Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into pewPEWPEWboom

This commit is contained in:
Atlantiscze
2014-12-09 20:59:28 +01:00
167 changed files with 1409 additions and 1455 deletions
+16 -4
View File
@@ -169,17 +169,29 @@ var/global/floorIsLava = 0
<A href='?src=\ref[src];simplemake=shade;mob=\ref[M]'>Shade</A>
<br>
"}
if (M.client)
body += {"<br><br>
body += {"<br><br>
<b>Other actions:</b>
<br>
<A href='?src=\ref[src];forcespeech=\ref[M]'>Forcesay</A> |
<A href='?src=\ref[src];forcespeech=\ref[M]'>Forcesay</A>
"}
if (M.client)
body += {" |
<A href='?src=\ref[src];tdome1=\ref[M]'>Thunderdome 1</A> |
<A href='?src=\ref[src];tdome2=\ref[M]'>Thunderdome 2</A> |
<A href='?src=\ref[src];tdomeadmin=\ref[M]'>Thunderdome Admin</A> |
<A href='?src=\ref[src];tdomeobserve=\ref[M]'>Thunderdome Observer</A> |
"}
// language toggles
body += "<br><br><b>Languages:</b><br>"
var/f = 1
for(var/k in all_languages)
var/datum/language/L = all_languages[k]
if(!f) body += " | "
else f = 0
if(L in M.languages)
body += "<a href='?src=\ref[src];toglang=\ref[M];lang=[html_encode(k)]' style='color:#006600'>[k]</a>"
else
body += "<a href='?src=\ref[src];toglang=\ref[M];lang=[html_encode(k)]' style='color:#ff0000'>[k]</a>"
body += {"<br>
</body></html>
+25 -10
View File
@@ -1496,14 +1496,11 @@
//open a browse window listing the contents instead
var/data = ""
var/obj/item/weapon/paper_bundle/B = fax
for (var/page = 1, page <= B.amount, page++)
var/obj/pageobj = B.contents[page]
data += "<A href='?src=\ref[src];AdminFaxViewPage=[page];paper_bundle=\ref[B]'>Page [page] - [pageobj.name]</A><BR>"
world << data
world << "usr = [usr]"
usr << browse(data, "window=[B.name]")
else
usr << "\red The faxed item is not viewable. This is probably a bug, and should be reported on the tracker: [fax.type]"
@@ -1511,9 +1508,9 @@
else if (href_list["AdminFaxViewPage"])
var/page = text2num(href_list["AdminFaxViewPage"])
var/obj/item/weapon/paper_bundle/bundle = locate(href_list["paper_bundle"])
if (!bundle) return
if (istype(bundle.contents[page], /obj/item/weapon/paper))
var/obj/item/weapon/paper/P = bundle.contents[page]
P.show_content(src.owner, 1)
@@ -1530,13 +1527,13 @@
if(!input) return
var/customname = input(src.owner, "Pick a title for the report", "Title") as text|null
// Create the reply message
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper( null ) //hopefully the null loc won't cause trouble for us
P.name = "[command_name()]- [customname]"
P.info = input
P.update_icon()
// Stamps
var/image/stampoverlay = image('icons/obj/bureaucracy.dmi')
stampoverlay.icon_state = "paper_stamp-cent"
@@ -1552,7 +1549,7 @@
message_admins("[key_name_admin(src.owner)] replied to a fax message from [key_name_admin(sender)]", 1)
else
src.owner << "\red Message reply failed."
spawn(100)
del(P)
return
@@ -2757,6 +2754,24 @@
if(href_list["vsc"] == "default")
vsc.SetDefault(usr)
else if(href_list["toglang"])
if(check_rights(R_SPAWN))
var/mob/M = locate(href_list["toglang"])
if(!istype(M))
usr << "[M] is illegal type, must be /mob!"
return
var/lang2toggle = href_list["lang"]
var/datum/language/L = all_languages[lang2toggle]
if(L in M.languages)
if(!M.remove_language(lang2toggle))
usr << "Failed to remove language '[lang2toggle]' from \the [M]!"
else
if(!M.add_language(lang2toggle))
usr << "Failed to add language '[lang2toggle]' from \the [M]!"
show_player_panel(M)
// player info stuff
if(href_list["add_player_info"])
+19 -12
View File
@@ -1,9 +1,18 @@
#define AHELP_ADMIN 1
#define AHELP_MENTOR 2
#define AHELP_DEV 3
//This is a list of words which are ignored by the parser when comparing message contents for names. MUST BE IN LOWER CASE!
var/list/adminhelp_ignored_words = list("unknown","the","a","an","of","monkey","alien","as")
/client/verb/adminhelp(msg as null|text)
var/list/adminhelp_categories = list("Mentor - Gameplay/Roleplay question" = AHELP_MENTOR,\
"Admin - Rule/Gameplay issue" = AHELP_ADMIN,\
"Dev - Bug report" = AHELP_DEV)
/client/proc/adminhelp_admin(message)
adminhelp("Admin - Rule/Gameplay issue", message)
/client/verb/adminhelp(selected_type in adminhelp_categories, msg as text)
set category = "Admin"
set name = "Adminhelp"
@@ -24,12 +33,6 @@ var/list/adminhelp_ignored_words = list("unknown","the","a","an","of","monkey","
src.verbs += /client/verb/adminhelp // 2 minute cool-down for adminhelps
src.verbs += /client/verb/adminhelp // 2 minute cool-down for adminhelps//Go to hell
**/
var/list/type = list ("Gameplay/Roleplay question", "Rule/Gameplay issue", "Bug report")
var/selected_type = input("Pick a category.", "Admin Help", null, null) as null|anything in type
if(!selected_type)
return
if(!msg)
msg = input("Please enter your message:", "Admin Help", null, null) as text
if(!msg || alert("The following message will be sent to staff that administers\n the '[selected_type]' category:\n\n[msg]\n", "Admin Help", "Ok", "Cancel") == "Cancel")
return
@@ -130,8 +133,8 @@ var/list/adminhelp_ignored_words = list("unknown","the","a","an","of","monkey","
if(X.is_afk())
admin_number_afk++
switch(selected_type)
if("Gameplay/Roleplay question")
switch(adminhelp_categories[selected_type])
if(AHELP_MENTOR)
if(mentorholders.len)
for(var/client/X in mentorholders) // Mentors get a message without buttons and no character name
if(X.prefs.toggles & SOUND_ADMINHELP)
@@ -142,13 +145,13 @@ var/list/adminhelp_ignored_words = list("unknown","the","a","an","of","monkey","
if(X.prefs.toggles & SOUND_ADMINHELP)
X << 'sound/effects/adminhelp.ogg'
X << msg
if("Rule/Gameplay issue")
if(AHELP_ADMIN)
if(adminholders.len)
for(var/client/X in adminholders) // Admins of course get everything in their helps
if(X.prefs.toggles & SOUND_ADMINHELP)
X << 'sound/effects/adminhelp.ogg'
X << msg
if("Bug report")
if(AHELP_DEV)
if(debugholders.len)
for(var/client/X in debugholders)
if(R_ADMIN | R_MOD & X.holder.rights) // Admins get every button & special highlights in theirs
@@ -183,3 +186,7 @@ var/list/adminhelp_ignored_words = list("unknown","the","a","an","of","monkey","
send2adminirc("[selected_upper] from [key_name(src)]: [html_decode(original_msg)]")
feedback_add_details("admin_verb","AH") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
#undef AHELP_ADMIN
#undef AHELP_MENTOR
#undef AHELP_DEV
+1 -1
View File
@@ -96,7 +96,7 @@
if(sender)
C.cmd_admin_pm(sender,reply) //sender is still about, let's reply to them
else
adminhelp(reply) //sender has left, adminhelp instead
adminhelp_admin(reply) //sender has left, adminhelp instead
return
src << "<span class='pm'><span class='out'>" + create_text_tag("pm_out_alt", "PM", src) + " to <span class='name'>[get_options_bar(C, holder ? 1 : 0, holder ? 1 : 0, 1)]</span>: <span class='message'>[msg]</span></span></span>"
C << "<span class='pm'><span class='in'>" + create_text_tag("pm_in", "", C) + " <b>\[[recieve_pm_type] PM\]</b> <span class='name'>[get_options_bar(src, C.holder ? 1 : 0, C.holder ? 1 : 0, 1)]</span>: <span class='message'>[msg]</span></span></span>"
-2
View File
@@ -460,8 +460,6 @@ Traitors and the like can also be revived with the previous role mostly intact.
call(/datum/game_mode/proc/equip_syndicate)(new_character)
if("Ninja")
new_character.equip_space_ninja()
new_character.internal = new_character.s_store
new_character.internals.icon_state = "internal1"
if(ninjastart.len == 0)
new_character << "<B>\red A proper starting location for you could not be found, please report this bug!</B>"
new_character << "<B>\red Attempting to place at a carpspawn.</B>"
+3 -3
View File
@@ -211,11 +211,11 @@
return 1
/obj/item/device/assembly_holder/hear_talk(mob/living/M as mob, msg)
/obj/item/device/assembly_holder/hear_talk(mob/living/M as mob, msg, verb, datum/language/speaking)
if(a_right)
a_right.hear_talk(M,msg)
a_right.hear_talk(M,msg,verb,speaking)
if(a_left)
a_left.hear_talk(M,msg)
a_left.hear_talk(M,msg,verb,speaking)
+2
View File
@@ -507,6 +507,8 @@ datum/preferences
HTML += " <font color=green>\[Yes]</font>"
else
HTML += " <font color=red>\[No]</font>"
if(job.alt_titles) //Blatantly cloned from a few lines down.
HTML += "</a></td></tr><tr bgcolor='[lastJob.selection_color]'><td width='60%' align='center'><a>&nbsp</a></td><td><a href=\"byond://?src=\ref[user];preference=job;task=alt_title;job=\ref[job]\">\[[GetPlayerAltTitle(job)]\]</a></td></tr>"
HTML += "</a></td></tr>"
continue
@@ -138,11 +138,15 @@
if(ai_card)
if(istype(ai_card, /obj/item/device/aicard))
if(integrated_ai && integrated_ai.client)
if(integrated_ai && !integrated_ai.stat)
if(user)
user << "<span class='danger'>You cannot eject your currently stored AI. Purge it manually.</span>"
return 0
del(ai_card)
user << "<span class='danger'>You purge the remaining scraps of data from your previous AI, freeing it for use.</span>"
if(integrated_ai)
integrated_ai.ghostize()
del(integrated_ai)
if(ai_card) del(ai_card)
else if(user)
user.put_in_hands(ai_card)
else
@@ -58,7 +58,9 @@
desc = "You think it's called an Elder Sarsparilla or something."
interface_name = "Alden-Saraspova counter"
interface_desc = "An exotic particle detector commonly used by xenoarchaeologists."
selectable = 1
engage_string = "Begin Scan"
usable = 1
selectable = 0
device_type = /obj/item/device/ano_scanner
/obj/item/rig_module/device/orescanner
@@ -66,12 +68,9 @@
desc = "A clunky old ore scanner."
interface_name = "ore detector"
interface_desc = "A sonar system for detecting large masses of ore."
engage_string = "Begin Scan"
usable = 1
selectable = 0
device_type = /obj/item/weapon/mining_scanner
/obj/item/rig_module/device/rcd
@@ -97,6 +96,10 @@
device.attack_self(holder.wearer)
return 1
var/turf/T = get_turf(target)
if(istype(T) && !T.Adjacent(get_turf(src)))
return 0
var/resolved = target.attackby(device,holder.wearer)
if(!resolved && device && target)
device.afterattack(target,holder.wearer,1)
+15 -18
View File
@@ -76,7 +76,8 @@
var/datum/effect/effect/system/spark_spread/spark_system
/obj/item/weapon/rig/examine()
..()
usr << "This is \icon[src][src.name]."
usr << "[src.desc]"
if(wearer)
for(var/obj/item/piece in list(helmet,gloves,chest,boots))
if(!piece || piece.loc != wearer)
@@ -90,6 +91,7 @@
/obj/item/weapon/rig/New()
..()
item_state = icon_state
wires = new(src)
if((!req_access || !req_access.len) && (!req_one_access || !req_one_access.len))
@@ -140,6 +142,8 @@
piece.siemens_coefficient = siemens_coefficient
piece.permeability_coefficient = permeability_coefficient
update_icon(1)
/obj/item/weapon/rig/Del()
for(var/obj/item/piece in list(gloves,boots,helmet,chest))
var/mob/living/M = piece.loc
@@ -178,13 +182,13 @@
sealing = 1
if(!seal_target && !suit_is_deployed())
M << "<span class='danger'>The suit flashes an error light. It can't function properly without being fully deployed.</span>"
M.visible_message("<span class='danger'>[M]'s suit flashes an error light.</span>","<span class='danger'>Your suit flashes an error light. It can't function properly without being fully deployed.</span>")
failed_to_seal = 1
if(!failed_to_seal)
if(!instant)
M << "<font color='blue'>With a quiet hum, the suit begins running checks and adjusting components.</font>"
M.visible_message("<font color='blue'>[M]'s suit emits a quiet hum as it begins to adjust its seals.</font>","<font color='blue'>With a quiet hum, the suit begins running checks and adjusting components.</font>")
if(!do_after(M,SEAL_DELAY))
if(M) M << "<span class='warning'>You must remain still while the suit is adjusting the components.</span>"
failed_to_seal = 1
@@ -203,12 +207,11 @@
continue
if(!istype(M) || !istype(piece) || !istype(compare_piece) || !msg_type)
if(!failed_to_seal)
if(M) M << "<span class='warning'>You must remain still while the suit is adjusting the components.</span>"
if(M) M << "<span class='warning'>You must remain still while the suit is adjusting the components.</span>"
failed_to_seal = 1
break
if(M.back == src && piece == compare_piece)
if(!failed_to_seal && M.back == src && piece == compare_piece)
if(!instant)
if(!do_after(M,SEAL_DELAY))
@@ -232,11 +235,11 @@
if(!seal_target)
if(flags & AIRTIGHT)
helmet.flags |= AIRTIGHT
helmet.flags_inv |= (HIDEEYES|HIDEFACE)
helmet.flags_inv |= (HIDEEYES|HIDEFACE|HIDEMASK)
helmet.body_parts_covered |= (FACE|EYES)
else
helmet.flags &= ~AIRTIGHT
helmet.flags_inv &= ~(HIDEEYES|HIDEFACE)
helmet.flags_inv &= ~(HIDEEYES|HIDEFACE|HIDEMASK)
helmet.body_parts_covered &= ~(FACE|EYES)
helmet.update_light(wearer)
else
@@ -446,11 +449,8 @@
//TODO: Maybe consider a cache for this (use mob_icon as blank canvas, use suit icon overlay).
overlays.Cut()
if(mob_icon)
mob_icon.overlays.Cut()
if(!mob_icon || update_mob_icon)
var/species_icon = 'icons/mob/back.dmi'
var/species_icon = 'icons/mob/rig_back.dmi'
// Since setting mob_icon will override the species checks in
// update_inv_wear_suit(), handle species checks here.
if(wearer && sprite_sheets && sprite_sheets[wearer.species.name])
@@ -458,10 +458,8 @@
mob_icon = image("icon" = species_icon, "icon_state" = "[icon_state]")
if(installed_modules.len)
for(var/obj/item/rig_module/module in installed_modules)
if(module.suit_overlay)
mob_icon.overlays += image("icon" = 'icons/mob/rig_modules.dmi', "icon_state" = "[module.suit_overlay]")
chest.overlays += image("icon" = 'icons/mob/rig_modules.dmi', "icon_state" = "[module.suit_overlay]", "dir" = SOUTH)
if(wearer)
@@ -488,10 +486,9 @@
user << "<span class='danger'>Unauthorized user. Access denied.</span>"
return 0
else if(user.loc && user.loc.loc && istype(user.loc.loc,/obj/item/rig_module/ai_container))
if(!ai_override_enabled)
user << "<span class='danger'>Synthetic access disabled. Please consult hardware provider.</span>"
return 0
else if(!ai_override_enabled)
user << "<span class='danger'>Synthetic access disabled. Please consult hardware provider.</span>"
return 0
return 1
@@ -1,5 +1,5 @@
/obj/item/clothing/head/helmet/space/rig/combat
light_overlay = "helmet_light_green_dual"
light_overlay = "helmet_light_dual_green"
/obj/item/weapon/rig/combat
name = "combat hardsuit control module"
@@ -22,22 +22,4 @@
/obj/item/rig_module/power_sink,
/obj/item/rig_module/electrowarfare_suite,
/obj/item/rig_module/chem_dispenser/combat
)
/obj/item/weapon/rig/combat/merc
name = "crimson hardsuit control module"
desc = "A blood-red hardsuit featuring some fairly illegal technology."
icon_state = "merc_rig"
suit_type = "crimson hardsuit"
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/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)
initial_modules = list(
/obj/item/rig_module/mounted,
/obj/item/rig_module/vision/thermal,
/obj/item/rig_module/grenade_launcher,
/obj/item/rig_module/ai_container,
/obj/item/rig_module/power_sink,
/obj/item/rig_module/electrowarfare_suite,
/obj/item/rig_module/chem_dispenser/combat,
/obj/item/rig_module/fabricator/energy_net
)
@@ -1,5 +1,6 @@
/obj/item/clothing/head/helmet/space/rig/ert
light_overlay = "helmet_light_dual"
camera_networks = list("ERT","SS13")
/obj/item/weapon/rig/ert
name = "ERT-C hardsuit control module"
@@ -17,7 +18,7 @@
allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank, /obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/crowbar, \
/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)
/obj/item/weapon/gun/energy/taser, /obj/item/weapon/melee/baton, /obj/item/weapon/gun, /obj/item/weapon/storage/firstaid, /obj/item/weapon/reagent_containers/hypospray, /obj/item/roller)
initial_modules = list(
/obj/item/rig_module/ai_container,
@@ -0,0 +1,27 @@
/obj/item/clothing/head/helmet/space/rig/merc
light_overlay = "helmet_light_dual_green"
camera_networks = list("NUKE")
/obj/item/weapon/rig/merc
name = "crimson hardsuit control module"
desc = "A blood-red hardsuit featuring some fairly illegal technology."
icon_state = "merc_rig"
suit_type = "crimson hardsuit"
armor = list(melee = 80, bullet = 65, laser = 50, energy = 15, bomb = 80, bio = 100, rad = 60)
slowdown = 1
offline_slowdown = 3
offline_vision_restriction = 1
helm_type = /obj/item/clothing/head/helmet/space/rig/merc
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/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)
initial_modules = list(
/obj/item/rig_module/mounted,
/obj/item/rig_module/vision/thermal,
/obj/item/rig_module/grenade_launcher,
/obj/item/rig_module/ai_container,
/obj/item/rig_module/power_sink,
/obj/item/rig_module/electrowarfare_suite,
/obj/item/rig_module/chem_dispenser/combat,
/obj/item/rig_module/fabricator/energy_net
)
@@ -51,16 +51,17 @@
/obj/item/weapon/rig/hazmat
name = "AMI control module"
suit_type = "hazmat"
suit_type = "hazmat hardsuit"
desc = "An Anomalous Material Interaction hardsuit that protects against the strangest energies the universe can throw at it."
icon_state = "medical_rig" //placeholder
icon_state = "science_rig"
armor = list(melee = 15, bullet = 15, laser = 80, energy = 80, bomb = 60, bio = 100, rad = 100)
slowdown = 1
offline_slowdown = 3
offline_vision_restriction = 1
//Todo: add xenoarch gear.
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/firstaid,/obj/item/device/healthanalyzer,/obj/item/stack/medical)
helm_type = /obj/item/clothing/head/helmet/space/rig/ert
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/stack/flag,/obj/item/weapon/storage/box/excavation,/obj/item/weapon/pickaxe,/obj/item/device/healthanalyzer,/obj/item/device/measuring_tape,/obj/item/device/ano_scanner,/obj/item/device/depth_scanner,/obj/item/device/core_sampler,/obj/item/device/gps,/obj/item/device/beacon_locator,/obj/item/device/radio/beacon,/obj/item/weapon/pickaxe/hand,/obj/item/weapon/storage/bag/fossils)
req_access = list(access_rd)
@@ -70,5 +71,42 @@
/obj/item/rig_module/device/anomaly_scanner
)
boot_type = null
glove_type = null
/obj/item/weapon/rig/medical
name = "rescue suit control module"
suit_type = "rescue hardsuit"
desc = "A durable suit designed for medical rescue in high risk areas."
icon_state = "medical_rig"
armor = list(melee = 30, bullet = 15, laser = 20, energy = 60, bomb = 30, bio = 100, rad = 100)
slowdown = 1
offline_slowdown = 3
offline_vision_restriction = 1
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/firstaid,/obj/item/device/healthanalyzer,/obj/item/stack/medical,/obj/item/roller )
req_access = null
req_one_access = null
initial_modules = list(
/obj/item/rig_module/chem_dispenser/injector,
/obj/item/rig_module/maneuvering_jets,
/obj/item/rig_module/device/healthscanner
)
/obj/item/weapon/rig/hazard
name = "hazard hardsuit control module"
suit_type = "hazard hardsuit"
desc = "A Nanotrasen security hardsuit designed for prolonged EVA in dangerous environments. The name HARPER is printed on the control unit."
icon_state = "hazard_rig"
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
slowdown = 1
offline_slowdown = 3
offline_vision_restriction = 1
helm_type = /obj/item/clothing/head/helmet/space/rig/ert
allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/melee/baton)
req_access = null
req_one_access = null
+2 -2
View File
@@ -24,8 +24,8 @@
pockets.emp_act(severity)
..()
/obj/item/clothing/suit/storage/hear_talk(mob/M, var/msg)
pockets.hear_talk(M, msg)
/obj/item/clothing/suit/storage/hear_talk(mob/M, var/msg, verb, datum/language/speaking)
pockets.hear_talk(M, msg, verb, speaking)
..()
//Jackets with buttons, used for labcoats, IA jackets, First Responder jackets, and brown jackets.
+4 -4
View File
@@ -395,9 +395,9 @@
/obj/item/clothing/under/sundress_white
name = "white sundress"
desc = "A white sundress decorated with purple lilies."
icon_state = "whitesundress"
item_state = "whitesundress"
item_color = "whitesundress"
icon_state = "sundress_white"
item_state = "sundress_white"
item_color = "sundress_white"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
/obj/item/clothing/under/captainformal
@@ -476,4 +476,4 @@
icon_state = "mai_yang"
item_state = "mai_yang"
item_color = "mai_yang"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS
+2 -2
View File
@@ -347,8 +347,8 @@
hold.emp_act(severity)
..()
/obj/item/clothing/tie/storage/hear_talk(mob/M, var/msg)
hold.hear_talk(M, msg)
/obj/item/clothing/tie/storage/hear_talk(mob/M, var/msg, verb, datum/language/speaking)
hold.hear_talk(M, msg, verb, speaking)
..()
/obj/item/clothing/tie/storage/attack_self(mob/user as mob)
+19 -7
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@@ -122,6 +122,25 @@
"mutagen" = 15
)
/obj/machinery/portable_atmospherics/hydroponics/attack_generic(var/mob/user)
if(istype(user,/mob/living/carbon/alien/diona))
var/mob/living/carbon/alien/diona/nymph = user
if(nymph.stat == DEAD || nymph.paralysis || nymph.weakened || nymph.stunned || nymph.restrained())
return
if(weedlevel > 0)
nymph.reagents.add_reagent("nutriment", weedlevel)
weedlevel = 0
nymph.visible_message("<font color='blue'><b>[nymph]</b> begins rooting through [src], ripping out weeds and eating them noisily.</font>","<font color='blue'>You begin rooting through [src], ripping out weeds and eating them noisily.</font>")
else if(nymph.nutrition > 100 && nutrilevel < 10)
nymph.nutrition -= ((10-nutrilevel)*5)
nutrilevel = 10
nymph.visible_message("<font color='blue'><b>[nymph]</b> secretes a trickle of green liquid, refilling [src].</font>","<font color='blue'>You secrete a trickle of green liquid, refilling [src].</font>")
else
nymph.visible_message("<font color='blue'><b>[nymph]</b> rolls around in [src] for a bit.</font>","<font color='blue'>You roll around in [src] for a bit.</font>")
return
/obj/machinery/portable_atmospherics/hydroponics/New()
..()
temp_chem_holder = new()
@@ -129,8 +148,6 @@
create_reagents(200)
connect()
update_icon()
if(closed_system)
flags &= ~OPENCONTAINER
/obj/machinery/portable_atmospherics/hydroponics/bullet_act(var/obj/item/projectile/Proj)
@@ -777,11 +794,6 @@
closed_system = !closed_system
usr << "You [closed_system ? "close" : "open"] the tray's lid."
if(closed_system)
flags &= ~OPENCONTAINER
else
flags |= OPENCONTAINER
update_icon()
/obj/machinery/portable_atmospherics/hydroponics/soil
+1 -1
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@@ -25,7 +25,7 @@
/datum/seed/proc/request_player(var/mob/living/host)
if(!host) return
for(var/mob/dead/observer/O in player_list)
if(jobban_isbanned(O, "Dionaea") || (!is_alien_whitelisted(O, "Diona") && config.usealienwhitelist))
if(jobban_isbanned(O, "Dionaea"))
continue
if(O.client)
if(O.client.prefs.be_special & BE_PLANT && !(O.client in currently_querying))
+45 -17
View File
@@ -1,31 +1,31 @@
//This is the proc for gibbing a mob. Cannot gib ghosts.
//added different sort of gibs and animations. N
/mob/proc/gib()
/mob/proc/gib(anim="gibbed-m",do_gibs)
death(1)
var/atom/movable/overlay/animation = null
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
update_canmove()
dead_mob_list -= src
var/atom/movable/overlay/animation = null
animation = new(loc)
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
// flick("gibbed-m", animation)
gibs(loc, viruses, dna)
flick(anim, animation)
if(do_gibs) gibs(loc, viruses, dna)
dead_mob_list -= src
spawn(15)
if(animation) del(animation)
if(src) del(src)
//This is the proc for turning a mob into ash. Mostly a copy of gib code (above).
//Originally created for wizard disintegrate. I've removed the virus code since it's irrelevant here.
//Dusting robots does not eject the MMI, so it's a bit more powerful than gib() /N
/mob/proc/dust()
/mob/proc/dust(anim="dust-m",remains=/obj/effect/decal/cleanable/ash)
death(1)
var/atom/movable/overlay/animation = null
monkeyizing = 1
@@ -38,8 +38,8 @@
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
// flick("dust-m", animation)
new /obj/effect/decal/cleanable/ash(loc)
flick(anim, animation)
new remains(loc)
dead_mob_list -= src
spawn(15)
@@ -47,17 +47,45 @@
if(src) del(src)
/mob/proc/death(gibbed)
/mob/proc/death(gibbed,deathmessage="seizes up and falls limp...")
if(stat == DEAD)
return 0
if(!gibbed)
src.visible_message("<b>\The [src.name]</b> [deathmessage]")
stat = DEAD
update_canmove()
dizziness = 0
jitteriness = 0
layer = MOB_LAYER
if(blind && client)
blind.layer = 0
sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
see_in_dark = 8
see_invisible = SEE_INVISIBLE_LEVEL_TWO
//Quick fix for corpses kept propped up in chairs. ~Z
drop_r_hand()
drop_l_hand()
//End of fix.
if(healths)
healths.icon_state = "health6"
timeofdeath = world.time
var/tod = worldtime2text() //weasellos time of death patch
if(mind) mind.store_memory("Time of death: [tod]", 0)
if(mind) mind.store_memory("Time of death: [worldtime2text()]", 0)
living_mob_list -= src
dead_mob_list += src
return ..(gibbed)
dead_mob_list |= src
updateicon()
if(ticker && ticker.mode)
ticker.mode.check_win()
return 1
+40 -36
View File
@@ -8,7 +8,7 @@
//Does the speaker have a client? It's either random stuff that observers won't care about (Experiment 97B says, 'EHEHEHEHEHEHEHE')
//Or someone snoring. So we make it where they won't hear it.
return
//make sure the air can transmit speech - hearer's side
var/turf/T = get_turf(src)
if (T)
@@ -16,31 +16,27 @@
var/pressure = (environment)? environment.return_pressure() : 0
if(pressure < SOUND_MINIMUM_PRESSURE && get_dist(speaker, src) > 1)
return
if (pressure < ONE_ATMOSPHERE*0.4) //sound distortion pressure, to help clue people in that the air is thin, even if it isn't a vacuum yet
italics = 1
sound_vol *= 0.5 //muffle the sound a bit, so it's like we're actually talking through contact
if(sleeping || stat == 1)
hear_sleep(message)
return
var/style = "body"
//non-verbal languages are garbled if you can't see the speaker. Yes, this includes if they are inside a closet.
if (language && (language.flags & NONVERBAL))
if (!speaker || (src.sdisabilities & BLIND || src.blinded) || !(speaker in view(src)))
message = stars(message)
if(!say_understands(speaker,language))
if(istype(speaker,/mob/living/simple_animal))
var/mob/living/simple_animal/S = speaker
message = pick(S.speak)
else
message = stars(message)
if(language)
style = language.colour
if(!(language && (language.flags & INNATE))) // skip understanding checks for INNATE languages
if(!say_understands(speaker,language))
if(istype(speaker,/mob/living/simple_animal))
var/mob/living/simple_animal/S = speaker
message = pick(S.speak)
else
message = stars(message)
var/speaker_name = speaker.name
if(istype(speaker, /mob/living/carbon/human))
@@ -61,12 +57,16 @@
message = "<b>[message]</b>"
if(sdisabilities & DEAF || ear_deaf)
if(speaker == src)
src << "<span class='warning'>You cannot hear yourself speak!</span>"
else
src << "<span class='name'>[speaker_name]</span>[alt_name] talks but you cannot hear \him."
if(!language || !(language.flags & INNATE)) // INNATE is the flag for audible-emote-language, so we don't want to show an "x talks but you cannot hear them" message if it's set
if(speaker == src)
src << "<span class='warning'>You cannot hear yourself speak!</span>"
else
src << "<span class='name'>[speaker_name]</span>[alt_name] talks but you cannot hear \him."
else
src << "<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [track][verb], <span class='message'><span class='[style]'>\"[message]\"</span></span></span>"
if(language)
src << "<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [track][language.format_message(message, verb)]</span>"
else
src << "<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [track][verb], <span class='message'><span class='body'>\"[message]\"</span></span></span>"
if (speech_sound && (get_dist(speaker, src) <= world.view && src.z == speaker.z))
var/turf/source = speaker? get_turf(speaker) : get_turf(src)
src.playsound_local(source, speech_sound, sound_vol, 1)
@@ -83,26 +83,25 @@
var/track = null
var/style = "body"
//non-verbal languages are garbled if you can't see the speaker. Yes, this includes if they are inside a closet.
if (language && (language.flags & NONVERBAL))
if (!speaker || (src.sdisabilities & BLIND || src.blinded) || !(speaker in view(src)))
message = stars(message)
if(!say_understands(speaker,language))
if(istype(speaker,/mob/living/simple_animal))
var/mob/living/simple_animal/S = speaker
message = pick(S.speak)
else
if(!(language && (language.flags & INNATE))) // skip understanding checks for INNATE languages
if(!say_understands(speaker,language))
if(istype(speaker,/mob/living/simple_animal))
var/mob/living/simple_animal/S = speaker
if(S.speak && S.speak.len)
message = pick(S.speak)
else
return
else
message = stars(message)
if(hard_to_hear)
message = stars(message)
if(language)
style = language.colour
if(hard_to_hear)
message = stars(message)
var/speaker_name = speaker.name
if(vname)
@@ -162,18 +161,23 @@
speaker_name = "[speaker.real_name] ([speaker_name])"
track = "[speaker_name] (<a href='byond://?src=\ref[src];track=\ref[speaker]'>follow</a>)"
var/formatted
if(language)
formatted = language.format_message_radio(message, verb)
else
formatted = "[verb], <span class=\"body\">\"[message]\"</span>"
if(sdisabilities & DEAF || ear_deaf)
if(prob(20))
src << "<span class='warning'>You feel your headset vibrate but can hear nothing from it!</span>"
else if(track)
src << "[part_a][track][part_b][verb], <span class=\"[style]\">\"[message]\"</span></span></span>"
src << "[part_a][track][part_b][formatted]</span></span>"
else
src << "[part_a][speaker_name][part_b][verb], <span class=\"[style]\">\"[message]\"</span></span></span>"
src << "[part_a][speaker_name][part_b][formatted]</span></span>"
/mob/proc/hear_signlang(var/message, var/verb = "gestures", var/datum/language/language, var/mob/speaker = null)
if(!client)
return
if(say_understands(speaker, language))
message = "<B>[src]</B> [verb], \"[message]\""
else
+2
View File
@@ -7,6 +7,7 @@
sprite_sheets = list("Vox" = 'icons/mob/species/vox/head.dmi')
/obj/item/weapon/holder/New()
item_state = icon_state
..()
processing_objects.Add(src)
@@ -58,6 +59,7 @@
desc = "It's a tiny plant critter."
icon_state = "nymph"
origin_tech = "magnets=3;biotech=5"
slot_flags = SLOT_HEAD | SLOT_OCLOTHING
/obj/item/weapon/holder/drone
name = "maintenance drone"
+39 -20
View File
@@ -15,23 +15,25 @@
var/flags = 0 // Various language flags.
var/native // If set, non-native speakers will have trouble speaking.
/datum/language/proc/broadcast(var/mob/living/speaker,var/message,var/speaker_mask)
/datum/language/proc/format_message(message, verb)
return "[verb], <span class='message'><span class='[colour]'>\"[capitalize(message)]\"</span></span>"
/datum/language/proc/format_message_radio(message, verb)
return "[verb], <span class='[colour]'>\"[capitalize(message)]\"</span>"
/datum/language/proc/get_talkinto_msg_range(message)
// if you yell, you'll be heard from two tiles over instead of one
return (copytext(message, length(message)) == "!") ? 2 : 1
/datum/language/proc/broadcast(var/mob/living/speaker,var/message,var/speaker_mask)
log_say("[key_name(speaker)] : ([name]) [message]")
if(!speaker_mask) speaker_mask = speaker.name
var/msg = "<i><span class='game say'>[name], <span class='name'>[speaker_mask]</span> [format_message(message, get_spoken_verb(message))]</span></i>"
for(var/mob/player in player_list)
var/understood = 0
if(istype(player,/mob/dead))
understood = 1
else if((src in player.languages) && check_special_condition(player))
understood = 1
if(understood)
if(!speaker_mask) speaker_mask = speaker.name
var/msg = "<i><span class='game say'>[name], <span class='name'>[speaker_mask]</span> <span class='message'>[speech_verb], \"<span class='[colour]'>[message]</span><span class='message'>\"</span></span></i>"
player << "[msg]"
if(istype(player,/mob/dead) || ((src in player.languages) && check_special_condition(player)))
player << msg
/datum/language/proc/check_special_condition(var/mob/other)
return 1
@@ -44,6 +46,23 @@
return ask_verb
return speech_verb
// Noise "language", for audible emotes.
/datum/language/noise
name = "Noise"
desc = "Noises"
key = ""
flags = RESTRICTED|NONGLOBAL|INNATE|NO_TALK_MSG
/datum/language/noise/format_message(message, verb)
return "<span class='message'><span class='[colour]'>[message]</span></span>"
/datum/language/noise/format_message_radio(message, verb)
return "<span class='[colour]'>[message]</span>"
/datum/language/noise/get_talkinto_msg_range(message)
// if you make a loud noise (screams etc), you'll be heard from 4 tiles over instead of two
return (copytext(message, length(message)) == "!") ? 4 : 2
/datum/language/unathi
name = "Sinta'unathi"
desc = "The common language of Moghes, composed of sibilant hisses and rattles. Spoken natively by Unathi."
@@ -81,7 +100,7 @@
ask_verb = "creels"
exclaim_verb = "SHRIEKS"
colour = "vox"
key = "v"
key = "5"
flags = RESTRICTED
/datum/language/diona
@@ -286,15 +305,14 @@
return 1
/mob/proc/remove_language(var/rem_language)
languages.Remove(all_languages[rem_language])
return 0
var/datum/language/L = all_languages[rem_language]
. = (L in languages)
languages.Remove(L)
// Can we speak this language, as opposed to just understanding it?
/mob/proc/can_speak(datum/language/speaking)
return (universal_speak || speaking in src.languages)
return (universal_speak || (speaking && speaking.flags & INNATE) || speaking in src.languages)
//TBD
/mob/verb/check_languages()
@@ -305,7 +323,8 @@
var/dat = "<b><font size = 5>Known Languages</font></b><br/><br/>"
for(var/datum/language/L in languages)
dat += "<b>[L.name] (:[L.key])</b><br/>[L.desc]<br/><br/>"
if(!(L.flags & NONGLOBAL))
dat += "<b>[L.name] (:[L.key])</b><br/>[L.desc]<br/><br/>"
src << browse(dat, "window=checklanguage")
return
+2 -8
View File
@@ -52,14 +52,8 @@
death(gibbed)
if(key)
var/mob/dead/observer/ghost = new(src)
ghost.name = ghost_name
ghost.real_name = ghost_name
ghost.key = key
if (ghost.client)
ghost.client.eye = ghost
return ..(gibbed)
ghostize()
..(gibbed)
blob_act()
@@ -11,7 +11,7 @@
var/adult_form
var/dead_icon
var/amount_grown = 0
var/max_grown = 10
var/max_grown = 200
var/time_of_birth
var/language
+3 -12
View File
@@ -1,13 +1,4 @@
/mob/living/carbon/alien/death(gibbed)
if(stat == DEAD) return
if(healths) healths.icon_state = "health6"
stat = DEAD
if(dead_icon) icon_state = dead_icon
if(!gibbed)
update_canmove()
if(client) blind.layer = 0
return ..(gibbed)
if(!gibbed && dead_icon)
icon_state = dead_icon
return ..(gibbed,"lets out a waning guttural screech, green blood bubbling from its maw.")
@@ -6,21 +6,12 @@
icon_state = "nymph"
language = "Rootspeak"
amount_grown = 0
max_grown = 5 // Target number of donors.
var/list/donors = list()
var/last_checked_stage = 0
universal_understand = 0 // Dionaea do not need to speak to people
universal_speak = 0 // before becoming an adult. Use *chirp.
universal_understand = 1
universal_speak = 0 // Dionaea do not need to speak to people other than other dionaea.
holder_type = /obj/item/weapon/holder/diona
/mob/living/carbon/alien/diona/New()
..()
species = all_species["Diona"]
verbs += /mob/living/carbon/proc/eat_weeds
verbs += /mob/living/carbon/proc/fertilize_plant
verbs += /mob/living/carbon/alien/diona/proc/steal_blood
verbs += /mob/living/carbon/alien/diona/proc/merge
@@ -11,5 +11,6 @@
src.loc = M
else
get_scooped(M)
return
..()
@@ -5,6 +5,9 @@
set name = "Merge with gestalt"
set desc = "Merge with another diona."
if(stat == DEAD || paralysis || weakened || stunned || restrained())
return
if(istype(src.loc,/mob/living/carbon))
src.verbs -= /mob/living/carbon/alien/diona/proc/merge
return
@@ -40,6 +43,9 @@
set name = "Split from gestalt"
set desc = "Split away from your gestalt as a lone nymph."
if(stat == DEAD || paralysis || weakened || stunned || restrained())
return
if(!(istype(src.loc,/mob/living/carbon)))
src.verbs -= /mob/living/carbon/alien/diona/proc/split
return
@@ -57,34 +63,4 @@
for(var/atom/A in M.contents)
if(istype(A,/mob/living/simple_animal/borer) || istype(A,/obj/item/weapon/holder))
return
M.status_flags &= ~PASSEMOTES
/mob/living/carbon/alien/diona/proc/steal_blood()
set category = "Abilities"
set name = "Steal Blood"
set desc = "Take a blood sample from a suitable donor."
var/list/choices = list()
for(var/mob/living/carbon/human/H in oview(1,src))
if(src.Adjacent(H))
choices += H
var/mob/living/carbon/human/M = input(src,"Who do you wish to take a sample from?") in null|choices
if(!M || !src) return
if(M.species.flags & NO_BLOOD)
src << "\red That donor has no blood to take."
return
if(donors.Find(M.real_name))
src << "\red That donor offers you nothing new."
return
src.visible_message("\red [src] flicks out a feeler and neatly steals a sample of [M]'s blood.","\red You flick out a feeler and neatly steal a sample of [M]'s blood.")
donors += M.real_name
for(var/datum/language/L in M.languages)
languages |= L
spawn(25)
update_progression()
M.status_flags &= ~PASSEMOTES
@@ -16,25 +16,4 @@
del(L)
src.visible_message("\red [src] begins to shift and quiver, and erupts in a shower of shed bark as it splits into a tangle of nearly a dozen new dionaea.","\red You begin to shift and quiver, feeling your awareness splinter. All at once, we consume our stored nutrients to surge with growth, splitting into a tangle of at least a dozen new dionaea. We have attained our gestalt form.")
return "Diona"
/mob/living/carbon/alien/diona/show_evolution_blurb()
//TODO
return
/mob/living/carbon/alien/diona/update_progression()
amount_grown = donors.len
if(amount_grown <= last_checked_stage)
return
// Only fire off these messages once.
last_checked_stage = amount_grown
if(amount_grown == max_grown)
src << "\green You feel ready to move on to your next stage of growth."
else if(amount_grown == 3)
universal_understand = 1
src << "\green You feel your awareness expand, and realize you know how to understand the creatures around you."
else
src << "\green The blood seeps into your small form, and you draw out the echoes of memories and personality from it, working them into your budding mind."
return "Diona"
@@ -36,6 +36,9 @@
if (!muzzled)
message = "<B>[src]</B> burps."
m_type = 2
if("deathgasp")
message = "<B>The [src.name]</B> lets out a waning guttural screech, green blood bubbling from its maw."
m_type = 2
if("scratch")
if (!src.restrained())
message = "<B>The [src.name]</B> scratches."
@@ -5,10 +5,6 @@
speak_emote = list("hisses")
icon_state = "larva"
language = "Hivemind"
amount_grown = 0
max_grown = 200
maxHealth = 25
health = 25
@@ -1,8 +1,3 @@
/mob/living/carbon/alien/larva/update_progression()
if(amount_grown < max_grown)
amount_grown++
return
/mob/living/carbon/alien/larva/confirm_evolution()
src << "\blue <b>You are growing into a beautiful alien! It is time to choose a caste.</b>"
+5 -5
View File
@@ -61,28 +61,28 @@
silent = 0
else
updatehealth()
handle_stunned()
handle_weakened()
if(health <= 0)
death()
blinded = 1
silent = 0
return 1
if(paralysis)
AdjustParalysis(-1)
if(paralysis && paralysis > 0)
handle_paralysed()
blinded = 1
stat = UNCONSCIOUS
if(halloss > 0)
adjustHalLoss(-3)
else if(sleeping)
if(sleeping)
adjustHalLoss(-3)
if (mind)
if((mind.active && client != null) || immune_to_ssd)
sleeping = max(sleeping-1, 0)
blinded = 1
stat = UNCONSCIOUS
else if(resting)
if(halloss > 0)
adjustHalLoss(-3)
@@ -41,6 +41,8 @@
del(src)
/mob/living/carbon/alien/proc/update_progression()
if(amount_grown < max_grown)
amount_grown++
return
/mob/living/carbon/alien/proc/confirm_evolution()
+3 -12
View File
@@ -15,21 +15,12 @@
if(copytext(message,1,2) == "*")
return emote(copytext(message,2))
var/datum/language/speaking = null
if(length(message) >= 2)
var/channel_prefix = copytext(message, 1 ,3)
if(languages.len)
for(var/datum/language/L in languages)
if(lowertext(channel_prefix) == ":[L.key]")
verb = L.speech_verb
speaking = L
break
var/datum/language/speaking = parse_language(message)
if(speaking)
message = trim(copytext(message,3))
message = copytext(message, 2+length(speaking.key))
message = capitalize(trim_left(message))
message = trim(message)
if(!message || stat)
return
+4 -35
View File
@@ -1,43 +1,12 @@
/mob/living/carbon/brain/death(gibbed)
if(stat == DEAD) return
if(!gibbed && container && istype(container, /obj/item/device/mmi))//If not gibbed but in a container.
for(var/mob/O in viewers(container, null))
O.show_message(text("\red <B>[]'s MMI flatlines!</B>", src), 1, "\red You hear something flatline.", 2)
if(!gibbed && istype(container, /obj/item/device/mmi)) //If not gibbed but in a container.
container.icon_state = "mmi_dead"
stat = DEAD
if(blind) blind.layer = 0
sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
see_in_dark = 8
see_invisible = SEE_INVISIBLE_LEVEL_TWO
tod = worldtime2text() //weasellos time of death patch
if(mind) mind.store_memory("Time of death: [tod]", 0) //mind. ?
return ..(gibbed)
return ..(gibbed,"beeps shrilly as the MMI flatlines!")
/mob/living/carbon/brain/gib()
death(1)
var/atom/movable/overlay/animation = null
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
animation = new(loc)
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
// flick("gibbed-m", animation)
gibs(loc, viruses, dna)
dead_mob_list -= src
if(container && istype(container, /obj/item/device/mmi))
if(istype(container, /obj/item/device/mmi))
del(container)//Gets rid of the MMI if there is one
if(loc)
if(istype(loc,/obj/item/organ/brain))
del(loc)//Gets rid of the brain item
spawn(15)
if(animation) del(animation)
if(src) del(src)
..(null,1)
+16 -3
View File
@@ -2,10 +2,23 @@
/mob/living/carbon/brain/say(var/message)
if (silent)
return
if(!(container && istype(container, /obj/item/device/mmi)))
if(!(container && istype(container, /obj/item/device/mmi)))
return //No MMI, can't speak, bucko./N
else
var/datum/language/speaking = parse_language(message)
if(speaking)
message = copytext(message, 2+length(speaking.key))
var/verb = "says"
var/ending = copytext(message, length(message))
if (speaking)
verb = speaking.get_spoken_verb(ending)
else
if(ending=="!")
verb=pick("exclaims","shouts","yells")
if(ending=="?")
verb="asks"
if(prob(emp_damage*4))
if(prob(10))//10% chane to drop the message entirely
return
@@ -14,5 +27,5 @@
if(istype(container, /obj/item/device/mmi/radio_enabled))
var/obj/item/device/mmi/radio_enabled/R = container
if(R.radio)
spawn(0) R.radio.hear_talk(src, sanitize(message))
spawn(0) R.radio.hear_talk(src, trim(sanitize(message)), verb, speaking)
..()
+1 -1
View File
@@ -57,7 +57,7 @@
for(var/mob/N in viewers(src, null))
if(N.client)
N.show_message(text("\red <B>[M] bursts out of [src]!</B>"), 2)
. = ..()
. = ..(null,1)
/mob/living/carbon/attack_hand(mob/M as mob)
if(!istype(M, /mob/living/carbon)) return
@@ -1,43 +1,3 @@
//TODO: Consider renaming carbon/monkey to carbon/small.
/mob/living/carbon/proc/fertilize_plant()
set category = "Abilities"
set name = "Fertilize plant"
set desc = "Turn your food into nutrients for plants."
var/list/trays = list()
for(var/obj/machinery/portable_atmospherics/hydroponics/tray in range(1))
if(tray.nutrilevel < 10 && src.Adjacent(tray))
trays += tray
var/obj/machinery/portable_atmospherics/hydroponics/target = input("Select a tray:") as null|anything in trays
if(!src || !target || target.nutrilevel == 10) return //Sanity check.
src.nutrition -= ((10-target.nutrilevel)*5)
target.nutrilevel = 10
src.visible_message("\red [src] secretes a trickle of green liquid, refilling [target]'s nutrient tray.","\red You secrete a trickle of green liquid from your tail, refilling [target]'s nutrient tray.")
/mob/living/carbon/proc/eat_weeds()
set category = "Abilities"
set name = "Eat Weeds"
set desc = "Clean the weeds out of soil or a hydroponics tray."
var/list/trays = list()
for(var/obj/machinery/portable_atmospherics/hydroponics/tray in range(1))
if(tray.weedlevel > 0 && src.Adjacent(tray))
trays += tray
var/obj/machinery/portable_atmospherics/hydroponics/target = input("Select a tray:") as null|anything in trays
if(!src || !target || target.weedlevel == 0) return //Sanity check.
src.reagents.add_reagent("nutriment", target.weedlevel)
target.weedlevel = 0
src.visible_message("\red [src] begins rooting through [target], ripping out weeds and eating them noisily.","\red You begin rooting through [target], ripping out weeds and eating them noisily.")
//Brain slug proc for voluntary removal of control.
/mob/living/carbon/proc/release_control()
+14 -62
View File
@@ -1,15 +1,4 @@
/mob/living/carbon/human/gib()
death(1)
var/atom/movable/overlay/animation = null
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
animation = new(loc)
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
for(var/datum/organ/external/E in src.organs)
if(istype(E, /datum/organ/external/chest))
@@ -19,49 +8,25 @@
// Override the current limb status and don't cause an explosion
E.droplimb(1,1)
..(species ? species.gibbed_anim : "gibbed-h")
if(species)
flick(species.gibbed_anim, animation)
hgibs(loc, viruses, dna, species.flesh_color, species.blood_color)
else
flick("gibbed-h", animation)
hgibs(loc, viruses, dna)
spawn(15)
if(animation) del(animation)
if(src) del(src)
/mob/living/carbon/human/dust()
death(1)
var/atom/movable/overlay/animation = null
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
animation = new(loc)
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
flick(species.dusted_anim, animation)
new species.remains_type(loc)
spawn(15)
if(animation) del(animation)
if(src) del(src)
if(species)
..(species.dusted_anim, species.remains_type)
else
..()
/mob/living/carbon/human/death(gibbed)
if(stat == DEAD) return
if(healths) healths.icon_state = "health5"
stat = DEAD
dizziness = 0
jitteriness = 0
if(stat == DEAD) return
hud_updateflag |= 1 << HEALTH_HUD
hud_updateflag |= 1 << STATUS_HUD
handle_hud_list()
//Handle species-specific deaths.
@@ -88,30 +53,17 @@
callHook("death", list(src, gibbed))
//Check for heist mode kill count.
if(ticker.mode && ( istype( ticker.mode,/datum/game_mode/heist) ) )
//Check for last assailant's mutantrace.
/*if( LAssailant && ( istype( LAssailant,/mob/living/carbon/human ) ) )
var/mob/living/carbon/human/V = LAssailant
if (V.dna && (V.dna.mutantrace == "vox"))*/ //Not currently feasible due to terrible LAssailant tracking.
//world << "Vox kills: [vox_kills]"
vox_kills++ //Bad vox. Shouldn't be killing humans.
if(!gibbed && species.death_sound)
playsound(loc, species.death_sound, 80, 1, 1)
if(!gibbed)
emote("deathgasp") //let the world KNOW WE ARE DEAD // Doing this with the deathgasp emote seems odd.
if(species && species.death_sound) playsound(loc, species.death_sound, 80, 1, 1)
update_canmove()
if(client) blind.layer = 0
tod = worldtime2text() //weasellos time of death patch
if(mind) mind.store_memory("Time of death: [tod]", 0)
if(ticker && ticker.mode)
// world.log << "k"
sql_report_death(src)
ticker.mode.check_win() //Calls the rounds wincheck, mainly for wizard, malf, and changeling now
return ..(gibbed)
ticker.mode.check_win()
if(istype(ticker.mode,/datum/game_mode/heist))
vox_kills++ //Bad vox. Shouldn't be killing humans.
return ..(gibbed,species.death_message)
/mob/living/carbon/human/proc/makeSkeleton()
if(SKELETON in src.mutations) return
@@ -131,24 +131,26 @@
/*
This is kind of convoluted, but it seems to break down like this:
(note that the chance to miss is exaggerated here since ran_zone() might roll "chest"
If aiming for chest:
80% chance you hit your target
17% chance you hit a random zone
3% chance you miss
If aiming for something else:
68% chance you hit your target
17% chance you hit a random zone
15% chance you miss
Why don't we just use get_zone_with_miss_chance() ???
*/
if(prob(80))
hit_zone = ran_zone(hit_zone)
if(prob(15) && hit_zone != "chest") // Missed!
attack_message = "[H] attempted to [pick(attack.attack_verb)] [src], but the [attack.attack_noun] missed!"
attack_message = "[H] attempted to strike [src], but missed!"
miss_type = 1
else
hit_zone = ran_zone(hit_zone)
if(!miss_type && block)
attack_message = "[H] went for [src]'s [affecting.display_name] but was blocked!"
@@ -160,9 +162,9 @@
H.visible_message("<span class='danger'>[attack_message]</span>")
playsound(loc, ((miss_type) ? (miss_type == 1 ? attack.miss_sound : 'sound/weapons/thudswoosh.ogg') : attack.attack_sound), 25, 1, -1)
H.attack_log += text("\[[time_stamp()]\] <font color='red'>[miss_type ? (miss_type == 1 ? "Missed" : "Blocked") : "[pick(attack.attack_verb)]ed"] [src.name] ([src.ckey])</font>")
H.attack_log += text("\[[time_stamp()]\] <font color='red'>[miss_type ? (miss_type == 1 ? "Missed" : "Blocked") : "[pick(attack.attack_verb)]"] [src.name] ([src.ckey])</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>[miss_type ? (miss_type == 1 ? "Was missed by" : "Has blocked") : "Has Been [pick(attack.attack_verb)]ed"] by [H.name] ([H.ckey])</font>")
msg_admin_attack("[key_name(H)] [miss_type ? (miss_type == 1 ? "has missed" : "was blocked by") : "has [pick(attack.attack_verb)]ed"] [key_name(src)]")
msg_admin_attack("[key_name(H)] [miss_type ? (miss_type == 1 ? "has missed" : "was blocked by") : "has [pick(attack.attack_verb)]"] [key_name(src)]")
if(miss_type)
return 0
+1 -1
View File
@@ -1245,7 +1245,7 @@
if(copytext(hud.icon_state,1,4) == "hud") //ugly, but icon comparison is worse, I believe
client.images.Remove(hud)
client.screen.Remove(global_hud.blurry, global_hud.druggy, global_hud.vimpaired, global_hud.darkMask, global_hud.nvg, global_hud.thermal, global_hud.meson)
client.screen.Remove(global_hud.blurry, global_hud.druggy, global_hud.vimpaired, global_hud.darkMask, global_hud.nvg, global_hud.thermal, global_hud.meson, global_hud.science)
update_action_buttons()
+9 -5
View File
@@ -33,7 +33,7 @@
//parse the language code and consume it
var/datum/language/speaking = parse_language(message)
if(speaking)
message = copytext(message,3)
message = copytext(message,2+length(speaking.key))
else if(species.default_language)
speaking = all_languages[species.default_language]
@@ -55,7 +55,7 @@
if (istype(wear_mask, /obj/item/clothing/mask/muzzle))
return
message = capitalize(trim(message))
message = trim(message)
if(speech_problem_flag)
var/list/handle_r = handle_speech_problems(message)
@@ -132,10 +132,14 @@
if(used_radios.len)
italics = 1
message_range = 1
if(speaking)
message_range = speaking.get_talkinto_msg_range(message)
var/msg
if(!speaking || !(speaking.flags & NO_TALK_MSG))
msg = "<span class='notice'>\The [src] talks into \the [used_radios[1]]</span>"
for(var/mob/living/M in hearers(5, src))
if(M != src)
M.show_message("<span class='notice'>[src] talks into [used_radios.len ? used_radios[1] : "the radio."]</span>")
if((M != src) && msg)
M.show_message(msg)
if (speech_sound)
sound_vol *= 0.5
@@ -107,6 +107,7 @@
var/organ = affecting.display_name
if(!skill) skill = 1
attack_damage = Clamp(attack_damage, 1, 5)
if(target == user)
user.visible_message("<span class='danger'>[user] [pick(attack_verb)] \himself in the [organ]!</span>")
@@ -125,7 +126,7 @@
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] slapped [target]'s [organ]!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [target] in \his [organ]!</span>")
if(5) user.visible_message("<span class='danger'>[user] slams \his [pick(attack_noun)] into [target]'s [organ]!</span>")
if(5) user.visible_message("<span class='danger'>[user] slammed \his [pick(attack_noun)] into [target]'s [organ]!</span>")
if("groin", "l_leg", "r_leg")
// -- LOWER BODY -- //
switch(attack_damage)
@@ -138,7 +139,7 @@
if(1 to 4) user.visible_message("<span class='danger'>[user] kicked [target] in \his [organ]!</span>")
if(5) user.visible_message("<span class='danger'>[user] stomped down hard on [target]'s [organ]!</span>")
else if (user.loc != target.loc)
user.visible_message("<span class='danger'>[user] [pick("stomped down hard on", "kicked against", "gave a strong kick against", "slams their foot into")] [target]'s [organ]!</span>")
user.visible_message("<span class='danger'>[user] [pick("stomped down hard on", "kicked against", "gave a strong kick against", "slammed their foot into")] [target]'s [organ]!</span>")
else
user.visible_message("<span class='danger'>[user] [pick("punched", "threw a punch", "struck", "slapped", "rammed their [pick(attack_noun)] into")] [target]'s [organ]!</span>")
@@ -171,13 +172,13 @@
switch(zone)
if("head", "mouth", "eyes")
// ----- HEAD ----- //
switch(damage)
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] scratched [target] across \his cheek!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [target]'s [pick("head", "neck")] [pick("", "", "", "with spread [pick(attack_noun)]")]!</span>")
if(5) user.visible_message("<span class='danger'>[pick("[user] [pick(attack_verb)] [target] across \his face!", "[user] rakes \his [pick(attack_noun)] across [target]'s face!")]</span>")
if("chest", "l_arm", "r_arm", "l_hand", "r_hand", "groin", "l_leg", "r_leg", "l_foot", "r_foot")
// ----- BODY ----- //
switch(damage)
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] scratched [target]'s [affecting.display_name]!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [pick("", "", "the side of")] [target]'s [affecting.display_name]!</span>")
if(5) user.visible_message("<span class='danger'>[user] tears \his [pick(attack_noun)] deep into [target]'s [affecting.display_name]!</span>")
@@ -760,8 +760,8 @@ proc/get_damage_icon_part(damage_state, body_part)
/mob/living/carbon/human/update_inv_wear_suit(var/update_icons=1)
if( wear_suit && istype(wear_suit, /obj/item/clothing/suit) ) //TODO check this
wear_suit.screen_loc = ui_oclothing //TODO
if( wear_suit && istype(wear_suit, /obj/item/) )
wear_suit.screen_loc = ui_oclothing
var/image/standing
@@ -831,7 +831,7 @@ proc/get_damage_icon_part(damage_state, body_part)
if(back.icon_override)
overlays_standing[BACK_LAYER] = image("icon" = back.icon_override, "icon_state" = "[back.icon_state]")
//If this is a rig and a mob_icon is set, it will take species into account in the rig update_icon() proc.
else if(istype(rig) && !rig.offline && rig.mob_icon)
else if(istype(rig) && rig.mob_icon)
overlays_standing[BACK_LAYER] = rig.mob_icon
else if(back.sprite_sheets && back.sprite_sheets[species.name])
overlays_standing[BACK_LAYER] = image("icon" = back.sprite_sheets[species.name], "icon_state" = "[back.icon_state]")
@@ -29,7 +29,7 @@
//parse the language code and consume it
var/datum/language/speaking = parse_language(message)
if (speaking)
message = copytext(message,3)
message = copytext(message,2+length(speaking.key))
whisper_say(message, speaking, alt_name)
@@ -49,7 +49,7 @@
else
var/adverb = pick("quietly", "softly")
verb = "[speaking.speech_verb] [adverb]"
not_heard = "[verb] something [adverb]"
not_heard = "[speaking.speech_verb] something [adverb]"
else
not_heard = "[verb] something" //TODO get rid of the null language and just prevent speech if language is null
@@ -126,7 +126,7 @@
for (var/obj/O in view(message_range, src))
spawn (0)
if (O)
O.hear_talk(src, message) //O.hear_talk(src, message, verb, speaking)
O.hear_talk(src, message, verb, speaking)
var/list/eavesdropping = hearers(eavesdropping_range, src)
eavesdropping -= src
@@ -1,4 +1,8 @@
/mob/living/carbon/slime/death(gibbed)
if(stat == DEAD) return
stat = DEAD
if(!gibbed)
if(is_adult)
var/mob/living/carbon/slime/M = new /mob/living/carbon/slime(loc)
@@ -12,17 +16,7 @@
name = "[colour] [is_adult ? "adult" : "baby"] slime ([number])"
return
if(stat == DEAD) return
stat = DEAD
icon_state = "[colour] baby slime dead"
overlays.len = 0
for(var/mob/O in viewers(src, null))
O.show_message("<b>The [name]</b> seizes up and falls limp...", 1) //ded -- Urist
update_canmove()
if(blind) blind.layer = 0
if(ticker && ticker.mode)
ticker.mode.check_win()
overlays.Cut()
return ..(gibbed)
+3 -51
View File
@@ -1,56 +1,8 @@
/mob/living/carbon/monkey/gib()
death(1)
var/atom/movable/overlay/animation = null
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
animation = new(loc)
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
flick("gibbed-m", animation)
gibs(loc, viruses, dna)
spawn(15)
if(animation) del(animation)
if(src) del(src)
..(null,1)
/mob/living/carbon/monkey/dust()
death(1)
var/atom/movable/overlay/animation = null
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
animation = new(loc)
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
flick("dust-m", animation)
new /obj/effect/decal/cleanable/ash(loc)
spawn(15)
if(animation) del(animation)
if(src) del(src)
..("dust-m")
/mob/living/carbon/monkey/death(gibbed)
if(stat == DEAD) return
if(healths) healths.icon_state = "health5"
stat = DEAD
if(!gibbed)
for(var/mob/O in viewers(src, null))
O.show_message("<b>The [name]</b> lets out a faint chimper as it collapses and stops moving...", 1) //ded -- Urist
update_canmove()
if(blind) blind.layer = 0
ticker.mode.check_win()
return ..(gibbed)
..(gibbed,"lets out a faint chimper as it collapses and stops moving...")
+2 -1
View File
@@ -457,8 +457,9 @@
set name = "Resist"
set category = "IC"
if(!isliving(usr) || usr.next_move > world.time)
if(usr.stat || !isliving(usr) || usr.next_move > world.time)
return
usr.next_move = world.time + 20
var/mob/living/L = usr
+7 -1
View File
@@ -2,14 +2,20 @@
set name = "Crawl through Vent"
set desc = "Enter an air vent and crawl through the pipe system."
set category = "Abilities"
if(stat == DEAD || paralysis || weakened || stunned || restrained())
return
handle_ventcrawl()
return
/mob/living/proc/hide()
set name = "Hide"
set desc = "Allows to hide beneath tables or certain items. Toggled on or off."
set category = "Abilities"
if(stat == DEAD || paralysis || weakened || stunned || restrained())
return
if (layer != TURF_LAYER+0.2)
layer = TURF_LAYER+0.2
src << text("\blue You are now hiding.")
+5 -5
View File
@@ -13,7 +13,7 @@ var/list/department_radio_keys = list(
":t" = "Mercenary", "#t" = "Mercenary", ".t" = "Mercenary",
":u" = "Supply", "#u" = "Supply", ".u" = "Supply",
":v" = "Service", "#v" = "Service", ".v" = "Service",
":o" = "AI Private", "#o" = "AI Private", ".o" = "AI Private",
":p" = "AI Private", "#p" = "AI Private", ".p" = "AI Private",
":R" = "right ear", "#R" = "right ear", ".R" = "right ear",
":L" = "left ear", "#L" = "left ear", ".L" = "left ear",
@@ -28,7 +28,7 @@ var/list/department_radio_keys = list(
":T" = "Mercenary", "#T" = "Mercenary", ".T" = "Mercenary",
":U" = "Supply", "#U" = "Supply", ".U" = "Supply",
":V" = "Service", "#V" = "Service", ".V" = "Service",
":O" = "AI Private", "#O" = "AI Private", ".O" = "AI Private",
":P" = "AI Private", "#P" = "AI Private", ".P" = "AI Private",
//kinda localization -- rastaf0
//same keys as above, but on russian keyboard layout. This file uses cp1251 as encoding.
@@ -91,7 +91,7 @@ proc/get_radio_key_from_channel(var/channel)
if (speaking.flags & SIGNLANG)
return say_signlang(message, pick(speaking.signlang_verb), speaking)
var/list/listening = list()
var/list/listening_obj = list()
@@ -101,11 +101,11 @@ proc/get_radio_key_from_channel(var/channel)
var/pressure = (environment)? environment.return_pressure() : 0
if(pressure < SOUND_MINIMUM_PRESSURE)
message_range = 1
if (pressure < ONE_ATMOSPHERE*0.4) //sound distortion pressure, to help clue people in that the air is thin, even if it isn't a vacuum yet
italics = 1
sound_vol *= 0.5 //muffle the sound a bit, so it's like we're actually talking through contact
var/list/hear = hear(message_range, T)
var/list/hearturfs = list()
-32
View File
@@ -421,13 +421,6 @@ var/list/ai_verbs_default = list(
user.reset_view(camera)
return 1
/mob/living/silicon/ai/blob_act()
if (stat != 2)
adjustBruteLoss(60)
updatehealth()
return 1
return 0
/mob/living/silicon/ai/restrained()
return 0
@@ -440,26 +433,6 @@ var/list/ai_verbs_default = list(
ai_call_shuttle()
..()
/mob/living/silicon/ai/ex_act(severity)
if(!blinded)
flick("flash", flash)
switch(severity)
if(1.0)
if (stat != 2)
adjustBruteLoss(100)
adjustFireLoss(100)
if(2.0)
if (stat != 2)
adjustBruteLoss(60)
adjustFireLoss(60)
if(3.0)
if (stat != 2)
adjustBruteLoss(30)
updatehealth()
/mob/living/silicon/ai/Topic(href, href_list)
if(usr != src)
return
@@ -525,11 +498,6 @@ var/list/ai_verbs_default = list(
updatehealth()
return
/mob/living/silicon/ai/bullet_act(var/obj/item/projectile/Proj)
..(Proj)
updatehealth()
return 2
/mob/living/silicon/ai/reset_view(atom/A)
if(camera)
camera.SetLuminosity(0)
+9 -13
View File
@@ -1,20 +1,19 @@
/mob/living/silicon/ai/death(gibbed)
if(stat == DEAD) return
stat = DEAD
if(stat == DEAD)
return
if (src.custom_sprite == 1)//check for custom AI sprite, defaulting to blue screen if no.
icon_state = "[ckey]-ai-crash"
else icon_state = "ai-crash"
update_canmove()
else
icon_state = "ai-crash"
if(src.eyeobj)
src.eyeobj.setLoc(get_turf(src))
if(blind) blind.layer = 0
sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
see_in_dark = 8
see_invisible = SEE_INVISIBLE_LEVEL_TWO
remove_ai_verbs(src)
var/callshuttle = 0
for(var/obj/machinery/computer/communications/commconsole in world)
if(commconsole.z == 2)
continue
@@ -48,14 +47,11 @@
spawn(10)
explosion(src.loc, 3, 6, 12, 15)
for(var/obj/machinery/ai_status_display/O in world) //change status
for(var/obj/machinery/ai_status_display/O in world)
spawn( 0 )
O.mode = 2
if (istype(loc, /obj/item/device/aicard))
var/obj/item/device/aicard/card = loc
card.update_icon()
tod = worldtime2text() //weasellos time of death patch
if(mind) mind.store_memory("Time of death: [tod]", 0)
return ..(gibbed)
+7 -36
View File
@@ -1,41 +1,12 @@
/mob/living/silicon/gib()
death(1)
var/atom/movable/overlay/animation = null
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
animation = new(loc)
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
// flick("gibbed-r", animation)
..("gibbed-r")
robogibs(loc, viruses)
dead_mob_list -= src
spawn(15)
if(animation) del(animation)
if(src) del(src)
/mob/living/silicon/dust()
death(1)
var/atom/movable/overlay/animation = null
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
..("dust-r", /obj/effect/decal/remains/robot)
animation = new(loc)
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
// flick("dust-r", animation)
new /obj/effect/decal/remains/robot(loc)
dead_mob_list -= src
spawn(15)
if(animation) del(animation)
if(src) del(src)
/mob/living/silicon/death(gibbed,deathmessage)
if(in_contents_of(/obj/machinery/recharge_station))//exit the recharge station
var/obj/machinery/recharge_station/RC = loc
RC.go_out()
return ..(gibbed,deathmessage)
@@ -1,10 +1,8 @@
/mob/living/silicon/decoy/death(gibbed)
if(stat == DEAD) return
stat = DEAD
icon_state = "ai-crash"
spawn(10)
explosion(loc, 3, 6, 12, 15)
for(var/obj/machinery/ai_status_display/O in world) //change status
O.mode = 2
return ..(gibbed)
+10 -15
View File
@@ -1,18 +1,13 @@
/mob/living/silicon/pai/death(gibbed)
if(stat == DEAD) return
stat = DEAD
canmove = 0
if(blind) blind.layer = 0
sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
see_in_dark = 8
see_invisible = SEE_INVISIBLE_LEVEL_TWO
//var/tod = time2text(world.realtime,"hh:mm:ss") //weasellos time of death patch
//mind.store_memory("Time of death: [tod]", 0)
//New pAI's get a brand new mind to prevent meta stuff from their previous life. This new mind causes problems down the line if it's not deleted here.
//Read as: I have no idea what I'm doing but asking for help got me nowhere so this is what you get. - Nodrak
if(mind) del(mind)
living_mob_list -= src
if(card)
card.removePersonality()
if(gibbed)
src.loc = get_turf(card)
del(card)
else
close_up()
if(mind)
del(mind)
..(gibbed)
ghostize()
del(src)
+16 -23
View File
@@ -1,26 +1,19 @@
/mob/living/silicon/pai/examine(mob/user) //removed as it was pointless...moved to the pai-card instead.
/*..(user)
/mob/living/silicon/pai/examine(mob/user)
..(user, infix = ", personal AI")
var/msg = ""
if (src.stat == DEAD)
msg += "<span class='deadsay'>It appears to be offline.</span>\n"
else
msg += "<span class='warning'>"
if (src.getBruteLoss())
if (src.getBruteLoss() < 30)
msg += "It looks slightly dented.\n"
else
msg += "<B>Its casing appears cracked and broken!</B>\n"
if (src.getFireLoss())
if (src.getFireLoss() < 30)
msg += "It looks slightly charred!\n"
else
msg += "<B>Its casing is melted and heat-warped!</B>\n"
if (src.stat == UNCONSCIOUS)
msg += "It doesn't seem to be responding and its text-output is lagging.\n"
msg += "</span>"
msg += "*---------*</span>"
switch(src.stat)
if(CONSCIOUS)
if(!src.client) msg += "\nIt appears to be in stand-by mode." //afk
if(UNCONSCIOUS) msg += "\n<span class='warning'>It doesn't seem to be responding.</span>"
if(DEAD) msg += "\n<span class='deadsay'>It looks completely unsalvageable.</span>"
msg += "\n*---------*</span>"
user << msg
*/
return
if(print_flavor_text()) msg += "\n[print_flavor_text()]\n"
if (pose)
if( findtext(pose,".",lentext(pose)) == 0 && findtext(pose,"!",lentext(pose)) == 0 && findtext(pose,"?",lentext(pose)) == 0 )
pose = addtext(pose,".") //Makes sure all emotes end with a period.
msg += "\nIt is [pose]"
user << msg
+10 -2
View File
@@ -1,6 +1,8 @@
/mob/living/silicon/pai/Life()
if (src.stat == 2)
return
if(src.cable)
if(get_dist(src, src.cable) > 1)
var/turf/T = get_turf_or_move(src.loc)
@@ -9,20 +11,26 @@
del(src.cable)
regular_hud_updates()
if(src.secHUD == 1)
process_sec_hud(src, 1)
if(src.medHUD == 1)
process_med_hud(src, 1)
if(silence_time)
if(world.timeofday >= silence_time)
silence_time = null
src << "<font color=green>Communication circuit reinitialized. Speech and messaging functionality restored.</font>"
handle_statuses()
if(health <= 0)
death(null,"gives one shrill beep before falling lifeless.")
/mob/living/silicon/pai/updatehealth()
if(status_flags & GODMODE)
health = 100
stat = CONSCIOUS
else
health = 100 - getBruteLoss() - getFireLoss()
health = 100 - getBruteLoss() - getFireLoss()
+3 -47
View File
@@ -169,28 +169,7 @@
if(3)
src << "<font color=green>You feel an electric surge run through your circuitry and become acutely aware at how lucky you are that you can still feel at all.</font>"
/mob/living/silicon/pai/ex_act(severity)
if(!blinded)
flick("flash", src.flash)
switch(severity)
if(1.0)
if (src.stat != 2)
adjustBruteLoss(100)
adjustFireLoss(100)
if(2.0)
if (src.stat != 2)
adjustBruteLoss(60)
adjustFireLoss(60)
if(3.0)
if (src.stat != 2)
adjustBruteLoss(30)
src.updatehealth()
// See software.dm for Topic()
/mob/living/silicon/pai/meteorhit(obj/O as obj)
for(var/mob/M in viewers(src, null))
M.show_message(text("\red [] has been hit by []", src, O), 1)
@@ -201,10 +180,6 @@
src.updatehealth()
return
//mob/living/silicon/pai/bullet_act(var/obj/item/projectile/Proj)
///mob/living/silicon/pai/attack_hand(mob/living/carbon/M as mob)
/mob/living/silicon/pai/proc/switchCamera(var/obj/machinery/camera/C)
if(istype(usr, /mob/living))
var/mob/living/U = usr
@@ -376,7 +351,8 @@
src.updatehealth()
else
visible_message("<span class='warning'>[user.name] bonks [src] harmlessly with [W].</span>")
if(stat != 2) close_up()
spawn(1)
if(stat != 2) close_up()
return
/mob/living/silicon/pai/attack_hand(mob/user as mob)
@@ -415,26 +391,6 @@
else
src << "<span class='warning'>You are too small to pull that.</span>"
/mob/living/silicon/pai/examine(mob/user)
..(user)
var/msg = ""
switch(src.stat)
if(CONSCIOUS)
if(!src.client) msg += "\nIt appears to be in stand-by mode." //afk
if(UNCONSCIOUS) msg += "\n<span class='warning'>It doesn't seem to be responding.</span>"
if(DEAD) msg += "\n<span class='deadsay'>It looks completely unsalvageable.</span>"
msg += "\n*---------*</span>"
if(print_flavor_text()) msg += "\n[print_flavor_text()]\n"
if (pose)
if( findtext(pose,".",lentext(pose)) == 0 && findtext(pose,"!",lentext(pose)) == 0 && findtext(pose,"?",lentext(pose)) == 0 )
pose = addtext(pose,".") //Makes sure all emotes end with a period.
msg += "\nIt is [pose]"
user << msg
// No binary for pAIs.
/mob/living/silicon/pai/binarycheck()
return 0
return 0
+8 -65
View File
@@ -1,72 +1,15 @@
/mob/living/silicon/robot/gib()
//robots don't die when gibbed. instead they drop their MMI'd brain
var/atom/movable/overlay/animation = null
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
animation = new(loc)
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
flick("gibbed-r", animation)
robogibs(loc, viruses)
living_mob_list -= src
dead_mob_list -= src
spawn(15)
if(animation) del(animation)
if(src) del(src)
/mob/living/silicon/robot/dust()
death(1)
var/atom/movable/overlay/animation = null
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
animation = new(loc)
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = src
flick("dust-r", animation)
new /obj/effect/decal/remains/robot(loc)
if(mmi) del(mmi) //Delete the MMI first so that it won't go popping out.
dead_mob_list -= src
spawn(15)
if(animation) del(animation)
if(src) del(src)
//Delete the MMI first so that it won't go popping out.
if(mmi)
del(mmi)
..()
/mob/living/silicon/robot/death(gibbed)
if(stat == DEAD) return
if(!gibbed)
emote("deathgasp")
stat = DEAD
update_canmove()
if(camera)
camera.status = 0
if(in_contents_of(/obj/machinery/recharge_station))//exit the recharge station
var/obj/machinery/recharge_station/RC = loc
RC.go_out()
if(module)
var/obj/item/weapon/gripper/G = locate(/obj/item/weapon/gripper) in module
if(G) G.drop_item()
remove_robot_verbs()
if(blind) blind.layer = 0
sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
see_in_dark = 8
see_invisible = SEE_INVISIBLE_LEVEL_TWO
updateicon()
tod = worldtime2text() //weasellos time of death patch
if(mind) mind.store_memory("Time of death: [tod]", 0)
sql_report_cyborg_death(src)
return ..(gibbed)
..(gibbed,"shudders violently for a moment, then becomes motionless, its eyes slowly darkening.")
@@ -200,14 +200,6 @@
return
..()
/mob/living/silicon/robot/drone/death(gibbed)
if(module)
var/obj/item/weapon/gripper/G = locate(/obj/item/weapon/gripper) in module
if(G) G.drop_item()
..(gibbed)
//DRONE MOVEMENT.
/mob/living/silicon/robot/drone/Process_Spaceslipping(var/prob_slip)
//TODO: Consider making a magboot item for drones to equip. ~Z
+5 -38
View File
@@ -515,13 +515,6 @@ var/list/robot_verbs_default = list(
C.toggled = 1
src << "\red You enable [C.name]."
/mob/living/silicon/robot/blob_act()
if (stat != 2)
adjustBruteLoss(60)
updatehealth()
return 1
return 0
// this function shows information about the malf_ai gameplay type in the status screen
/mob/living/silicon/robot/show_malf_ai()
..()
@@ -575,29 +568,6 @@ var/list/robot_verbs_default = list(
/mob/living/silicon/robot/restrained()
return 0
/mob/living/silicon/robot/ex_act(severity)
if(!blinded)
flick("flash", flash)
switch(severity)
if(1.0)
if (stat != 2)
adjustBruteLoss(100)
adjustFireLoss(100)
gib()
return
if(2.0)
if (stat != 2)
adjustBruteLoss(60)
adjustFireLoss(60)
if(3.0)
if (stat != 2)
adjustBruteLoss(30)
updatehealth()
/mob/living/silicon/robot/meteorhit(obj/O as obj)
for(var/mob/M in viewers(src, null))
M.show_message(text("\red [src] has been hit by [O]"), 1)
@@ -609,14 +579,11 @@ var/list/robot_verbs_default = list(
updatehealth()
return
/mob/living/silicon/robot/bullet_act(var/obj/item/projectile/Proj)
..(Proj)
updatehealth()
if(prob(75) && Proj.damage > 0) spark_system.start()
return 2
/mob/living/silicon/robot/Bump(atom/movable/AM as mob|obj, yes)
spawn( 0 )
if ((!( yes ) || now_pushing))
@@ -977,7 +944,7 @@ var/list/robot_verbs_default = list(
return 1
return 0
/mob/living/silicon/robot/proc/updateicon()
/mob/living/silicon/robot/updateicon()
overlays.Cut()
if(stat == 0)
@@ -1322,9 +1289,9 @@ var/list/robot_verbs_default = list(
if(!connected_ai)
return
switch(notifytype)
if(1) //New Cyborg
connected_ai << "<br><br><span class='notice'>NOTICE - New cyborg connection detected: <a href='byond://?src=\ref[connected_ai];track2=\ref[connected_ai];track=\ref[src]'>[name]</a></span><br>"
if(1) //New Robot
connected_ai << "<br><br><span class='notice'>NOTICE - New [lowertext(braintype)] connection detected: <a href='byond://?src=\ref[connected_ai];track2=\ref[connected_ai];track=\ref[src]'>[name]</a></span><br>"
if(2) //New Module
connected_ai << "<br><br><span class='notice'>NOTICE - Cyborg module change detected: [name] has loaded the [module.name] module.</span><br>"
connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] module change detected: [name] has loaded the [module.name].</span><br>"
if(3) //New Name
connected_ai << "<br><br><span class='notice'>NOTICE - Cyborg reclassification detected: [oldname] is now designated as [newname].</span><br>"
connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] reclassification detected: [oldname] is now designated as [newname].</span><br>"
+14 -8
View File
@@ -72,7 +72,7 @@
var/datum/language/speaking = parse_language(message)
if (speaking)
verb = speaking.speech_verb
message = copytext(message,3)
message = trim(copytext(message,2+length(speaking.key)))
if(speaking.flags & HIVEMIND)
speaking.broadcast(src,trim(message))
@@ -102,7 +102,7 @@
if("department")
switch(bot_type)
if(IS_AI)
return AI.holopad_talk(message)
return AI.holopad_talk(message, verb, speaking)
if(IS_ROBOT)
log_say("[key_name(src)] : [message]")
return R.radio.talk_into(src,message,message_mode,verb,speaking)
@@ -149,7 +149,7 @@
return ..(message,speaking,verb)
//For holopads only. Usable by AI.
/mob/living/silicon/ai/proc/holopad_talk(var/message)
/mob/living/silicon/ai/proc/holopad_talk(var/message, verb, datum/language/speaking)
log_say("[key_name(src)] : [message]")
@@ -160,16 +160,22 @@
var/obj/machinery/hologram/holopad/T = src.holo
if(T && T.hologram && T.master == src)//If there is a hologram and its master is the user.
var/verb = say_quote(message)
//Human-like, sorta, heard by those who understand humans.
var/rendered_a = "<span class='game say'><span class='name'>[name]</span> [verb], <span class='message'>\"[message]\"</span></span>"
var/rendered_a
//Speach distorted, heard by those who do not understand AIs.
var/message_stars = stars(message)
var/rendered_b = "<span class='game say'><span class='name'>[voice_name]</span> [verb], <span class='message'>\"[message_stars]\"</span></span>"
var/rendered_b
if(speaking)
rendered_a = "<span class='game say'><span class='name'>[name]</span> [speaking.format_message(message, verb)]</span>"
rendered_b = "<span class='game say'><span class='name'>[voice_name]</span> [speaking.format_message(message_stars, verb)]</span>"
src << "<i><span class='game say'>Holopad transmitted, <span class='name'>[real_name]</span> [speaking.format_message(message, verb)]</span></i>"//The AI can "hear" its own message.
else
rendered_a = "<span class='game say'><span class='name'>[name]</span> [verb], <span class='message'>\"[message]\"</span></span>"
rendered_b = "<span class='game say'><span class='name'>[voice_name]</span> [verb], <span class='message'>\"[message_stars]\"</span></span>"
src << "<i><span class='game say'>Holopad transmitted, <span class='name'>[real_name]</span> [verb], <span class='message'><span class='body'>\"[message]\"</span></span></span></i>"//The AI can "hear" its own message.
src << "<i><span class='game say'>Holopad transmitted, <span class='name'>[real_name]</span> [verb], <span class='message'>[message]</span></span></i>"//The AI can "hear" its own message.
for(var/mob/M in hearers(T.loc))//The location is the object, default distance.
if(M.say_understands(src))//If they understand AI speak. Humans and the like will be able to.
M.show_message(rendered_a, 2)
+31 -3
View File
@@ -75,8 +75,14 @@
/mob/living/silicon/IsAdvancedToolUser()
return 1
/mob/living/silicon/bullet_act(var/obj/item/projectile/Proj)
/mob/living/silicon/blob_act()
if (src.stat != 2)
src.adjustBruteLoss(60)
src.updatehealth()
return 1
return 0
/mob/living/silicon/bullet_act(var/obj/item/projectile/Proj)
if(!Proj.nodamage)
switch(Proj.damage_type)
@@ -86,7 +92,7 @@
adjustFireLoss(Proj.damage)
Proj.on_hit(src,2)
updatehealth()
return 2
/mob/living/silicon/apply_effect(var/effect = 0,var/effecttype = STUN, var/blocked = 0)
@@ -197,7 +203,8 @@
var/dat = "<b><font size = 5>Known Languages</font></b><br/><br/>"
for(var/datum/language/L in languages)
dat += "<b>[L.name] (:[L.key])</b><br/>Speech Synthesizer: <i>[(L in speech_synthesizer_langs)? "YES":"NOT SUPPORTED"]</i><br/>[L.desc]<br/><br/>"
if(!(L.flags & NONGLOBAL))
dat += "<b>[L.name] (:[L.key])</b><br/>Speech Synthesizer: <i>[(L in speech_synthesizer_langs)? "YES":"NOT SUPPORTED"]</i><br/>[L.desc]<br/><br/>"
src << browse(dat, "window=checklanguage")
return
@@ -251,3 +258,24 @@
return 1
return 0
/mob/living/silicon/ex_act(severity)
if(!blinded)
flick("flash", flash)
switch(severity)
if(1.0)
if (stat != 2)
adjustBruteLoss(100)
adjustFireLoss(100)
if(!anchored)
gib()
if(2.0)
if (stat != 2)
adjustBruteLoss(60)
adjustFireLoss(60)
if(3.0)
if (stat != 2)
adjustBruteLoss(30)
updatehealth()
@@ -35,14 +35,10 @@
spell_list += new spell(src)
/mob/living/simple_animal/construct/death()
..()
new /obj/item/weapon/ectoplasm (src.loc)
for(var/mob/M in viewers(src, null))
if((M.client && !( M.blinded )))
M.show_message("\red [src] collapses in a shattered heap. ")
..(null,"collapses in a shattered heap.")
ghostize()
del src
return
/mob/living/simple_animal/construct/examine(mob/user)
..(user)
@@ -43,11 +43,8 @@
/mob/living/simple_animal/hostile/mimic/death()
..()
visible_message("\red <b>[src]</b> stops moving!")
del(src)
//
// Crate Mimic
//
@@ -158,8 +158,7 @@
walk(src,0)
/mob/living/simple_animal/hostile/retaliate/malf_drone/death()
src.visible_message("\blue \icon[src] [src] suddenly breaks apart.")
..()
..(null,"suddenly breaks apart.")
del(src)
/mob/living/simple_animal/hostile/retaliate/malf_drone/Del()
@@ -158,7 +158,5 @@
minbodytemp = 0
/mob/living/simple_animal/hostile/viscerator/death()
..()
visible_message("\red <b>[src]</b> is smashed into pieces!")
del src
return
..(null,"is smashed into pieces!")
del src
@@ -51,7 +51,6 @@
L.visible_message("<span class='danger'>\the [src] knocks down \the [L]!</span>")
/mob/living/simple_animal/hostile/tree/death()
..()
visible_message("\red <b>[src]</b> is hacked into pieces!")
..(null,"is hacked into pieces!")
new /obj/item/stack/sheet/wood(loc)
del(src)
@@ -198,12 +198,10 @@
..()
/mob/living/simple_animal/gib()
if(icon_gib)
flick(icon_gib, src)
if(meat_amount && meat_type)
for(var/i = 0; i < meat_amount; i++)
new meat_type(src.loc)
..()
..(icon_gib,1)
/mob/living/simple_animal/emote(var/act, var/type, var/desc)
if(act)
+3
View File
@@ -1157,3 +1157,6 @@ mob/proc/yank_out_object()
return I
return 0
/mob/proc/updateicon()
return
+6
View File
@@ -79,6 +79,9 @@
return 1
return 0
if(speaking.flags & INNATE)
return 1
//Language check.
for(var/datum/language/L in src.languages)
if(speaking.name == L.name)
@@ -142,6 +145,9 @@
//parses the language code (e.g. :j) from text, such as that supplied to say.
//returns the language object only if the code corresponds to a language that src can speak, otherwise null.
/mob/proc/parse_language(var/message)
if(length(message) >= 1 && copytext(message,1,2) == "!")
return all_languages["Noise"]
if(length(message) >= 2)
var/language_prefix = lowertext(copytext(message, 1 ,3))
var/datum/language/L = language_keys[language_prefix]
+32 -32
View File
@@ -11,7 +11,7 @@ nanoui is used to open and update nano browser uis
#define STATUS_UPDATE 1 // ORANGE Visability
#define STATUS_DISABLED 0 // RED Visability
/datum/nanoui
/datum/nanoui
// the user who opened this ui
var/mob/user
// the object this ui "belongs" to
@@ -103,13 +103,13 @@ nanoui is used to open and update nano browser uis
add_script("libraries.min.js") // A JS file comprising of jQuery, doT.js and jQuery Timer libraries (compressed together)
add_script("nano_utility.js") // The NanoUtility JS, this is used to store utility functions.
add_script("nano_template.js") // The NanoTemplate JS, this is used to render templates.
add_script("nano_state_manager.js") // The NanoStateManager JS, it handles updates from the server and passes data to the current state
add_script("nano_state.js") // The NanoState JS, this is the base state which all states must inherit from
add_script("nano_state_default.js") // The NanoStateDefault JS, this is the "default" state (used by all UIs by default), which inherits from NanoState
add_script("nano_state_manager.js") // The NanoStateManager JS, it handles updates from the server and passes data to the current state
add_script("nano_state.js") // The NanoState JS, this is the base state which all states must inherit from
add_script("nano_state_default.js") // The NanoStateDefault JS, this is the "default" state (used by all UIs by default), which inherits from NanoState
add_script("nano_base_callbacks.js") // The NanoBaseCallbacks JS, this is used to set up (before and after update) callbacks which are common to all UIs
add_script("nano_base_helpers.js") // The NanoBaseHelpers JS, this is used to set up template helpers which are common to all UIs
add_stylesheet("shared.css") // this CSS sheet is common to all UIs
add_stylesheet("icons.css") // this CSS sheet is common to all UIs
add_stylesheet("icons.css") // this CSS sheet is common to all UIs
/**
* Set the current status (also known as visibility) of this ui.
@@ -127,7 +127,7 @@ nanoui is used to open and update nano browser uis
update()
else
status = state
if (push_update || status == 0)
if (push_update || status == 0)
push_data(null, 1) // Update the UI, force the update in case the status is 0, data is null so that previous data is used
/**
@@ -138,7 +138,7 @@ nanoui is used to open and update nano browser uis
* @return nothing
*/
/datum/nanoui/proc/update_status(var/push_update = 0)
if (istype(user, /mob/living/silicon/ai))
if (istype(user, /mob/living/silicon/ai) || (get_dist(get_turf(user),get_turf(src_object)) <= 1))
set_status(STATUS_INTERACTIVE, push_update) // interactive (green visibility)
else if (istype(user, /mob/living/silicon/robot))
if (src_object in view(7, user)) // robots can see and interact with things they can see within 7 tiles
@@ -151,12 +151,12 @@ nanoui is used to open and update nano browser uis
if (dist > 4)
close()
return
if ((allowed_user_stat > -1) && (user.stat > allowed_user_stat))
set_status(STATUS_DISABLED, push_update) // no updates, completely disabled (red visibility)
else if (user.restrained() || user.lying)
set_status(STATUS_UPDATE, push_update) // update only (orange visibility)
else if (istype(src_object, /obj/item/device/uplink/hidden)) // You know what if they have the uplink open let them use the UI
else if (istype(src_object, /obj/item/device/uplink/hidden)) // You know what if they have the uplink open let them use the UI
set_status(STATUS_INTERACTIVE, push_update) // Will build in distance checks on the topics for sanity.
else if (!(src_object in view(4, user))) // If the src object is not in visable, set status to 0
set_status(STATUS_DISABLED, push_update) // interactive (green visibility)
@@ -203,7 +203,7 @@ nanoui is used to open and update nano browser uis
"showMap" = show_map,
"mapZLevel" = map_z_level,
"user" = list("name" = user.name)
)
)
return config_data
/**
@@ -215,12 +215,12 @@ nanoui is used to open and update nano browser uis
*/
/datum/nanoui/proc/get_send_data(var/list/data)
var/list/config_data = get_config_data()
var/list/send_data = list("config" = config_data)
if (!isnull(data))
send_data["data"] = data
return send_data
/**
@@ -267,11 +267,11 @@ nanoui is used to open and update nano browser uis
*/
/datum/nanoui/proc/add_template(key, filename)
templates[key] = filename
/**
* Set the layout key for use in the frontend Javascript
* The layout key is the basic layout key for the page
* Two files are loaded on the client based on the layout key varable:
* Two files are loaded on the client based on the layout key varable:
* -> a template in /nano/templates with the filename "layout_<layout_key>.tmpl
* -> a CSS stylesheet in /nano/css with the filename "layout_<layout_key>.css
*
@@ -301,7 +301,7 @@ nanoui is used to open and update nano browser uis
*/
/datum/nanoui/proc/set_auto_update_content(nstate)
auto_update_content = nstate
/**
* Set the state key for use in the frontend Javascript
*
@@ -310,8 +310,8 @@ nanoui is used to open and update nano browser uis
* @return nothing
*/
/datum/nanoui/proc/set_state_key(nstate_key)
state_key = nstate_key
state_key = nstate_key
/**
* Toggle showing the map ui
*
@@ -321,7 +321,7 @@ nanoui is used to open and update nano browser uis
*/
/datum/nanoui/proc/set_show_map(nstate)
show_map = nstate
/**
* Toggle showing the map ui
*
@@ -352,15 +352,15 @@ nanoui is used to open and update nano browser uis
// before the UI opens, add the layout files based on the layout key
add_stylesheet("layout_[layout_key].css")
add_template("layout", "layout_[layout_key].tmpl")
var/head_content = ""
for (var/filename in scripts)
head_content += "<script type='text/javascript' src='[filename]'></script> "
for (var/filename in stylesheets)
head_content += "<link rel='stylesheet' type='text/css' href='[filename]'> "
var/template_data_json = "{}" // An empty JSON object
if (templates.len > 0)
template_data_json = list2json(templates)
@@ -378,7 +378,7 @@ nanoui is used to open and update nano browser uis
<script type='text/javascript'>
function receiveUpdateData(jsonString)
{
// We need both jQuery and NanoStateManager to be able to recieve data
// We need both jQuery and NanoStateManager to be able to recieve data
// At the moment any data received before those libraries are loaded will be lost
if (typeof NanoStateManager != 'undefined' && typeof jQuery != 'undefined')
{
@@ -388,7 +388,7 @@ nanoui is used to open and update nano browser uis
</script>
[head_content]
</head>
<body scroll=auto data-template-data='[template_data_json]' data-url-parameters='[url_parameters_json]' data-initial-data='[initial_data_json]'>
<body scroll=auto data-template-data='[template_data_json]' data-url-parameters='[url_parameters_json]' data-initial-data='[initial_data_json]'>
<div id='uiLayout'>
</div>
<noscript>
@@ -407,8 +407,8 @@ nanoui is used to open and update nano browser uis
*
* @return nothing
*/
/datum/nanoui/proc/open()
/datum/nanoui/proc/open()
var/window_size = ""
if (width && height)
window_size = "size=[width]x[height];"
@@ -453,7 +453,7 @@ nanoui is used to open and update nano browser uis
return // Cannot update UI, no visibility
var/list/send_data = get_send_data(data)
//user << list2json(data) // used for debugging
user << output(list2params(list(list2json(send_data))),"[window_id].browser:receiveUpdateData")
@@ -468,13 +468,13 @@ nanoui is used to open and update nano browser uis
update_status(0) // update the status
if (status != STATUS_INTERACTIVE || user != usr) // If UI is not interactive or usr calling Topic is not the UI user
return
// This is used to toggle the nano map ui
var/map_update = 0
if(href_list["showMap"])
set_show_map(text2num(href_list["showMap"]))
map_update = 1
if(href_list["mapZLevel"])
set_map_z_level(text2num(href_list["mapZLevel"]))
map_update = 1
@@ -494,12 +494,12 @@ nanoui is used to open and update nano browser uis
if (!src_object || !user)
close()
return
if (status && (update || is_auto_updating))
update() // Update the UI (update_status() is called whenever a UI is updated)
else
update_status(1) // Not updating UI, so lets check here if status has changed
/**
* Update the UI
*
+5 -6
View File
@@ -8,12 +8,11 @@
/obj/item/projectile/forcebolt/strong
name = "force bolt"
/obj/item/projectile/forcebolt/on_hit(var/atom/target, var/blocked = 0)
var/obj/T = target
var/throwdir = get_dir(firer,target)
T.throw_at(get_edge_target_turf(target, throwdir),10,10)
return 1
/obj/item/projectile/forcebolt/on_hit(var/atom/movable/target, var/blocked = 0)
if(istype(target))
var/throwdir = get_dir(firer,target)
target.throw_at(get_edge_target_turf(target, throwdir),10,10)
return 1
/*
/obj/item/projectile/forcebolt/strong/on_hit(var/atom/target, var/blocked = 0)
@@ -16,9 +16,7 @@
/obj/item/weapon/reagent_containers/food/snacks/proc/On_Consume(var/mob/M)
if(!usr) return
if(!reagents.total_volume)
if(M == usr)
usr << "<span class='notice'>You finish eating \the [src].</span>"
M.visible_message("<span class='notice'>[M] finishes eating \the [src].</span>")
M.visible_message("<span class='notice'>[M] finishes eating \the [src].</span>","<span class='notice'>You finish eating \the [src].</span>")
usr.drop_from_inventory(src) //so icons update :[
if(trash)
@@ -194,8 +192,8 @@
del(src)
return
/obj/item/weapon/reagent_containers/food/snacks/proc/is_sliceable()
return (slices_num && slice_path && slices_num > 0)
/obj/item/weapon/reagent_containers/food/snacks/proc/is_sliceable()
return (slices_num && slice_path && slices_num > 0)
/obj/item/weapon/reagent_containers/food/snacks/Del()
if(contents)
@@ -206,24 +204,18 @@
////////////////////////////////////////////////////////////////////////////////
/// FOOD END
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/food/snacks/attack_generic(var/mob/living/user)
if(isanimal(user) || isalien(user))
if(bitecount == 0 || prob(50))
user.custom_emote(1,"nibbles away at the [src]")
bitecount++
if(reagents && user.reagents)
reagents.trans_to_ingest(user, bitesize)
spawn(5)
if(!src && !user.client)
user.custom_emote(1,"[pick("burps", "cries for more", "burps twice", "looks at the area where the food was")]")
del(src)
On_Consume(user)
if(!isanimal(user) && !isalien(user))
return
user.visible_message("<b>[user]</b> nibbles away at the [src].","You nibble away at the [src].")
bitecount++
if(reagents && user.reagents)
reagents.trans_to_ingest(user, bitesize)
spawn(5)
if(!src && !user.client)
user.custom_emote(1,"[pick("burps", "cries for more", "burps twice", "looks at the area where the food was")]")
del(src)
On_Consume(user)
//////////////////////////////////////////////////
////////////////////////////////////////////Snacks
+5 -3
View File
@@ -49,8 +49,6 @@
if(stat & BROKEN || !I || !user)
return
if(isrobot(user) && !istype(I, /obj/item/weapon/storage/bag/trash))
return
src.add_fingerprint(user)
if(mode<=0) // It's off
if(istype(I, /obj/item/weapon/screwdriver))
@@ -123,7 +121,10 @@
msg_admin_attack("[usr] ([usr.ckey]) placed [GM] ([GM.ckey]) in a disposals unit. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[usr.x];Y=[usr.y];Z=[usr.z]'>JMP</a>)")
return
if(!I) return
if(isrobot(user))
return
if(!I)
return
user.drop_item()
if(I)
@@ -740,6 +741,7 @@
icon_state = "[base_icon_state]f"
else
icon_state = base_icon_state*/
icon_state = base_icon_state
return
+3 -3
View File
@@ -1429,7 +1429,7 @@ datum/design/implant_loyal
req_tech = list("materials" = 2, "biotech" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 7000, "$glass" = 7000)
build_path = /obj/item/weapon/implant/loyalty"
build_path = /obj/item/weapon/implantcase/loyalty"
*/
datum/design/implant_chem
@@ -1439,7 +1439,7 @@ datum/design/implant_chem
req_tech = list("materials" = 2, "biotech" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 50, "$glass" = 50)
build_path = /obj/item/weapon/implant/chem
build_path = /obj/item/weapon/implantcase/chem
datum/design/implant_free
name = "freedom implant"
@@ -1448,7 +1448,7 @@ datum/design/implant_free
req_tech = list("syndicate" = 2, "biotech" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 50, "$glass" = 50)
build_path = /obj/item/weapon/implant/freedom
build_path = /obj/item/weapon/implantcase/freedom
datum/design/chameleon
name = "Chameleon Kit"
+1
View File
@@ -21,6 +21,7 @@
if (moving_status == SHUTTLE_IDLE)
return //someone cancelled the launch
moving_status = SHUTTLE_INTRANSIT //shouldn't matter but just to be safe
move(origin, destination)
moving_status = SHUTTLE_IDLE
+1 -1
View File
@@ -39,7 +39,7 @@
shuttle_status = "Standing-by at station."
else
shuttle_status = "Standing-by at offsite location."
if(WAIT_LAUNCH)
if(WAIT_LAUNCH, FORCE_LAUNCH)
shuttle_status = "Shuttle has recieved command and will depart shortly."
if(WAIT_ARRIVE)
shuttle_status = "Proceeding to destination."
+2 -2
View File
@@ -46,7 +46,7 @@
//initiating or cancelling a launch ALWAYS requires authorization, but if we are already set to launch anyways than forcing does not.
//this is so that people can force launch if the docking controller cannot safely undock without needing X heads to swipe.
if (process_state != WAIT_LAUNCH && !C.has_authorization())
if (!(process_state == WAIT_LAUNCH || C.has_authorization()))
return 0
return ..()
@@ -175,7 +175,7 @@
shuttle_status = "Standing-by at [station_name]."
else
shuttle_status = "Standing-by at Central Command."
if(WAIT_LAUNCH)
if(WAIT_LAUNCH, FORCE_LAUNCH)
shuttle_status = "Shuttle has recieved command and will depart shortly."
if(WAIT_ARRIVE)
shuttle_status = "Proceeding to destination."
+17 -13
View File
@@ -1,7 +1,3 @@
#define IDLE_STATE 0
#define WAIT_LAUNCH 1
#define WAIT_ARRIVE 2
#define WAIT_FINISH 3
#define DOCK_ATTEMPT_TIMEOUT 200 //how long in ticks we wait before assuming the docking controller is broken or blown up.
@@ -68,6 +64,10 @@
return area_station
return area_offsite
/*
Please ensure that long_jump() and short_jump() are only called from here. This applies to subtypes as well.
Doing so will ensure that multiple jumps cannot be initiated in parallel.
*/
/datum/shuttle/ferry/proc/process()
switch(process_state)
if (WAIT_LAUNCH)
@@ -80,11 +80,21 @@
short_jump()
process_state = WAIT_ARRIVE
if (FORCE_LAUNCH)
if (move_time && area_transition)
long_jump(interim=area_transition, travel_time=move_time, direction=transit_direction)
else
short_jump()
process_state = WAIT_ARRIVE
if (WAIT_ARRIVE)
if (moving_status == SHUTTLE_IDLE)
dock()
in_use = null //release lock
process_state = WAIT_FINISH
if (WAIT_FINISH)
if (skip_docking_checks() || docking_controller.docked() || world.time > last_dock_attempt_time + DOCK_ATTEMPT_TIMEOUT)
process_state = IDLE_STATE
@@ -112,13 +122,7 @@
in_use = user //obtain an exclusive lock on the shuttle
if (move_time && area_transition)
long_jump(interim=area_transition, travel_time=move_time, direction=transit_direction)
else
short_jump()
process_state = WAIT_ARRIVE
process_state = FORCE_LAUNCH
/datum/shuttle/ferry/proc/cancel_launch(var/user)
if (!can_cancel()) return
@@ -150,13 +154,13 @@
return 0
/datum/shuttle/ferry/proc/can_cancel()
if (moving_status == SHUTTLE_WARMUP || process_state == WAIT_LAUNCH)
if (moving_status == SHUTTLE_WARMUP || process_state == WAIT_LAUNCH || process_state == FORCE_LAUNCH)
return 1
return 0
//returns 1 if the shuttle is getting ready to move, but is not in transit yet
/datum/shuttle/ferry/proc/is_launching()
return (moving_status == SHUTTLE_WARMUP || process_state == WAIT_LAUNCH)
return (moving_status == SHUTTLE_WARMUP || process_state == WAIT_LAUNCH || process_state == FORCE_LAUNCH)
//This gets called when the shuttle finishes arriving at it's destination
//This can be used by subtypes to do things when the shuttle arrives.
+1 -1
View File
@@ -112,7 +112,7 @@
can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
if(..())
var/datum/organ/external/affected = target.get_organ(target_zone)
return !affected.hidden && affected.cavity && tool.w_class <= get_max_wclass(affected)
return !istype(user,/mob/living/silicon/robot) && !affected.hidden && affected.cavity && tool.w_class <= get_max_wclass(affected)
begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/datum/organ/external/affected = target.get_organ(target_zone)