando")
M.equip_syndicate_commando()
if("centcom official")
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/hop(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/weapon/pen(M), slot_l_store)
if("nanotrasen representative")
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/representative(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/hop(M), slot_ears)
var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name
pda.ownjob = "CentCom Review Official"
pda.ownjob = "NanoTrasen Navy Representative"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
M.equip_to_slot_or_del(pda, slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/clipboard(M), slot_l_hand)
M.equip_if_possible(pda, slot_r_store)
M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
M.equip_if_possible(new /obj/item/weapon/clipboard(M), slot_belt)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.icon_state = "centcom"
W.item_state = "id_inv"
W.access = get_all_accesses()
W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer")
W.assignment = "CentCom Review Official"
W.assignment = "NanoTrasen Navy Representative"
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
M.equip_if_possible(W, slot_wear_id)
if("centcom commander")
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_commander(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/bulletproof(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/clothing/head/centhat(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/weapon/lighter/zippo(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(M), slot_l_store)
if("nanotrasen officer")
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/officer(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_ears)
M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
var/obj/item/weapon/card/id/W = new(M)
var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name
pda.ownjob = "NanoTrasen Navy Officer"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
M.equip_if_possible(pda, slot_r_store)
M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
M.equip_if_possible(new /obj/item/weapon/gun/energy(M), slot_belt)
var/obj/item/weapon/card/id/centcom/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
W.assignment = "CentCom Commanding Officer"
W.assignment = "NanoTrasen Navy Officer"
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
M.equip_if_possible(W, slot_wear_id)
if("nanotrasen captain")
M.equip_if_possible(new /obj/item/clothing/under/rank/centcom/captain(M), slot_w_uniform)
M.equip_if_possible(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
M.equip_if_possible(new /obj/item/clothing/gloves/white(M), slot_gloves)
M.equip_if_possible(new /obj/item/device/radio/headset/heads/captain(M), slot_ears)
M.equip_if_possible(new /obj/item/clothing/head/beret/centcom/captain(M), slot_head)
var/obj/item/device/pda/heads/pda = new(M)
pda.owner = M.real_name
pda.ownjob = "NanoTrasen Navy Captain"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
M.equip_if_possible(pda, slot_r_store)
M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
M.equip_if_possible(new /obj/item/weapon/gun/energy(M), slot_belt)
var/obj/item/weapon/card/id/centcom/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.access = get_all_accesses()
W.access += get_all_centcom_access()
W.assignment = "NanoTrasen Navy Captain"
W.registered_name = M.real_name
M.equip_if_possible(W, slot_wear_id)
if("emergency rescue team")
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
+2
View File
@@ -159,6 +159,8 @@ var/intercom_range_display_status = 0
src.verbs += /client/proc/kill_air_processing
src.verbs += /client/proc/disable_communication
src.verbs += /client/proc/disable_movement
src.verbs += /client/proc/Zone_Info
src.verbs += /client/proc/Test_ZAS_Connection
//src.verbs += /client/proc/cmd_admin_rejuvenate
feedback_add_details("admin_verb","mDV") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
+2 -2
View File
@@ -11,7 +11,7 @@ client/proc/one_click_antag()
/datum/admins/proc/one_click_antag()
var/dat = {"<B>One-click Antagonist</B><br>
<a href='?src=\ref[src];makeAntag=1'>Make Tratiors</a><br>
<a href='?src=\ref[src];makeAntag=1'>Make Traitors</a><br>
<a href='?src=\ref[src];makeAntag=2'>Make Changlings</a><br>
<a href='?src=\ref[src];makeAntag=3'>Make Revs</a><br>
<a href='?src=\ref[src];makeAntag=4'>Make Cult</a><br>
@@ -53,7 +53,7 @@ client/proc/one_click_antag()
return 0
/datum/admins/proc/makeTratiors()
/datum/admins/proc/makeTraitors()
var/datum/game_mode/traitor/temp = new
if(config.protect_roles_from_antagonist)
+11 -5
View File
@@ -7,12 +7,18 @@
/obj/effect/spawner/lootdrop/initialize()
var/list/things = params2list(loot)
if(things && things.len)
for(var/i = lootcount, i > 0, i--)
if(!things.len) return
var/lootspawn = text2path(pick(things))
if(!lootdoubles)
things.Remove(lootspawn)
if(!things.len)
return
new lootspawn(get_turf(src))
var/loot_spawn = pick(things)
var/loot_path = text2path(loot_spawn)
if(!loot_path || !lootdoubles)
things.Remove(loot_spawn)
continue
new loot_path(get_turf(src))
del(src)
+1 -1
View File
@@ -30,7 +30,7 @@
////////////
var/next_allowed_topic_time = 10
// comment out the line below when debugging locally to enable the options & messages menu
control_freak = 1
//control_freak = 1
////////////////////////////////////
+6 -2
View File
@@ -2,7 +2,7 @@
//SECURITY//
////////////
#define TOPIC_SPAM_DELAY 4 //4 ticks is about 3/10ths of a second
#define UPLOAD_LIMIT 1048576 //Restricts client uploads to the server to 1MB //Could probably do with being lower.
#define UPLOAD_LIMIT 10485760 //Restricts client uploads to the server to 10MB //Boosted this thing. What's the worst that can happen?
#define MIN_CLIENT_VERSION 0 //Just an ambiguously low version for now, I don't want to suddenly stop people playing.
//I would just like the code ready should it ever need to be used.
/*
@@ -273,5 +273,9 @@
'icons/spideros_icons/sos_11.png',
'icons/spideros_icons/sos_12.png',
'icons/spideros_icons/sos_13.png',
'icons/spideros_icons/sos_14.png'
'icons/spideros_icons/sos_14.png',
'icons/xenoarch_icons/chart1.jpg',
'icons/xenoarch_icons/chart2.jpg',
'icons/xenoarch_icons/chart3.jpg',
'icons/xenoarch_icons/chart4.jpg'
)
+24 -6
View File
@@ -19,6 +19,10 @@ var/global/list/special_roles = list( //keep synced with the defines BE_* in set
var/const/MAX_SAVE_SLOTS = 10
//used for alternate_option
#define GET_RANDOM_JOB 0
#define BE_ASSISTANT 1
#define RETURN_TO_LOBBY 2
datum/preferences
//doohickeys for savefiles
@@ -32,7 +36,6 @@ datum/preferences
var/last_ip
var/last_id
//game-preferences
var/lastchangelog = "" //Saved changlog filesize to detect if there was a change
var/ooccolor = "#b82e00"
@@ -79,9 +82,8 @@ datum/preferences
var/job_engsec_med = 0
var/job_engsec_low = 0
// Want randomjob if preferences already filled - Donkie
var/userandomjob = 1 //defaults to 1 for fewer assistants
//Keeps track of preferrence for not getting any wanted jobs
var/alternate_option = 0
var/used_skillpoints = 0
var/skill_specialization = null
@@ -252,6 +254,7 @@ datum/preferences
dat += "Blood Type: <a href='byond://?src=\ref[user];preference=b_type;task=input'>[b_type]</a><br>"
dat += "Skin Tone: <a href='?_src_=prefs;preference=s_tone;task=input'>[-s_tone + 35]/220<br></a>"
//dat += "Skin pattern: <a href='byond://?src=\ref[user];preference=skin_style;task=input'>Adjust</a><br>"
dat += "Needs Glasses: <a href='?_src_=prefs;preference=disabilities'><b>[disabilities == 0 ? "No" : "Yes"]</b></a><br>"
dat += "Limbs: <a href='byond://?src=\ref[user];preference=limbs;task=input'>Adjust</a><br>"
//display limbs below
@@ -440,7 +443,14 @@ datum/preferences
HTML += "</center></table>"
HTML += "<center><br><u><a href='?_src_=prefs;preference=job;task=random'><font color=[userandomjob ? "green>Get random job if preferences unavailable" : "red>Be assistant if preference unavailable"]</font></a></u></center><br>"
switch(alternate_option)
if(GET_RANDOM_JOB)
HTML += "<center><br><u><a href='?_src_=prefs;preference=job;task=random'><font color=green>Get random job if preferences unavailable</font></a></u></center><br>"
if(BE_ASSISTANT)
HTML += "<center><br><u><a href='?_src_=prefs;preference=job;task=random'><font color=red>Be assistant if preference unavailable</font></a></u></center><br>"
if(RETURN_TO_LOBBY)
HTML += "<center><br><u><a href='?_src_=prefs;preference=job;task=random'><font color=purple>Return to lobby if prefernce unavailable</font></a></u></center><br>"
HTML += "<center><a href='?_src_=prefs;preference=job;task=reset'>\[Reset\]</a></center>"
HTML += "</tt>"
@@ -640,7 +650,12 @@ datum/preferences
ResetJobs()
SetChoices(user)
if("random")
userandomjob = !userandomjob
if(alternate_option == GET_RANDOM_JOB || alternate_option == BE_ASSISTANT)
alternate_option += 1
else if(alternate_option == RETURN_TO_LOBBY)
alternate_option = 0
else
return 0
SetChoices(user)
if ("alt_title")
var/datum/job/job = locate(href_list["job"])
@@ -1008,6 +1023,9 @@ datum/preferences
else
gender = MALE
if("disabilities") //please note: current code only allows nearsightedness as a disability
disabilities = !disabilities//if you want to add actual disabilities, code that selects them should be here
if("hear_adminhelps")
toggles ^= SOUND_ADMINHELP
+8 -4
View File
@@ -1,5 +1,5 @@
#define SAVEFILE_VERSION_MIN 8
#define SAVEFILE_VERSION_MAX 8
#define SAVEFILE_VERSION_MAX 9
//handles converting savefiles to new formats
//MAKE SURE YOU KEEP THIS UP TO DATE!
@@ -119,9 +119,10 @@
S["eyes_blue"] >> b_eyes
S["underwear"] >> underwear
S["backbag"] >> backbag
S["b_type"] >> b_type
//Jobs
S["userandomjob"] >> userandomjob
S["alternate_option"] >> alternate_option
S["job_civilian_high"] >> job_civilian_high
S["job_civilian_med"] >> job_civilian_med
S["job_civilian_low"] >> job_civilian_low
@@ -170,8 +171,9 @@
b_eyes = sanitize_integer(b_eyes, 0, 255, initial(b_eyes))
underwear = sanitize_integer(underwear, 1, underwear_m.len, initial(underwear))
backbag = sanitize_integer(backbag, 1, backbaglist.len, initial(backbag))
b_type = sanitize_text(b_type, initial(b_type))
userandomjob = sanitize_integer(userandomjob, 0, 1, initial(userandomjob))
alternate_option = sanitize_integer(alternate_option, 0, 2, initial(alternate_option))
job_civilian_high = sanitize_integer(job_civilian_high, 0, 65535, initial(job_civilian_high))
job_civilian_med = sanitize_integer(job_civilian_med, 0, 65535, initial(job_civilian_med))
job_civilian_low = sanitize_integer(job_civilian_low, 0, 65535, initial(job_civilian_low))
@@ -218,9 +220,10 @@
S["eyes_blue"] << b_eyes
S["underwear"] << underwear
S["backbag"] << backbag
S["b_type"] << b_type
//Jobs
S["userandomjob"] << userandomjob
S["alternate_option"] << alternate_option
S["job_civilian_high"] << job_civilian_high
S["job_civilian_med"] << job_civilian_med
S["job_civilian_low"] << job_civilian_low
@@ -237,6 +240,7 @@
S["sec_record"] << sec_record
S["player_alt_titles"] << player_alt_titles
S["be_special"] << be_special
S["disabilities"] << disabilities
S["used_skillpoints"] << used_skillpoints
S["skills"] << skills
S["skill_specialization"] << skill_specialization
+2
View File
@@ -1,6 +1,7 @@
/obj/item/clothing
name = "clothing"
//Ears: currently only used for headsets and earmuffs
/obj/item/clothing/ears
name = "ears"
@@ -155,6 +156,7 @@ BLIND // can't see anything
3 = Report location
*/
var/obj/item/clothing/tie/hastie = null
var/displays_id = 1
/obj/item/clothing/under/attackby(obj/item/I, mob/user)
if(!hastie && istype(I, /obj/item/clothing/tie))
+11
View File
@@ -19,6 +19,8 @@
vision_flags = SEE_TURFS
/obj/item/clothing/glasses/meson/prescription
name = "prescription mesons"
desc = "Optical Meson Scanner with prescription lenses."
prescription = 1
/obj/item/clothing/glasses/science
@@ -61,6 +63,7 @@
desc = "Made by Nerd. Co."
icon_state = "glasses"
item_state = "glasses"
prescription = 1
/obj/item/clothing/glasses/regular/hipster
name = "Prescription Glasses"
@@ -114,6 +117,13 @@
usr.update_inv_glasses()
/obj/item/clothing/glasses/welding/superior
name = "superior welding goggles"
desc = "Welding goggles made from more expensive materials, strangely smells like potatoes."
icon_state = "rwelding-g"
item_state = "rwelding-g"
icon_action_button = "action_welding_g"
/obj/item/clothing/glasses/sunglasses/blindfold
name = "blindfold"
desc = "Covers the eyes, preventing sight."
@@ -122,6 +132,7 @@
vision_flags = BLIND
/obj/item/clothing/glasses/sunglasses/prescription
name = "prescription sunglasses"
prescription = 1
/obj/item/clothing/glasses/sunglasses/big
+4 -1
View File
@@ -10,6 +10,7 @@
min_cold_protection_temperature = HELMET_MIN_COLD_PROTECITON_TEMPERATURE
heat_protection = HEAD
max_heat_protection_temperature = HELMET_MAX_HEAT_PROTECITON_TEMPERATURE
siemens_coefficient = 0
/obj/item/clothing/head/helmet/warden
name = "warden's hat"
@@ -46,6 +47,7 @@
armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 1
/obj/item/clothing/head/helmet/gladiator
name = "gladiator helmet"
@@ -53,4 +55,5 @@
icon_state = "gladiator"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
item_state = "gladiator"
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
siemens_coefficient = 1
+7
View File
@@ -7,6 +7,13 @@
flags = FPRINT|TABLEPASS
item_state = "centhat"
/obj/item/clothing/head/hairflower
name = "hair flower pin"
icon_state = "hairflower"
desc = "Smells nice."
item_state = "hairflower"
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/powdered_wig
name = "powdered wig"
desc = "A powdered wig."
@@ -71,6 +71,7 @@
flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH
w_class = 2
gas_transfer_coefficient = 0.90
siemens_coefficient = 0
/obj/item/clothing/mask/pig
name = "pig mask"
+6
View File
@@ -68,6 +68,12 @@
permeability_coefficient = 0.01
color = "white"
/obj/item/clothing/shoes/leather
name = "leather shoes"
desc = "A sturdy pair of leather shoes."
icon_state = "leather"
color = "leather"
/obj/item/clothing/shoes/rainbow
name = "rainbow shoes"
desc = "Very gay shoes."
@@ -7,6 +7,7 @@
flags = NOSLIP
origin_tech = "syndicate=3"
var/list/clothing_choices = list()
siemens_coefficient = 0
/obj/item/clothing/shoes/mime
name = "mime shoes"
@@ -19,6 +20,7 @@
icon_state = "swat"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags = NOSLIP
siemens_coefficient = 0
/obj/item/clothing/shoes/combat //Basically SWAT shoes combined with galoshes.
name = "combat boots"
@@ -26,6 +28,7 @@
icon_state = "swat"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags = NOSLIP
siemens_coefficient = 0
cold_protection = FEET
min_cold_protection_temperature = SHOE_MIN_COLD_PROTECITON_TEMPERATURE
@@ -39,6 +42,7 @@
permeability_coefficient = 0.01
flags = NOSLIP
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0
cold_protection = FEET
min_cold_protection_temperature = SHOE_MIN_COLD_PROTECITON_TEMPERATURE
@@ -78,6 +82,7 @@
icon_state = "jackboots"
item_state = "jackboots"
color = "hosred"
siemens_coefficient = 0
/obj/item/clothing/shoes/cult
name = "boots"
@@ -85,6 +90,7 @@
icon_state = "cult"
item_state = "cult"
color = "cult"
siemens_coefficient = 0
cold_protection = FEET
min_cold_protection_temperature = SHOE_MIN_COLD_PROTECITON_TEMPERATURE
@@ -26,3 +26,4 @@
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0
+2
View File
@@ -4,6 +4,7 @@
icon_state = "ert_commander"
item_state = "helm-command"
armor = list(melee = 50, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 60)
siemens_coefficient = 0
/obj/item/clothing/suit/space/ert
name = "emergency response team suit"
@@ -18,6 +19,7 @@
/obj/item/weapon/screwdriver, /obj/item/weapon/weldingtool, /obj/item/weapon/wirecutters, /obj/item/weapon/wrench, /obj/item/device/multitool, \
/obj/item/device/radio, /obj/item/device/analyzer, /obj/item/weapon/gun/energy/laser, /obj/item/weapon/gun/energy/pulse_rifle, \
/obj/item/weapon/gun/energy/taser, /obj/item/weapon/melee/baton, /obj/item/weapon/gun/energy/gun)
siemens_coefficient = 0
//Commander
/obj/item/clothing/head/helmet/space/ert/commander
@@ -25,6 +25,7 @@
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0
//Deathsquad suit
/obj/item/clothing/head/helmet/space/deathsquad
@@ -33,6 +34,7 @@
icon_state = "deathsquad"
item_state = "deathsquad"
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0
/obj/item/clothing/head/helmet/space/deathsquad/beret
name = "officer's beret"
@@ -5,6 +5,7 @@
item_state = "s-ninja_mask"
allowed = list(/obj/item/weapon/cell)
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 25)
siemens_coefficient = 0
/obj/item/clothing/suit/space/space_ninja
@@ -15,6 +16,7 @@
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/cell)
slowdown = 0
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0
//Important parts of the suit.
var/mob/living/carbon/affecting = null//The wearer.
+6
View File
@@ -86,6 +86,7 @@
item_state = "syndie_helm"
color = "syndi"
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 60)
siemens_coefficient = 0
/obj/item/clothing/suit/space/rig/syndi
@@ -97,6 +98,7 @@
w_class = 3
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 60)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs)
siemens_coefficient = 0
//Wizard Rig
@@ -108,6 +110,7 @@
color = "wiz"
unacidable = 1 //No longer shall our kind be foiled by lone chemists with spray bottles!
armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)
siemens_coefficient = 0
/obj/item/clothing/suit/space/rig/wizard
icon_state = "rig-wiz"
@@ -118,6 +121,7 @@
w_class = 3
unacidable = 1
armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)
siemens_coefficient = 0
//Medical Rig
@@ -144,6 +148,7 @@
item_state = "sec_helm"
color = "sec"
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
siemens_coefficient = 0
/obj/item/clothing/suit/space/rig/security
icon_state = "rig-sec"
@@ -152,6 +157,7 @@
item_state = "sec_hardsuit"
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/melee/baton)
siemens_coefficient = 0
//Atmospherics Rig (BS12)
@@ -6,6 +6,7 @@
item_state = "syndicate"
desc = "Has a tag: Totally not property of an enemy corporation, honest."
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0
/obj/item/clothing/suit/space/syndicate
name = "red space suit"
@@ -16,6 +17,7 @@
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
slowdown = 1
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0
//Green syndicate space suit
+4 -1
View File
@@ -8,6 +8,7 @@
min_cold_protection_temperature = ARMOR_MIN_COLD_PROTECITON_TEMPERATURE
heat_protection = UPPER_TORSO|LOWER_TORSO
max_heat_protection_temperature = ARMOR_MAX_HEAT_PROTECITON_TEMPERATURE
siemens_coefficient = 0
/obj/item/clothing/suit/armor/vest
@@ -171,9 +172,11 @@
desc = "Reddish armor."
icon_state = "tdred"
item_state = "tdred"
siemens_coefficient = 1
/obj/item/clothing/suit/armor/tdome/green
name = "Thunderdome suit (green)"
desc = "Pukish armor."
icon_state = "tdgreen"
item_state = "tdgreen"
item_state = "tdgreen"
siemens_coefficient = 1
+38 -1
View File
@@ -21,6 +21,14 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDEJUMPSUIT
/obj/item/clothing/suit/captunic/capjacket
name = "captain's uniform jacket"
desc = "A less formal jacket for everyday captain use."
icon_state = "capjacket"
item_state = "bio_suit"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDEJUMPSUIT
//Chaplain
/obj/item/clothing/suit/chaplain_hoodie
name = "chaplain hoodie"
@@ -113,6 +121,35 @@
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|ARMS
//Internal Affairs
/obj/item/clothing/suit/storage/internalaffairs
name = "Internal Affairs Jacket"
desc = "A smooth black jacket."
icon_state = "ia_jacket_open"
item_state = "ia_jacket"
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|ARMS
verb/toggle()
set name = "Toggle Coat Buttons"
set category = "Object"
set src in usr
if(!usr.canmove || usr.stat || usr.restrained())
return 0
switch(icon_state)
if("ia_jacket_open")
src.icon_state = "ia_jacket"
usr << "You button up the jacket."
if("ia_jacket")
src.icon_state = "ia_jacket_open"
usr << "You unbutton the jacket."
else
usr << "You attempt to button-up the velcro on your [src], before promptly realising how retarded you are."
return
usr.update_inv_wear_suit() //so our overlays update
//Mime
/obj/item/clothing/suit/suspenders
name = "suspenders"
@@ -121,7 +158,7 @@
icon_state = "suspenders"
blood_overlay_type = "armor" //it's the less thing that I can put here
/obj/item/clothing/suit/fr_jacket
/obj/item/clothing/suit/storage/fr_jacket
name = "first responder jacket"
desc = "A high-visibility jacket worn by medical first responders."
icon_state = "fr_jacket_open"
@@ -287,6 +287,13 @@
desc = "A rather skimpy green dress."
icon_state = "stripper_g_over"
item_state = "stripper_g"
/obj/item/clothing/under/stripper/mankini
name = "the mankini"
desc = "No honest man would wear this abomination"
icon_state = "mankini"
color = "mankini"
/obj/item/clothing/suit/xenos
name = "xenos suit"
desc = "A suit made out of chitinous alien hide."
@@ -294,3 +301,35 @@
item_state = "xenos_helm"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
//swimsuit
/obj/item/clothing/under/swimsuit/black
name = "black swimsuit"
desc = "An oldfashioned black swimsuit."
icon_state = "swim_black"
color = "swim_black"
/obj/item/clothing/under/swimsuit/blue
name = "blue swimsuit"
desc = "An oldfashioned blue swimsuit."
icon_state = "swim_blue"
color = "swim_blue"
/obj/item/clothing/under/swimsuit/purple
name = "purple swimsuit"
desc = "An oldfashioned purple swimsuit."
icon_state = "swim_purp"
color = "swim_purp"
/obj/item/clothing/under/swimsuit/green
name = "green swimsuit"
desc = "An oldfashioned green swimsuit."
icon_state = "swim_green"
color = "swim_green"
/obj/item/clothing/under/swimsuit/red
name = "red swimsuit"
desc = "An oldfashioned red swimsuit."
icon_state = "swim_red"
color = "swim_red"
+2
View File
@@ -50,6 +50,7 @@
flags = FPRINT|TABLEPASS|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
siemens_coefficient = 0
/obj/item/clothing/suit/bomb_suit
@@ -67,6 +68,7 @@
flags_inv = HIDEJUMPSUIT
heat_protection = UPPER_TORSO|LOWER_TORSO
max_heat_protection_temperature = ARMOR_MAX_HEAT_PROTECITON_TEMPERATURE
siemens_coefficient = 0
/obj/item/clothing/head/bomb_hood/security
+1
View File
@@ -6,6 +6,7 @@
color = "black"
desc = "It's a plain jumpsuit. It seems to have a small dial on the wrist."
origin_tech = "syndicate=3"
siemens_coefficient = 0
var/list/clothing_choices = list()
New()
@@ -80,6 +80,15 @@
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/internalaffairs
desc = "The plain, professional attire of an Internal Affairs Agent. The collar is <i>immaculately</i> starched."
name = "Internal Affairs uniform"
icon_state = "internalaffairs"
item_state = "internalaffairs"
color = "internalaffairs"
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/janitor
desc = "It's the official uniform of the station's janitor. It has minor protection from biohazards."
name = "janitor's jumpsuit"
@@ -133,6 +142,13 @@
item_state = "lawyer_purp"
color = "lawyer_purp"
/obj/item/clothing/under/lawyer/oldman
name = "Old Man's Suit"
desc = "A classic suit for the older gentleman with built in back support."
icon_state = "oldman"
item_state = "oldman"
color = "oldman"
/obj/item/clothing/under/librarian
name = "sensible suit"
@@ -70,6 +70,24 @@
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/nurse
desc = "A dress commonly worn by the nursing staff in the medical department."
name = "nurse's dress"
icon_state = "nurse"
item_state = "nurse"
color = "nurse"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/orderly
desc = "A white suit to be worn by orderly people who love orderly things."
name = "orderly's uniform"
icon_state = "orderly"
item_state = "orderly"
color = "orderly"
permeability_coefficient = 0.50
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/medical
desc = "It's made of a special fiber that provides minor protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel."
name = "medical doctor's jumpsuit"
+15 -1
View File
@@ -26,6 +26,15 @@
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/dispatch
name = "dispatcher's uniform"
desc = "A dress shirt and khakis with a security patch sewn on."
icon_state = "dispatch"
item_state = "dispatch"
color = "dispatch"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/rank/security2
name = "security officer's uniform"
desc = "It's made of a slightly sturdier material, to allow for robust protection."
@@ -66,6 +75,7 @@
color = "hosred"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS
siemens_coefficient = 0
/obj/item/clothing/head/helmet/HoS
@@ -76,6 +86,7 @@
armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
flags_inv = 0
flags_inv = HIDEEARS
siemens_coefficient = 0
/obj/item/clothing/suit/armor/hos
@@ -86,6 +97,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT
siemens_coefficient = 0
/obj/item/clothing/head/helmet/HoS/dermal
@@ -101,10 +113,12 @@
icon_state = "jensen"
item_state = "jensen"
color = "jensen"
siemens_coefficient = 0
/obj/item/clothing/suit/armor/hos/jensen
name = "armored trenchcoat"
desc = "A trenchcoat augmented with a special alloy for some protection and style."
icon_state = "jensencoat"
item_state = "jensencoat"
flags_inv = 0
flags_inv = 0
siemens_coefficient = 0
+113 -53
View File
@@ -12,6 +12,13 @@
color = "blue_pyjamas"
item_state = "w_suit"
/obj/item/clothing/under/captain_fly
name = "rogue captains uniform"
desc = "For the man who doesn't care because he's still free."
icon_state = "captain_fly"
item_state = "captain_fly"
color = "captain_fly"
/obj/item/clothing/under/scratch
name = "white suit"
desc = "A white suit, suitable for an excellent host"
@@ -96,6 +103,7 @@
armor = list(melee = 100, bullet = 100, laser = 100,energy = 100, bomb = 100, bio = 100, rad = 100)
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0
/obj/item/clothing/under/owl
name = "owl uniform"
@@ -232,70 +240,122 @@
color = "gladiator"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
//dress
/obj/item/clothing/under/dress/dress_fire
name = "flame dress"
desc = "A small black dress with blue flames print on it."
icon_state = "dress_fire"
color = "dress_fire"
/obj/item/clothing/under/dress/dress_green
name = "green dress"
desc = "A simple, tight fitting green dress."
icon_state = "dress_green"
color = "dress_green"
/obj/item/clothing/under/dress/dress_orange
name = "orange dress"
desc = "A fancy orange gown for those who like to show leg."
icon_state = "dress_orange"
color = "dress_orange"
/obj/item/clothing/under/dress/dress_pink
name = "pink dress"
desc = "A simple, tight fitting pink dress."
icon_state = "dress_pink"
color = "dress_pink"
/obj/item/clothing/under/dress/dress_yellow
name = "yellow dress"
desc = "A flirty, little yellow dress."
icon_state = "dress_yellow"
color = "dress_yellow"
/obj/item/clothing/under/dress/dress_saloon
name = "saloon girl dress"
desc = "A old western inspired gown for the girl who likes to drink."
icon_state = "dress_saloon"
color = "dress_saloon"
/obj/item/clothing/under/dress/dress_rd
name = "research director dress uniform"
desc = "Feminine fashion for the style concious RD."
icon_state = "dress_rd"
color = "dress_rd"
/obj/item/clothing/under/dress/dress_cap
name = "captain dress uniform"
desc = "Feminine fashion for the style concious captain."
icon_state = "dress_cap"
color = "dress_cap"
/obj/item/clothing/under/dress/dress_hop
name = "head of personal dress uniform"
desc = "Feminine fashion for the style concious HoP."
icon_state = "dress_hop"
color = "dress_hop"
/obj/item/clothing/under/dress/dress_hr
name = "human resources director uniform"
desc = "Superior class for the nosy H.R. Director."
icon_state = "huresource"
color = "huresource"
/obj/item/clothing/under/dress/plaid_blue
name = "blue plaid skirt"
desc = "A preppy blue skirt with a white blouse."
icon_state = "plaid_blue"
color = "plaid_blue"
/obj/item/clothing/under/dress/plaid_red
name = "red plaid skirt"
desc = "A preppy red skirt with a white blouse."
icon_state = "plaid_red"
color = "plaid_red"
/obj/item/clothing/under/dress/plaid_purple
name = "blue purple skirt"
desc = "A preppy purple skirt with a white blouse."
icon_state = "plaid_purple"
color = "plaid_purple"
//wedding stuff
/obj/item/clothing/under/wedding/bride_orange
name = "orange wedding dress"
desc = "A big and puffy orange dress."
icon_state = "bride_orange"
item_state = "creamsuit"
color = "bride_orange"
flags_inv = HIDESHOES
/obj/item/clothing/under/wedding/suit_white
name = "white suit"
desc = "A fabulous white suit with orange shirt."
icon_state = "white_suit"
item_state = "creamsuit"
color = "white_suit"
/obj/item/clothing/under/wedding/bride_purple
name = "purple wedding dress"
desc = "A big and puffy purple dress."
icon_state = "bride_purple"
color = "bride_purple"
flags_inv = HIDESHOES
/obj/item/clothing/under/wedding/bridesmaid
name = "yellow dress"
desc = "A big and puffy orange dress."
icon_state = "bridesmaid"
item_state = "creamsuit"
color = "bridesmaid"
/obj/item/clothing/under/wedding/bride_blue
name = "blue wedding dress"
desc = "A big and puffy blue dress."
icon_state = "bride_blue"
color = "bride_blue"
flags_inv = HIDESHOES
/obj/item/clothing/under/wedding/firedress
name = "flaming hot black dress"
desc = "A small black dress with blue flames print on it."
icon_state = "dress_fire"
item_state = "creamsuit"
color = "dress_fire"
/obj/item/clothing/under/wedding/bride_red
name = "red wedding dress"
desc = "A big and puffy red dress."
icon_state = "bride_red"
color = "bride_red"
flags_inv = HIDESHOES
/obj/item/clothing/under/wedding/dress_orange
name = "orange dress"
icon_state = "d_orange"
color = "d_orange"
/obj/item/clothing/under/wedding/dress_green
name = "green dress"
icon_state = "d_green"
color = "d_green"
/obj/item/clothing/under/wedding/dress_purple
name = "purple dress"
icon_state = "d_purple"
color = "d_purple"
/obj/item/clothing/under/wedding/dress_red
name = "red dress"
icon_state = "d_red"
color = "d_red"
/obj/item/clothing/under/wedding/dress_blue
name = "blue dress"
icon_state = "d_blue"
color = "d_blue"
/obj/item/clothing/under/wedding/officer_blue
name = "blue officer dress"
icon_state = "officer_blue"
color = "officer_blue"
/obj/item/clothing/under/wedding/dress_vampire
name = "vampire dress"
icon_state = "d_vampire"
color = "d_vampire"
/obj/item/clothing/under/wedding/bride_white
name = "orange wedding dress"
desc = "A white wedding gown made from the finest silk."
icon_state = "bride_white"
color = "bride_white"
flags_inv = HIDESHOES
/obj/item/clothing/under/sundress
name = "sundress"
+2
View File
@@ -6,6 +6,7 @@
color = "syndicate"
has_sensor = 0
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 0
/obj/item/clothing/under/syndicate/combat
name = "combat turtleneck"
@@ -16,5 +17,6 @@
icon_state = "tactifool"
item_state = "bl_suit"
color = "tactifool"
siemens_coefficient = 1
+57 -16
View File
@@ -135,6 +135,14 @@ hi
icon_on = "bluezippoon"
icon_off = "bluezippo"
/obj/item/weapon/lighter/zippo/fluff/michael_guess_1 //Dragor23: Michael Guess
name = "engraved lighter"
desc = "A golden lighter, engraved with some ornaments and a G."
icon = 'custom_items.dmi'
icon_state = "guessip"
icon_on = "guessipon"
icon_off = "guessip"
/obj/item/weapon/lighter/zippo/fluff/riley_rohtin_1 //rawrtaicho: Riley Rohtin
name = "Riley's black zippo"
desc = "A black zippo lighter, which holds some form of sentimental value."
@@ -192,6 +200,17 @@ hi
icon = 'custom_items.dmi'
desc = "A modified detective's camera, painted in bright orange. On the back you see \"Have fun\" written in small accurate letters with something black."
icon_state = "orangecamera"
icon_on = "orangecamera"
icon_off = "camera_off"
pictures_left = 30
/obj/item/device/camera/fluff/oldcamera //magmaram: Maria Crash
name = "Old Camera"
icon = 'custom_items.dmi'
desc = "An old, slightly beat-up digital camera, with a cheap photo printer taped on. It's a nice shade of blue."
icon_state = "oldcamera"
icon_on = "oldcamera"
icon_off = "oldcamera_off"
pictures_left = 30
/obj/item/weapon/card/id/fluff/lifetime //fastler: Fastler Greay; it seemed like something multiple people would have
@@ -317,13 +336,6 @@ hi
icon = 'custom_items.dmi'
icon_state = "odysseus_spec_id"
/obj/item/weapon/card/id/fluff/ian_colm_1 //Roaper: Ian Colm
name = "Technician"
desc = "An old ID with the words 'Ian Colm's Technician ID' printed on it.."
icon = 'custom_items.dmi'
icon_state = "technician_id"
/obj/item/weapon/clipboard/fluff/mcreary_journal //sirribbot: James McReary
name = "McReary's journal"
desc = "A journal with a warning sticker on the front cover. The initials \"J.M.\" are written on the back."
@@ -353,6 +365,14 @@ hi
icon = 'custom_items.dmi'
icon_state = "royce_kit"
////// Ripley customisation kit - Sven Fjeltson - Mordeth221
/obj/item/weapon/fluff/sven_fjeltson_1
name = "Mercenary APLU kit"
desc = "A kit containing all the needed tools and parts to turn an APLU Ripley into an old Mercenaries APLU."
icon = 'custom_items.dmi'
icon_state = "sven_kit"
//////////////////////////////////
//////////// Clothing ////////////
//////////////////////////////////
@@ -402,12 +422,6 @@ hi
icon = 'custom_items.dmi'
icon_state = "uzenwa_sissra_1"
/obj/item/clothing/glasses/welding/fluff/ian_colm_2 //roaper: Ian Colm
name = "Ian's Goggles"
desc = "A pair of goggles used in the application of welding."
icon = 'custom_items.dmi'
icon_state = "ian_colm_1"
////// Medical eyepatch - Thysse Ezinwa - Jadepython
/obj/item/clothing/glasses/eyepatch/fluff/thysse_1
name = "medical eyepatch"
@@ -459,6 +473,17 @@ hi
icon = 'custom_items.dmi'
icon_state = "edvin_telephosphor_1"
/obj/item/clothing/head/hardhat/fluff/neil_patterson_1 //superboredguy: Neil Patterson
name = "Engineering Cap"
desc = "Much safer than a hard helmet."
icon = 'custom_items.dmi'
icon_state = "neilpatterson0_hat"
/obj/item/clothing/head/fluff/krinnhat //Shirotyrant: Krinn Seeskale
name = "saucepan hat"
desc = "This hat is the shiniest shiny Krinn has ever owned."
icon = 'custom_items.dmi'
icon_state = "krinn_hat"
//////////// Suits ////////////
/obj/item/clothing/suit/storage/labcoat/fluff/pink //spaceman96: Trenna Seber
@@ -496,6 +521,14 @@ hi
icon_state = "deus_blueshield"
item_state = "deus_blueshield"
/obj/item/clothing/suit/fluff/oldscarf //Writerer2: Javaria Zara
name = "old scarf"
desc = "An old looking scarf, it seems to be fairly worn."
icon = 'clothing/suits.dmi'
icon_state = "mantle-unathi"
item_state = "mantle-unathi"
body_parts_covered = UPPER_TORSO
//////////// Uniforms ////////////
/obj/item/clothing/under/fluff/jumpsuitdown //searif: Yuki Matsuda
@@ -537,6 +570,14 @@ hi
item_state = "ara_bar_uniform"
color = "ara_bar_uniform"
/obj/item/clothing/under/fluff/callum_suit //roaper: Callum Leamus
name = "knockoff suit"
desc = "A knockoff of a suit commonly worn by the upper class."
icon = 'custom_items.dmi'
icon_state = "callum_suit"
item_state = "callum_suit"
color = "callum_suit"
/////// NT-SID Suit //Zuhayr: Jane Doe
/obj/item/clothing/under/fluff/jane_sidsuit
@@ -697,12 +738,12 @@ hi
///// Colt Peacemaker - Ana Ka'Rimah - SueTheCake
/obj/item/weapon/gun/energy/stunrevolver/fluff/ana_peacemaker
//obj/item/weapon/gun/energy/stunrevolver/fluff/ana_peacemaker
name = "Peacemaker"
/* name = "Peacemaker"
desc = "A nickel-plated revolver with pearl grips. It has a certain Old West flair!"
icon = 'custom_items.dmi'
icon_state = "peacemaker"
icon_state = "peacemaker"*/
///// Well-used baton - Oen'g Issek - Donofnyc3
+32 -14
View File
@@ -20,6 +20,8 @@
sleep(2400)
*/
var/list/event_last_fired = list()
//Always triggers an event when called, dynamically chooses events based on job population
/proc/spawn_dynamic_event()
if(!config.allow_random_events)
@@ -58,22 +60,24 @@
possibleEvents[/datum/event/infestation] = 50 + 25 * active_with_role["Janitor"]
possibleEvents[/datum/event/communications_blackout] = 50 + 25 * active_with_role["AI"] + active_with_role["Scientist"] * 25
possibleEvents[/datum/event/ionstorm] = 25 + active_with_role["AI"] * 25 + active_with_role["Cyborg"] * 25 + active_with_role["Engineer"] * 10 + active_with_role["Scientist"] * 5
possibleEvents[/datum/event/grid_check] = 25 + 10 * active_with_role["Engineer"]
possibleEvents[/datum/event/electrical_storm] = 75 + 25 * active_with_role["Janitor"] + 5 * active_with_role["Engineer"]
possibleEvents[/datum/event/ionstorm] = active_with_role["AI"] * 25 + active_with_role["Cyborg"] * 25 + active_with_role["Engineer"] * 10 + active_with_role["Scientist"] * 5
possibleEvents[/datum/event/grid_check] = 25 + 20 * active_with_role["Engineer"]
possibleEvents[/datum/event/electrical_storm] = 10 * active_with_role["Janitor"] + 5 * active_with_role["Engineer"]
possibleEvents[/datum/event/wallrot] = 30 * active_with_role["Engineer"] + 50 * active_with_role["Botanist"]
if(!spacevines_spawned)
possibleEvents[/datum/event/spacevine] = 5 + 10 * active_with_role["Engineer"]
possibleEvents[/datum/event/spacevine] = 5 + 5 * active_with_role["Engineer"]
if(minutes_passed >= 30) // Give engineers time to set up engine
possibleEvents[/datum/event/meteor_wave] = 20 * active_with_role["Engineer"]
possibleEvents[/datum/event/meteor_shower] = 80 * active_with_role["Engineer"]
possibleEvents[/datum/event/blob] = 30 * active_with_role["Engineer"]
possibleEvents[/datum/event/meteor_wave] = 10 * active_with_role["Engineer"]
possibleEvents[/datum/event/meteor_shower] = 40 * active_with_role["Engineer"]
possibleEvents[/datum/event/blob] = 20 * active_with_role["Engineer"]
possibleEvents[/datum/event/viral_infection] = 25 + active_with_role["Medical"] * 25
possibleEvents[/datum/event/viral_infection] = 25 + active_with_role["Medical"] * 100
if(active_with_role["Medical"] > 0)
possibleEvents[/datum/event/radiation_storm] = active_with_role["Medical"] * 100
possibleEvents[/datum/event/spontaneous_appendicitis] = active_with_role["Medical"] * 75
possibleEvents[/datum/event/viral_outbreak] = active_with_role["Medical"] * 5
possibleEvents[/datum/event/radiation_storm] = active_with_role["Medical"] * 50
possibleEvents[/datum/event/spontaneous_appendicitis] = active_with_role["Medical"] * 150
possibleEvents[/datum/event/viral_outbreak] = active_with_role["Medical"] * 10
possibleEvents[/datum/event/organ_failure] = active_with_role["Medical"] * 50
possibleEvents[/datum/event/prison_break] = active_with_role["Security"] * 50
if(active_with_role["Security"] > 0)
@@ -84,16 +88,26 @@
if(!sent_ninja_to_station && toggle_space_ninja)
possibleEvents[/datum/event/space_ninja] = max(active_with_role["Security"], 5)
for(var/event_type in event_last_fired) if(possibleEvents[event_type])
var/time_passed = world.time - event_last_fired[event_type]
var/full_recharge_after = 60 * 60 * 10 * 3 // 3 hours
var/weight_modifier = max(0, (full_recharge_after - time_passed) / 300)
possibleEvents[event_type] = max(possibleEvents[event_type] - weight_modifier, 0)
var/picked_event = pickweight(possibleEvents)
event_last_fired[picked_event] = world.time
// Debug code below here, very useful for testing so don't delete please.
/*var/debug_message = "Firing random event. "
var/debug_message = "Firing random event. "
for(var/V in active_with_role)
debug_message += "#[V]:[active_with_role[V]] "
debug_message += "||| "
for(var/V in possibleEvents)
debug_message += "[V]:[possibleEvents[V]]"
message_admins(debug_message)*/
debug_message += "|||Picked:[picked_event]"
log_debug(debug_message)
var/picked_event = pickweight(possibleEvents)
if(!picked_event)
return
@@ -176,6 +190,7 @@
active_with_role["AI"] = 0
active_with_role["Cyborg"] = 0
active_with_role["Janitor"] = 0
active_with_role["Botanist"] = 0
for(var/mob/M in player_list)
if(!M.mind || !M.client || M.client.inactivity > 10 * 10 * 60) // longer than 10 minutes AFK counts them as inactive
@@ -208,4 +223,7 @@
if(M.mind.assigned_role == "Janitor")
active_with_role["Janitor"]++
if(M.mind.assigned_role == "Botanist")
active_with_role["Botanist"]++
return active_with_role
+5 -3
View File
@@ -2,8 +2,8 @@ var/list/allEvents = typesof(/datum/event) - /datum/event
var/list/potentialRandomEvents = typesof(/datum/event) - /datum/event
//var/list/potentialRandomEvents = typesof(/datum/event) - /datum/event - /datum/event/spider_infestation - /datum/event/alien_infestation
var/eventTimeLower = 10000 //15 minutes
var/eventTimeUpper = 25000 //30 minutes
var/eventTimeLower = 9000 //15 minutes
var/eventTimeUpper = 15000 //25 minutes
var/scheduledEvent = null
@@ -30,7 +30,9 @@ var/scheduledEvent = null
playercount_modifier = 0.9
if(36 to 100000)
playercount_modifier = 0.8
scheduledEvent = world.timeofday + rand(eventTimeLower, eventTimeUpper) * playercount_modifier
var/next_event_delay = rand(eventTimeLower, eventTimeUpper) * playercount_modifier
scheduledEvent = world.timeofday + next_event_delay
log_debug("Next event in [next_event_delay/600] minutes.")
else if(world.timeofday > scheduledEvent)
spawn_dynamic_event()
+1 -1
View File
@@ -21,7 +21,7 @@
//
/datum/event/meteor_shower
startWhen = 6
startWhen = 5
endWhen = 7
var/next_meteor = 6
var/waves = 1
+14 -2
View File
@@ -36,7 +36,7 @@
var/sender
var/message
switch(pick(1,2,3,4,5))
switch(pick(1,2,3,4,5,6,7))
if(1)
sender = pick("MaxBet","MaxBet Online Casino","There is no better time to register","I'm excited for you to join us")
message = pick("Triple deposits are waiting for you at MaxBet Online when you register to play with us.",\
@@ -68,11 +68,23 @@
sender = pick("Dr","Crown prince","King Regent","Professor","Captain")
sender += " " + pick("Robert","Alfred","Josephat","Kingsley","Sehi","Zbahi")
sender += " " + pick("Mugawe","Nkem","Gbatokwia","Nchekwube","Ndim","Ndubisi")
message = pick("YOUR FUND HAS BEEN MOVED TO [pick("Salusa","Segunda","Cepheus","Andromeda","Gruis","Corona","Aquila","Asellus")] DEVELOPMENTARY BANK FOR ONWARD REMITTANCE.",\
message = pick("YOUR FUND HAS BEEN MOVED TO [pick("Salusa","Segunda","Cepheus","Andromeda","Gruis","Corona","Aquila","ARES","Asellus")] DEVELOPMENTARY BANK FOR ONWARD REMITTANCE.",\
"We are happy to inform you that due to the delay, we have been instructed to IMMEDIATELY deposit all funds into your account",\
"Dear fund beneficiary, We have please to inform you that overdue funds payment has finally been approved and released for payment",\
"Due to my lack of agents I require an off-world financial account to immediately deposit the sum of 1 POINT FIVE MILLION credits.",\
"Greetings sir, I regretfully to inform you that as I lay dying here due to my lack ofheirs I have chosen you to recieve the full sum of my lifetime savings of 1.5 billion credits")
if(6)
sender = pick("NanoTrasen Morale Divison","Feeling Lonely?","Bored?","www.wetskrell.nt")
message = pick("The NanoTrasen Morale Division wishes to provide you with quality entertainment sites.",\
"WetSkrell.nt is a xenophillic website endorsed by NT for the use of male crewmembers among it's many stations and outposts.",\
"Wetskrell.nt only provides the higest quality of male entertaiment to NanoTrasen Employees.",\
"Simply enter your NanoTrasen Bank account system number and pin. With three easy steps this service could be yours!")
if(7)
sender = pick("You have won free tickets!","Click here to claim your prize!","You are the 1000th vistor!","You are our lucky grand prize winner!")
message = pick("You have won tickets to the newest ACTION JAXSON MOVIE!",\
"You have won tickets to the newest crime drama DETECTIVE MYSTERY IN THE CLAMITY CAPER!",\
"You have won tickets to the newest romantic comedy 16 RULES OF LOVE!",\
"You have won tickets to the newest thriller THE CULT OF THE SLEEPING ONE!")
useMS.send_pda_message("[P.owner]", sender, message)
+28
View File
@@ -0,0 +1,28 @@
datum/event/organ_failure
var/severity = 1
datum/event/organ_failure/setup()
announceWhen = rand(0, 300)
endWhen = announceWhen + 1
severity = rand(1, 3)
datum/event/organ_failure/announce()
command_alert("Confirmed outbreak of level [rand(3,7)] biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert")
world << sound('sound/AI/outbreak5.ogg')
datum/event/organ_failure/start()
var/list/candidates = list() //list of candidate keys
for(var/mob/living/carbon/human/G in player_list)
if(G.mind && G.mind.current && G.mind.current.stat != DEAD && G.health > 70)
candidates += G
if(!candidates.len) return
candidates = shuffle(candidates)//Incorporating Donkie's list shuffle
while(severity > 0 && candidates.len)
var/mob/living/carbon/human/C = candidates[1]
// Bruise one of their organs
var/datum/organ/internal/I = pick(C.internal_organs)
I.damage = I.min_bruised_damage
candidates.Remove(C)
severity--
+38 -28
View File
@@ -1,36 +1,46 @@
/datum/event/radiation_storm
announceWhen = 5
announceWhen = 1
oneShot = 1
/datum/event/radiation_storm/announce()
command_alert("High levels of radiation detected near the station. Please report to the Med-bay if you feel strange.", "Anomaly Alert")
world << sound('sound/AI/radiation.ogg')
// Don't do anything, we want to pack the announcement with the actual event
/datum/event/radiation_storm/start()
for(var/mob/living/carbon/human/H in living_mob_list)
var/turf/T = get_turf(H)
if(!T)
continue
if(T.z != 1)
continue
if(istype(H,/mob/living/carbon/human))
H.apply_effect((rand(15,75)),IRRADIATE,0)
if(prob(5))
H.apply_effect((rand(90,150)),IRRADIATE,0)
if(prob(25))
if (prob(75))
randmutb(H)
domutcheck(H,null,1)
else
randmutg(H)
domutcheck(H,null,1)
spawn()
world << sound('sound/AI/radiation.ogg')
command_alert("High levels of radiation detected near the station. Please evacuate into one of the shielded maintenance tunnels.", "Anomaly Alert")
for(var/mob/living/carbon/monkey/M in living_mob_list)
var/turf/T = get_turf(M)
if(!T)
continue
if(T.z != 1)
continue
M.apply_effect((rand(15,75)),IRRADIATE,0)
sleep(600)
command_alert("The station has entered the radiation belt. Please remain in a sheltered area until we have passed the radiation belt.", "Anomaly Alert")
for(var/i = 0, i < 10, i++)
for(var/mob/living/carbon/human/H in living_mob_list)
var/turf/T = get_turf(H)
if(!T)
continue
if(T.z != 1)
continue
if(istype(T.loc, /area/maintenance) || istype(T.loc, /area/crew_quarters))
continue
if(istype(H,/mob/living/carbon/human))
H.apply_effect((rand(2,15)),IRRADIATE,0)
if(prob(5))
H.apply_effect((rand(10,30)),IRRADIATE,0)
if (prob(75))
randmutb(H)
domutcheck(H,null,1)
else
randmutg(H)
domutcheck(H,null,1)
for(var/mob/living/carbon/monkey/M in living_mob_list)
var/turf/T = get_turf(M)
if(!T)
continue
if(T.z != 1)
continue
M.apply_effect((rand(5,25)),IRRADIATE,0)
sleep(100)
command_alert("The station has passed the radiation belt. Please report to medbay if you experience any unusual symptoms.", "Anomaly Alert")
@@ -1,5 +1,5 @@
/datum/event/spontaneous_appendicitis/start()
for(var/mob/living/carbon/human/H in shuffle(living_mob_list))
for(var/mob/living/carbon/human/H in shuffle(living_mob_list)) if(H.client && H.stat != DEAD)
var/foundAlready = 0 //don't infect someone that already has the virus
for(var/datum/disease/D in H.viruses)
foundAlready = 1
+1 -1
View File
@@ -14,7 +14,7 @@ datum/event/viral_infection/announce()
datum/event/viral_infection/start()
var/list/candidates = list() //list of candidate keys
for(var/mob/living/carbon/human/G in player_list)
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
if(G.client && G.stat != DEAD)
candidates += G
if(!candidates.len) return
candidates = shuffle(candidates)//Incorporating Donkie's list shuffle
+1 -1
View File
@@ -14,7 +14,7 @@ datum/event/viral_outbreak/announce()
datum/event/viral_outbreak/start()
var/list/candidates = list() //list of candidate keys
for(var/mob/living/carbon/human/G in player_list)
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
if(G.client && G.stat != DEAD)
candidates += G
if(!candidates.len) return
candidates = shuffle(candidates)//Incorporating Donkie's list shuffle
+37
View File
@@ -0,0 +1,37 @@
/turf/simulated/wall
datum/event/wallrot
var/severity = 1
datum/event/wallrot/setup()
announceWhen = rand(0, 300)
endWhen = announceWhen + 1
severity = rand(5, 10)
datum/event/wallrot/announce()
command_alert("Harmful fungi detected on station. Station structures may be contaminated.", "Biohazard Alert")
datum/event/wallrot/start()
spawn()
var/turf/center = null
// 100 attempts
for(var/i=0, i<100, i++)
var/turf/candidate = locate(rand(1, world.maxx), rand(1, world.maxy), 1)
if(istype(candidate, /turf/simulated/wall))
center = candidate
if(center)
// Make sure at least one piece of wall rots!
center:rot()
// Have a chance to rot lots of other walls.
var/rotcount = 0
for(var/turf/simulated/wall/W in range(5, center)) if(prob(50))
W:rot()
rotcount++
// Only rot up to severity walls
if(rotcount >= severity)
break
+7 -1
View File
@@ -6,7 +6,13 @@ mob/living/carbon/proc/dream()
"light","a scientist","a monkey","a catastrophe","a loved one","a gun","warmth","freezing","the sun",
"a hat","the Luna","a ruined station","a planet","plasma","air","the medical bay","the bridge","blinking lights",
"a blue light","an abandoned laboratory","Nanotrasen","The Syndicate","blood","healing","power","respect",
"riches","space","a crash","happiness","pride","a fall","water","flames","ice","melons","flying"
"riches","space","a crash","happiness","pride","a fall","water","flames","ice","melons","flying","the eggs","money",
"the head of personnel","the head of security","a chief engineer","a research director","a chief medical officer",
"the detective","the warden","a member of the internal affairs","a station engineer","the janitor","atmospheric technician",
"the quartermaster","a cargo technician","the botanist","a shaft miner","the psychologist","the chemist","the geneticist",
"the virologist","the roboticist","the chef","the bartender","the chaplain","the librarian","a mouse","an ert member",
"a beach","the holodeck","a smokey room","a voice","the cold","a mouse","an operating table","the bar","the rain","a skrell",
"a unathi","a tajaran","the ai core","the mining station","the research station","a beaker of strange liquid",
)
spawn(0)
for(var/i = rand(1,4),i > 0, i--)
+8
View File
@@ -819,6 +819,14 @@ I said no!
)
result = /obj/item/weapon/reagent_containers/food/snacks/boiledspagetti
/datum/recipe/boiledrice
reagents = list("water" = 5, "rice" = 10)
result = /obj/item/weapon/reagent_containers/food/snacks/boiledrice
/datum/recipe/ricepudding
reagents = list("milk" = 5, "rice" = 10)
result = /obj/item/weapon/reagent_containers/food/snacks/ricepudding
/datum/recipe/pastatomato
reagents = list("water" = 5)
items = list(
+4
View File
@@ -193,6 +193,10 @@ proc/move_mining_shuttle()
var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO
origin_tech = "materials=1;engineering=1"
attack_verb = list("hit", "pierced", "sliced", "attacked")
var/drill_sound = 'sound/weapons/Genhit.ogg'
var/drill_verb = "picking"
var/excavation_amount = 100
hammer
name = "sledgehammer"
+352 -66
View File
@@ -1,5 +1,9 @@
/**********************Mineral deposits**************************/
#define XENOARCH_SPAWN_CHANCE 0.5
#define XENOARCH_SPREAD_CHANCE 15
#define ARTIFACT_SPAWN_CHANCE 20
/turf/simulated/mineral //wall piece
name = "Rock"
icon = 'icons/turf/walls.dmi'
@@ -14,9 +18,18 @@
var/mineralAmt = 0
var/spread = 0 //will the seam spread?
var/spreadChance = 0 //the percentual chance of an ore spreading to the neighbouring tiles
var/artifactChance = 0.3 //percent chance to spawn a xenoarchaelogical artifact
var/last_act = 0
var/datum/geosample/geological_data
var/excavation_level = 0
var/list/finds = list()
var/list/excavation_minerals = list()
var/next_rock = 0
var/archaeo_overlay = ""
var/excav_overlay = ""
var/obj/item/weapon/last_find
var/datum/artifact_find/artifact_find
/turf/simulated/mineral/Del()
return
@@ -55,24 +68,89 @@
T.overlays += image('icons/turf/walls.dmi', "rock_side_e", layer=6)
if (mineralName && mineralAmt && spread && spreadChance)
if(prob(spreadChance))
if(istype(get_step(src, SOUTH), /turf/simulated/mineral/random))
new src.type(get_step(src, SOUTH))
if(prob(spreadChance))
if(istype(get_step(src, NORTH), /turf/simulated/mineral/random))
new src.type(get_step(src, NORTH))
if(prob(spreadChance))
if(istype(get_step(src, WEST), /turf/simulated/mineral/random))
new src.type(get_step(src, WEST))
if(prob(spreadChance))
if(istype(get_step(src, EAST), /turf/simulated/mineral/random))
new src.type(get_step(src, EAST))
for(var/trydir in list(1,2,4,8))
if(prob(spreadChance))
if(istype(get_step(src, trydir), /turf/simulated/mineral/random))
var/turf/simulated/mineral/T = get_step(src, trydir)
var/turf/simulated/mineral/M = new src.type(T)
//keep any digsite data as constant as possible
if(T.finds.len && !M.finds.len)
M.finds = T.finds
if(T.archaeo_overlay)
M.overlays += archaeo_overlay
//---- Xenoarchaeology BEGIN
//put into spawn so that digsite data can be preserved over the turf replacements via spreading mineral veins
spawn(0)
if(mineralAmt > 0 && !excavation_minerals.len)
for(var/i=0, i<mineralAmt, i++)
excavation_minerals.Add(rand(5,95))
excavation_minerals = insertion_sort_numeric_list_descending(excavation_minerals)
if(!finds.len && prob(XENOARCH_SPAWN_CHANCE))
//create a new archaeological deposit
var/digsite = get_random_digsite_type()
var/list/turfs_to_process = list(src)
var/list/processed_turfs = list()
while(turfs_to_process.len)
var/turf/simulated/mineral/M = turfs_to_process[1]
for(var/turf/simulated/mineral/T in orange(1, M))
if(T.finds.len)
continue
if(T in processed_turfs)
continue
if(prob(XENOARCH_SPREAD_CHANCE))
turfs_to_process.Add(T)
turfs_to_process.Remove(M)
processed_turfs.Add(M)
if(!M.finds.len)
if(prob(50))
M.finds.Add(new/datum/find(digsite, rand(5,95)))
else if(prob(75))
M.finds.Add(new/datum/find(digsite, rand(5,45)))
M.finds.Add(new/datum/find(digsite, rand(55,95)))
else
M.finds.Add(new/datum/find(digsite, rand(5,30)))
M.finds.Add(new/datum/find(digsite, rand(35,75)))
M.finds.Add(new/datum/find(digsite, rand(75,95)))
//sometimes a find will be close enough to the surface to show
var/datum/find/F = M.finds[1]
if(F.excavation_required <= F.view_range)
archaeo_overlay = "overlay_archaeo[rand(1,3)]"
M.overlays += archaeo_overlay
//dont create artifact machinery in animal or plant digsites, or if we already have one
if(!artifact_find && digsite != 1 && digsite != 2 && prob(ARTIFACT_SPAWN_CHANCE))
artifact_find = new()
artifact_spawning_turfs.Add(src)
if(!src.geological_data)
src.geological_data = new/datum/geosample(src)
src.geological_data.UpdateTurf(src)
//for excavated turfs placeable in the map editor
/*if(excavation_level > 0)
if(excavation_level < 25)
src.overlays += image('icons/obj/xenoarchaeology.dmi', "overlay_excv1_[rand(1,3)]")
else if(excavation_level < 50)
src.overlays += image('icons/obj/xenoarchaeology.dmi', "overlay_excv2_[rand(1,3)]")
else if(excavation_level < 75)
src.overlays += image('icons/obj/xenoarchaeology.dmi', "overlay_excv3_[rand(1,3)]")
else
src.overlays += image('icons/obj/xenoarchaeology.dmi', "overlay_excv4_[rand(1,3)]")
desc = "It appears to be partially excavated."*/
return
/turf/simulated/mineral/random
name = "Mineral deposit"
var/mineralAmtList = list("Uranium" = 5, "Iron" = 5, "Diamond" = 5, "Gold" = 5, "Silver" = 5, "Plasma" = 5, "Archaeo" = 3/*, "Adamantine" = 5*/)
var/mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Plasma" = 25, "Archaeo" = 5/*, "Adamantine" =5*/)//Currently, Adamantine won't spawn as it has no uses. -Durandan
var/mineralAmtList = list("Uranium" = 5, "Iron" = 5, "Diamond" = 5, "Gold" = 5, "Silver" = 5, "Plasma" = 5/*, "Adamantine" = 5*/)
var/mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Plasma" = 25/*, "Adamantine" =5*/)//Currently, Adamantine won't spawn as it has no uses. -Durandan
var/mineralChance = 10 //means 10% chance of this plot changing to a mineral deposit
/turf/simulated/mineral/random/New()
@@ -95,16 +173,22 @@
M = new/turf/simulated/mineral/silver(src)
if("Plasma")
M = new/turf/simulated/mineral/plasma(src)
if("Archaeo")
M = new/turf/simulated/mineral/archaeo(src)
/*if("Adamantine")
M = new/turf/simulated/mineral/adamantine(src)*/
if(M)
src = M
M.levelupdate()
else if (prob(artifactChance))
//spawn a rare, xeno-arch artifact here
new/obj/machinery/artifact(src)
//preserve archaeo data
M.geological_data = src.geological_data
M.excavation_minerals = src.excavation_minerals
M.overlays = src.overlays
M.artifact_find = src.artifact_find
M.archaeo_overlay = src.archaeo_overlay
M.excav_overlay = src.excav_overlay
/*else if (prob(artifactChance))
new/obj/machinery/artifact(src)*/
return
/turf/simulated/mineral/random/high_chance
@@ -169,15 +253,6 @@
spread = 1
/turf/simulated/mineral/archaeo
name = "Strange rock formation"
icon_state = "rock_Archaeo"
mineralName = "Archaeo"
mineralAmt = 3
spreadChance = 25
spread = 1
/turf/simulated/mineral/clown
name = "Bananium deposit"
icon_state = "rock_Clown"
@@ -222,6 +297,24 @@ commented out in r5061, I left it because of the shroom thingies
usr << "\red You don't have the dexterity to do this!"
return
if (istype(W, /obj/item/device/core_sampler))
src.geological_data.UpdateNearbyArtifactInfo(src)
var/obj/item/device/core_sampler/C = W
C.sample_item(src, user)
return
if (istype(W, /obj/item/device/depth_scanner))
var/obj/item/device/depth_scanner/C = W
C.scan_atom(user, src)
return
if (istype(W, /obj/item/device/measuring_tape))
var/obj/item/device/measuring_tape/P = W
user.visible_message("\blue[user] extends [P] towards [src].","\blue You extend [P] towards [src].")
if(do_after(user,40))
user << "\blue \icon[P] [src] has been excavated to a depth of [2*src.excavation_level]cm."
return
if (istype(W, /obj/item/weapon/pickaxe))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
@@ -233,56 +326,250 @@ commented out in r5061, I left it because of the shroom thingies
return
*/
//Watch your tabbing, microwave. --NEO
if(last_act+W:digspeed > world.time)//prevents message spam
var/obj/item/weapon/pickaxe/P = W
if(last_act+P.digspeed > world.time)//prevents message spam
return
last_act = world.time
user << "\red You start picking."
playsound(user, 'sound/weapons/Genhit.ogg', 20, 1)
if(do_after(user,W:digspeed))
user << "\blue You finish cutting into the rock."
gets_drilled()
playsound(user, P.drill_sound, 20, 1)
//handle any archaeological finds we might uncover
var/fail_message
if(src.finds.len)
var/datum/find/F = src.finds[1]
if(src.excavation_level + P.excavation_amount > F.excavation_required)
//Chance to destroy / extract any finds here
fail_message = ", <b>[pick("there is a crunching noise","[W] collides with some different rock","part of the rock face crumbles away","something breaks under [W]")]</b>"
user << "\red You start [P.drill_verb][fail_message ? fail_message : ""]."
if(fail_message && prob(90))
if(prob(25))
excavate_find(5, src.finds[1])
else if(prob(50))
src.finds.Remove(src.finds[1])
if(prob(50))
artifact_debris()
if(do_after(user,P.digspeed))
user << "\blue You finish [P.drill_verb] the rock."
if(finds.len)
var/datum/find/F = src.finds[1]
if(round(src.excavation_level + P.excavation_amount) == F.excavation_required)
//Chance to extract any items here perfectly, otherwise just pull them out along with the rock surrounding them
if(src.excavation_level + P.excavation_amount > F.excavation_required)
//if you can get slightly over, perfect extraction
excavate_find(100, F)
else
excavate_find(80, F)
else if(src.excavation_level + P.excavation_amount > F.excavation_required - F.clearance_range)
//just pull the surrounding rock out
excavate_find(0, F)
if( src.excavation_level + P.excavation_amount >= 100 || (!finds.len && !excavation_minerals.len) )
//if players have been excavating this turf, have a chance to leave some rocky debris behind
var/boulder_prob = 0
var/obj/structure/boulder/B
if(src.excavation_level > 15)
boulder_prob = 10
if(artifact_find)
boulder_prob += 25
if(src.excavation_level >= 100)
boulder_prob += 40
else if(src.excavation_level > 95)
boulder_prob += 25
else if(src.excavation_level > 90)
boulder_prob += 10
if(prob(boulder_prob))
B = new(src)
if(artifact_find)
B.artifact_find = artifact_find
else if(artifact_find && src.excavation_level + P.excavation_amount >= 100)
artifact_debris(1)
gets_drilled(B ? 0 : 1)
return
else
src.excavation_level += P.excavation_amount
//archaeo overlays
if(!archaeo_overlay && finds.len)
var/datum/find/F = src.finds[1]
if(F.excavation_required <= src.excavation_level + F.view_range)
archaeo_overlay = "overlay_archaeo[rand(1,3)]"
overlays += archaeo_overlay
//there's got to be a better way to do this
var/update_excav_overlay = 0
if(src.excavation_level >= 75)
if(src.excavation_level - P.excavation_amount < 75)
update_excav_overlay = 1
else if(src.excavation_level >= 50)
if(src.excavation_level - P.excavation_amount < 50)
update_excav_overlay = 1
else if(src.excavation_level >= 25)
if(src.excavation_level - P.excavation_amount < 25)
update_excav_overlay = 1
//update overlays displaying excavation level
if( !(excav_overlay && excavation_level > 0) || update_excav_overlay )
var/excav_quadrant = round(excavation_level / 25) + 1
excav_overlay = "overlay_excv[excav_quadrant]_[rand(1,3)]"
overlays += excav_overlay
//extract pesky minerals while we're excavating
while(excavation_minerals.len && src.excavation_level > excavation_minerals[excavation_minerals.len])
drop_mineral()
pop(excavation_minerals)
mineralAmt--
//drop some rocks
next_rock += P.excavation_amount * 10
while(next_rock > 100)
next_rock -= 100
var/obj/item/weapon/ore/O = new(src)
src.geological_data.UpdateNearbyArtifactInfo(src)
O.geological_data = src.geological_data
else
return attack_hand(user)
return
/turf/simulated/mineral/proc/gets_drilled()
var/destroyed = 0 //used for breaking strange rocks
/turf/simulated/mineral/proc/drop_mineral()
var/obj/item/weapon/ore/O
if (src.mineralName == "Uranium")
O = new /obj/item/weapon/ore/uranium(src)
if (src.mineralName == "Iron")
O = new /obj/item/weapon/ore/iron(src)
if (src.mineralName == "Gold")
O = new /obj/item/weapon/ore/gold(src)
if (src.mineralName == "Silver")
O = new /obj/item/weapon/ore/silver(src)
if (src.mineralName == "Plasma")
O = new /obj/item/weapon/ore/plasma(src)
if (src.mineralName == "Diamond")
O = new /obj/item/weapon/ore/diamond(src)
if (src.mineralName == "Clown")
O = new /obj/item/weapon/ore/clown(src)
if(O)
src.geological_data.UpdateNearbyArtifactInfo(src)
O.geological_data = src.geological_data
return O
/turf/simulated/mineral/proc/gets_drilled(var/artifact_fail = 0)
//var/destroyed = 0 //used for breaking strange rocks
if ((src.mineralName != "") && (src.mineralAmt > 0) && (src.mineralAmt < 11))
var/i
for (i=0;i<mineralAmt;i++)
if (src.mineralName == "Uranium")
new /obj/item/weapon/ore/uranium(src)
if (src.mineralName == "Iron")
new /obj/item/weapon/ore/iron(src)
if (src.mineralName == "Gold")
new /obj/item/weapon/ore/gold(src)
if (src.mineralName == "Silver")
new /obj/item/weapon/ore/silver(src)
if (src.mineralName == "Plasma")
new /obj/item/weapon/ore/plasma(src)
if (src.mineralName == "Diamond")
new /obj/item/weapon/ore/diamond(src)
if (src.mineralName == "Archaeo")
//spawn strange rocks here
//if(prob(10) || delicate)
if(prob(50)) //Don't have delicate tools (hand pick/excavation tool) yet, temporarily change to 50% instead of 10% -Mij
new /obj/item/weapon/ore/strangerock(src)
else
destroyed = 1
if (src.mineralName == "Clown")
new /obj/item/weapon/ore/clown(src)
if (prob(src.artifactChance))
//spawn a rare artifact here
new /obj/machinery/artifact(src)
//if the turf has already been excavated, some of it's ore has been removed
for (var/i=0;i<mineralAmt;i++)
drop_mineral()
//destroyed artifacts have weird, unpleasant effects
//make sure to destroy them before changing the turf though
if(artifact_find && artifact_fail)
var/pain = 0
if(prob(50))
pain = 1
for(var/mob/living/M in range(src, 200))
M << "<font color='red'><b>[pick("A high pitched [pick("keening","wailing","whistle")]","A rumbling noise like [pick("thunder","heavy machinery")]")] somehow penetrates your mind before fadaing away!</b></font>"
if(pain)
flick("pain",M.pain)
if(prob(50))
M.adjustBruteLoss(5)
else
flick("flash",M.flash)
if(prob(50))
M.Stun(5)
M.apply_effect(25, IRRADIATE)
var/turf/simulated/floor/plating/airless/asteroid/N = ChangeTurf(/turf/simulated/floor/plating/airless/asteroid)
N.fullUpdateMineralOverlays()
if(destroyed) //Display message about being a terrible miner
usr << "\red You destroy some of the rocks!"
return
/turf/simulated/mineral/proc/excavate_find(var/prob_clean = 0, var/datum/find/F)
//with skill and luck, players can cleanly extract finds
//otherwise, they come out inside a chunk of rock
var/obj/item/weapon/X
if(prob_clean)
X = new/obj/item/weapon/archaeological_find(src, new_item_type = F.find_type)
else
X = new/obj/item/weapon/ore/strangerock(src, inside_item_type = F.find_type)
src.geological_data.UpdateNearbyArtifactInfo(src)
X:geological_data = src.geological_data
//some find types delete the /obj/item/weapon/archaeological_find and replace it with something else, this handles when that happens
//yuck
var/display_name = "something"
if(!X)
X = last_find
if(X)
display_name = X.name
//many finds are ancient and thus very delicate - luckily there is a specialised energy suspension field which protects them when they're being extracted
if(prob(F.prob_delicate))
var/obj/effect/suspension_field/S = locate() in src
if(!S || S.field_type != get_responsive_reagent(F.find_type))
if(X)
src.visible_message("\red<b>[pick("[display_name] crumbles away into dust","[display_name] breaks apart")].</b>")
del(X)
src.finds.Remove(F)
/turf/simulated/mineral/proc/artifact_debris(var/severity = 0)
//cael's patented random limited drop componentized loot system!
severity = max(min(severity,1),0)
var/materials = 0
var/list/viable_materials = list(1,2,4,8,16,32,64,128,256)
var/num_materials = rand(1,3 + severity*2)
for(var/i=0, i<num_materials, i++)
var/chosen = pick(viable_materials)
materials |= chosen
viable_materials.Remove(chosen)
if(materials & 1)
var/obj/item/stack/rods/R = new(src)
R.amount = rand(5,25)
if(materials & 2)
var/obj/item/stack/tile/R = new(src)
R.amount = rand(1,5)
if(materials & 4)
var/obj/item/stack/sheet/metal/R = new(src)
R.amount = rand(5,25)
if(materials & 8)
var/obj/item/stack/sheet/plasteel/R = new(src)
R.amount = rand(5,25)
if(materials & 16)
var/quantity = rand(1,3)
for(var/i=0, i<quantity, i++)
new /obj/item/weapon/shard(src)
if(materials & 32)
var/quantity = rand(1,3)
for(var/i=0, i<quantity, i++)
new /obj/item/weapon/shard/plasma(src)
if(materials & 64)
var/obj/item/stack/sheet/mineral/uranium/R = new(src)
R.amount = rand(5,25)
if(materials & 128)
var/obj/item/stack/sheet/mineral/mythril/R = new(src)
R.amount = rand(1,5)
if(materials & 256)
var/obj/item/stack/sheet/mineral/adamantine/R = new(src)
R.amount = rand(1,5)
/*
/turf/simulated/mineral/proc/setRandomMinerals()
var/s = pickweight(list("uranium" = 5, "iron" = 50, "gold" = 5, "silver" = 5, "plasma" = 50, "diamond" = 1))
@@ -448,7 +735,6 @@ commented out in r5061, I left it because of the shroom thingies
if(istype(get_step(src, WEST), /turf/simulated/mineral))
src.overlays += image('icons/turf/walls.dmi', "rock_side_w", layer=6)
/turf/simulated/floor/plating/airless/asteroid/proc/fullUpdateMineralOverlays()
var/turf/simulated/floor/plating/airless/asteroid/A
if(istype(get_step(src, WEST), /turf/simulated/floor/plating/airless/asteroid))
+9 -12
View File
@@ -3,8 +3,8 @@
/obj/item/weapon/ore
name = "Rock"
icon = 'icons/obj/mining.dmi'
icon_state = "ore"
icon_state = "ore2"
var/datum/geosample/geological_data
/obj/item/weapon/ore/uranium
name = "Uranium ore"
@@ -59,19 +59,16 @@
desc = "Completely useless"
icon_state = "slag"
/obj/item/weapon/ore/strangerock //see artifact_archaeo.dm in modules/research for more info
name = "Strange rock"
desc = "Seems to have some unusal strata evident throughout it."
icon_state = "strange"
var/obj/inside
var/method // 0 = fire, 1+ = acid
origin_tech = "materials=5"
//unacidable = 1 //This can prevent acid from gooey grey massing
/obj/item/weapon/ore/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/obj/item/weapon/ore/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/device/core_sampler))
var/obj/item/device/core_sampler/C = W
C.sample_item(src, user)
else
return ..()
/*****************************Coin********************************/
@@ -152,4 +149,4 @@
overlays = list()
string_attached = null
user << "\blue You detach the string from the coin."
else ..()
else ..()
+1 -7
View File
@@ -32,19 +32,13 @@ mob/proc/custom_emote(var/m_type=1,var/message = null)
continue
if(findtext(message," snores.")) //Because we have so many sleeping people.
break
if(M.stat == 2 && M.client.ghost_sight && !(M in viewers(src,null)))
if(M.stat == 2 && (M.client.prefs.toggles & CHAT_GHOSTSIGHT) && !(M in viewers(src,null)))
M.show_message(message)
if (m_type & 1)
for (var/mob/O in viewers(src, null))
if(istype(O,/mob/living/carbon/human))
for(var/mob/living/parasite/P in O:parasites)
P.show_message(message, m_type)
O.show_message(message, m_type)
else if (m_type & 2)
for (var/mob/O in hearers(src.loc, null))
if(istype(O,/mob/living/carbon/human))
for(var/mob/living/parasite/P in O:parasites)
P.show_message(message, m_type)
O.show_message(message, m_type)
+1 -1
View File
@@ -9,7 +9,7 @@
return
if (length(message) >= 2)
if (copytext(message, 1, 3) == ":a" || copytext(message, 1, 3) == "#a" || copytext(message, 1, 3) == ".a" )
if (department_radio_keys[copytext(message, 1, 3)] == "alientalk")
message = copytext(message, 3)
message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN))
if (stat == 2)
@@ -1,4 +1,4 @@
/obj/item/device/posibrain
/obj/item/device/mmi/posibrain
name = "positronic brain"
desc = "A cube of shining metal, four inches to a side and covered in shallow grooves."
icon = 'icons/obj/assemblies.dmi'
@@ -6,17 +6,18 @@
w_class = 3
origin_tech = "engineering=4;materials=4;bluespace=2;programming=4"
var/list/construction_cost = list("metal"=500,"glass"=500,"silver"=200,"gold"=200,"plasma"=100,"diamond"=10)
var/construction_time = 75
construction_cost = list("metal"=500,"glass"=500,"silver"=200,"gold"=200,"plasma"=100,"diamond"=10)
construction_time = 75
var/searching = 0
var/askDelay = 10 * 60 * 1
var/mob/living/carbon/brain/brainmob = null
mob/living/carbon/brain/brainmob = null
req_access = list(access_robotics)
var/locked = 0
var/obj/mecha = null//This does not appear to be used outside of reference in mecha.dm.
locked = 0
mecha = null//This does not appear to be used outside of reference in mecha.dm.
attack_self(mob/user as mob)
if(!brainmob.key && searching == 0)
if(brainmob && !brainmob.key && searching == 0)
//Start the process of searching for a new user.
user << "\blue You carefully locate the manual activation switch and start the positronic brain's boot process."
icon_state = "posibrain-searching"
@@ -36,7 +37,7 @@
spawn(0)
if(!C) return
var/response = alert(C, "Someone is requesting a personality for a positronic brain. Would you like to play as one?", "Positronic brain request", "Yes", "No", "Never for this round")
if(!C || brainmob.key) return //handle logouts that happen whilst the alert is waiting for a response, and responses issued after a brain has been located.
if(!C || brainmob.key || 0 == searching) return //handle logouts that happen whilst the alert is waiting for a response, and responses issued after a brain has been located.
if(response == "Yes")
transfer_personality(C.mob)
else if (response == "Never for this round")
@@ -48,7 +49,8 @@
src.searching = 0
src.brainmob.mind = candidate.mind
src.brainmob.key = candidate.key
//src.brainmob.key = candidate.key
src.brainmob.ckey = candidate.ckey
src.name = "positronic brain ([src.brainmob.name])"
src.brainmob << "<b>You are a positronic brain, brought into existence on [station_name()].</b>"
@@ -64,7 +66,7 @@
proc/reset_search() //We give the players sixty seconds to decide, then reset the timer.
if(brainmob) return
if(src.brainmob && src.brainmob.key) return
src.searching = 0
icon_state = "posibrain"
@@ -73,7 +75,7 @@
for (var/mob/M in viewers(T))
M.show_message("\blue The positronic brain buzzes quietly, and the golden lights fade away. Perhaps you could try again?")
/obj/item/device/posibrain/examine()
/obj/item/device/mmi/posibrain/examine()
set src in oview()
@@ -85,7 +87,7 @@
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n[desc]\n"
msg += "<span class='warning'>"
if(src.brainmob.key)
if(src.brainmob && src.brainmob.key)
switch(src.brainmob.stat)
if(CONSCIOUS)
if(!src.brainmob.client) msg += "It appears to be in stand-by mode.\n" //afk
@@ -97,20 +99,20 @@
usr << msg
return
/obj/item/device/posibrain/emp_act(severity)
if(!brainmob)
/obj/item/device/mmi/posibrain/emp_act(severity)
if(!src.brainmob)
return
else
switch(severity)
if(1)
brainmob.emp_damage += rand(20,30)
src.brainmob.emp_damage += rand(20,30)
if(2)
brainmob.emp_damage += rand(10,20)
src.brainmob.emp_damage += rand(10,20)
if(3)
brainmob.emp_damage += rand(0,10)
src.brainmob.emp_damage += rand(0,10)
..()
/obj/item/device/posibrain/New()
/obj/item/device/mmi/posibrain/New()
src.brainmob = new(src)
src.brainmob.name = "[pick(list("PBU","HIU","SINA","ARMA","OSI"))]-[rand(100, 999)]"
@@ -123,4 +125,4 @@
src.brainmob.brain_op_stage = 4.0
dead_mob_list -= src.brainmob
..()
..()
+2 -2
View File
@@ -2,10 +2,10 @@
if (silent)
return
if(!(container && (istype(container, /obj/item/device/mmi) || istype(container, /obj/item/device/posibrain))))
if(!(container && (istype(container, /obj/item/device/mmi) || istype(container, /obj/item/device/mmi/posibrain))))
return //No MMI, can't speak, bucko./N
else
if ((copytext(message, 1, 3) == ":b") || (copytext(message, 1, 3) == ":B") && (container && istype(container, /obj/item/device/posibrain)))
if ((department_radio_keys[copytext(message, 1, 3)] == "binary") && (container && istype(container, /obj/item/device/mmi/posibrain)))
message = copytext(message, 3)
message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN))
robot_talk(message)
+11 -16
View File
@@ -54,8 +54,8 @@
var/datum/organ/external/temp = M:organs_by_name["r_hand"]
if (M.hand)
temp = M:organs_by_name["l_hand"]
if(temp && temp.status & ORGAN_DESTROYED)
M << "\red Yo- wait a minute."
if(temp && !temp.is_usable())
M << "\red You can't use your [temp.display_name]"
return
for(var/datum/disease/D in viruses)
@@ -76,14 +76,6 @@
/mob/living/carbon/attack_paw(mob/M as mob)
if(!istype(M, /mob/living/carbon)) return
if (hasorgans(M))
var/datum/organ/external/temp = M:organs_by_name["r_hand"]
if (M.hand)
temp = M:organs_by_name["l_hand"]
if(temp && temp.status & ORGAN_DESTROYED)
M << "\red Yo- wait a minute."
return
for(var/datum/disease/D in viruses)
if(D.spread_by_touch())
@@ -97,6 +89,7 @@
return
/mob/living/carbon/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0)
if(status_flags & GODMODE) return 0 //godmode
shock_damage *= siemens_coeff
if (shock_damage<1)
return 0
@@ -186,6 +179,8 @@
status += "numb"
if(org.status & ORGAN_DESTROYED)
status = "MISSING!"
if(org.status & ORGAN_MUTATED)
status = "weirdly shapen."
if(status == "")
status = "OK"
src.show_message(text("\t []My [] is [].",status=="OK"?"\blue ":"\red ",org.display_name,status),1)
@@ -384,13 +379,13 @@
item.layer = initial(item.layer)
u_equip(item)
update_icons()
//if(src.client)
//src.client.screen -= item
//item.loc = src.loc
//if(istype(item, /obj/item))
//item:dropped(src) // let it know it's been dropped
if (istype(usr, /mob/living/carbon/monkey)) //Check if a monkey is throwing. Modify/remove this line as required.
item.loc = src.loc
if(src.client)
src.client.screen -= item
if(istype(item, /obj/item))
item:dropped(src) // let it know it's been dropped
//actually throw it!
if (item)
@@ -48,9 +48,6 @@
/mob/living/carbon/human/death(gibbed)
if(halloss > 0 && !gibbed)
halloss = 0
return
if(stat == DEAD) return
if(healths) healths.icon_state = "health5"
stat = DEAD
+11 -31
View File
@@ -53,27 +53,17 @@
var/input = copytext(sanitize(input("Choose an emote to display.") as text|null),1,MAX_MESSAGE_LEN)
if (!input)
return
if(copytext(input,1,5) == "says")
src << "\red Invalid emote."
return
else if(copytext(input,1,9) == "exclaims")
src << "\red Invalid emote."
return
else if(copytext(input,1,5) == "asks")
src << "\red Invalid emote."
return
else
var/input2 = input("Is this a visible or hearable emote?") in list("Visible","Hearable")
if (input2 == "Visible")
m_type = 1
else if (input2 == "Hearable")
if (src.miming)
return
m_type = 2
else
alert("Unable to use this emote, must be either hearable or visible.")
var/input2 = input("Is this a visible or hearable emote?") in list("Visible","Hearable")
if (input2 == "Visible")
m_type = 1
else if (input2 == "Hearable")
if (src.miming)
return
message = "<B>[src]</B> [input]"
m_type = 2
else
alert("Unable to use this emote, must be either hearable or visible.")
return
message = "<B>[src]</B> [input]"
if ("me")
if(silent)
@@ -88,17 +78,7 @@
return
if(!(message))
return
if(copytext(message,1,5) == "says")
src << "\red Invalid emote."
return
else if(copytext(message,1,9) == "exclaims")
src << "\red Invalid emote."
return
else if(copytext(message,1,5) == "asks")
src << "\red Invalid emote."
return
else
message = "<B>[src]</B> [message]"
message = "<B>[src]</B> [message]"
if ("salute")
if (!src.buckled)
@@ -413,7 +413,7 @@
msg += "<span class = 'deptradio'>Criminal status:</span> <a href='?src=\ref[src];criminal=1'>\[[criminal]\]</a>\n"
msg += "<span class = 'deptradio'>Security records:</span> <a href='?src=\ref[src];secrecord=`'>\[View\]</a>\n"
msg += "<span class = 'deptradio'>Security records:</span> <a href='?src=\ref[src];secrecord=`'>\[View\]</a> <a href='?src=\ref[src];secrecordadd=`'>\[Add comment\]</a>\n"
//msg += "\[Set Hostile Identification\]\n"
if(istype(usr, /mob/living/carbon/human))
@@ -439,7 +439,7 @@
msg += "<span class = 'deptradio'>Physical status:</span> <a href='?src=\ref[src];medical=1'>\[[medical]\]</a>\n"
msg += "<span class = 'deptradio'>Medical records:</span> <a href='?src=\ref[src];medrecord=`'>\[View\]</a>\n"
msg += "<span class = 'deptradio'>Medical records:</span> <a href='?src=\ref[src];medrecord=`'>\[View\]</a> <a href='?src=\ref[src];medrecordadd=`'>\[Add comment\]</a>\n"
if(print_flavor_text()) msg += "[print_flavor_text()]\n"
+131 -4
View File
@@ -439,7 +439,7 @@
//Returns "Unknown" if facially disfigured and real_name if not. Useful for setting name when polyacided or when updating a human's name variable
/mob/living/carbon/human/proc/get_face_name()
var/datum/organ/external/head/head = get_organ("head")
if( !head || head.disfigured || (head.status & ORGAN_DESTROYED) || !real_name ) //disfigured. use id-name if possible
if( !head || head.disfigured || (head.status & ORGAN_DESTROYED) || !real_name || (HUSK in mutations) ) //disfigured. use id-name if possible
return "Unknown"
return real_name
@@ -568,11 +568,70 @@
usr << "<b>Major Crimes:</b> [R.fields["ma_crim"]]"
usr << "<b>Details:</b> [R.fields["ma_crim_d"]]"
usr << "<b>Notes:</b> [R.fields["notes"]]"
usr << "<a href='?src=\ref[src];secrecordComment=`'>\[View Comment Log\]</a>"
read = 1
if(!read)
usr << "\red Unable to locate a data core entry for this person."
if (href_list["secrecordComment"])
if(istype(usr, /mob/living/carbon/human))
var/mob/living/carbon/human/H = usr
if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(H.glasses, /obj/item/clothing/glasses/sunglasses/sechud))
var/perpname = "wot"
var/read = 0
if(wear_id)
if(istype(wear_id,/obj/item/weapon/card/id))
perpname = wear_id:registered_name
else if(istype(wear_id,/obj/item/device/pda))
var/obj/item/device/pda/tempPda = wear_id
perpname = tempPda.owner
else
perpname = src.name
for (var/datum/data/record/E in data_core.general)
if (E.fields["name"] == perpname)
for (var/datum/data/record/R in data_core.security)
if (R.fields["id"] == E.fields["id"])
if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(H.glasses, /obj/item/clothing/glasses/sunglasses/sechud))
read = 1
var/counter = 1
while(R.fields[text("com_[]", counter)])
usr << text("[]", R.fields[text("com_[]", counter)])
counter++
if (counter == 1)
usr << "No comment found"
usr << "<a href='?src=\ref[src];secrecordadd=`'>\[Add comment\]</a>"
if(!read)
usr << "\red Unable to locate a data core entry for this person."
if (href_list["secrecordadd"])
if(istype(usr, /mob/living/carbon/human))
var/mob/living/carbon/human/H = usr
if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(H.glasses, /obj/item/clothing/glasses/sunglasses/sechud))
var/perpname = "wot"
if(wear_id)
if(istype(wear_id,/obj/item/weapon/card/id))
perpname = wear_id:registered_name
else if(istype(wear_id,/obj/item/device/pda))
var/obj/item/device/pda/tempPda = wear_id
perpname = tempPda.owner
else
perpname = src.name
for (var/datum/data/record/E in data_core.general)
if (E.fields["name"] == perpname)
for (var/datum/data/record/R in data_core.security)
if (R.fields["id"] == E.fields["id"])
if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(H.glasses, /obj/item/clothing/glasses/sunglasses/sechud))
var/t1 = copytext(sanitize(input("Add Comment:", "Sec. records", null, null) as message),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || src.stat || src.restrained() || !(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(H.glasses, /obj/item/clothing/glasses/sunglasses/sechud))))
return
var/counter = 1
while(R.fields[text("com_[]", counter)])
counter++
R.fields[text("com_[]", counter)] = text("Made by [] ([]) on [], 2053<BR>[]",H.get_authentification_name(), H.get_assignment(), time2text(world.realtime, "DDD MMM DD hh:mm:ss"), t1)
if (href_list["medical"])
if(istype(usr, /mob/living/carbon/human))
var/mob/living/carbon/human/H = usr
@@ -594,7 +653,7 @@
for (var/datum/data/record/R in data_core.general)
if (R.fields["id"] == E.fields["id"])
var/setmedical = input(usr, "Specify a new criminal status for this person.", "Medical HUD", R.fields["p_stat"]) in list("*Deceased*", "*Unconscious*", "Physically Unfit", "Active", "Cancel")
var/setmedical = input(usr, "Specify a new medical status for this person.", "Medical HUD", R.fields["p_stat"]) in list("*Deceased*", "*Unconscious*", "Physically Unfit", "Active", "Cancel")
if(istype(H.glasses, /obj/item/clothing/glasses/hud/health))
if(setmedical != "Cancel")
@@ -634,10 +693,69 @@
usr << "<b>Major Disabilities:</b> [R.fields["ma_dis"]]"
usr << "<b>Details:</b> [R.fields["ma_dis_d"]]"
usr << "<b>Notes:</b> [R.fields["notes"]]"
usr << "<a href='?src=\ref[src];medrecordComment=`'>\[View Comment Log\]</a>"
read = 1
if(!read)
usr << "\red Unable to locate a data core entry for this person."
if (href_list["medrecordComment"])
if(istype(usr, /mob/living/carbon/human))
var/mob/living/carbon/human/H = usr
if(istype(H.glasses, /obj/item/clothing/glasses/hud/health))
var/perpname = "wot"
var/read = 0
if(wear_id)
if(istype(wear_id,/obj/item/weapon/card/id))
perpname = wear_id:registered_name
else if(istype(wear_id,/obj/item/device/pda))
var/obj/item/device/pda/tempPda = wear_id
perpname = tempPda.owner
else
perpname = src.name
for (var/datum/data/record/E in data_core.general)
if (E.fields["name"] == perpname)
for (var/datum/data/record/R in data_core.medical)
if (R.fields["id"] == E.fields["id"])
if(istype(H.glasses, /obj/item/clothing/glasses/hud/health))
read = 1
var/counter = 1
while(R.fields[text("com_[]", counter)])
usr << text("[]", R.fields[text("com_[]", counter)])
counter++
if (counter == 1)
usr << "No comment found"
usr << "<a href='?src=\ref[src];medrecordadd=`'>\[Add comment\]</a>"
if(!read)
usr << "\red Unable to locate a data core entry for this person."
if (href_list["medrecordadd"])
if(istype(usr, /mob/living/carbon/human))
var/mob/living/carbon/human/H = usr
if(istype(H.glasses, /obj/item/clothing/glasses/hud/health))
var/perpname = "wot"
if(wear_id)
if(istype(wear_id,/obj/item/weapon/card/id))
perpname = wear_id:registered_name
else if(istype(wear_id,/obj/item/device/pda))
var/obj/item/device/pda/tempPda = wear_id
perpname = tempPda.owner
else
perpname = src.name
for (var/datum/data/record/E in data_core.general)
if (E.fields["name"] == perpname)
for (var/datum/data/record/R in data_core.medical)
if (R.fields["id"] == E.fields["id"])
if(istype(H.glasses, /obj/item/clothing/glasses/hud/health))
var/t1 = copytext(sanitize(input("Add Comment:", "Med. records", null, null) as message),1,MAX_MESSAGE_LEN)
if ((!( t1 ) || src.stat || src.restrained() || !(istype(H.glasses, /obj/item/clothing/glasses/hud/health))))
return
var/counter = 1
while(R.fields[text("com_[]", counter)])
counter++
R.fields[text("com_[]", counter)] = text("Made by [] ([]) on [], 2053<BR>[]",H.get_authentification_name(), H.get_assignment(), time2text(world.realtime, "DDD MMM DD hh:mm:ss"), t1)
..()
return
@@ -684,7 +802,7 @@
if(dna)
switch(dna.mutantrace)
if("lizard")
return "Soghun"
return "Unathi"
if("tajaran")
return "Tajaran"
if("skrell")
@@ -699,12 +817,21 @@
/mob/living/carbon/get_species()
if(src.dna)
if(src.dna.mutantrace == "lizard")
return "Soghun"
return "Unathi"
else if(src.dna.mutantrace == "skrell")
return "Skrell"
else if(src.dna.mutantrace == "tajaran")
return "Tajaran"
/mob/living/carbon/proc/update_mutantrace_languages()
if(src.dna)
if(src.dna.mutantrace == "lizard")
src.soghun_talk_understand = 1
else if(src.dna.mutantrace == "skrell")
src.skrell_talk_understand = 1
else if(src.dna.mutantrace == "tajaran")
src.tajaran_talk_understand = 1
/mob/living/carbon/human/proc/play_xylophone()
if(!src.xylophone)
visible_message("\red [src] begins playing his ribcage like a xylophone. It's quite spooky.","\blue You begin to play a spooky refrain on your ribcage.","\red You hear a spooky xylophone melody.")
@@ -3,6 +3,13 @@
M << "No attacking people at spawn, you jackass."
return
var/datum/organ/external/temp = M:organs_by_name["r_hand"]
if (M.hand)
temp = M:organs_by_name["l_hand"]
if(temp && !temp.is_usable())
M << "\red You can't use your [temp.display_name]."
return
..()
if((M != src) && check_shields(0, M.name))
@@ -63,6 +63,34 @@
if(HULK in mutations) return
..()
/mob/living/carbon/human/adjustCloneLoss(var/amount)
..()
var/heal_prob = max(0, 80 - getCloneLoss())
var/mut_prob = min(80, getCloneLoss()+10)
if (amount > 0)
if (prob(mut_prob))
var/list/datum/organ/external/candidates = list()
for (var/datum/organ/external/O in organs)
if(!(O.status & ORGAN_MUTATED))
candidates |= O
if (candidates.len)
var/datum/organ/external/O = pick(candidates)
O.mutate()
src << "<span class = 'notice'>Something is not right with your [O.display_name]...</span>"
return
else
if (prob(heal_prob))
for (var/datum/organ/external/O in organs)
if (O.status & ORGAN_MUTATED)
O.unmutate()
src << "<span class = 'notice'>Your [O.display_name] is shaped normally again.</span>"
return
if (getCloneLoss() < 1)
for (var/datum/organ/external/O in organs)
if (O.status & ORGAN_MUTATED)
O.unmutate()
src << "<span class = 'notice'>Your [O.display_name] is shaped normally again.</span>"
////////////////////////////////////////////
//Returns a list of damaged organs
@@ -10,6 +10,28 @@ emp_act
/mob/living/carbon/human/bullet_act(var/obj/item/projectile/P, var/def_zone)
// BEGIN TASER NERF
if(istype(P, /obj/item/projectile/energy/electrode))
var/datum/organ/external/select_area = get_organ(def_zone) // We're checking the outside, buddy!
var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes) // What all are we checking?
for(var/bp in body_parts) //Make an unregulated var to pass around.
if(!bp)
continue //Does this thing we're shooting even exist?
if(bp && istype(bp ,/obj/item/clothing)) // If it exists, and it's clothed
var/obj/item/clothing/C = bp // Then call an argument C to be that clothing!
if(C.body_parts_covered & select_area.body_part) // Is that body part being targeted covered?
if(C.siemens_coefficient == 0) //If so, is that clothing shock proof?
visible_message("\red <B>The [P.name] gets deflected by [src]'s [C.name]!</B>") //DEFLECT!
del P
/* Commenting out old Taser nerf
if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/armor))
if(istype(P, /obj/item/projectile/energy/electrode))
visible_message("\red <B>The [P.name] gets deflected by [src]'s [wear_suit.name]!</B>")
del P
return -1
*/
// END TASER NERF
if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/armor/laserproof))
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
var/reflectchance = 40 - round(P.damage/3)
@@ -117,7 +139,7 @@ emp_act
if(!target_zone)
visible_message("\red <B>[user] misses [src] with \the [I]!")
return
var/datum/organ/external/affecting = get_organ(target_zone)
if (!affecting)
return
@@ -138,7 +160,7 @@ emp_act
if(armor >= 2) return 0
if(!I.force) return 0
apply_damage(I.force, I.damtype, affecting, armor , I.sharp, I.name)
apply_damage(I.force, I.damtype, affecting, armor , is_sharp(I), I.name)
var/bloody = 0
if(((I.damtype == BRUTE) || (I.damtype == HALLOSS)) && prob(25 + (I.force * 2)))
@@ -152,7 +174,7 @@ emp_act
location.add_blood(src)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(get_dist(H, src) > 1) //people with TK won't get smeared with blood
if(get_dist(H, src) <= 1) //people with TK won't get smeared with blood
H.bloody_body(src)
H.bloody_hands(src)
+58 -17
View File
@@ -28,6 +28,7 @@
var/pressure_alert = 0
var/prev_gender = null // Debug for plural genders
var/temperature_alert = 0
var/in_stasis = 0
/mob/living/carbon/human/Life()
@@ -59,8 +60,11 @@
life_tick++
var/datum/gas_mixture/environment = loc.return_air()
in_stasis = istype(loc, /obj/structure/closet/body_bag/cryobag) && loc:opened == 0
if(in_stasis) loc:used++
//No need to update all of these procs if the guy is dead.
if(stat != DEAD)
if(stat != DEAD && !in_stasis)
if(air_master.current_cycle%4==2 || failed_last_breath) //First, resolve location and get a breath
breathe() //Only try to take a breath every 4 ticks, unless suffocating
@@ -84,18 +88,22 @@
//Random events (vomiting etc)
handle_random_events()
handle_virus_updates()
//stuff in the stomach
handle_stomach()
handle_shock()
handle_pain()
handle_medical_side_effects()
handle_stasis_bag()
//Handle temperature/pressure differences between body and environment
handle_environment(environment)
//stuff in the stomach
handle_stomach()
handle_shock()
handle_pain()
handle_medical_side_effects()
//Status updates, death etc.
handle_regular_status_updates() //TODO: optimise ~Carn
update_canmove()
@@ -194,6 +202,16 @@
src << "\red Your legs won't respond properly, you fall down."
lying = 1
proc/handle_stasis_bag()
// Handle side effects from stasis bag
if(in_stasis)
// First off, there's no oxygen supply, so the mob will slowly take brain damage
adjustBrainLoss(0.1)
// Next, the method to induce stasis has some adverse side-effects, manifesting
// as cloneloss
adjustCloneLoss(0.1)
proc/handle_mutations_and_radiation()
if(getFireLoss())
if((COLD_RESISTANCE in mutations) || (prob(1)))
@@ -448,6 +466,7 @@
SA.moles = 0
if( (abs(310.15 - breath.temperature) > 50) && !(COLD_RESISTANCE in mutations)) // Hot air hurts :(
if(status_flags & GODMODE) return 1 //godmode
if(breath.temperature < 260.15)
if(prob(20))
src << "\red You feel your face freezing and an icicle forming in your lungs!"
@@ -516,6 +535,7 @@
if(bodytemperature > BODYTEMP_HEAT_DAMAGE_LIMIT)
//Body temperature is too hot.
fire_alert = max(fire_alert, 1)
if(status_flags & GODMODE) return 1 //godmode
switch(bodytemperature)
if(360 to 400)
apply_damage(HEAT_DAMAGE_LEVEL_1, BURN, used_weapon = "High Body Temperature")
@@ -529,6 +549,7 @@
else if(bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT)
fire_alert = max(fire_alert, 1)
if(status_flags & GODMODE) return 1 //godmode
if(!istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
switch(bodytemperature)
if(200 to 260)
@@ -546,6 +567,7 @@
var/pressure = environment.return_pressure()
var/adjusted_pressure = calculate_affecting_pressure(pressure) //Returns how much pressure actually affects the mob.
if(status_flags & GODMODE) return 1 //godmode
switch(adjusted_pressure)
if(HAZARD_HIGH_PRESSURE to INFINITY)
adjustBruteLoss( min( ( (adjusted_pressure / HAZARD_HIGH_PRESSURE) -1 )*PRESSURE_DAMAGE_COEFFICIENT , MAX_HIGH_PRESSURE_DAMAGE) )
@@ -562,6 +584,9 @@
pressure_alert = -2
else
pressure_alert = -1
if(environment.toxins > MOLES_PLASMA_VISIBLE)
pl_effects()
return
/*
@@ -775,6 +800,12 @@
proc/handle_chemicals_in_body()
if(reagents) reagents.metabolize(src)
var/total_plasmaloss = 0
for(var/obj/item/I in src)
if(I.contaminated)
total_plasmaloss += vsc.plc.CONTAMINATION_LOSS
if(status_flags & GODMODE) return 0 //godmode
adjustToxLoss(total_plasmaloss)
// if(dna && dna.mutantrace == "plant") //couldn't think of a better place to place it, since it handles nutrition -- Urist
if(PLANT in mutations)
@@ -871,8 +902,10 @@
silent = 0
else //ALIVE. LIGHTS ARE ON
updatehealth() //TODO
handle_organs()
handle_blood()
if(!in_stasis)
handle_organs()
handle_blood()
if(health <= config.health_threshold_dead || brain_op_stage == 4.0)
death()
blinded = 1
@@ -1088,7 +1121,7 @@
see_in_dark = 8
if(!druggy) see_invisible = SEE_INVISIBLE_LEVEL_TWO
if(seer)
if(seer==1)
var/obj/effect/rune/R = locate() in loc
if(R && R.word1 == cultwords["see"] && R.word2 == cultwords["hell"] && R.word3 == cultwords["join"])
see_invisible = SEE_INVISIBLE_OBSERVER
@@ -1152,7 +1185,7 @@
see_invisible = SEE_INVISIBLE_LIVING
else
see_invisible = SEE_INVISIBLE_LIVING
else
else if(!seer)
see_invisible = SEE_INVISIBLE_LIVING
if(healths)
@@ -1212,8 +1245,14 @@
if(blinded) blind.layer = 18
else blind.layer = 0
if( disabilities & NEARSIGHTED && !istype(glasses, /obj/item/clothing/glasses/regular) )
client.screen += global_hud.vimpaired
if(disabilities & NEARSIGHTED) //this looks meh but saves a lot of memory by not requiring to add var/prescription
if(glasses) //to every /obj/item
var/obj/item/clothing/glasses/G = glasses
if(!G.prescription)
client.screen += global_hud.vimpaired
else
client.screen += global_hud.vimpaired
if(eye_blurry) client.screen += global_hud.blurry
if(druggy) client.screen += global_hud.druggy
@@ -1259,9 +1298,11 @@
playsound_local(src,pick(scarySounds),50, 1, -1)
proc/handle_virus_updates()
if(status_flags & GODMODE) return 0 //godmode
if(bodytemperature > 406)
for(var/datum/disease/D in viruses)
D.cure()
if(virus2) virus2.cure(src)
if(!virus2)
for(var/obj/effect/decal/cleanable/blood/B in view(1,src))
if(B.virus2 && get_infection_chance())
@@ -1307,7 +1348,7 @@
handle_shock()
..()
if(status_flags & GODMODE) return 0 //godmode
if(analgesic) return // analgesic avoids all traumatic shock temporarily
if(health < 0)// health 0 makes you immediately collapse
+2 -2
View File
@@ -7,7 +7,7 @@
if(miming)
if(length(message) >= 2)
if(mind && mind.changeling)
if(copytext(message, 1, 2) != "*" && copytext(message, 1, 3) != ":g" && copytext(message, 1, 3) != ":G" && copytext(message, 1, 3) != ":ï")
if(copytext(message, 1, 2) != "*" && department_radio_keys[copytext(message, 1, 3)] != "changeling")
return
else
return ..(message)
@@ -93,7 +93,7 @@
else if(istype(wear_mask, /obj/item/clothing/mask/horsehead))
var/obj/item/clothing/mask/horsehead/hoers = wear_mask
if(hoers.voicechange)
if(!(copytext(message, 1, 2) == "*" || (mind && mind.changeling && (copytext(message, 1, 3) == ":g" || copytext(message, 1, 3) == ":G" || copytext(message, 1, 3) == ":ï"))))
if(!(copytext(message, 1, 2) == "*" || (mind && mind.changeling && department_radio_keys[copytext(message, 1, 3)] != "changeling")))
message = pick("NEEIIGGGHHHH!", "NEEEIIIIGHH!", "NEIIIGGHH!", "HAAWWWWW!", "HAAAWWW!")
if ((HULK in mutations) && health >= 25 && length(message))
@@ -126,7 +126,8 @@ Please contact me on #coderbus IRC. ~Carn x
var/list/overlays_lying[TOTAL_LAYERS]
var/list/overlays_standing[TOTAL_LAYERS]
var/previous_damage_appearance // store what the body last looked like, so we only have to update it if something changed
var/icon/race_icon
var/icon/deform_icon
//UPDATES OVERLAYS FROM OVERLAYS_LYING/OVERLAYS_STANDING
//this proc is messy as I was forced to include some old laggy cloaking code to it so that I don't break cloakers
@@ -234,34 +235,16 @@ proc/get_damage_icon_part(damage_state, body_part)
var/g = "m"
if(gender == FEMALE) g = "f"
var/icon/icobase
if(skeleton)
icobase = 'icons/mob/human_races/r_skeleton.dmi'
else if(dna)
switch(dna.mutantrace)
if("tajaran")
icobase = 'icons/mob/human_races/r_tajaran.dmi'
if("lizard")
icobase = 'icons/mob/human_races/r_lizard.dmi'
if("skrell")
icobase = 'icons/mob/human_races/r_skrell.dmi'
else
icobase = 'icons/mob/human_races/r_human.dmi'
else
icobase = 'icons/mob/human_races/r_human.dmi'
var/datum/organ/external/chest = get_organ("chest")
stand_icon = chest.get_icon(g)
if(!skeleton)
stand_icon = new /icon(icobase, "torso_[g][fat?"_fat":""]")
if(husk)
stand_icon.ColorTone(husk_color_mod)
else if(hulk)
// stand_icon.ColorTone(hulk_color_mod)
var/list/TONE = ReadRGB(hulk_color_mod)
stand_icon.MapColors(rgb(TONE[1],0,0),rgb(0,TONE[2],0),rgb(0,0,TONE[3]))
else if(plant)
stand_icon.ColorTone(plant_color_mod)
else
stand_icon = new /icon(icobase, "torso")
var/datum/organ/external/head = get_organ("head")
var/has_head = 0
@@ -271,28 +254,22 @@ proc/get_damage_icon_part(damage_state, body_part)
for(var/datum/organ/external/part in organs)
if(!istype(part, /datum/organ/external/chest) && !(part.status & ORGAN_DESTROYED))
var/icon/temp
if(istype(part, /datum/organ/external/groin))
if(skeleton)
temp = new /icon(icobase, "groin")
else
temp = new /icon(icobase, "groin_[g]")
else if(istype(part, /datum/organ/external/head))
if(skeleton)
temp = new /icon(icobase, "head")
else
temp = new /icon(icobase, "head_[g]")
if (istype(part, /datum/organ/external/groin) || istype(part, /datum/organ/external/head))
temp = part.get_icon(g)
else
temp = new /icon(icobase, "[part.icon_name]")
temp = part.get_icon()
if(part.status & ORGAN_ROBOT)
temp.GrayScale()
if(part.status & ORGAN_DEAD)
temp.ColorTone(necrosis_color_mod)
temp.SetIntensity(0.7)
else if(!skeleton)
if(husk)
temp.ColorTone(husk_color_mod)
else if(hulk)
// temp.ColorTone(hulk_color_mod)
var/list/TONE = ReadRGB(hulk_color_mod)
temp.MapColors(rgb(TONE[1],0,0),rgb(0,TONE[2],0),rgb(0,0,TONE[3]))
else if(plant)
@@ -327,7 +304,7 @@ proc/get_damage_icon_part(damage_state, body_part)
if(husk)
var/icon/mask = new(stand_icon)
var/icon/husk_over = new(icobase,"overlay_husk")
var/icon/husk_over = new(race_icon,"overlay_husk")
mask.MapColors(0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,0)
husk_over.Blend(mask, ICON_ADD)
stand_icon.Blend(husk_over, ICON_OVERLAY)
@@ -451,14 +428,34 @@ proc/get_damage_icon_part(damage_state, body_part)
// var/g = "m"
// if (gender == FEMALE) g = "f"
//BS12 EDIT
var/skeleton = (SKELETON in src.mutations)
if(skeleton)
race_icon = 'icons/mob/human_races/r_skeleton.dmi'
else if(dna)
switch(dna.mutantrace)
if("tajaran")
race_icon = 'icons/mob/human_races/r_tajaran.dmi'
deform_icon = 'icons/mob/human_races/r_def_tajaran.dmi'
if("lizard")
race_icon = 'icons/mob/human_races/r_lizard.dmi'
deform_icon = 'icons/mob/human_races/r_def_lizard.dmi'
if("skrell")
race_icon = 'icons/mob/human_races/r_skrell.dmi'
deform_icon = 'icons/mob/human_races/r_def_skrell.dmi'
else
race_icon = 'icons/mob/human_races/r_human.dmi'
deform_icon = 'icons/mob/human_races/r_def_human.dmi'
else
icon = 'icons/mob/human_races/r_human.dmi'
if(dna)
switch(dna.mutantrace)
if("lizard","golem","slime","shadow","adamantine")
if("golem","slime","shadow","adamantine")
overlays_lying[MUTANTRACE_LAYER] = image("icon" = 'icons/effects/genetics.dmi', "icon_state" = "[dna.mutantrace][fat]_[gender]_l")
overlays_standing[MUTANTRACE_LAYER] = image("icon" = 'icons/effects/genetics.dmi', "icon_state" = "[dna.mutantrace][fat]_[gender]_s")
if("lizard","tajaran","skrell")
overlays_lying[MUTANTRACE_LAYER] = image("icon" = 'icons/effects/species.dmi', "icon_state" = "[dna.mutantrace]_[gender]_l")
overlays_standing[MUTANTRACE_LAYER] = image("icon" = 'icons/effects/species.dmi', "icon_state" = "[dna.mutantrace]_[gender]_s")
// if("lizard","tajaran","skrell")
// overlays_lying[MUTANTRACE_LAYER] = image("icon" = 'icons/effects/species.dmi', "icon_state" = "[dna.mutantrace]_[gender]_l")
// overlays_standing[MUTANTRACE_LAYER] = image("icon" = 'icons/effects/species.dmi', "icon_state" = "[dna.mutantrace]_[gender]_s")
if("plant")
if(stat == DEAD) //TODO
overlays_lying[MUTANTRACE_LAYER] = image("icon" = 'icons/effects/genetics.dmi', "icon_state" = "[dna.mutantrace]_d")
@@ -560,9 +557,13 @@ proc/get_damage_icon_part(damage_state, body_part)
/mob/living/carbon/human/update_inv_wear_id(var/update_icons=1)
if(wear_id)
overlays_lying[ID_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "id2")
overlays_standing[ID_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "id")
wear_id.screen_loc = ui_id //TODO
if(w_uniform && w_uniform:displays_id)
overlays_lying[ID_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "id2")
overlays_standing[ID_LAYER] = image("icon" = 'icons/mob/mob.dmi', "icon_state" = "id")
else
overlays_lying[ID_LAYER] = null
overlays_standing[ID_LAYER] = null
else
overlays_lying[ID_LAYER] = null
overlays_standing[ID_LAYER] = null
@@ -873,4 +874,4 @@ proc/get_damage_icon_part(damage_state, body_part)
#undef R_HAND_LAYER
#undef TAIL_LAYER
#undef TARGETED_LAYER
#undef TOTAL_LAYERS
#undef TOTAL_LAYERS
@@ -140,5 +140,5 @@
for (var/mob/M in dead_mob_list)
if (!(M.client))
continue
if (M.stat > 1 && !(M in heard_a))
if (M.stat > 1 && !(M in heard_a) && (M.client.prefs.toggles & CHAT_GHOSTEARS))
M.show_message(rendered, 2)
@@ -1,4 +1,4 @@
/mob/living/carbon/slime/emote(var/act)
/mob/living/carbon/slime/emote(var/act, var/type, var/desc)
if (findtext(act, "-", 1, null))
@@ -13,6 +13,10 @@
var/message
switch(act)
if ("me")
return custom_emote(m_type, desc)
if ("custom")
return custom_emote(m_type, desc)
if("moan")
message = "<B>The [src.name]</B> moans."
m_type = 2
@@ -1,4 +1,4 @@
/mob/living/carbon/monkey/emote(var/act)
/mob/living/carbon/monkey/emote(var/act, var/type, var/desc)
var/param = null
if (findtext(act, "-", 1, null))
@@ -14,6 +14,12 @@
var/message
switch(act)
if ("me")
return custom_emote(m_type, desc)
if ("custom")
return custom_emote(m_type, desc)
if("sign")
if (!src.restrained())
message = text("<B>The monkey</B> signs[].", (text2num(param) ? text(" the number []", text2num(param)) : null))
@@ -42,6 +42,9 @@
//Disabilities
handle_disabilities()
//Virus updates, duh
handle_virus_updates()
//Apparently, the person who wrote this code designed it so that
//blinded get reset each cycle and then get activated later in the
//code. Very ugly. I dont care. Moving this stuff here so its easy
@@ -147,6 +150,28 @@
emote("gasp")
updatehealth()
proc/handle_virus_updates()//copypaste from mob/carbon/human/life.dm
if(bodytemperature > 406)
for(var/datum/disease/D in viruses)
D.cure()
if(!virus2)
for(var/obj/effect/decal/cleanable/blood/B in view(1,src))
if(B.virus2 && get_infection_chance())
infect_virus2(src,B.virus2)
for(var/obj/effect/decal/cleanable/mucus/M in view(1,src))
if(M.virus2 && get_infection_chance())
infect_virus2(src,M.virus2)
else
if(isnull(virus2)) // Trying to figure out a runtime error that keeps repeating
CRASH("virus2 nulled before calling activate()")
else
virus2.activate(src)
// activate may have deleted the virus
if(!virus2) return
// check if we're immune
if(virus2.antigen & src.antibodies) virus2.dead = 1
proc/breathe()
if(reagents)
+3 -1
View File
@@ -228,6 +228,7 @@
// damage ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/take_organ_damage(var/brute, var/burn)
if(status_flags & GODMODE) return 0 //godmode
adjustBruteLoss(brute)
adjustFireLoss(burn)
src.updatehealth()
@@ -239,7 +240,8 @@
src.updatehealth()
// damage MANY external organs, in random order
/mob/living/proc/take_overall_damage(var/brute, var/burn)
/mob/living/proc/take_overall_damage(var/brute, var/burn, var/used_weapon = null)
if(status_flags & GODMODE) return 0 //godmode
adjustBruteLoss(brute)
adjustFireLoss(burn)
src.updatehealth()
+11 -7
View File
@@ -54,7 +54,10 @@ var/list/department_radio_keys = list(
":ô" = "alientalk", "#ô" = "alientalk", ".ô" = "alientalk",
":å" = "Syndicate", "#å" = "Syndicate", ".å" = "Syndicate",
":é" = "Supply", "#é" = "Supply", ".é" = "Supply",
":ï" = "changeling", "#ï" = "changeling", ".ï" = "changeling"
":ï" = "changeling", "#ï" = "changeling", ".ï" = "changeling",
":ë" = "skrell", "#ë" = "skrell", ".ë" = "skrell",
":î" = "tajaran", "#î" = "tajaran", ".î" = "tajaran",
":ù" = "soghun", "#ù" = "soghun", ".ù" = "soghun"
)
/mob/living/proc/binarycheck()
@@ -402,7 +405,7 @@ var/list/department_radio_keys = list(
var/deaf_message = ""
var/deaf_type = 1
if(M != src)
deaf_message = "<span class='name'>[name][alt_name]</span> talks but you cannot hear them."
deaf_message = "<span class='name'>[name]</span>[alt_name] talks but you cannot hear them."
else
deaf_message = "<span class='notice'>You cannot hear yourself!</span>"
deaf_type = 2 // Since you should be able to hear yourself without looking
@@ -416,12 +419,12 @@ var/list/department_radio_keys = list(
message_b = voice_message
else
message_b = stars(message)
message_b = say_quote(message_b)
message_b = say_quote(message_b,is_speaking_soghun,is_speaking_skrell,is_speaking_taj)
if (italics)
message_b = "<i>[message_b]</i>"
rendered = "<span class='game say'><span class='name'>[voice_name]</span> <span class='message'>[message_b]</span></span>"
rendered = "<span class='game say'><span class='name'>[name]</span>[alt_name] <span class='message'>[message_b]</span></span>" //Voice_name isn't too useful. You'd be able to tell who was talking presumably.
for (var/M in heard_b)
@@ -450,9 +453,10 @@ var/list/department_radio_keys = list(
del(B)
*/
//talking crystals
for(var/obj/item/weapon/talkingcrystal/O in view(3,src))
O.catchMessage(message,src)
//talking items
for(var/obj/item/weapon/O in view(3,src))
if(O.listening_to_players)
O.catchMessage(message, src)
log_say("[name]/[key] : [message]")
+7 -10
View File
@@ -178,6 +178,7 @@ var/list/ai_list = list()
..()
statpanel("Status")
if (client.statpanel == "Status")
stat(null, "Station Time: [worldtime2text()]")
if(emergency_shuttle.online && emergency_shuttle.location < 2)
var/timeleft = emergency_shuttle.timeleft()
if (timeleft)
@@ -234,16 +235,12 @@ var/list/ai_list = list()
/mob/living/silicon/ai/proc/ai_roster()
set category = "AI Commands"
set name = "Show Crew Manifest"
var/dat = "<html><head><title>Crew Roster</title></head><body><b>Crew Roster:</b><br><br>"
var/list/L = list()
for (var/datum/data/record/t in data_core.general)
var/R = t.fields["name"] + " - " + t.fields["rank"]
L += R
for(var/R in sortList(L))
dat += "[R]<br>"
dat += "</body></html>"
var/dat
dat += "<h4>Crew Manifest</h4>"
if(data_core)
dat += data_core.get_manifest(0) // make it monochrome
dat += "<br>"
src << browse(dat, "window=airoster")
onclose(src, "airoster")
@@ -743,4 +740,4 @@ var/list/ai_list = list()
anchored = 1
return
else
return ..()
return ..()
@@ -413,14 +413,9 @@
/mob/living/silicon/pai/proc/softwareManifest()
var/dat = ""
dat += "<h2>Crew Manifest</h2><br><br>"
var/list/L = list()
if(!isnull(data_core.general))
for (var/datum/data/record/t in sortRecord(data_core.general))
var/R = t.fields["name"] + " - " + t.fields["rank"]
L += R
for(var/R in sortList(L))
dat += "[R]<br>"
dat += "</body></html>"
if(data_core)
dat += data_core.get_manifest(0) // make it monochrome
dat += "<br>"
return dat
// Medical Records
+6 -14
View File
@@ -9,6 +9,12 @@
act = copytext(act,1,length(act))
switch(act)
if ("me")
return custom_emote(m_type, message)
if ("custom")
return custom_emote(m_type, message)
if ("salute")
if (!src.buckled)
var/M = null
@@ -56,20 +62,6 @@
message = "<B>[src]</B> flaps his wings ANGRILY!"
m_type = 2
if ("custom")
var/input = copytext(sanitize(input("Choose an emote to display.") as text|null),1,MAX_MESSAGE_LEN)
if (!input)
return
var/input2 = input("Is this a visible or hearable emote?") in list("Visible","Hearable")
if (input2 == "Visible")
m_type = 1
else if (input2 == "Hearable")
m_type = 2
else
alert("Unable to use this emote, must be either hearable or visible.")
return
message = "<B>[src]</B> [input]"
if ("me")
if (src.client)
if(client.prefs.muted & MUTE_IC)
+39 -13
View File
@@ -123,7 +123,10 @@
updatename(mod)
module = new /obj/item/weapon/robot_module/standard(src)
hands.icon_state = "standard"
icon_state = "robot"
var/icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Standard")
switch(icontype)
if("Basic") icon_state = "robot_old"
else icon_state = "robot"
modtype = "Stand"
feedback_inc("cyborg_standard",1)
@@ -145,7 +148,11 @@
updatename(mod)
module = new /obj/item/weapon/robot_module/miner(src)
hands.icon_state = "miner"
icon_state = "Miner"
var/icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Advanced Droid", "Treadhead")
switch(icontype)
if("Basic") icon_state = "Miner_old"
if("Advanced Droid") icon_state = "droid-miner"
else icon_state = "Miner"
modtype = "Miner"
feedback_inc("cyborg_miner",1)
channels = list("Mining" = 1)
@@ -154,7 +161,12 @@
updatename(mod)
module = new /obj/item/weapon/robot_module/medical(src)
hands.icon_state = "medical"
icon_state = "surgeon"
var/icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Advanced Droid", "Needles", "Hoverbot")
switch(icontype)
if("Basic") icon_state = "Medbot"
if("Advanced Droid") icon_state = "droid-medical"
if("Needles") icon_state = "medicalrobot"
else icon_state = "surgeon"
modtype = "Med"
status_flags &= ~CANPUSH
feedback_inc("cyborg_medical",1)
@@ -164,7 +176,12 @@
updatename(mod)
module = new /obj/item/weapon/robot_module/security(src)
hands.icon_state = "security"
icon_state = "bloodhound"
var/icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Red Knight", "Black Knight", "Bloodhound")
switch(icontype)
if("Basic") icon_state = "secborg"
if("Red Knight") icon_state = "Security"
if("Black Knight") icon_state = "securityrobot"
else icon_state = "bloodhound"
modtype = "Sec"
//speed = -1 Secborgs have nerfed tasers now, so the speed boost is not necessary
status_flags &= ~CANPUSH
@@ -175,7 +192,11 @@
updatename(mod)
module = new /obj/item/weapon/robot_module/engineering(src)
hands.icon_state = "engineer"
icon_state = "landmate"
var/icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Antique", "Landmate")
switch(icontype)
if("Basic") icon_state = "Engineering"
if("Antique") icon_state = "Engineerrobot"
else icon_state = "landmate"
modtype = "Eng"
feedback_inc("cyborg_engineering",1)
channels = list("Engineering" = 1)
@@ -184,7 +205,11 @@
updatename(mod)
module = new /obj/item/weapon/robot_module/janitor(src)
hands.icon_state = "janitor"
icon_state = "mopgearrex"
var/icontype = input("Select an icon!", "Robot", null, null) in list("Basic", "Mopbot", "Zamboni")
switch(icontype)
if("Basic") icon_state = "JanBot2"
if("Mopbot") icon_state = "janitorrobot"
else icon_state = "mopgearrex"
modtype = "Jan"
feedback_inc("cyborg_janitor",1)
@@ -194,7 +219,7 @@
/mob/living/silicon/robot/proc/updatename(var/prefix as text)
if(istype(mmi, /obj/item/device/posibrain))
if(istype(mmi, /obj/item/device/mmi/posibrain))
braintype = "Android"
else
braintype = "Cyborg"
@@ -211,13 +236,14 @@
if(custom_name)
return 0
var/newname
newname = input(src,"You are a robot. Enter a name, or leave blank for the default name.", "Name change","") as text
if (newname != "")
custom_name = newname
spawn(0)
var/newname
newname = input(src,"You are a robot. Enter a name, or leave blank for the default name.", "Name change","") as text
if (newname != "")
custom_name = newname
updatename("Default")
updateicon()
updatename("Default")
updateicon()
/mob/living/silicon/robot/verb/cmd_robot_alerts()
set category = "Robot Commands"
+3 -6
View File
@@ -18,17 +18,14 @@
return
if (length(message) >= 2)
if ((copytext(message, 1, 3) == ":b") || (copytext(message, 1, 3) == ":B") || \
(copytext(message, 1, 3) == "#b") || (copytext(message, 1, 3) == "#B") || \
(copytext(message, 1, 3) == ".b") || (copytext(message, 1, 3) == ".B"))
var/prefix = copytext(message, 1, 3)
if (department_radio_keys[prefix] == "binary")
if(istype(src, /mob/living/silicon/pai))
return ..(message)
message = copytext(message, 3)
message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN))
robot_talk(message)
else if ((copytext(message, 1, 3) == ":h") || (copytext(message, 1, 3) == ":H") || \
(copytext(message, 1, 3) == "#h") || (copytext(message, 1, 3) == "#H") || \
(copytext(message, 1, 3) == ".h") || (copytext(message, 1, 3) == ".H"))
else if (department_radio_keys[prefix] == "department")
if(isAI(src)&&client)//For patching directly into AI holopads.
var/mob/living/silicon/ai/U = src
message = copytext(message, 3)
@@ -74,6 +74,9 @@
// if(!istype(V,/obj/machinery/atmoalter/siphs/fullairsiphon/air_vent))
// return
if(src.stat != CONSCIOUS) return
var/obj/machinery/atmospherics/unary/vent_pump/vent_found
var/welded = 0
for(var/obj/machinery/atmospherics/unary/vent_pump/v in range(1,src))
@@ -43,7 +43,7 @@
/mob/living/simple_animal/spiderbot/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, /obj/item/device/mmi) || istype(O, /obj/item/device/posibrain))
if(istype(O, /obj/item/device/mmi) || istype(O, /obj/item/device/mmi/posibrain))
var/obj/item/device/mmi/B = O
if(src.mmi) //There's already a brain in it.
user << "\red There's already a brain in [src]!"
@@ -150,6 +150,7 @@
src.mind = M.brainmob.mind
src.mind.key = M.brainmob.key
src.ckey = M.brainmob.ckey
src.name = "Spider-bot ([M.brainmob.name])"
/mob/living/simple_animal/spiderbot/proc/explode() //When emagged.
@@ -162,12 +163,13 @@
/mob/living/simple_animal/spiderbot/proc/update_icon()
if(mmi)
if (istype(mmi,/obj/item/device/mmi))
if(istype(mmi,/obj/item/device/mmi))
icon_state = "spiderbot-chassis-mmi"
icon_living = "spiderbot-chassis-mmi"
else
if(istype(mmi, /obj/item/device/mmi/posibrain))
icon_state = "spiderbot-chassis-posi"
icon_living = "spiderbot-chassis-posi"
else
icon_state = "spiderbot-chassis"
icon_living = "spiderbot-chassis"
@@ -203,6 +205,9 @@
if(camera)
camera.status = 0
held_item.loc = src.loc
held_item = null
robogibs(src.loc, viruses)
src.Del()
return
@@ -281,14 +286,14 @@
return 0
if(istype(held_item, /obj/item/weapon/grenade))
visible_message("\red [src] launches the [held_item]!", "\red You launch the [held_item]!", "You hear a skittering noise and a thump!")
visible_message("\red [src] launches \the [held_item]!", "\red You launch \the [held_item]!", "You hear a skittering noise and a thump!")
var/obj/item/weapon/grenade/G = held_item
G.loc = src.loc
G.prime()
held_item = null
return 1
visible_message("\blue [src] drops the [held_item]!", "\blue You drop the [held_item]!", "You hear a skittering noise and a soft thump.")
visible_message("\blue [src] drops \the [held_item]!", "\blue You drop \the [held_item]!", "You hear a skittering noise and a soft thump.")
held_item.loc = src.loc
held_item = null
@@ -305,7 +310,7 @@
return -1
if(held_item)
src << "\red You are already holding the [held_item]"
src << "\red You are already holding \the [held_item]"
return 1
var/list/items = list()
@@ -316,10 +321,19 @@
var/obj/selection = input("Select an item.", "Pickup") in items
if(selection)
held_item = selection
selection.loc = src
visible_message("\blue [src] scoops up the [held_item]!", "\blue You grab the [held_item]!", "You hear a skittering noise and a clink.")
return held_item
for(var/obj/item/I in view(1, src))
if(selection == I)
held_item = selection
selection.loc = src
visible_message("\blue [src] scoops up \the [held_item]!", "\blue You grab \the [held_item]!", "You hear a skittering noise and a clink.")
return held_item
src << "\red \The [selection] is too far away."
return 0
src << "\red There is nothing of interest to take."
return 0
return 0
/mob/living/simple_animal/spiderbot/examine()
..()
if(src.held_item)
usr << "It is carrying \a [src.held_item] \icon[src.held_item]."
@@ -224,14 +224,10 @@
return "[emote], \"[text]\""
return "says, \"[text]\"";
/mob/living/simple_animal/emote(var/act)
/mob/living/simple_animal/emote(var/act, var/type, var/desc)
if(act)
if(act == "scream") act = "makes a loud and pained whimper" //ugly hack to stop animals screaming when crushed :P
if( findtext(act,".",lentext(act)) == 0 && findtext(act,"!",lentext(act)) == 0 && findtext(act,"?",lentext(act)) == 0 )
act = addtext(act,".") //Makes sure all emotes end with a period.
for (var/mob/O in viewers(src, null))
O.show_message("<B>[src]</B> [act]")
if(act == "scream") act = "whimper" //ugly hack to stop animals screaming when crushed :P
..(act, type, desc)
/mob/living/simple_animal/attack_animal(mob/living/simple_animal/M as mob)
if(M.melee_damage_upper == 0)
+1 -1
View File
@@ -170,7 +170,7 @@
//This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to equip people when the rounds tarts and when events happen and such.
/mob/proc/equip_to_slot_or_del(obj/item/W as obj, slot)
equip_to_slot_if_possible(W, slot, 1, 1, 0)
return equip_to_slot_if_possible(W, slot, 1, 1, 0)
//The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot.
var/list/slot_equipment_priority = list( \
+24 -13
View File
@@ -65,6 +65,10 @@
Stat()
..()
statpanel("Status")
if (client.statpanel == "Status" && ticker)
if (ticker.current_state != GAME_STATE_PREGAME)
stat(null, "Station Time: [worldtime2text()]")
statpanel("Lobby")
if(client.statpanel=="Lobby" && ticker)
if(ticker.hide_mode)
@@ -129,7 +133,10 @@
return
if(client.prefs.species != "Human")
if(!is_alien_whitelisted(src, client.prefs.species) && config.usealienwhitelist)
var/S = client.prefs.species
if(S == "Unathi") S = "Soghun"
if(!is_alien_whitelisted(src, S) && config.usealienwhitelist)
src << alert("You are currently not whitelisted to play [client.prefs.species].")
return 0
@@ -144,7 +151,9 @@
usr << "\blue There is an administrative lock on entering the game!"
return
if(!is_alien_whitelisted(src, client.prefs.species) && config.usealienwhitelist)
var/S = client.prefs.species
if(S == "Unathi") S = "Soghun"
if(!is_alien_whitelisted(src, S) && config.usealienwhitelist)
src << alert("You are currently not whitelisted to play [client.prefs.species].")
return 0
@@ -272,6 +281,8 @@
character.loc = pick(latejoin)
character.lastarea = get_area(loc)
ticker.mode.latespawn(character)
//ticker.mode.latespawn(character)
if(character.mind.assigned_role != "Cyborg")
@@ -286,13 +297,9 @@
proc/AnnounceArrival(var/mob/living/carbon/human/character, var/rank)
if (ticker.current_state == GAME_STATE_PLAYING)
var/obj/item/device/radio/intercom/a = new /obj/item/device/radio/intercom(null)// BS12 EDIT Arrivals Announcement Computer, rather than the AI.
//unlikely for this to be an issue, but just in case
if(istype(character.wear_id, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/I = character.wear_id
a.autosay("\"[character.real_name],[I.assignment ? " [I.assignment]," : "" ] has arrived on the station.\"", "Arrivals Announcement Computer")
else
a.autosay("\"[character.real_name], visitor, has arrived on the station.\"", "Arrivals Announcement Computer")
if(character.mind.role_alt_title)
rank = character.mind.role_alt_title
a.autosay("[character.real_name],[rank ? " [rank]," : " visitor," ] has arrived on the station.", "Arrivals Announcement Computer")
del(a)
proc/LateChoices()
@@ -331,15 +338,15 @@
new_character.lastarea = get_area(loc)
if(client.prefs.species == "Tajaran") //This is like the worst, but it works, so meh. - Erthilo
if(is_alien_whitelisted(src, "Tajaran") || !config.usealienwhitelist)
if(is_alien_whitelisted(src, "Tajaran"|| !config.usealienwhitelist))
new_character.dna.mutantrace = "tajaran"
new_character.tajaran_talk_understand = 1
if(client.prefs.species == "Unathi")
if(is_alien_whitelisted(src, "Soghun") || !config.usealienwhitelist)
if(is_alien_whitelisted(src, "Soghun"|| !config.usealienwhitelist))
new_character.dna.mutantrace = "lizard"
new_character.soghun_talk_understand = 1
if(client.prefs.species == "Skrell")
if(is_alien_whitelisted(src, "Skrell") || !config.usealienwhitelist)
if(is_alien_whitelisted(src, "Skrell"|| !config.usealienwhitelist))
new_character.dna.mutantrace = "skrell"
new_character.skrell_talk_understand = 1
@@ -364,6 +371,10 @@
new_character.dna.ready_dna(new_character)
new_character.dna.b_type = client.prefs.b_type
if(client.prefs.disabilities)
new_character.dna.struc_enzymes = setblock(new_character.dna.struc_enzymes,GLASSESBLOCK,toggledblock(getblock(new_character.dna.struc_enzymes,GLASSESBLOCK,3)),3)
new_character.disabilities |= NEARSIGHTED
new_character.key = key //Manually transfer the key to log them in
return new_character
@@ -373,7 +384,7 @@
dat += "<h4>Crew Manifest</h4>"
dat += data_core.get_manifest()
src << browse(dat, "window=manifest;size=300x420;can_close=1")
src << browse(dat, "window=manifest;size=370x420;can_close=1")
Move()
return 0
@@ -135,37 +135,34 @@ datum/preferences
var/g = "m"
if(gender == FEMALE) g = "f"
if(species == "Tajaran")
preview_icon = new /icon('icons/effects/species.dmi', "tajaran_[g]_s")
preview_icon.Blend(new /icon('icons/effects/species.dmi', "tajtail_s"), ICON_OVERLAY)
else if(species == "Unathi")
preview_icon = new /icon('icons/effects/species.dmi', "lizard_[g]_s")
preview_icon.Blend(new /icon('icons/effects/species.dmi', "sogtail_s"), ICON_OVERLAY)
else if(species == "Skrell")
preview_icon = new /icon('icons/effects/species.dmi', "skrell_[g]_s")
else
preview_icon = new /icon('human.dmi', "torso_[g]_s")
preview_icon.Blend(new /icon('human.dmi', "chest_[g]_s"), ICON_OVERLAY)
var/icon/icobase
switch(species)
if("Tajaran")
icobase = 'icons/mob/human_races/r_tajaran.dmi'
if("Unathi")
icobase = 'icons/mob/human_races/r_lizard.dmi'
if("Skrell")
icobase = 'icons/mob/human_races/r_skrell.dmi'
else
icobase = 'icons/mob/human_races/r_human.dmi'
preview_icon = new /icon(icobase, "torso_[g]")
preview_icon.Blend(new /icon(icobase, "groin_[g]"), ICON_OVERLAY)
preview_icon.Blend(new /icon(icobase, "head_[g]"), ICON_OVERLAY)
if(organ_data["head"] != "amputated")
preview_icon.Blend(new /icon('human.dmi', "head_[g]_s"), ICON_OVERLAY)
for(var/name in list("l_arm","r_arm","l_leg","r_leg","l_foot","r_foot","l_hand","r_hand"))
// make sure the organ is added to the list so it's drawn
if(organ_data[name] == null)
organ_data[name] = null
for(var/name in list("l_arm","r_arm","l_leg","r_leg","l_foot","r_foot","l_hand","r_hand"))
// make sure the organ is added to the list so it's drawn
if(organ_data[name] == null)
organ_data[name] = null
for(var/name in organ_data)
if(organ_data[name] == "amputated") continue
for(var/name in organ_data)
if(organ_data[name] == "amputated") continue
var/icon/temp = new /icon(icobase, "[name]")
if(organ_data[name] == "cyborg")
temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
var/icon/temp = new /icon('human.dmi', "[name]_s")
if(organ_data[name] == "cyborg")
temp.MapColors(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
preview_icon.Blend(temp, ICON_OVERLAY)
preview_icon.Blend(new /icon('human.dmi', "groin_[g]_s"), ICON_OVERLAY)
preview_icon.Blend(temp, ICON_OVERLAY)
// Skin tone
if(species == "Human")
@@ -302,7 +299,7 @@ datum/preferences
if(4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(LAWYER)
clothes_s = new /icon('icons/mob/uniform.dmi', "lawyer_blue_s")
clothes_s = new /icon('icons/mob/uniform.dmi', "internalaffairs_s")
clothes_s.Blend(new /icon('icons/mob/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "briefcase"), ICON_UNDERLAY)
@@ -561,6 +558,9 @@ datum/preferences
else if(backbag == 3 || backbag == 4)
clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
if(disabilities & NEARSIGHTED)
preview_icon.Blend(new /icon('icons/mob/eyes.dmi', "glasses"), ICON_OVERLAY)
preview_icon.Blend(eyes_s, ICON_OVERLAY)
if(clothes_s)
preview_icon.Blend(clothes_s, ICON_OVERLAY)
+12 -11
View File
@@ -75,31 +75,32 @@
//tcomms code is still runtiming somewhere here
var/ending = copytext(text, length(text))
if (is_speaking_soghun)
return "hisses, \"<span class='soghun'>[text]</span>\"";
return "<span class='say_quote'>hisses</span>, \"<span class='soghun'>[text]</span>\"";
if (is_speaking_skrell)
return "warbles, \"<span class='skrell'>[text]</span>\"";
return "<span class='say_quote'>warbles</span>, \"<span class='skrell'>[text]</span>\"";
if (is_speaking_tajaran)
return "mrowls, \"<span class='tajaran'>[text]</span>\"";
return "<span class='say_quote'>mrowls</span>, \"<span class='tajaran'>[text]</span>\"";
//Needs Virus2
// if (src.disease_symptoms & DISEASE_HOARSE)
// return "rasps, \"[text]\"";
if (src.stuttering)
return "stammers, \"[text]\"";
return "<span class='say_quote'>stammers</span>, \"[text]\"";
if (src.slurring)
return "slurrs, \"[text]\"";
return "<span class='say_quote'>slurrs</span>, \"[text]\"";
if(isliving(src))
var/mob/living/L = src
if (L.getBrainLoss() >= 60)
return "gibbers, \"[text]\"";
return "<span class='say_quote'>gibbers</span>, \"[text]\"";
if (ending == "?")
return "asks, \"[text]\"";
return "<span class='say_quote'>asks</span>, \"[text]\"";
if (ending == "!")
return "exclaims, \"[text]\"";
return "<span class='say_quote'>exclaims</span>, \"[text]\"";
return "says, \"[text]\"";
return "<span class='say_quote'>says</span>, \"[text]\"";
/mob/proc/emote(var/act)
return
/mob/proc/emote(var/act, var/type, var/message)
if(act == "me")
return custom_emote(type, message)
/mob/proc/get_ear()
// returns an atom representing a location on the map from which this
+14 -6
View File
@@ -25,7 +25,7 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
for(var/datum/reagent/blood/B in vessel.reagent_list)
if(B.id == "blood")
B.data = list( "donor"=src,"viruses"=null,"blood_DNA"=dna.unique_enzymes,"blood_type"=dna.b_type, \
"resistances"=null,"trace_chem"=null, "virus2" = null, "antobodies" = null)
"resistances"=null,"trace_chem"=null, "virus2" = null, "antibodies" = null)
// Takes care blood loss and regeneration
/mob/living/carbon/human/proc/handle_blood()
@@ -165,7 +165,7 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
B.data["donor"] = src
if(src.virus2)
B.data["virus2"] = src.virus2.getcopy()
B.data["antibodies"] |= src.antibodies
B.data["antibodies"] = src.antibodies
B.data["blood_DNA"] = copytext(src.dna.unique_enzymes,1,0)
if(src.resistances && src.resistances.len)
if(B.data["resistances"])
@@ -176,8 +176,8 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
var/list/temp_chem = list()
for(var/datum/reagent/R in src.reagents.reagent_list)
temp_chem += R.name
temp_chem[R.name] = R.volume
temp_chem += R.id
temp_chem[R.id] = R.volume
B.data["trace_chem"] = list2params(temp_chem)
return B
@@ -192,14 +192,22 @@ var/const/BLOOD_VOLUME_SURVIVE = 122
/mob/living/carbon/human/proc/inject_blood(obj/item/weapon/reagent_containers/container, var/amount)
var/datum/reagent/blood/our = get_blood(vessel)
var/datum/reagent/blood/injected = get_blood(container.reagents)
if (!injected)
return
if(blood_incompatible(injected.data["blood_type"],our.data["blood_type"]) )
reagents.add_reagent("toxin",amount * 0.5)
reagents.update_total()
else
vessel.add_reagent("blood", amount)
vessel.add_reagent("blood", amount, injected.data)
vessel.update_total()
var/list/chems = list()
chems = params2list(injected.data["trace_chem"])
for(var/C in chems)
src.reagents.add_reagent(C, (text2num(chems[C]) / 560) * amount)//adds trace chemicals to owner's blood
//world << "added [(text2num(chems[C])/560) * amount] = [text2num(chems[C])]/560*[amount] units of [C] to [src]" //DEBUG
reagents.update_total()
container.reagents.remove_reagent("blood", amount)
//Gets human's own blood.
+3
View File
@@ -11,6 +11,9 @@
proc/receive_chem(chemical as obj)
return 0
/datum/organ/proc/get_icon()
return icon('icons/mob/human.dmi',"blank")
//Handles chem traces
/mob/living/carbon/human/proc/handle_trace_chems()
//New are added for reagents to random organs.
+51 -22
View File
@@ -555,6 +555,14 @@
if(T)
T.robotize()
/datum/organ/external/proc/mutate()
src.status |= ORGAN_MUTATED
owner.update_body()
/datum/organ/external/proc/unmutate()
src.status &= ~ORGAN_MUTATED
owner.update_body()
/datum/organ/external/proc/get_damage() //returns total damage
return max(brute_dam + burn_dam - perma_injury, perma_injury) //could use health?
@@ -564,21 +572,32 @@
return 1
return 0
/datum/organ/external/get_icon(gender="")
if (status & ORGAN_MUTATED)
return new /icon(owner.deform_icon, "[icon_name][gender ? "_[gender]" : ""]")
else
return new /icon(owner.race_icon, "[icon_name][gender ? "_[gender]" : ""]")
/datum/organ/external/proc/is_usable()
return !(status & (ORGAN_DESTROYED|ORGAN_MUTATED|ORGAN_DEAD))
/****************************************************
ORGAN DEFINES
****************************************************/
/datum/organ/external/chest
name = "chest"
icon_name = "chest"
icon_name = "torso"
display_name = "chest"
max_damage = 150
min_broken_damage = 75
body_part = UPPER_TORSO
/datum/organ/external/groin
name = "groin"
icon_name = "diaper"
icon_name = "groin"
display_name = "groin"
max_damage = 115
min_broken_damage = 70
@@ -661,27 +680,37 @@
body_part = HEAD
var/disfigured = 0
take_damage(brute, burn, sharp, used_weapon = null, list/forbidden_limbs = list())
..(brute, burn, sharp, used_weapon, forbidden_limbs)
if (!disfigured)
if (brute_dam > 40)
if (prob(50))
disfigure("brute")
if (burn_dam > 40)
disfigure("burn")
/datum/organ/external/head/get_icon()
if (!owner)
return ..()
var/g = "m"
if(owner.gender == FEMALE) g = "f"
if (status & ORGAN_MUTATED)
. = new /icon(owner.deform_icon, "[icon_name]_[g]")
else
. = new /icon(owner.race_icon, "[icon_name]_[g]")
proc/disfigure(var/type = "brute")
if (disfigured)
return
if(type == "brute")
owner.visible_message("\red You hear a sickening cracking sound coming from \the [owner]'s face.", \
"\red <b>Your face becomes unrecognizible mangled mess!</b>", \
"\red You hear a sickening crack.")
else
owner.visible_message("\red [owner]'s face melts away, turning into mangled mess!", \
"\red <b>Your face melts off!</b>", \
"\red You hear a sickening sizzle.")
disfigured = 1
/datum/organ/external/head/take_damage(brute, burn, sharp, used_weapon = null, list/forbidden_limbs = list())
..(brute, burn, sharp, used_weapon, forbidden_limbs)
if (!disfigured)
if (brute_dam > 40)
if (prob(50))
disfigure("brute")
if (burn_dam > 40)
disfigure("burn")
/datum/organ/external/head/proc/disfigure(var/type = "brute")
if (disfigured)
return
if(type == "brute")
owner.visible_message("\red You hear a sickening cracking sound coming from \the [owner]'s face.", \
"\red <b>Your face becomes unrecognizible mangled mess!</b>", \
"\red You hear a sickening crack.")
else
owner.visible_message("\red [owner]'s face melts away, turning into mangled mess!", \
"\red <b>Your face melts off!</b>", \
"\red You hear a sickening sizzle.")
disfigured = 1
/****************************************************
EXTERNAL ORGAN ITEMS
+10 -2
View File
@@ -56,7 +56,12 @@ mob/living/carbon/human/proc/custom_pain(var/message, var/flash_strength)
var/msg = "\red <b>[message]</b>"
if(flash_strength >= 1)
msg = "\red <font size=3><b>[message]</b></font>"
src << msg
// Anti message spam checks
if(msg && ((msg != last_pain_message) || (world.time >= next_pain_time)))
last_pain_message = msg
src << msg
next_pain_time = world.time + 100
mob/living/carbon/human/proc/handle_pain()
// not when sleeping
@@ -101,7 +106,10 @@ mob/living/carbon/human/proc/handle_pain()
if(11 to 15)
toxMessageProb = 2
toxDamageMessage = "Your whole body hurts."
if(91 to 10000)
if(15 to 25)
toxMessageProb = 3
toxDamageMessage = "Your whole body hurts badly."
if(26 to INFINITY)
toxMessageProb = 5
toxDamageMessage = "Your body aches all over, it's driving you mad."
+13 -1
View File
@@ -236,7 +236,8 @@
if(href_list["write"])
var/id = href_list["write"]
//var/t = strip_html_simple(input(usr, "What text do you wish to add to " + (id=="end" ? "the end of the paper" : "field "+id) + "?", "[name]", null),8192) as message
var/t = strip_html_simple(input("Enter what you want to write:", "Write", null, null) as message, MAX_MESSAGE_LEN)
//var/t = strip_html_simple(input("Enter what you want to write:", "Write", null, null) as message, MAX_MESSAGE_LEN)
var/t = input("Enter what you want to write:", "Write", null, null) as message
var/obj/item/i = usr.get_active_hand() // Check to see if he still got that darn pen, also check if he's using a crayon or pen.
var/iscrayon = 0
if(!istype(i, /obj/item/weapon/pen))
@@ -248,6 +249,17 @@
if((!in_range(src, usr) && loc != usr && !( istype(loc, /obj/item/weapon/clipboard) ) && loc.loc != usr && usr.get_active_hand() != i)) // Some check to see if he's allowed to write
return
t = checkhtml(t)
// check for exploits
for(var/bad in paper_blacklist)
if(findtext(t,bad))
usr << "\blue You think to yourself, \"Hm.. this is only paper...\""
log_admin("PAPER: [usr] ([usr.ckey]) tried to use forbidden word in [src]: [bad].")
message_admins("PAPER: [usr] ([usr.ckey]) tried to use forbidden word in [src]: [bad].")
return
t = replacetext(t, "\n", "<BR>")
t = parsepencode(t, i, usr, iscrayon) // Encode everything from pencode to html
if(id!="end")
+6 -4
View File
@@ -122,6 +122,8 @@
var/pictures_max = 10
var/pictures_left = 10
var/on = 1
var/icon_on = "camera"
var/icon_off = "camera_off"
/obj/item/device/camera/attack(mob/living/carbon/human/M as mob, mob/user as mob)
@@ -130,9 +132,9 @@
/obj/item/device/camera/attack_self(mob/user as mob)
on = !on
if(on)
src.icon_state = "camera"
src.icon_state = icon_on
else
src.icon_state = "camera_off"
src.icon_state = icon_off
user << "You switch the camera [on ? "on" : "off"]."
return
@@ -253,8 +255,8 @@
pictures_left--
desc = "A polaroid camera. It has [pictures_left] photos left."
user << "<span class='notice'>[pictures_left] photos left.</span>"
icon_state = "camera_off"
icon_state = icon_off
on = 0
spawn(64)
icon_state = "camera"
icon_state = icon_on
on = 1
+1 -4
View File
@@ -187,10 +187,7 @@
else
icon_state = basestate
else if (opened == 2)
if ((stat & BROKEN) || malfhack )
icon_state = "[basestate]-b-nocover"
else /* if (emagged)*/
icon_state = "[basestate]-nocover"
icon_state = "[basestate]-nocover"
else if (stat & BROKEN)
icon_state = "apc-b"
else if(emagged || malfai)
+38 -43
View File
@@ -1,14 +1,13 @@
//updated by cael_aislinn on 5/3/2013 to be rotateable, moveable and generally more flexible
/obj/machinery/power/generator
name = "thermoelectric generator"
desc = "It's a high efficiency thermoelectric generator."
icon_state = "teg"
density = 1
use_power = 0
anchored = 0
idle_power_usage = 50
active_power_usage = 1000
use_power = 1
idle_power_usage = 100 //Watts, I hope. Just enough to do the computer and display things.
var/obj/machinery/atmospherics/binary/circulator/circ1
var/obj/machinery/atmospherics/binary/circulator/circ2
@@ -57,43 +56,26 @@
if(lastgenlev != 0)
overlays += image('icons/obj/power.dmi', "teg-op[lastgenlev]")
#define GENRATE 800 // generator output coefficient from Q
/obj/machinery/power/generator/process()
//world << "Generator process ran"
if(!circ1 || !circ2 || !anchored || stat & (BROKEN|NOPOWER))
return
//world << "circ1 and circ2 pass"
updateDialog()
var/datum/gas_mixture/air1 = circ1.return_transfer_air()
var/datum/gas_mixture/air2 = circ2.return_transfer_air()
lastgen = 0
//world << "hot_air = [hot_air]; cold_air = [cold_air];"
if(air1 && air2)
//world << "hot_air = [hot_air] temperature = [air2.temperature]; cold_air = [cold_air] temperature = [air2.temperature];"
//world << "coldair and hotair pass"
var/air1_heat_capacity = air1.heat_capacity()
var/air2_heat_capacity = air2.heat_capacity()
var/delta_temperature = abs(air2.temperature - air1.temperature)
//world << "delta_temperature = [delta_temperature]; air1_heat_capacity = [air1_heat_capacity]; air2_heat_capacity = [air2_heat_capacity]"
if(delta_temperature > 0 && air1_heat_capacity > 0 && air2_heat_capacity > 0)
use_power = 2
var/efficiency = 0.65
var/energy_transfer = delta_temperature*air2_heat_capacity*air1_heat_capacity/(air2_heat_capacity+air1_heat_capacity)
var/heat = energy_transfer*(1-efficiency)
lastgen = energy_transfer*efficiency
//world << "lastgen = [lastgen]; heat = [heat]; delta_temperature = [delta_temperature]; air2_heat_capacity = [air2_heat_capacity]; air1_heat_capacity = [air1_heat_capacity];"
lastgen = energy_transfer*efficiency*0.05
if(air2.temperature > air1.temperature)
air2.temperature = air2.temperature - energy_transfer/air2_heat_capacity
@@ -102,28 +84,29 @@
air2.temperature = air2.temperature + heat/air2_heat_capacity
air1.temperature = air1.temperature - energy_transfer/air1_heat_capacity
//world << "POWER: [lastgen] W generated at [efficiency*100]% efficiency and sinks sizes [air1_heat_capacity], [air2_heat_capacity]"
//Transfer the air
circ1.air2.merge(air1)
circ2.air2.merge(air2)
add_avail(lastgen)
if(air1)
circ1.air2.merge(air1)
if(air2)
circ2.air2.merge(air2)
//Update the gas networks
if(circ1.network2)
circ1.network2.update = 1
if(circ2.network2)
circ2.network2.update = 1
// update icon overlays and power usage only if displayed level has changed
var/genlev = max(0, min( round(11*lastgen / 100000), 11))
if(lastgen > 250000 && prob(10))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
lastgen *= 0.5
var/genlev = max(0, min( round(11*lastgen / 250000), 11))
if(lastgen > 100 && genlev == 0)
genlev = 1
if(genlev != lastgenlev)
lastgenlev = genlev
active_power_usage = lastgenlev * 1000
if(lastgenlev > 0)
use_power = 2
else
use_power = 1
updateicon()
src.updateDialog()
add_avail(lastgen)
/obj/machinery/power/generator/attack_ai(mob/user)
if(stat & (BROKEN|NOPOWER)) return
@@ -157,17 +140,18 @@
if(circ1 && circ2)
t += "Output : [round(lastgen)] W<BR><BR>"
t += "<B>Primary Circulator (top/right)</B><BR>"
t += "<B>Primary Circulator (top or right)</B><BR>"
t += "Inlet Pressure: [round(circ1.air1.return_pressure(), 0.1)] kPa<BR>"
t += "Inlet Temperature: [round(circ1.air1.temperature, 0.1)] K<BR>"
t += "Outlet Pressure: [round(circ1.air2.return_pressure(), 0.1)] kPa<BR>"
t += "Outlet Temperature: [round(circ1.air2.temperature, 0.1)] K<BR>"
t += "<B>Secondary Circulator (bottom/left)</B><BR>"
t += "<B>Secondary Circulator (bottom or left)</B><BR>"
t += "Inlet Pressure: [round(circ2.air1.return_pressure(), 0.1)] kPa<BR>"
t += "Inlet Temperature: [round(circ2.air1.temperature, 0.1)] K<BR>"
t += "Outlet Pressure: [round(circ2.air2.return_pressure(), 0.1)] kPa<BR>"
t += "Outlet Temperature: [round(circ2.air2.temperature, 0.1)] K<BR>"
else
t += "Unable to connect to circulators.<br>"
t += "Ensure both are in position and wrenched into place."
@@ -187,6 +171,7 @@
usr << browse(null, "window=teg")
usr.unset_machine()
return 0
updateDialog()
return 1
@@ -196,12 +181,22 @@
updateicon()
/obj/machinery/power/generator/verb/rotate()
/obj/machinery/power/generator/verb/rotate_clock()
set category = "Object"
set name = "Rotate Generator"
set name = "Rotate Generator (Clockwise)"
set src in view(1)
if (usr.stat || usr.restrained() || anchored)
return
src.dir = turn(src.dir, 90)
/obj/machinery/power/generator/verb/rotate_anticlock()
set category = "Object"
set name = "Rotate Generator (Counterclockwise)"
set src in view(1)
if (usr.stat || usr.restrained() || anchored)
return
src.dir = turn(src.dir, -90)
+1 -7
View File
@@ -502,13 +502,7 @@
if(prot > 0 || (COLD_RESISTANCE in user.mutations))
user << "You remove the light [fitting]"
else
user << "You try to remove the light [fitting], but you burn your hand on it!"
var/datum/organ/external/affecting = H.get_organ("[user.hand ? "l" : "r" ]_arm")
if(affecting.take_damage( 0, 5 )) // 5 burn damage
H.UpdateDamageIcon()
H.updatehealth()
user << "You try to remove the light [fitting], but it's too hot and you don't want to burn your hand."
return // if burned, don't remove the light
// create a light tube/bulb item and put it in the user's hand
+31 -17
View File
@@ -277,10 +277,10 @@ var/list/solars_list = list()
var/cdir = 0
var/gen = 0
var/lastgen = 0
var/track = 0 // 0= off 1=timed 2=auto (tracker)
var/trackrate = 600 // 300-900 seconds
var/trackdir = 1 // 0 =CCW, 1=CW
var/nexttime = 0
var/track = 0 // 0=off 1=manual 2=automatic
var/trackrate = 60 // Measured in tenths of degree per minute (i.e. defaults to 6.0 deg/min)
var/trackdir = 1 // -1=CCW, 1=CW
var/nexttime = 0 // Next clock time that manual tracking will move the array
/obj/machinery/power/solar_control/New()
@@ -371,9 +371,11 @@ var/list/solars_list = list()
return
use_power(250)
if(track==1 && nexttime < world.timeofday && trackrate)
nexttime = world.timeofday + 3600/abs(trackrate)
cdir = (cdir+trackrate/abs(trackrate)+360)%360
if(track==1 && nexttime < world.time && trackdir*trackrate)
// Increments nexttime using itself and not world.time to prevent drift
nexttime = nexttime + 6000/trackrate
// Nudges array 1 degree in desired direction
cdir = (cdir+trackdir+360)%360
set_panels(cdir)
update_icon()
@@ -402,19 +404,28 @@ var/list/solars_list = list()
user.set_machine(src)
var/t = "<TT><B>Solar Generator Control</B><HR><PRE>"
t += "Generated power : [round(lastgen)] W<BR><BR>"
t += "<B>Orientation</B>: [rate_control(src,"cdir","[cdir]&deg",1,15)] ([angle2text(cdir)])<BR><BR><BR>"
t += "<BR><HR><BR><BR>"
t += "<B>Generated power</B> : [round(lastgen)] W<BR>"
t += "Station Rotational Period: [60/abs(sun.rate)] minutes<BR>"
t += "Station Rotational Direction: [sun.rate<0 ? "CCW" : "CW"]<BR>"
t += "Star Orientation: [sun.angle]&deg ([angle2text(sun.angle)])<BR>"
t += "Array Orientation: [rate_control(src,"cdir","[cdir]&deg",1,10,60)] ([angle2text(cdir)])<BR>"
t += "<BR><HR><BR>"
t += "Tracking: "
switch(track)
if(0)
t += "<B>Off</B> <A href='?src=\ref[src];track=1'>Timed</A> <A href='?src=\ref[src];track=2'>Auto</A><BR>"
t += "<B>Off</B> <A href='?src=\ref[src];track=1'>Manual</A> <A href='?src=\ref[src];track=2'>Automatic</A><BR>"
if(1)
t += "<A href='?src=\ref[src];track=0'>Off</A> <B>Timed</B> <A href='?src=\ref[src];track=2'>Auto</A><BR>"
t += "<A href='?src=\ref[src];track=0'>Off</A> <B>Manual</B> <A href='?src=\ref[src];track=2'>Automatic</A><BR>"
if(2)
t += "<A href='?src=\ref[src];track=0'>Off</A> <A href='?src=\ref[src];track=1'>Timed</A> <B>Auto</B><BR>"
t += "<A href='?src=\ref[src];track=0'>Off</A> <A href='?src=\ref[src];track=1'>Manual</A> <B>Automatic</B><BR>"
t += "Tracking Rate: [rate_control(src,"tdir","[trackrate] deg/h ([trackrate<0 ? "CCW" : "CW"])",5,30,180)]<BR><BR>"
t += "Manual Tracking Rate: [rate_control(src,"tdir","[trackrate/10]&deg/min ([trackdir<0 ? "CCW" : "CW"])",1,10)]<BR>"
t += "Manual Tracking Direction: "
switch(trackdir)
if(-1)
t += "<A href='?src=\ref[src];trackdir=1'>CW</A> <B>CCW</B><BR>"
if(1)
t += "<B>CW</B> <A href='?src=\ref[src];trackdir=-1'>CCW</A><BR>"
t += "<A href='?src=\ref[src];close=1'>Close</A></TT>"
user << browse(t, "window=solcon")
onclose(user, "solcon")
@@ -443,11 +454,11 @@ var/list/solars_list = list()
set_panels(cdir)
update_icon()
if(href_list["tdir"])
src.trackrate = dd_range(-7200,7200,src.trackrate+text2num(href_list["tdir"]))
if(src.trackrate) nexttime = world.timeofday + 3600/abs(trackrate)
src.trackrate = dd_range(0,360,src.trackrate+text2num(href_list["tdir"]))
if(src.trackrate) nexttime = world.time + 6000/trackrate
if(href_list["track"])
if(src.trackrate) nexttime = world.timeofday + 3600/abs(trackrate)
if(src.trackrate) nexttime = world.time + 6000/trackrate
track = text2num(href_list["track"])
if(powernet && (track == 2))
for(var/obj/machinery/power/tracker/T in get_solars_powernet())
@@ -455,6 +466,9 @@ var/list/solars_list = list()
cdir = T.sun_angle
break
if(href_list["trackdir"])
trackdir = text2num(href_list["trackdir"])
set_panels(cdir)
update_icon()
src.updateUsrDialog()
+6
View File
@@ -143,6 +143,12 @@
else
user.update_inv_r_hand()
/obj/item/weapon/gun/proc/can_fire()
return load_into_chamber()
/obj/item/weapon/gun/proc/can_hit(var/mob/living/target as mob, var/mob/living/user as mob)
return in_chamber.check_fire(target,user)
/obj/item/weapon/gun/proc/click_empty(mob/user = null)
if (user)
user.visible_message("*click click*", "\red <b>*click*</b>")
@@ -92,6 +92,7 @@
loaded -= AC
AM.loc = get_turf(src)
empty_mag = null
update_icon()
user << "\blue You unload magazine from \the [src]!"
else
user << "\red Nothing loaded in \the [src]!"
@@ -19,7 +19,7 @@
icon_state = "mini-uzi"
w_class = 3.0
max_shells = 16
caliber = " .45"
caliber = ".45"
origin_tech = "combat=5;materials=2;syndicate=8"
ammo_type = "/obj/item/ammo_casing/c45"
@@ -55,7 +55,7 @@
icon_state = "cshotgun"
max_shells = 8
origin_tech = "combat=5;materials=2"
ammo_type = "/obj/item/ammo_casing/shotgun/beanbag"
ammo_type = "/obj/item/ammo_casing/shotgun"
//this is largely hacky and bad :( -Pete
/obj/item/weapon/gun/projectile/shotgun/doublebarrel
@@ -9,10 +9,15 @@
/obj/item/projectile/energy/electrode
name = "electrode"
icon_state = "spark"
nodamage = 1
/* - Old taser bit
nodamage = 0
stun = 10
weaken = 10
stutter = 10
*/
damage = 40
damage_type = HALLOSS
/obj/item/projectile/energy/declone

Some files were not shown because too many files have changed in this diff Show More