Merge remote-tracking branch 'upstream/master' into clothes

This commit is contained in:
Detective-Google
2023-05-19 22:19:49 +01:00
15 changed files with 154 additions and 45 deletions
+16 -2
View File
@@ -138,12 +138,26 @@
var/obj/item/stack/nanopaste/NP = W
if(integrity < max_integrity)
to_chat(user, "<span class='notice'>You start to repair damage to \the [src].</span>")
while(integrity < max_integrity && NP)
if(do_after(user, 1 SECOND, src) && NP.use(1))
adjust_integrity(10)
if(do_after(user, 1 SECOND, src))
NP.use(1)
adjust_integrity(NP.mech_repair)
if(integrity >= max_integrity)
to_chat(user, "<span class='notice'>You finish repairing \the [src].</span>")
break
else if(NP.amount == 0)
to_chat(user, "<span class='warning'>Insufficient nanopaste to complete repairs!</span>")
break
return
else
to_chat(user, "<span class='notice'>\The [src] doesn't require repairs.</span>")
return ..()
// Various procs to handle different calls by Exosuits. IE, movement actions, damage actions, etc.
+18 -6
View File
@@ -1567,15 +1567,27 @@
for(var/slot in internal_components)
var/obj/item/mecha_parts/component/C = internal_components[slot]
if(C)
if(!C)
to_chat(user, "<span class='notice'>There are no components installed!</span>")
return
if(C.integrity < C.max_integrity)
while(C.integrity < C.max_integrity && NP && do_after(user, 1 SECOND, src))
if(NP.use(1))
C.adjust_integrity(10)
if(C.integrity >= C.max_integrity)
to_chat(user, "<span class='notice'>\The [C] does not require repairs.</span>")
to_chat(user, "<span class='notice'>You repair damage to \the [C].</span>")
else if(C.integrity < C.max_integrity)
to_chat(user, "<span class='notice'>You start to repair damage to \the [C].</span>")
while(C.integrity < C.max_integrity && NP)
if(do_after(user, 1 SECOND, src))
NP.use(1)
C.adjust_integrity(NP.mech_repair)
if(C.integrity >= C.max_integrity)
to_chat(user, "<span class='notice'>You finish repairing \the [C].</span>")
break
else if(NP.amount == 0)
to_chat(user, "<span class='warning'>Insufficient nanopaste to complete repairs!</span>")
break
return
else
@@ -2,6 +2,7 @@
var/restoration_external = 5
var/restoration_internal = 20
var/repair_external = FALSE
var/mech_repair = 10
/obj/item/stack/nanopaste/advanced
name = "advanced nanopaste"
@@ -10,4 +11,5 @@
icon = 'icons/obj/stacks_vr.dmi'
icon_state = "adv_nanopaste"
restoration_external = 10
repair_external = TRUE
repair_external = TRUE
mech_repair = 20
+1 -1
View File
@@ -17,7 +17,7 @@
center_of_mass = null
var/list/datum/stack_recipe/recipes
var/singular_name
VAR_PROTECTED/amount = 1
var/amount = 1
var/max_amount //also see stack recipes initialisation, param "max_res_amount" must be equal to this max_amount
var/stacktype //determines whether different stack types can merge
var/build_type = null //used when directly applied to a turf
@@ -14,6 +14,7 @@
S["tgui_fancy"] >> pref.tgui_fancy
S["tgui_lock"] >> pref.tgui_lock
S["tgui_input_mode"] >> pref.tgui_input_mode
S["tgui_input_lock"] >> pref.tgui_input_lock
S["tgui_large_buttons"] >> pref.tgui_large_buttons
S["tgui_swapped_buttons"] >> pref.tgui_swapped_buttons
@@ -29,6 +30,7 @@
S["tgui_fancy"] << pref.tgui_fancy
S["tgui_lock"] << pref.tgui_lock
S["tgui_input_mode"] << pref.tgui_input_mode
S["tgui_input_lock"] << pref.tgui_input_lock
S["tgui_large_buttons"] << pref.tgui_large_buttons
S["tgui_swapped_buttons"] << pref.tgui_swapped_buttons
@@ -44,6 +46,7 @@
pref.tgui_fancy = sanitize_integer(pref.tgui_fancy, 0, 1, initial(pref.tgui_fancy))
pref.tgui_lock = sanitize_integer(pref.tgui_lock, 0, 1, initial(pref.tgui_lock))
pref.tgui_input_mode = sanitize_integer(pref.tgui_input_mode, 0, 1, initial(pref.tgui_input_mode))
pref.tgui_input_lock = sanitize_integer(pref.tgui_input_lock, 0, 1, initial(pref.tgui_input_lock))
pref.tgui_large_buttons = sanitize_integer(pref.tgui_large_buttons, 0, 1, initial(pref.tgui_large_buttons))
pref.tgui_swapped_buttons = sanitize_integer(pref.tgui_swapped_buttons, 0, 1, initial(pref.tgui_swapped_buttons))
@@ -56,9 +59,10 @@
. += "<b>Client FPS:</b> <a href='?src=\ref[src];select_client_fps=1'><b>[pref.client_fps]</b></a><br>"
. += "<b>Random Ambience Frequency:</b> <a href='?src=\ref[src];select_ambience_freq=1'><b>[pref.ambience_freq]</b></a><br>"
. += "<b>Ambience Chance:</b> <a href='?src=\ref[src];select_ambience_chance=1'><b>[pref.ambience_chance]</b></a><br>"
. += "<b>tgui Window Mode:</b> <a href='?src=\ref[src];tgui_fancy=1'><b>[(pref.tgui_fancy) ? "Fancy (default)" : "Compatible (slower)"]</b></a><br>"
. += "<b>tgui Window Placement:</b> <a href='?src=\ref[src];tgui_lock=1'><b>[(pref.tgui_lock) ? "Primary Monitor" : "Free (default)"]</b></a><br>"
. += "<b>TGUI Window Mode:</b> <a href='?src=\ref[src];tgui_fancy=1'><b>[(pref.tgui_fancy) ? "Fancy (default)" : "Compatible (slower)"]</b></a><br>"
. += "<b>TGUI Window Placement:</b> <a href='?src=\ref[src];tgui_lock=1'><b>[(pref.tgui_lock) ? "Primary Monitor" : "Free (default)"]</b></a><br>"
. += "<b>TGUI Input Framework:</b> <a href='?src=\ref[src];tgui_input_mode=1'><b>[(pref.tgui_input_mode) ? "Enabled" : "Disabled (default)"]</b></a><br>"
. += "<b>TGUI Input Lock:</b> <a href='?src=\ref[src];tgui_input_lock=1'><b>[(pref.tgui_input_lock) ? "Enabled" : "Disabled (default)"]</b></a><br>"
. += "<b>TGUI Large Buttons:</b> <a href='?src=\ref[src];tgui_large_buttons=1'><b>[(pref.tgui_large_buttons) ? "Enabled (default)" : "Disabled"]</b></a><br>"
. += "<b>TGUI Swapped Buttons:</b> <a href='?src=\ref[src];tgui_swapped_buttons=1'><b>[(pref.tgui_swapped_buttons) ? "Enabled" : "Disabled (default)"]</b></a><br>"
if(can_select_ooc_color(user))
@@ -107,14 +111,14 @@
if(pref.client)
pref.client.fps = fps_new
return TOPIC_REFRESH
else if(href_list["select_ambience_freq"])
var/ambience_new = tgui_input_number(user, "Input how often you wish to hear ambience repeated! (1-60 MINUTES, 0 for disabled)", "Global Preference", pref.ambience_freq, 60, 0)
if(isnull(ambience_new) || !CanUseTopic(user)) return TOPIC_NOACTION
if(ambience_new < 0 || ambience_new > 60) return TOPIC_NOACTION
pref.ambience_freq = ambience_new
return TOPIC_REFRESH
else if(href_list["select_ambience_chance"])
var/ambience_chance_new = tgui_input_number(user, "Input the chance you'd like to hear ambience played to you (On area change, or by random ambience). 35 means a 35% chance to play ambience. This is a range from 0-100. 0 disables ambience playing entirely. This is also affected by Ambience Frequency.", "Global Preference", pref.ambience_freq, 100, 0)
if(isnull(ambience_chance_new) || !CanUseTopic(user)) return TOPIC_NOACTION
@@ -125,7 +129,7 @@
else if(href_list["tgui_fancy"])
pref.tgui_fancy = !pref.tgui_fancy
return TOPIC_REFRESH
else if(href_list["tgui_lock"])
pref.tgui_lock = !pref.tgui_lock
return TOPIC_REFRESH
@@ -134,6 +138,10 @@
pref.tgui_input_mode = !pref.tgui_input_mode
return TOPIC_REFRESH
else if(href_list["tgui_input_lock"])
pref.tgui_input_lock = !pref.tgui_input_lock
return TOPIC_REFRESH
else if(href_list["tgui_large_buttons"])
pref.tgui_large_buttons = !pref.tgui_large_buttons
return TOPIC_REFRESH
+1
View File
@@ -29,6 +29,7 @@ var/list/preferences_datums = list()
var/tgui_fancy = TRUE
var/tgui_lock = FALSE
var/tgui_input_mode = FALSE // All the Input Boxes (Text,Number,List,Alert)
var/tgui_input_lock = FALSE
var/tgui_large_buttons = TRUE
var/tgui_swapped_buttons = FALSE
+1
View File
@@ -98,6 +98,7 @@
name = "shipping cap"
desc = "It's a ballcap bearing the colors of Major Bill's Shipping."
icon_state = "mbillsoft"
item_state_slots = list(slot_r_hand_str = "redsoft", slot_l_hand_str = "redsoft")
catalogue_data = list(/datum/category_item/catalogue/information/organization/major_bills)
/obj/item/clothing/head/soft/med
@@ -20,6 +20,7 @@
var/selects_bodytype = SELECTS_BODYTYPE_FALSE // Allows the species to choose from body types like custom species can, affecting suit fitting and etcetera as you would expect.
var/bloodsucker = FALSE // Allows safely getting nutrition from blood.
var/bloodsucker_controlmode = "always loud" //Allows selecting between bloodsucker control modes. Always Loud corresponds to original implementation.
var/is_weaver = FALSE
var/silk_production = FALSE
@@ -389,8 +389,6 @@
set desc = "Bites prey and drains them of a significant portion of blood, feeding you in the process. You may only do this once per minute."
set category = "Abilities"
if(last_special > world.time)
return
if(stat || paralysis || stunned || weakened || lying || restrained() || buckled)
to_chat(src, "You cannot bite anyone in your current state!")
@@ -400,9 +398,27 @@
for(var/mob/living/carbon/human/M in view(1,src))
if(!istype(M,/mob/living/silicon) && Adjacent(M))
choices += M
choices -= src
var/mob/living/carbon/human/B = tgui_input_list(src, "Who do you wish to bite?", "Suck Blood", choices)
var/mob/living/carbon/human/B = tgui_input_list(src, "Who do you wish to bite? Select yourself to bring up configuration for privacy and bleeding. \
Beware! Configuration resets on new round!", "Suck Blood", choices)
if(B == src) //We are using this to minimize the amount of pop-ups or buttons.
var/control_options = list("always loud", "pop-up", "intents", "always subtle")
src.species.bloodsucker_controlmode = tgui_input_list(src,"Choose your preferred control of blood sucking. \
You can only cause bleeding wounds with pop up and intents modes. Choosing intents prints controls to chat.", "Configure Bloodsuck", control_options, "always loud")
if(src.species.bloodsucker_controlmode == "intents") //We are printing to chat for better readability
to_chat(src, SPAN_NOTICE("You've chosen to use intents for blood draining. \n \
HELP - Loud, No Bleeding \n \
DISARM - Subtle, Causes bleeding \n \
GRAB - Subtle, No Bleeding \n \
HARM - Loud, Causes Bleeding"))
return
if(last_special > world.time)
to_chat(src, "You cannot suck blood so quickly in a row!")
return
if(!B || !src || src.stat) return
@@ -418,12 +434,64 @@
return
last_special = world.time + 600
src.visible_message("<font color='red'><b>[src] moves their head next to [B]'s neck, seemingly looking for something!</b></font>")
var/control_pref = src.species.bloodsucker_controlmode
var/noise = TRUE
var/bleed = FALSE
switch(control_pref)
if("always subtle")
noise = FALSE
if("pop-up")
if(tgui_alert(src, "Do you want to be subtle?", "Privacy", list("Yes", "No")) == "Yes")
noise = FALSE
if(tgui_alert(src, "Do you want your target to keep bleeding?", "Continue Bleeding", list("Yes", "No")) == "Yes" )
bleed = TRUE
if("intents")
/*
Logic is, with "Help", we are taking our time but it's pretty obvious..
With "disarm", we rush the act, letting it keep bleeding
"HURT" is self-evidently loud and bleedy
"Grab" is subtle because we keep our prey tight and close.
*/
switch(src.a_intent)
//if(I_HELP) uses default values. Added as a comment for clarity
if(I_DISARM)
noise = FALSE
bleed = TRUE
if(I_GRAB)
noise = FALSE
if(I_HURT)
bleed =TRUE
if(noise)
src.visible_message("<font color='red'><b>[src] moves their head next to [B]'s neck, seemingly looking for something!</b></font>")
else
src.visible_message("<font color='red'><b>[src] moves their head next to [B]'s neck, seemingly looking for something!</b></font>", range = 1)
if(bleed) //Due to possibility of missing/misclick and missing the bleeding cues, we are warning the scene members of BLEEDING being on
to_chat(src, SPAN_WARNING("This is going to cause [B] to keep bleeding!"))
to_chat(B, SPAN_DANGER("You are going to keep bleeding from this bite!"))
if(do_after(src, 300, B)) //Thrirty seconds.
if(!Adjacent(B)) return
src.visible_message("<font color='red'><b>[src] suddenly extends their fangs and plunges them down into [B]'s neck!</b></font>")
B.apply_damage(5, BRUTE, BP_HEAD) //You're getting fangs pushed into your neck. What do you expect????
if(noise)
src.visible_message("<font color='red'><b>[src] suddenly extends their fangs and plunges them down into [B]'s neck!</b></font>")
else
src.visible_message("<font color='red'><b>[src] suddenly extends their fangs and plunges them down into [B]'s neck!</b></font>", range = 1)
if(bleed)
B.apply_damage(10, BRUTE, BP_HEAD, blocked = 0, soaked = 0, sharp = TRUE, edge = FALSE)
var/obj/item/organ/external/E = B.get_organ(BP_HEAD)
if(!(E.status & ORGAN_BLEEDING))
E.status |= ORGAN_BLEEDING //If 10 points of piercing didn't make the organ bleed, we are making it bleed.
else
B.apply_damage(5, BRUTE, BP_HEAD) //You're getting fangs pushed into your neck. What do you expect????
B.drip(80) //Remove enough blood to make them a bit woozy, but not take oxyloss.
adjust_nutrition(400)
sleep(50)
@@ -1386,4 +1454,4 @@
name = "tongue ball"
hitsound = 'sound/vore/sunesound/pred/schlorp.ogg'
hitsound_wall = 'sound/vore/sunesound/pred/schlorp.ogg'
zaptype = /obj/item/projectile/beam/appendage
zaptype = /obj/item/projectile/beam/appendage
+5
View File
@@ -39,6 +39,11 @@
return input(user, message, title, default) as message|null
else
return input(user, message, title, default) as text|null
//Client has TGUI input lock on; override whatever prevent_enter was specified beforehand
if(user.client.prefs.tgui_input_lock)
prevent_enter = TRUE
var/datum/tgui_input_text/text_input = new(user, message, title, default, max_length, multiline, encode, timeout, prevent_enter)
text_input.tgui_interact(user)
text_input.wait()
+3
View File
@@ -111,6 +111,9 @@ pastelprincedan - Protean
pearlprophet - Protean
pemdesos - Protean
phoenixx0 - Vox
pontifexminimus - Black-Eyed Shadekin
pontifexminimus - Protean
pontifexminimus - Xenochimera
qrocakes - Black-Eyed Shadekin
radiantaurora - Protean
residentcody - Black-Eyed Shadekin
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+3 -9
View File
@@ -4405,12 +4405,6 @@
/obj/item/weapon/book/manual/security_space_law,
/turf/simulated/floor/tiled,
/area/centcom/security)
"pf" = (
/obj/structure/bed/chair/shuttle{
dir = 4
},
/turf/simulated/shuttle/floor,
/area/shuttle/escape)
"pg" = (
/obj/structure/table/standard,
/turf/simulated/floor/carpet,
@@ -21031,9 +21025,9 @@ SA
tQ
tQ
Ll
pf
pf
pf
Sc
Sc
Sc
jh
Sc
Sc
+13 -13
View File
@@ -2774,8 +2774,8 @@
},
/obj/machinery/button/remote/blast_door{
dir = 4;
pixel_x = -25;
id = "chem_room"
id = "chem_room";
pixel_x = -25
},
/turf/simulated/floor/tiled/white,
/area/groundbase/medical/Chemistry)
@@ -5088,14 +5088,8 @@
/obj/machinery/atmospherics/pipe/simple/hidden/supply{
dir = 4
},
/obj/machinery/requests_console{
department = "Cargo Bay";
departmentType = 2;
dir = 8;
pixel_x = 28
},
/turf/simulated/floor/wood,
/area/groundbase/cargo/qm)
/turf/simulated/floor/tiled,
/area/groundbase/cargo/storage)
"ou" = (
/obj/structure/disposalpipe/segment{
dir = 4
@@ -7271,7 +7265,13 @@
/turf/simulated/floor/wood,
/area/groundbase/civilian/library)
"uA" = (
/obj/structure/closet/secure_closet/cargotech,
/obj/structure/table/standard,
/obj/item/clothing/under/pizzaguy,
/obj/item/clothing/under/pizzaguy,
/obj/item/clothing/under/pizzaguy,
/obj/item/clothing/head/pizzaguy,
/obj/item/clothing/head/pizzaguy,
/obj/item/clothing/head/pizzaguy,
/turf/simulated/floor/tiled,
/area/groundbase/cargo/storage)
"uC" = (
@@ -7777,9 +7777,9 @@
/obj/structure/window/reinforced/full,
/obj/machinery/door/firedoor,
/obj/machinery/door/blast/regular{
dir = 4;
id = "chem_room";
name = "Chemistry Shutters";
dir = 4
name = "Chemistry Shutters"
},
/turf/simulated/floor,
/area/groundbase/medical/Chemistry)