Merge branch 'dev' into ofClicksAndCooldowns

Conflicts:
	code/ZAS/Airflow.dm
	code/__defines/items_clothing.dm
This commit is contained in:
Kelenius
2015-08-21 16:15:07 +03:00
552 changed files with 16452 additions and 14439 deletions
+1 -5
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@@ -4,7 +4,7 @@
proc/log_and_message_admins(var/message as text, var/mob/user = usr)
log_admin(user ? "[key_name(user)] [message]" : "EVENT [message]")
message_admins(user ? "[key_name(user)] [message]" : "EVENT [message]")
message_admins(user ? "[key_name_admin(user)] [message]" : "EVENT [message]")
proc/log_and_message_admins_many(var/list/mob/users, var/message)
if(!users || !users.len)
@@ -17,10 +17,6 @@ proc/log_and_message_admins_many(var/list/mob/users, var/message)
log_admin("[english_list(user_keys)] [message]")
message_admins("[english_list(user_keys)] [message]")
proc/admin_log_and_message_admins(var/message as text)
log_admin(usr ? "[key_name_admin(usr)] [message]" : "EVENT [message]")
message_admins(usr ? "[key_name_admin(usr)] [message]" : "EVENT [message]", 1)
proc/admin_attack_log(var/mob/attacker, var/mob/victim, var/attacker_message, var/victim_message, var/admin_message)
if(victim)
victim.attack_log += text("\[[time_stamp()]\] <font color='orange'>[key_name(attacker)] - [victim_message]</font>")
+10 -7
View File
@@ -130,6 +130,7 @@ var/list/admin_verbs_spawn = list(
/client/proc/spawn_chemdisp_cartridge
)
var/list/admin_verbs_server = list(
/datum/admins/proc/capture_map,
/client/proc/Set_Holiday,
/client/proc/ToRban,
/datum/admins/proc/startnow,
@@ -401,8 +402,10 @@ var/list/admin_verbs_mentor = list(
var/mob/body = mob
var/mob/dead/observer/ghost = body.ghostize(1)
ghost.admin_ghosted = 1
if(body && !body.key)
body.key = "@[key]" //Haaaaaaaack. But the people have spoken. If it breaks; blame adminbus
if(body)
body.aghosted = ghost
if(!body.key)
body.key = "@[key]" //Haaaaaaaack. But the people have spoken. If it breaks; blame adminbus
feedback_add_details("admin_verb","O") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
@@ -729,7 +732,7 @@ var/list/admin_verbs_mentor = list(
var/new_name = sanitizeSafe(input(src, "Enter new name. Leave blank or as is to cancel.", "[S.real_name] - Enter new silicon name", S.real_name))
if(new_name && new_name != S.real_name)
admin_log_and_message_admins("has renamed the silicon '[S.real_name]' to '[new_name]'")
log_and_message_admins("has renamed the silicon '[S.real_name]' to '[new_name]'")
S.SetName(new_name)
feedback_add_details("admin_verb","RAI") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
@@ -744,7 +747,7 @@ var/list/admin_verbs_mentor = list(
var/datum/nano_module/law_manager/L = new(S)
L.ui_interact(usr, state = admin_state)
admin_log_and_message_admins("has opened [S]'s law manager.")
log_and_message_admins("has opened [S]'s law manager.")
feedback_add_details("admin_verb","MSL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/change_human_appearance_admin()
@@ -757,7 +760,7 @@ var/list/admin_verbs_mentor = list(
var/mob/living/carbon/human/H = input("Select mob.", "Change Mob Appearance - Admin") as null|anything in human_mob_list
if(!H) return
admin_log_and_message_admins("is altering the appearance of [H].")
log_and_message_admins("is altering the appearance of [H].")
H.change_appearance(APPEARANCE_ALL, usr, usr, check_species_whitelist = 0, state = admin_state)
feedback_add_details("admin_verb","CHAA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
@@ -777,10 +780,10 @@ var/list/admin_verbs_mentor = list(
switch(alert("Do you wish for [H] to be allowed to select non-whitelisted races?","Alter Mob Appearance","Yes","No","Cancel"))
if("Yes")
admin_log_and_message_admins("has allowed [H] to change \his appearance, without whitelisting of races.")
log_and_message_admins("has allowed [H] to change \his appearance, without whitelisting of races.")
H.change_appearance(APPEARANCE_ALL, H.loc, check_species_whitelist = 0)
if("No")
admin_log_and_message_admins("has allowed [H] to change \his appearance, with whitelisting of races.")
log_and_message_admins("has allowed [H] to change \his appearance, with whitelisting of races.")
H.change_appearance(APPEARANCE_ALL, H.loc, check_species_whitelist = 1)
feedback_add_details("admin_verb","CMAS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
+49
View File
@@ -0,0 +1,49 @@
/datum/admins/proc/capture_map(tx as num, ty as num, tz as num, range as num)
set category = "Server"
set name = "Capture Map Part"
if(!check_rights(R_ADMIN|R_DEBUG|R_SERVER))
return
if(range > 32 || range <= 0)
usr << "Capturing range is incorrect, it must be within 1-32."
return
if(locate(tx,ty,tz))
var/list/turfstocapture = list()
var/hasasked = 0
for(var/xoff = 0 to range)
for(var/yoff = 0 to range)
var/turf/T = locate(tx + xoff,ty + yoff,tz)
if(T)
turfstocapture.Add(T)
else
if(!hasasked)
var/answer = alert("Capture includes non existant turf, Continue capture?","Continue capture?", "No", "Yes")
hasasked = 1
if(answer == "No")
return
var/list/atoms = list()
for(var/turf/T in turfstocapture)
atoms.Add(T)
for(var/atom/A in T)
if(A.invisibility) continue
atoms.Add(A)
atoms = sort_atoms_by_layer(atoms)
var/icon/cap = icon('icons/effects/96x96.dmi', "")
cap.Scale(range*32, range*32)
cap.Blend("#000", ICON_OVERLAY)
for(var/atom/A in atoms)
if(A)
var/icon/img = getFlatIcon(A)
if(istype(img, /icon))
if(istype(A, /mob/living) && A:lying)
img.BecomeLying()
var/xoff = (A.x - tx) * 32
var/yoff = (A.y - ty) * 32
cap.Blend(img, blendMode2iconMode(A.blend_mode), A.pixel_x + xoff, A.pixel_y + yoff)
usr << browse_rsc(cap, "map_capture_x[tx]_y[ty]_z[tz]_r[range].png")
+1 -1
View File
@@ -2112,7 +2112,7 @@
if("friendai")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","FA")
for(var/mob/aiEye/aE in mob_list)
for(var/mob/eye/aiEye/aE in mob_list)
aE.icon_state = "ai_friend"
for(var/obj/machinery/M in machines)
if(istype(M, /obj/machinery/ai_status_display))
+11 -10
View File
@@ -118,30 +118,31 @@
if(X.key != key && X.key != C.key && (X.holder.rights & R_ADMIN|R_MOD|R_MENTOR))
X << "<span class='pm'><span class='other'>" + create_text_tag("pm_other", "PM:", X) + " <span class='name'>[key_name(src, X, 0)]</span> to <span class='name'>[key_name(C, X, 0)]</span>: <span class='message'>[msg]</span></span></span>"
/client/proc/cmd_admin_irc_pm()
/client/proc/cmd_admin_irc_pm(sender)
if(prefs.muted & MUTE_ADMINHELP)
src << "<font color='red'>Error: Private-Message: You are unable to use PM-s (muted).</font>"
return
var/msg = input(src,"Message:", "Private message to admins on IRC / 400 character limit") as text|null
var/msg = input(src,"Message:", "Reply private message to [sender] on IRC / 400 character limit") as text|null
if(!msg)
return
sanitize(msg)
if(length(msg) > 400) // TODO: if message length is over 400, divide it up into seperate messages, the message length restriction is based on IRC limitations. Probably easier to do this on the bots ends.
src << "\red Your message was not sent because it was more then 400 characters find your message below for ease of copy/pasting"
src << "\blue [msg]"
return
// Handled on Bot32's end, unsure about other bots
// if(length(msg) > 400) // TODO: if message length is over 400, divide it up into seperate messages, the message length restriction is based on IRC limitations. Probably easier to do this on the bots ends.
// src << "<span class='warning'>Your message was not sent because it was more then 400 characters find your message below for ease of copy/pasting</span>"
// src << "<span class='notice'>[msg]</span>"
// return
send2adminirc("PlayerPM from [key_name(src)]: [html_decode(msg)]")
send2adminirc("PlayerPM to [sender] from [key_name(src)]: [html_decode(msg)]")
src << "<span class='pm'><span class='out'>" + create_text_tag("pm_out_alt", "", src) + " to <span class='name'>Admin IRC</span>: <span class='message'>[msg]</span></span></span>"
src << "<span class='pm'><span class='out'>" + create_text_tag("pm_out_alt", "", src) + " to <span class='name'>IRC-[sender]</span>: <span class='message'>[msg]</span></span></span>"
log_admin("PM: [key_name(src)]->IRC: [msg]")
log_admin("PM: [key_name(src)]->IRC-[sender]: [msg]")
for(var/client/X in admins)
if(X == src)
continue
if(X.holder.rights & R_ADMIN|R_MOD)
X << "<span class='pm'><span class='other'>" + create_text_tag("pm_other", "PM:", X) + " <span class='name'>[key_name(src, X, 0)]</span> to <span class='name'>Admin IRC</span>: <span class='message'>[msg]</span></span></span>"
X << "<span class='pm'><span class='other'>" + create_text_tag("pm_other", "PM:", X) + " <span class='name'>[key_name(src, X, 0)]</span> to <span class='name'>IRC-[sender]</span>: <span class='message'>[msg]</span></span></span>"
+7 -7
View File
@@ -659,13 +659,13 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/stack/tile/steel(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/steel(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/steel(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/steel(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/steel(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/steel(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/steel(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack)
if ("pirate")
M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
+3 -3
View File
@@ -4,7 +4,7 @@
set category = "Fun"
var/turf/target = get_turf(src.mob)
admin_log_and_message_admins("has fired the Icarus point defense laser at [target.x]-[target.y]-[target.z]")
log_and_message_admins("has fired the Icarus point defense laser at [target.x]-[target.y]-[target.z]")
if(!src.holder)
src << "Only administrators may use this command."
return
@@ -18,7 +18,7 @@
set category = "Fun"
var/turf/target = get_turf(src.mob)
admin_log_and_message_admins("has fired the Icarus main gun projectile at [target.x]-[target.y]-[target.z]")
log_and_message_admins("has fired the Icarus main gun projectile at [target.x]-[target.y]-[target.z]")
if(!src.holder)
src << "Only administrators may use this command."
return
@@ -31,7 +31,7 @@
set desc = "Lets you chose the position of the Icarus in regards to the map."
set category = "Fun"
admin_log_and_message_admins("is changing the Icarus position.")
log_and_message_admins("is changing the Icarus position.")
if(!src.holder)
src << "Only administrators may use this command."
return
+1 -1
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@@ -447,7 +447,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
data_core.manifest_inject(new_character)
if(alert(new_character,"Would you like an active AI to announce this character?",,"No","Yes")=="Yes")
call(/mob/new_player/proc/AnnounceArrival)(new_character, new_character.mind.assigned_role)
call(/proc/AnnounceArrival)(new_character, new_character.mind.assigned_role)
message_admins("\blue [admin] has respawned [player_key] as [new_character.real_name].", 1)
+1 -1
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@@ -6,7 +6,7 @@
w_class = 3.0
throw_speed = 2
throw_range = 4
flags = CONDUCT //Copied this from old code, so this may or may not be necessary
flags = CONDUCT | PROXMOVE
var/status = 0 //0 - not readied //1 - bomb finished with welder
var/obj/item/device/assembly_holder/bombassembly = null //The first part of the bomb is an assembly holder, holding an igniter+some device
var/obj/item/weapon/tank/bombtank = null //the second part of the bomb is a phoron tank
+1 -1
View File
@@ -3,7 +3,7 @@
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = "holder"
item_state = "assembly"
flags = CONDUCT
flags = CONDUCT | PROXMOVE
throwforce = 5
w_class = 2.0
throw_speed = 3
+2 -4
View File
@@ -4,8 +4,8 @@
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
origin_tech = list(TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "waste" = 100)
origin_tech = list(TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "waste" = 100)
wires = WIRE_PULSE
@@ -171,9 +171,7 @@
/obj/effect/beam/i_beam/proc/hit()
//world << "beam \ref[src]: hit"
if(master)
//world << "beam hit \ref[src]: calling master \ref[master].hit"
master.trigger_beam()
qdel(src)
return
+3 -3
View File
@@ -2,9 +2,9 @@
name = "proximity sensor"
desc = "Used for scanning and alerting when someone enters a certain proximity."
icon_state = "prox"
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 800, "glass" = 200, "waste" = 50)
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 800, "glass" = 200, "waste" = 50)
flags = PROXMOVE
wires = WIRE_PULSE
secured = 0
+1 -2
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@@ -59,7 +59,6 @@
M.equip_to_slot_or_del(new src.corpseback(M), slot_back)
if(src.corpseid == 1)
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
var/datum/job/jobdatum
for(var/jobtype in typesof(/datum/job))
var/datum/job/J = new jobtype
@@ -75,7 +74,7 @@
W.access = list()
if(corpseidjob)
W.assignment = corpseidjob
W.registered_name = M.real_name
W.set_owner_info(M)
M.equip_to_slot_or_del(W, slot_wear_id)
qdel(src)
+1 -1
View File
@@ -52,7 +52,7 @@
if(mute_irc)
usr << "<span class='warning'You cannot use this as your client has been muted from sending messages to the admins on IRC</span>"
return
cmd_admin_irc_pm()
cmd_admin_irc_pm(href_list["irc_msg"])
return
+8 -8
View File
@@ -633,9 +633,9 @@ datum/preferences
dat += "<img src='species_preview_[current_species.name].png' width='64px' height='64px'><br/><br/>"
dat += "<b>Language:</b> [current_species.language]<br/>"
dat += "<small>"
if(current_species.flags & CAN_JOIN)
if(current_species.spawn_flags & CAN_JOIN)
dat += "</br><b>Often present on human stations.</b>"
if(current_species.flags & IS_WHITELISTED)
if(current_species.spawn_flags & IS_WHITELISTED)
dat += "</br><b>Whitelist restricted.</b>"
if(current_species.flags & NO_BLOOD)
dat += "</br><b>Does not have blood.</b>"
@@ -649,11 +649,11 @@ datum/preferences
dat += "</br><b>Has excellent traction.</b>"
if(current_species.flags & NO_POISON)
dat += "</br><b>Immune to most poisons.</b>"
if(current_species.flags & HAS_SKIN_TONE)
if(current_species.appearance_flags & HAS_SKIN_TONE)
dat += "</br><b>Has a variety of skin tones.</b>"
if(current_species.flags & HAS_SKIN_COLOR)
if(current_species.appearance_flags & HAS_SKIN_COLOR)
dat += "</br><b>Has a variety of skin colours.</b>"
if(current_species.flags & HAS_EYE_COLOR)
if(current_species.appearance_flags & HAS_EYE_COLOR)
dat += "</br><b>Has a variety of eye colours.</b>"
if(current_species.flags & IS_PLANT)
dat += "</br><b>Has a plantlike physiology.</b>"
@@ -663,9 +663,9 @@ datum/preferences
var/restricted = 0
if(config.usealienwhitelist) //If we're using the whitelist, make sure to check it!
if(!(current_species.flags & CAN_JOIN))
if(!(current_species.spawn_flags & CAN_JOIN))
restricted = 2
else if((current_species.flags & IS_WHITELISTED) && !is_alien_whitelisted(user,current_species))
else if((current_species.spawn_flags & IS_WHITELISTED) && !is_alien_whitelisted(user,current_species))
restricted = 1
if(restricted)
@@ -1401,7 +1401,7 @@ datum/preferences
backbag = backbaglist.Find(new_backbag)
if("nt_relation")
var/new_relation = input(user, "Choose your relation to NT. Note that this represents what others can find out about your character by researching your background, not what your character actually thinks.", "Character Preference") as null|anything in list("Loyal", "Supportive", "Neutral", "Skeptical", "Opposed")
var/new_relation = input(user, "Choose your relation to NT. Note that this represents what others can find out about your character by researching your background, not what your character actually thinks.", "Character Preference") as null|anything in COMPANY_ALIGNMENTS
if(new_relation)
nanotrasen_relation = new_relation
+25 -4
View File
@@ -64,22 +64,36 @@ var/global/list/gear_datums = list()
slot = slot_head
/datum/gear/bsec_beret
display_name = "beret, blue (security)"
path = /obj/item/clothing/head/beret/sec/alt
display_name = "beret, navy (officer)"
path = /obj/item/clothing/head/beret/sec/navy/officer
cost = 1
slot = slot_head
allowed_roles = list("Security Officer","Head of Security","Warden")
/datum/gear/bsec_beret_warden
display_name = "beret, navy (warden)"
path = /obj/item/clothing/head/beret/sec/navy/warden
cost = 1
slot = slot_head
allowed_roles = list("Head of Security","Warden")
/datum/gear/bsec_beret_hos
display_name = "beret, navy (hos)"
path = /obj/item/clothing/head/beret/sec/navy/hos
cost = 1
slot = slot_head
allowed_roles = list("Head of Security")
/datum/gear/eng_beret
display_name = "beret, engie-orange"
path = /obj/item/clothing/head/beret/eng
path = /obj/item/clothing/head/beret/engineering
cost = 1
slot = slot_head
// allowed_roles = list("Station Engineer","Atmospheric Technician","Chief Engineer")
/datum/gear/purp_beret
display_name = "beret, purple"
path = /obj/item/clothing/head/beret/jan
path = /obj/item/clothing/head/beret/purple
cost = 1
slot = slot_head
@@ -378,6 +392,13 @@ var/global/list/gear_datums = list()
slot = slot_w_uniform
cost = 1
/datum/gear/roboticist_skirt
display_name = "skirt, roboticist"
path = /obj/item/clothing/under/rank/roboticist/skirt
slot = slot_w_uniform
cost = 1
allowed_roles = list("Roboticist")
/datum/gear/amishsuit
display_name = "suit, amish"
path = /obj/item/clothing/under/sl_suit
+1 -1
View File
@@ -60,7 +60,7 @@
//Sanitize
ooccolor = sanitize_hexcolor(ooccolor, initial(ooccolor))
lastchangelog = sanitize_text(lastchangelog, initial(lastchangelog))
UI_style = sanitize_inlist(UI_style, list("White", "Midnight","Orange","old"), initial(UI_style))
UI_style = sanitize_inlist(UI_style, all_ui_styles, initial(UI_style))
be_special = sanitize_integer(be_special, 0, 65535, initial(be_special))
default_slot = sanitize_integer(default_slot, 1, config.character_slots, initial(default_slot))
toggles = sanitize_integer(toggles, 0, 65535, initial(toggles))
@@ -157,41 +157,3 @@
prefs.save_preferences()
src << "You will [(prefs.be_special & role_flag) ? "now" : "no longer"] be considered for [role] events (where possible)."
feedback_add_details("admin_verb","TBeSpecial") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/verb/change_ui()
set name = "Change UI"
set category = "Preferences"
set desc = "Configure your user interface"
if(!ishuman(usr))
usr << "This only for human"
return
var/UI_style_new = input(usr, "Select a style, we recommend White for customization") in list("White", "Midnight", "Orange", "old")
if(!UI_style_new) return
var/UI_style_alpha_new = input(usr, "Select a new alpha(transparence) parametr for UI, between 50 and 255") as num
if(!UI_style_alpha_new | !(UI_style_alpha_new <= 255 && UI_style_alpha_new >= 50)) return
var/UI_style_color_new = input(usr, "Choose your UI color, dark colors are not recommended!") as color|null
if(!UI_style_color_new) return
//update UI
var/list/icons = usr.hud_used.adding + usr.hud_used.other +usr.hud_used.hotkeybuttons
icons.Add(usr.zone_sel)
for(var/obj/screen/I in icons)
if(I.name in list(I_HELP, I_HURT, I_DISARM, I_GRAB)) continue
I.icon = ui_style2icon(UI_style_new)
I.color = UI_style_color_new
I.alpha = UI_style_alpha_new
if(alert("Like it? Save changes?",,"Yes", "No") == "Yes")
prefs.UI_style = UI_style_new
prefs.UI_style_alpha = UI_style_alpha_new
prefs.UI_style_color = UI_style_color_new
prefs.save_preferences()
usr << "UI was saved"
+58
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@@ -0,0 +1,58 @@
/var/all_ui_styles = list(
"Midnight" = 'icons/mob/screen/midnight.dmi',
"Orange" = 'icons/mob/screen/orange.dmi',
"old" = 'icons/mob/screen/old.dmi',
"White" = 'icons/mob/screen/white.dmi',
"old-noborder" = 'icons/mob/screen/old-noborder.dmi'
)
/proc/ui_style2icon(ui_style)
if(ui_style in all_ui_styles)
return all_ui_styles[ui_style]
return all_ui_styles["White"]
/client/verb/change_ui()
set name = "Change UI"
set category = "Preferences"
set desc = "Configure your user interface"
if(!ishuman(usr))
usr << "<span class='warning'>You must be human to use this verb.</span>"
return
var/UI_style_new = input(usr, "Select a style. White is recommended for customization") as null|anything in all_ui_styles
if(!UI_style_new) return
var/UI_style_alpha_new = input(usr, "Select a new alpha (transparency) parameter for your UI, between 50 and 255") as null|num
if(!UI_style_alpha_new | !(UI_style_alpha_new <= 255 && UI_style_alpha_new >= 50)) return
var/UI_style_color_new = input(usr, "Choose your UI color. Dark colors are not recommended!") as color|null
if(!UI_style_color_new) return
//update UI
var/list/icons = usr.hud_used.adding + usr.hud_used.other + usr.hud_used.hotkeybuttons
icons.Add(usr.zone_sel)
icons.Add(usr.gun_setting_icon)
icons.Add(usr.item_use_icon)
icons.Add(usr.gun_move_icon)
icons.Add(usr.gun_run_icon)
icons.Add(usr.radio_use_icon)
var/icon/ic = all_ui_styles[UI_style_new]
for(var/obj/screen/I in icons)
if(I.name in list(I_HELP, I_HURT, I_DISARM, I_GRAB)) continue
I.icon = ic
I.color = UI_style_color_new
I.alpha = UI_style_alpha_new
if(alert("Like it? Save changes?",,"Yes", "No") == "Yes")
prefs.UI_style = UI_style_new
prefs.UI_style_alpha = UI_style_alpha_new
prefs.UI_style_color = UI_style_color_new
prefs.save_preferences()
usr << "UI was saved"
+38 -5
View File
@@ -50,7 +50,7 @@
//Set species_restricted list
switch(target_species)
if("Human", "Skrell") //humanoid bodytypes
species_restricted = list("exclude","Unathi","Tajara","Diona","Vox", "Xenomorph", "Xenomorph Drone", "Xenomorph Hunter", "Xenomorph Sentinel", "Xenomorph Queen")
species_restricted = list("Human", "Skrell") //skrell/humans can wear each other's suits
else
species_restricted = list(target_species)
@@ -72,9 +72,7 @@
//Set species_restricted list
switch(target_species)
if("Skrell")
species_restricted = list("exclude","Unathi","Tajara","Diona","Vox", "Xenomorph", "Xenomorph Drone", "Xenomorph Hunter", "Xenomorph Sentinel", "Xenomorph Queen")
if("Human")
species_restricted = list("exclude","Skrell","Unathi","Tajara","Diona","Vox", "Xenomorph", "Xenomorph Drone", "Xenomorph Hunter", "Xenomorph Sentinel", "Xenomorph Queen")
species_restricted = list("Human", "Skrell") //skrell helmets fit humans too
else
species_restricted = list(target_species)
@@ -172,7 +170,7 @@ BLIND // can't see anything
name = "glasses"
icon = 'icons/obj/clothing/glasses.dmi'
w_class = 2.0
flags = GLASSESCOVERSEYES
body_parts_covered = EYES
slot_flags = SLOT_EYES
var/vision_flags = 0
var/darkness_view = 0//Base human is 2
@@ -275,6 +273,41 @@ BLIND // can't see anything
update_icon(user)
user.update_action_buttons()
/obj/item/clothing/head/attack_ai(var/mob/user)
if(!mob_wear_hat(user))
return ..()
/obj/item/clothing/head/attack_generic(var/mob/user)
if(!mob_wear_hat(user))
return ..()
/obj/item/clothing/head/proc/mob_wear_hat(var/mob/user)
if(!Adjacent(user))
return 0
var/success
if(istype(user, /mob/living/silicon/robot/drone))
var/mob/living/silicon/robot/drone/D = user
if(D.hat)
success = 2
else
D.wear_hat(src)
success = 1
else if(istype(user, /mob/living/carbon/alien/diona))
var/mob/living/carbon/alien/diona/D = user
if(D.hat)
success = 2
else
D.wear_hat(src)
success = 1
if(!success)
return 0
else if(success == 2)
user << "<span class='warning'>You are already wearing a hat.</span>"
else if(success == 1)
user << "<span class='notice'>You crawl under \the [src].</span>"
return 1
/obj/item/clothing/head/update_icon(var/mob/user)
overlays.Cut()
+2 -6
View File
@@ -3,7 +3,6 @@
name = "glasses"
icon = 'icons/obj/clothing/glasses.dmi'
//w_class = 2.0
//flags = GLASSESCOVERSEYES
//slot_flags = SLOT_EYES
//var/vision_flags = 0
//var/darkness_view = 0//Base human is 2
@@ -13,7 +12,6 @@
var/active = 1
var/activation_sound = 'sound/items/goggles_charge.ogg'
var/obj/screen/overlay = null
body_parts_covered = EYES
/obj/item/clothing/glasses/attack_self(mob/user)
if(toggleable)
@@ -37,7 +35,7 @@
icon_state = "meson"
item_state = "glasses"
action_button_name = "Toggle Goggles"
origin_tech = list(TECH_MAGNET = 2, TECH_ENGINERING = 2)
origin_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2)
toggleable = 1
vision_flags = SEE_TURFS
@@ -95,7 +93,7 @@
desc = "Very confusing glasses."
icon_state = "material"
item_state = "glasses"
origin_tech = list(TECH_MAGNET = 3, TECH_ENGINERING = 3)
origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3)
toggleable = 1
vision_flags = SEE_OBJS
@@ -159,14 +157,12 @@
if(usr.canmove && !usr.stat && !usr.restrained())
if(src.up)
src.up = !src.up
src.flags |= GLASSESCOVERSEYES
flags_inv |= HIDEEYES
body_parts_covered |= EYES
icon_state = initial(icon_state)
usr << "You flip \the [src] down to protect your eyes."
else
src.up = !src.up
src.flags &= ~HEADCOVERSEYES
flags_inv &= ~HIDEEYES
body_parts_covered &= ~EYES
icon_state = "[initial(icon_state)]up"
+1 -1
View File
@@ -1,7 +1,7 @@
/obj/item/clothing/glasses/hud
name = "HUD"
desc = "A heads-up display that provides important info in (almost) real time."
flags = null //doesn't protect eyes because it's a monocle, duh
flags = 0 //doesn't protect eyes because it's a monocle, duh
origin_tech = list(TECH_MAGNET = 3, TECH_BIO = 2)
var/list/icon/current = list() //the current hud icons
+2 -2
View File
@@ -14,13 +14,13 @@
/obj/item/clothing/head/hardhat/red
icon_state = "hardhat0_red"
name = "firefighter helmet"
flags = STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
/obj/item/clothing/head/hardhat/white
icon_state = "hardhat0_white"
flags = STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
heat_protection = HEAD
max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
+6 -8
View File
@@ -6,7 +6,8 @@
slot_l_hand_str = "helmet",
slot_r_hand_str = "helmet",
)
flags = HEADCOVERSEYES | THICKMATERIAL
item_flags = THICKMATERIAL
body_parts_covered = HEAD
armor = list(melee = 50, bullet = 15, laser = 50,energy = 10, bomb = 25, bio = 0, rad = 0)
flags_inv = HIDEEARS|HIDEEYES
cold_protection = HEAD
@@ -20,7 +21,7 @@
name = "riot helmet"
desc = "It's a helmet specifically designed to protect against close range attacks."
icon_state = "riot"
flags = HEADCOVERSEYES
body_parts_covered = HEAD|FACE|EYES //face shield
armor = list(melee = 82, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0)
flags_inv = HIDEEARS
siemens_coefficient = 0.7
@@ -29,7 +30,6 @@
name = "\improper SWAT helmet"
desc = "They're often used by highly trained Swat Members."
icon_state = "swat"
flags = HEADCOVERSEYES
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags_inv = HIDEEARS|HIDEEYES
cold_protection = HEAD
@@ -40,7 +40,6 @@
name = "\improper Thunderdome helmet"
desc = "<i>'Let the battle commence!'</i>"
icon_state = "thunderdome"
flags = HEADCOVERSEYES
armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
@@ -50,15 +49,14 @@
name = "gladiator helmet"
desc = "Ave, Imperator, morituri te salutant."
icon_state = "gladiator"
flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR
body_parts_covered = HEAD|FACE
siemens_coefficient = 1
/obj/item/clothing/head/helmet/tactical
name = "tactical helmet"
desc = "An armored helmet capable of being fitted with a multitude of attachments."
icon_state = "swathelm"
flags = HEADCOVERSEYES
sprite_sheets = list(
"Tajara" = 'icons/mob/species/tajaran/helmet.dmi',
"Unathi" = 'icons/mob/species/unathi/helmet.dmi',
@@ -72,9 +70,9 @@
name = "Augment Array"
desc = "A helmet with optical and cranial augments coupled to it."
icon_state = "v62"
flags = HEADCOVERSEYES
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags_inv = HIDEEARS|HIDEEYES
body_parts_covered = HEAD|EYES
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
siemens_coefficient = 0.5
+29 -17
View File
@@ -38,15 +38,15 @@
name = "chaplain's hood"
desc = "It's hood that covers the head. It keeps you warm during the space winters."
icon_state = "chaplain_hood"
flags = HEADCOVERSEYES|BLOCKHAIR
body_parts_covered = HEAD|EYES
flags_inv = BLOCKHAIR
body_parts_covered = HEAD
//Chaplain
/obj/item/clothing/head/nun_hood
name = "nun hood"
desc = "Maximum piety in this star system."
icon_state = "nun_hood"
flags = HEADCOVERSEYES|BLOCKHAIR
flags_inv = BLOCKHAIR
body_parts_covered = HEAD
//Mime
@@ -60,42 +60,54 @@
/obj/item/clothing/head/beret/sec
name = "security beret"
desc = "A beret with the security insignia emblazoned on it. For officers that are more inclined towards style than safety."
icon_state = "beret_badge"
/obj/item/clothing/head/beret/sec/alt
icon_state = "beret_officer"
/obj/item/clothing/head/beret/sec/navy/officer
name = "officer beret"
desc = "A navy blue beret with an officer's rank emblem. For officers that are more inclined towards style than safety."
icon_state = "officerberet"
/obj/item/clothing/head/beret/sec/hos
icon_state = "beret_navy_officer"
/obj/item/clothing/head/beret/sec/navy/hos
name = "officer beret"
desc = "A navy blue beret with a commander's rank emblem. For officers that are more inclined towards style than safety."
icon_state = "hosberet"
/obj/item/clothing/head/beret/sec/warden
icon_state = "beret_navy_hos"
/obj/item/clothing/head/beret/sec/navy/warden
name = "warden beret"
desc = "A navy blue beret with a warden's rank emblem. For officers that are more inclined towards style than safety."
icon_state = "wardenberet"
/obj/item/clothing/head/beret/eng
icon_state = "beret_navy_warden"
/obj/item/clothing/head/beret/sec/corporate/officer
name = "officer beret"
desc = "A corporate black beret with an officer's rank emblem. For officers that are more inclined towards style than safety."
icon_state = "beret_corporate_officer"
/obj/item/clothing/head/beret/sec/corporate/hos
name = "officer beret"
desc = "A corporate black beret with a commander's rank emblem. For officers that are more inclined towards style than safety."
icon_state = "beret_corporate_hos"
/obj/item/clothing/head/beret/sec/corporate/warden
name = "warden beret"
desc = "A corporate black beret with a warden's rank emblem. For officers that are more inclined towards style than safety."
icon_state = "beret_corporate_warden"
/obj/item/clothing/head/beret/engineering
name = "engineering beret"
desc = "A beret with the engineering insignia emblazoned on it. For engineers that are more inclined towards style than safety."
icon_state = "e_beret_badge"
/obj/item/clothing/head/beret/jan
icon_state = "beret_engineering"
/obj/item/clothing/head/beret/purple
name = "purple beret"
desc = "A stylish, if purple, beret."
icon_state = "purpleberet"
icon_state = "beret_purple"
/obj/item/clothing/head/beret/centcom/officer
name = "officers beret"
desc = "A black beret adorned with the shield—a silver kite shield with an engraved sword—of the NanoTrasen security forces."
icon_state = "centcomofficerberet"
icon_state = "beret_centcom_officer"
/obj/item/clothing/head/beret/centcom/captain
name = "captains beret"
desc = "A white beret adorned with the shield—a silver kite shield with an engraved sword—of the NanoTrasen security forces."
icon_state = "centcomcaptain"
icon_state = "beret_centcom_captain"
//Medical
/obj/item/clothing/head/surgery
name = "surgical cap"
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs."
icon_state = "surgcap_blue"
flags = BLOCKHEADHAIR
flags_inv = BLOCKHEADHAIR
/obj/item/clothing/head/surgery/purple
desc = "A cap surgeons wear during operations. Keeps their hair from tickling your internal organs. This one is deep purple."
+10 -13
View File
@@ -56,7 +56,7 @@
name = "hastur's hood"
desc = "It's unspeakably stylish"
icon_state = "hasturhood"
flags = HEADCOVERSEYES|BLOCKHAIR
flags_inv = BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES
/obj/item/clothing/head/nursehat
@@ -74,8 +74,7 @@
)
icon_state = "syndicate"
desc = "A plastic replica of a bloodthirsty mercenary's space helmet, you'll look just like a real murderous criminal operative in this! This is a toy, it is not made for use in space!"
flags = BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
siemens_coefficient = 2.0
body_parts_covered = HEAD|FACE|EYES
@@ -84,8 +83,7 @@
desc = "A large, featureless white orb mean to be worn on your head. How do you even see out of this thing?"
icon_state = "cueball"
item_state = "cueball"
flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
flags_inv = 0
flags_inv = BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES
/obj/item/clothing/head/greenbandana
@@ -101,7 +99,6 @@
desc = "A helmet made out of a box."
icon_state = "cardborg_h"
item_state = "cardborg_h"
flags = HEADCOVERSEYES | HEADCOVERSMOUTH
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
body_parts_covered = HEAD|FACE|EYES
@@ -109,7 +106,8 @@
name = "justice hat"
desc = "fight for what's righteous!"
icon_state = "justicered"
flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
flags_inv = BLOCKHAIR
body_parts_covered = HEAD|EYES
/obj/item/clothing/head/justice/blue
icon_state = "justiceblue"
@@ -201,7 +199,7 @@
name = "witch costume wig"
desc = "Eeeee~heheheheheheh!"
icon_state = "witch"
flags = BLOCKHAIR
flags_inv = BLOCKHAIR
siemens_coefficient = 2.0
/obj/item/clothing/head/chicken
@@ -212,7 +210,7 @@
slot_l_hand_str = "chickensuit",
slot_r_hand_str = "chickensuit",
)
flags = BLOCKHAIR
flags_inv = BLOCKHAIR
siemens_coefficient = 0.7
body_parts_covered = HEAD|FACE|EYES
@@ -220,7 +218,7 @@
name = "bear pelt hat"
desc = "Fuzzy."
icon_state = "bearpelt"
flags = BLOCKHAIR
flags_inv = BLOCKHAIR
siemens_coefficient = 0.7
/obj/item/clothing/head/xenos
@@ -231,8 +229,7 @@
slot_r_hand_str = "xenos_helm",
)
desc = "A helmet made out of chitinous alien hide."
flags = BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
siemens_coefficient = 2.0
body_parts_covered = HEAD|FACE|EYES
@@ -244,7 +241,7 @@
slot_l_hand_str = "pwig",
slot_r_hand_str = "pwig",
)
flags = BLOCKHAIR
flags_inv = BLOCKHAIR
siemens_coefficient = 2.0 //why is it so conductive?!
body_parts_covered = 0
+6 -9
View File
@@ -19,7 +19,6 @@
slot_l_hand_str = "welding",
slot_r_hand_str = "welding",
)
flags = HEADCOVERSEYES | HEADCOVERSMOUTH
matter = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000)
var/up = 0
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
@@ -44,13 +43,13 @@
if(usr.canmove && !usr.stat && !usr.restrained())
if(src.up)
src.up = !src.up
src.flags |= (HEADCOVERSEYES | HEADCOVERSMOUTH)
body_parts_covered |= (EYES|FACE)
flags_inv |= (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_state = base_state
usr << "You flip the [src] down to protect your eyes."
else
src.up = !src.up
src.flags &= ~(HEADCOVERSEYES | HEADCOVERSMOUTH)
body_parts_covered &= ~(EYES|FACE)
flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_state = "[base_state]up"
usr << "You push the [src] up out of your face."
@@ -66,9 +65,8 @@
desc = "It's tasty looking!"
icon_state = "cake0"
item_state = "cake0"
flags = HEADCOVERSEYES
var/onfire = 0
body_parts_covered = HEAD|EYES
body_parts_covered = HEAD
/obj/item/clothing/head/cakehat/process()
if(!onfire)
@@ -124,9 +122,8 @@
name = "carved pumpkin"
desc = "A jack o' lantern! Believed to ward off evil spirits."
icon_state = "hardhat0_pumpkin"//Could stand to be renamed
flags = HEADCOVERSEYES | HEADCOVERSMOUTH | BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
body_parts_covered = HEAD|EYES
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES
brightness_on = 2
light_overlay = "helmet_light"
w_class = 3
@@ -155,4 +152,4 @@
desc = "You can hear the distant sounds of rhythmic electronica."
icon_state = "richard"
body_parts_covered = HEAD|FACE
flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
flags_inv = BLOCKHAIR
+3 -6
View File
@@ -3,8 +3,7 @@
desc = "LOADSAMONEY"
icon_state = "balaclava"
item_state = "balaclava"
flags = BLOCKHAIR
flags_inv = HIDEFACE
flags_inv = HIDEFACE|BLOCKHAIR
body_parts_covered = FACE|HEAD
w_class = 2
sprite_sheets = list(
@@ -17,8 +16,7 @@
desc = "Designed to both hide identities and keep your face comfy and warm."
icon_state = "swatclava"
item_state = "balaclava"
flags = BLOCKHAIR
flags_inv = HIDEFACE
flags_inv = HIDEFACE|BLOCKHAIR
w_class = 2
sprite_sheets = list(
"Tajara" = 'icons/mob/species/tajaran/mask.dmi',
@@ -30,8 +28,7 @@
desc = "Worn by robust fighters, flying high to defeat their foes!"
icon_state = "luchag"
item_state = "luchag"
flags = BLOCKHAIR
flags_inv = HIDEFACE
flags_inv = HIDEFACE|BLOCKHAIR
body_parts_covered = HEAD|FACE
w_class = 2
siemens_coefficient = 3.0
+7 -7
View File
@@ -3,8 +3,8 @@
name = "breath mask"
icon_state = "breath"
item_state = "breath"
flags = MASKCOVERSMOUTH | AIRTIGHT
body_parts_covered = 0
item_flags = AIRTIGHT|FLEXIBLEMATERIAL
body_parts_covered = FACE
w_class = 2
gas_transfer_coefficient = 0.10
permeability_coefficient = 0.50
@@ -20,16 +20,16 @@
if(!src.hanging)
src.hanging = !src.hanging
gas_transfer_coefficient = 1 //gas is now escaping to the turf and vice versa
flags &= ~(MASKCOVERSMOUTH | AIRTIGHT)
body_parts_covered = 0
item_flags &= ~(AIRTIGHT)
body_parts_covered = ~(FACE)
icon_state = "breathdown"
user << "Your mask is now hanging on your neck."
else
src.hanging = !src.hanging
gas_transfer_coefficient = initial(gas_transfer_coefficient)
flags |= MASKCOVERSMOUTH | AIRTIGHT
body_parts_covered = initial(body_parts_covered)
item_flags |= AIRTIGHT
body_parts_covered |= FACE
icon_state = "breath"
user << "You pull the mask up to cover your face."
update_clothing_icon()
@@ -49,4 +49,4 @@
name = "medical mask"
icon_state = "medical"
item_state = "medical"
permeability_coefficient = 0.01
permeability_coefficient = 0.01
+3 -2
View File
@@ -2,7 +2,7 @@
name = "gas mask"
desc = "A face-covering mask that can be connected to an air supply. Filters harmful gases from the air."
icon_state = "gas_alt"
flags = MASKCOVERSMOUTH | MASKCOVERSEYES | BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT
item_flags = BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
body_parts_covered = FACE|EYES
w_class = 3.0
@@ -34,7 +34,7 @@
icon_state = "plaguedoctor"
item_state = "gas_mask"
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 90, rad = 0)
body_parts_covered = HEAD|FACE
body_parts_covered = HEAD|FACE|EYES
/obj/item/clothing/mask/gas/swat
name = "\improper SWAT mask"
@@ -101,3 +101,4 @@
name = "owl mask"
desc = "Twoooo!"
icon_state = "owl"
body_parts_covered = HEAD|FACE|EYES
+14 -13
View File
@@ -3,8 +3,7 @@
desc = "To stop that awful noise."
icon_state = "muzzle"
item_state = "muzzle"
flags = MASKCOVERSMOUTH
body_parts_covered = 0
body_parts_covered = FACE
w_class = 2
gas_transfer_coefficient = 0.90
voicechange = 1
@@ -26,8 +25,8 @@
icon_state = "sterile"
item_state = "sterile"
w_class = 2
flags = MASKCOVERSMOUTH
body_parts_covered = 0
body_parts_covered = FACE
item_flags = FLEXIBLEMATERIAL
gas_transfer_coefficient = 0.90
permeability_coefficient = 0.01
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 0)
@@ -47,13 +46,14 @@
body_parts_covered = 0
//scarves (fit in in mask slot)
//None of these actually have on-mob sprites...
/obj/item/clothing/mask/bluescarf
name = "blue neck scarf"
desc = "A blue neck scarf."
icon_state = "blueneckscarf"
item_state = "blueneckscarf"
flags = MASKCOVERSMOUTH
body_parts_covered = FACE
item_flags = FLEXIBLEMATERIAL
w_class = 2
gas_transfer_coefficient = 0.90
@@ -62,7 +62,8 @@
desc = "A red and white checkered neck scarf."
icon_state = "redwhite_scarf"
item_state = "redwhite_scarf"
flags = MASKCOVERSMOUTH
body_parts_covered = FACE
item_flags = FLEXIBLEMATERIAL
w_class = 2
gas_transfer_coefficient = 0.90
@@ -71,7 +72,8 @@
desc = "A green neck scarf."
icon_state = "green_scarf"
item_state = "green_scarf"
flags = MASKCOVERSMOUTH
body_parts_covered = FACE
item_flags = FLEXIBLEMATERIAL
w_class = 2
gas_transfer_coefficient = 0.90
@@ -80,7 +82,8 @@
desc = "A stealthy, dark scarf."
icon_state = "ninja_scarf"
item_state = "ninja_scarf"
flags = MASKCOVERSMOUTH
body_parts_covered = FACE
item_flags = FLEXIBLEMATERIAL
w_class = 2
gas_transfer_coefficient = 0.90
siemens_coefficient = 0
@@ -90,8 +93,7 @@
desc = "A rubber pig mask."
icon_state = "pig"
item_state = "pig"
flags = BLOCKHAIR
flags_inv = HIDEFACE
flags_inv = HIDEFACE|BLOCKHAIR
w_class = 2
siemens_coefficient = 0.9
body_parts_covered = HEAD|FACE|EYES
@@ -101,8 +103,7 @@
desc = "A mask made of soft vinyl and latex, representing the head of a horse."
icon_state = "horsehead"
item_state = "horsehead"
flags = BLOCKHAIR
flags_inv = HIDEFACE
flags_inv = HIDEFACE|BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES
w_class = 2
siemens_coefficient = 0.9
+1 -1
View File
@@ -3,7 +3,7 @@
name = "galoshes"
icon_state = "galoshes"
permeability_coefficient = 0.05
flags = NOSLIP
item_flags = NOSLIP
slowdown = SHOES_SLOWDOWN+1
species_restricted = null
+3 -3
View File
@@ -18,14 +18,14 @@
/obj/item/clothing/shoes/magboots/attack_self(mob/user)
if(magpulse)
flags &= ~NOSLIP
item_flags &= ~NOSLIP
magpulse = 0
set_slowdown()
force = 3
if(icon_base) icon_state = "[icon_base]0"
user << "You disable the mag-pulse traction system."
else
flags |= NOSLIP
item_flags |= NOSLIP
magpulse = 1
set_slowdown()
force = 5
@@ -70,6 +70,6 @@
/obj/item/clothing/shoes/magboots/examine(mob/user)
..(user)
var/state = "disabled"
if(src.flags&NOSLIP)
if(item_flags & NOSLIP)
state = "enabled"
user << "Its mag-pulse traction system appears to be [state]."
+4 -4
View File
@@ -4,7 +4,7 @@
icon_state = "brown"
item_state = "brown"
permeability_coefficient = 0.05
flags = NOSLIP
item_flags = NOSLIP
origin_tech = list(TECH_ILLEGAL = 3)
var/list/clothing_choices = list()
siemens_coefficient = 0.8
@@ -20,7 +20,7 @@
icon_state = "swat"
force = 3
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags = NOSLIP
item_flags = NOSLIP
siemens_coefficient = 0.6
/obj/item/clothing/shoes/combat //Basically SWAT shoes combined with galoshes.
@@ -29,7 +29,7 @@
icon_state = "swat"
force = 5
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags = NOSLIP
item_flags = NOSLIP
siemens_coefficient = 0.6
cold_protection = FEET
@@ -120,6 +120,6 @@
desc = "Help you swim good."
name = "swimming fins"
icon_state = "flippers"
flags = NOSLIP
item_flags = NOSLIP
slowdown = SHOES_SLOWDOWN+1
species_restricted = null
+4 -4
View File
@@ -45,7 +45,7 @@
/obj/item/clothing/head/helmet/space/vox
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0.6
flags = HEADCOVERSEYES|STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
species_restricted = list("Vox")
sprite_sheets = list("Vox" = 'icons/mob/species/vox/head.dmi')
@@ -135,7 +135,7 @@
/obj/item/clothing/shoes/magboots/vox/attack_self(mob/user)
if(src.magpulse)
flags &= ~NOSLIP
item_flags &= ~NOSLIP
magpulse = 0
canremove = 1
user << "You relax your deathgrip on the flooring."
@@ -148,7 +148,7 @@
user << "You will have to put on the [src] before you can do that."
return
flags |= NOSLIP
item_flags |= NOSLIP
magpulse = 1
canremove = 0 //kinda hard to take off magclaws when you are gripping them tightly.
user << "You dig your claws deeply into the flooring, bracing yourself."
@@ -160,7 +160,7 @@
..()
if(src.magpulse)
user.visible_message("The [src] go limp as they are removed from [usr]'s feet.", "The [src] go limp as they are removed from your feet.")
flags &= ~NOSLIP
item_flags &= ~NOSLIP
magpulse = 0
canremove = 1
+3 -3
View File
@@ -4,8 +4,8 @@
icon_state = "capspace"
item_state = "capspace"
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Only for the most fashionable of military figureheads."
flags = HEADCOVERSEYES | BLOCKHAIR | STOPPRESSUREDAMAGE
flags_inv = HIDEFACE
item_flags = STOPPRESSUREDAMAGE
flags_inv = HIDEFACE|BLOCKHAIR
permeability_coefficient = 0.01
armor = list(melee = 65, bullet = 50, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 50)
@@ -18,7 +18,7 @@
w_class = 4
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
flags = STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
slowdown = 1.5
@@ -17,7 +17,7 @@
w_class = 4
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
flags = STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
slowdown = 1.5
@@ -37,7 +37,8 @@
slot_r_hand_str = "syndicate-helm-black-red",
)
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 100, rad = 60)
flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPPRESSUREDAMAGE | THICKMATERIAL
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL
flags_inv = BLOCKHAIR
siemens_coefficient = 0.6
//how is this a space helmet?
@@ -46,7 +47,8 @@
desc = "An armored beret commonly used by special operations officers."
icon_state = "beret_badge"
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
flags = HEADCOVERSEYES | BLOCKHAIR | STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
flags_inv = BLOCKHAIR
siemens_coefficient = 0.9
//Space santa outfit suit
@@ -55,7 +57,8 @@
desc = "Ho ho ho. Merrry X-mas!"
icon_state = "santahat"
item_state = "santahat"
flags = HEADCOVERSEYES | BLOCKHAIR | STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
flags_inv = BLOCKHAIR
body_parts_covered = HEAD
/obj/item/clothing/suit/space/santa
@@ -64,7 +67,7 @@
icon_state = "santa"
item_state = "santa"
slowdown = 0
flags = ONESIZEFITSALL | STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
allowed = list(/obj/item) //for stuffing exta special presents
//Space pirate outfit
@@ -74,7 +77,8 @@
icon_state = "pirate"
item_state = "pirate"
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
flags = HEADCOVERSEYES | BLOCKHAIR | STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
flags_inv = BLOCKHAIR
body_parts_covered = 0
siemens_coefficient = 0.9
@@ -21,7 +21,7 @@
name = "mounted grenade launcher"
desc = "A shoulder-mounted micro-explosive dispenser."
selectable = 1
icon_state = "grenadelauncher"
icon_state = "grenade"
interface_name = "integrated grenade launcher"
interface_desc = "Discharges loaded grenades against the wearer's location."
+8 -10
View File
@@ -179,9 +179,8 @@
for(var/obj/item/piece in list(helmet,boots,gloves,chest))
if(!piece) continue
piece.icon_state = "[initial(icon_state)]"
if(airtight)
piece.flags &= ~STOPPRESSUREDAMAGE
piece.flags &= ~AIRTIGHT
if(airtight)
piece.item_flags &= ~(STOPPRESSUREDAMAGE|AIRTIGHT)
update_icon(1)
/obj/item/weapon/rig/proc/toggle_seals(var/mob/living/carbon/human/M,var/instant)
@@ -269,9 +268,9 @@
for(var/obj/item/piece in list(helmet,boots,gloves,chest))
if(!piece) continue
piece.icon_state = "[initial(icon_state)][!seal_target ? "" : "_sealed"]"
canremove = !seal_target
canremove = !seal_target
if(airtight)
update_component_sealed()
update_component_sealed()
update_icon(1)
return 0
@@ -289,11 +288,10 @@
/obj/item/weapon/rig/proc/update_component_sealed()
for(var/obj/item/piece in list(helmet,boots,gloves,chest))
if(canremove)
piece.flags &= ~STOPPRESSUREDAMAGE
piece.flags &= ~AIRTIGHT
else
piece.flags |= STOPPRESSUREDAMAGE
piece.flags |= AIRTIGHT
piece.item_flags &= ~(STOPPRESSUREDAMAGE|AIRTIGHT)
else
piece.item_flags |= (STOPPRESSUREDAMAGE|AIRTIGHT)
update_icon(1)
/obj/item/weapon/rig/process()
@@ -4,8 +4,8 @@
/obj/item/clothing/head/helmet/space/rig
name = "helmet"
flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | THICKMATERIAL
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
item_flags = THICKMATERIAL
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES
heat_protection = HEAD|FACE|EYES
cold_protection = HEAD|FACE|EYES
@@ -15,7 +15,7 @@
/obj/item/clothing/gloves/rig
name = "gauntlets"
flags = THICKMATERIAL
item_flags = THICKMATERIAL
body_parts_covered = HANDS
heat_protection = HANDS
cold_protection = HANDS
@@ -38,7 +38,7 @@
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
flags_inv = HIDEJUMPSUIT|HIDETAIL
flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
slowdown = 0
//will reach 10 breach damage after 25 laser carbine blasts, 3 revolver hits, or ~1 PTR hit. Completely immune to smg or sts hits.
breach_threshold = 38
@@ -1,6 +1,6 @@
/obj/item/weapon/rig/unathi
name = "NT breacher chassis control module"
desc = "A cheap NT knock-off of a Unathi battle-rig. Looks like a fish, moves like a fish, steers like a cow."
desc = "A cheap NT knock-off of an Unathi battle-rig. Looks like a fish, moves like a fish, steers like a cow."
suit_type = "NT breacher"
icon_state = "breacher_rig_cheap"
armor = list(melee = 60, bullet = 60, laser = 60, energy = 60, bomb = 70, bio = 100, rad = 50)
@@ -9,12 +9,24 @@
offline_slowdown = 10
vision_restriction = 1
offline_vision_restriction = 2
chest_type = /obj/item/clothing/suit/space/rig
helm_type = /obj/item/clothing/head/helmet/space/rig/unathi
boot_type = /obj/item/clothing/shoes/magboots/rig/unathi
/obj/item/weapon/rig/unathi/fancy
name = "breacher chassis control module"
desc = "An authentic Unathi breacher chassis. Huge, bulky and absurdly heavy. It must be like wearing a tank."
suit_type = "breacher chassis"
icon_state = "breacher_rig"
armor = list(melee = 90, bullet = 90, laser = 90, energy = 90, bomb = 90, bio = 100, rad = 80)
armor = list(melee = 90, bullet = 90, laser = 90, energy = 90, bomb = 90, bio = 100, rad = 80) //Takes TEN TIMES as much damage to stop someone in a breacher. In exchange, it's slow.
vision_restriction = 0
slowdown = 4
/obj/item/clothing/head/helmet/space/rig/unathi
species_restricted = list("Unathi")
/obj/item/clothing/suit/space/rig/unathi
species_restricted = list("Unathi")
/obj/item/clothing/shoes/magboots/rig/unathi
species_restricted = list("Unathi")
@@ -8,7 +8,7 @@
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
emp_protection = 10
slowdown = 0
flags = STOPPRESSUREDAMAGE | THICKMATERIAL
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL
offline_slowdown = 0
offline_vision_restriction = 0
@@ -6,7 +6,8 @@
name = "Space helmet"
icon_state = "space"
desc = "A special helmet designed for work in a hazardous, low-pressure environment."
flags = HEADCOVERSEYES | BLOCKHAIR | HEADCOVERSMOUTH | STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL | AIRTIGHT
flags_inv = BLOCKHAIR
item_state_slots = list(
slot_l_hand_str = "s_helmet",
slot_r_hand_str = "s_helmet",
@@ -18,7 +19,7 @@
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE
siemens_coefficient = 0.9
species_restricted = list("exclude","Diona","Vox", "Xenomorph", "Xenomorph Drone", "Xenomorph Hunter", "Xenomorph Sentinel", "Xenomorph Queen")
species_restricted = list("Human", "Skrell", "Tajara", "Unathi")
var/obj/machinery/camera/camera
var/list/camera_networks
@@ -54,7 +55,7 @@
w_class = 4//bulky item
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
flags = STOPPRESSUREDAMAGE | THICKMATERIAL
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/device/suit_cooling_unit)
slowdown = 3
@@ -63,7 +64,7 @@
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
siemens_coefficient = 0.9
species_restricted = list("exclude","Diona","Vox", "Xenomorph", "Xenomorph Drone", "Xenomorph Hunter", "Xenomorph Sentinel", "Xenomorph Queen")
species_restricted = list("Human", "Skrell", "Tajara", "Unathi")
var/list/supporting_limbs //If not-null, automatically splints breaks. Checked when removing the suit.
@@ -6,7 +6,7 @@
item_state = "syndie_helm"
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 60)
siemens_coefficient = 0.6
species_restricted = list("exclude","Unathi","Tajara","Skrell","Vox", "Xenomorph", "Xenomorph Drone", "Xenomorph Hunter", "Xenomorph Sentinel", "Xenomorph Queen")
species_restricted = list("Human")
camera_networks = list("NUKE")
light_overlay = "helmet_light_green" //todo: species-specific light overlays
@@ -20,4 +20,4 @@
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 60)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/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)
siemens_coefficient = 0.6
species_restricted = list("exclude","Unathi","Tajara","Skrell","Vox", "Xenomorph", "Xenomorph Drone", "Xenomorph Hunter", "Xenomorph Sentinel", "Xenomorph Queen")
species_restricted = list("Human", "Skrell")
@@ -9,7 +9,7 @@
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
//Species-specific stuff.
species_restricted = list("exclude","Unathi","Tajara","Skrell","Diona","Vox", "Xenomorph", "Xenomorph Drone", "Xenomorph Hunter", "Xenomorph Sentinel", "Xenomorph Queen")
species_restricted = list("Human")
sprite_sheets_refit = list(
"Unathi" = 'icons/mob/species/unathi/helmet.dmi',
"Tajara" = 'icons/mob/species/tajaran/helmet.dmi',
@@ -34,7 +34,7 @@
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
species_restricted = list("exclude","Unathi","Tajara","Diona","Vox", "Xenomorph", "Xenomorph Drone", "Xenomorph Hunter", "Xenomorph Sentinel", "Xenomorph Queen")
species_restricted = list("Human", "Skrell")
sprite_sheets_refit = list(
"Unathi" = 'icons/mob/species/unathi/suit.dmi',
"Tajara" = 'icons/mob/species/tajaran/suit.dmi',
+2 -4
View File
@@ -2,7 +2,7 @@
/obj/item/clothing/suit/armor
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
body_parts_covered = UPPER_TORSO|LOWER_TORSO
flags = THICKMATERIAL
item_flags = THICKMATERIAL
cold_protection = UPPER_TORSO|LOWER_TORSO
min_cold_protection_temperature = ARMOR_MIN_COLD_PROTECTION_TEMPERATURE
@@ -17,7 +17,6 @@
icon_state = "armor"
item_state = "armor"
blood_overlay_type = "armor"
flags = ONESIZEFITSALL
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
/obj/item/clothing/suit/armor/vest/security
@@ -71,7 +70,7 @@
item_state = "swat_suit"
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
flags = STOPPRESSUREDAMAGE | THICKMATERIAL
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
slowdown = 1
@@ -98,7 +97,6 @@
icon_state = "detective-armor"
item_state = "armor"
blood_overlay_type = "armor"
flags = ONESIZEFITSALL
body_parts_covered = UPPER_TORSO|LOWER_TORSO
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
+1 -2
View File
@@ -8,9 +8,8 @@
)
desc = "A hood that protects the head and face from biological comtaminants."
permeability_coefficient = 0.01
flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES
siemens_coefficient = 0.9
+3 -4
View File
@@ -21,7 +21,7 @@
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/extinguisher)
slowdown = 1.0
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
flags = STOPPRESSUREDAMAGE
item_flags = STOPPRESSUREDAMAGE
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
@@ -47,9 +47,8 @@
name = "bomb hood"
desc = "Use in case of bomb."
icon_state = "bombsuit"
flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES
siemens_coefficient = 0
@@ -86,7 +85,7 @@
name = "Radiation Hood"
icon_state = "rad"
desc = "A hood with radiation protective properties. Label: Made with lead, do not eat insulation"
flags = HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
flags_inv = BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
@@ -10,14 +10,14 @@
var/open
var/obj/item/held //Item inside locket.
/obj/item/clothing/accessory/locket/heart
name = "heart-shaped locket"
desc = " A silver, heart-shaped locket. It flips open to reveal two pictures, one of a young red-headed woman and one of a brunette of similar age. Small writing is etched onto the back, reading 'M+L'. Some may regard it as cheesy."
icon_state = "heartlocket"
/obj/item/clothing/accessory/locket/attack_self(mob/user as mob)
if(!base_icon)
base_icon = icon_state
if(!("[base_icon]_open" in icon_states(icon)))
user << "\The [src] doesn't seem to open."
return
open = !open
user << "You flip \the [src] [open?"open":"closed"]."
if(open)
@@ -36,11 +36,11 @@
if(istype(O,/obj/item/weapon/paper) || istype(O, /obj/item/weapon/photo))
if(held)
usr << "[src] already has something inside it."
usr << "\The [src] already has something inside it."
else
usr << "You slip [O] into [src]."
user.drop_item()
O.loc = src
src.held = O
return
..()
..()
@@ -23,8 +23,14 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
/obj/item/clothing/under/rank/roboticist
desc = "It's a slimming black with reinforced seams; great for industrial work."
desc = "It's a slimming black jumpsuit with reinforced seams; great for industrial work."
name = "roboticist's jumpsuit"
icon_state = "robotics"
item_state = "bl_suit"
worn_state = "robotics"
worn_state = "robotics"
/obj/item/clothing/under/rank/roboticist/skirt
desc = "It's a slimming black jumpskirt with reinforced seams; great for industrial work."
name = "roboticist's jumpskirt"
icon_state = "roboticsf"
worn_state = "roboticsf"
+191 -16
View File
@@ -14,33 +14,208 @@
var/track_blood = 0
/obj/item/weapon/reagent_containers/glass/rag
name = "damp rag"
name = "rag"
desc = "For cleaning up messes, you suppose."
w_class = 1
icon = 'icons/obj/toy.dmi'
icon_state = "rag"
amount_per_transfer_from_this = 5
possible_transfer_amounts = list(5)
volume = 5
volume = 10
can_be_placed_into = null
flags = OPENCONTAINER | NOBLUDGEON
unacidable = 0
var/on_fire = 0
var/burn_time = 20 //if the rag burns for too long it turns to ashes
/obj/item/weapon/reagent_containers/glass/rag/New()
..()
update_name()
/obj/item/weapon/reagent_containers/glass/rag/Destroy()
processing_objects -= src //so we don't continue turning to ash while gc'd
..()
/obj/item/weapon/reagent_containers/glass/rag/attack_self(mob/user as mob)
return
if(on_fire)
user.visible_message("<span class='warning'>\The [user] stamps out [src].</span>", "<span class='warning'>You stamp out [src].</span>")
user.unEquip(src)
extinguish()
else
remove_contents(user)
/obj/item/weapon/reagent_containers/glass/rag/attackby(obj/item/W, mob/user)
if(!on_fire && istype(W, /obj/item/weapon/flame))
var/obj/item/weapon/flame/F = W
if(F.lit)
ignite()
if(on_fire)
visible_message("<span class='warning'>\The [user] lights [src] with [W].</span>")
else
user << "<span class='warning'>You manage to singe [src], but fail to light it.</span>"
. = ..()
update_name()
/obj/item/weapon/reagent_containers/glass/rag/proc/update_name()
if(on_fire)
name = "burning [initial(name)]"
else if(reagents.total_volume)
name = "damp [initial(name)]"
else
name = "dry [initial(name)]"
/obj/item/weapon/reagent_containers/glass/rag/update_icon()
if(on_fire)
icon_state = "raglit"
else
icon_state = "rag"
var/obj/item/weapon/reagent_containers/food/drinks/bottle/B = loc
if(istype(B))
B.update_icon()
/obj/item/weapon/reagent_containers/glass/rag/proc/remove_contents(mob/user, atom/trans_dest = null)
if(!trans_dest && !user.loc)
return
if(reagents.total_volume)
var/target_text = trans_dest? "\the [trans_dest]" : "\the [user.loc]"
user.visible_message("<span class='danger'>\The [user] begins to wring out [src] over [target_text].</span>", "<span class='notice'>You begin to wring out [src] over [target_text].</span>")
if(do_after(user, reagents.total_volume*5)) //50 for a fully soaked rag
if(trans_dest)
reagents.trans_to(trans_dest, reagents.total_volume)
else
reagents.splash(user.loc, reagents.total_volume)
user.visible_message("<span class='danger'>\The [user] wrings out [src] over [target_text].</span>", "<span class='notice'>You finish to wringing out [src].</span>")
update_name()
/obj/item/weapon/reagent_containers/glass/rag/proc/wipe_down(atom/A, mob/user)
if(!reagents.total_volume)
user << "<span class='warning'>The [initial(name)] is dry!</span>"
else
user.visible_message("\The [user] starts to wipe down [A] with [src]!")
reagents.splash(A, 1) //get a small amount of liquid on the thing we're wiping.
update_name()
if(do_after(user,30))
user.visible_message("\The [user] finishes wiping off the [A]!")
A.clean_blood()
/obj/item/weapon/reagent_containers/glass/rag/attack(atom/target as obj|turf|area, mob/user as mob , flag)
if(ismob(target) && target.reagents && reagents.total_volume)
user.visible_message("\red \The [target] has been smothered with \the [src] by \the [user]!", "\red You smother \the [target] with \the [src]!", "You hear some struggling and muffled cries of surprise")
reagents.trans_to_mob(target, reagents.total_volume, CHEM_INGEST)
if(isliving(target))
var/mob/living/M = target
if(on_fire)
user.visible_message("<span class='danger'>\The [user] hits [target] with [src]!</span>",)
user.do_attack_animation(src)
M.IgniteMob()
else if(reagents.total_volume)
if(user.zone_sel.selecting == "mouth")
user.do_attack_animation(src)
user.visible_message(
"<span class='danger'>\The [user] smothers [target] with [src]!</span>",
"<span class='warning'>You smother [target] with [src]!</span>",
"You hear some struggling and muffled cries of surprise"
)
//it's inhaled, so... maybe CHEM_BLOOD doesn't make a whole lot of sense but it's the best we can do for now
reagents.trans_to_mob(target, amount_per_transfer_from_this, CHEM_BLOOD)
update_name()
else
wipe_down(target, user)
return
else
..()
return ..()
/obj/item/weapon/reagent_containers/glass/rag/afterattack(atom/A as obj|turf|area, mob/user as mob, proximity)
if(!proximity) return
if(istype(A) && src in user)
user.visible_message("[user] starts to wipe down [A] with [src]!")
if(do_after(user,30))
user.visible_message("[user] finishes wiping off the [A]!")
A.clean_blood()
return
if(!proximity)
return
if(istype(A, /obj/structure/reagent_dispensers))
if(!reagents.get_free_space())
user << "<span class='warning'>\The [src] is already soaked.</span>"
return
if(A.reagents && A.reagents.trans_to_obj(src, reagents.maximum_volume))
user.visible_message("<span class='notice'>\The [user] soaks [src] using [A].</span>", "<span class='notice'>You soak [src] using [A].</span>")
update_name()
return
if(!on_fire && istype(A) && (src in user))
if(A.is_open_container())
remove_contents(user, A)
else if(!ismob(A)) //mobs are handled in attack() - this prevents us from wiping down people while smothering them.
wipe_down(A, user)
return
/obj/item/weapon/reagent_containers/glass/rag/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature >= 50 + T0C)
ignite()
if(exposed_temperature >= 900 + T0C)
new /obj/effect/decal/cleanable/ash(get_turf(src))
qdel(src)
//rag must have a minimum of 2 units welder fuel and at least 80% of the reagents must be welder fuel.
//maybe generalize flammable reagents someday
/obj/item/weapon/reagent_containers/glass/rag/proc/can_ignite()
var/fuel = reagents.get_reagent_amount("fuel")
return (fuel >= 2 && fuel >= reagents.total_volume*0.8)
/obj/item/weapon/reagent_containers/glass/rag/proc/ignite()
if(on_fire)
return
if(!can_ignite())
return
//also copied from matches
if(reagents.get_reagent_amount("phoron")) // the phoron explodes when exposed to fire
visible_message("<span class='danger'>\The [src] conflagrates violently!</span>")
var/datum/effect/effect/system/reagents_explosion/e = new()
e.set_up(round(reagents.get_reagent_amount("phoron") / 2.5, 1), get_turf(src), 0, 0)
e.start()
qdel(src)
return
processing_objects += src
set_light(2, null, "#E38F46")
on_fire = 1
update_name()
update_icon()
/obj/item/weapon/reagent_containers/glass/rag/proc/extinguish()
processing_objects -= src
set_light(0)
on_fire = 0
//rags sitting around with 1 second of burn time left is dumb.
//ensures players always have a few seconds of burn time left when they light their rag
if(burn_time <= 5)
visible_message("<span class='warning'>\The [src] falls apart!</span>")
new /obj/effect/decal/cleanable/ash(get_turf(src))
qdel(src)
update_name()
update_icon()
/obj/item/weapon/reagent_containers/glass/rag/process()
if(!can_ignite())
visible_message("<span class='warning'>\The [src] burns out.</span>")
extinguish()
//copied from matches
if(isliving(loc))
var/mob/living/M = loc
M.IgniteMob()
var/turf/location = get_turf(src)
if(location)
location.hotspot_expose(700, 5)
if(burn_time <= 0)
processing_objects -= src
new /obj/effect/decal/cleanable/ash(location)
qdel(src)
return
reagents.remove_reagent("fuel", reagents.maximum_volume/25)
update_name()
burn_time--
@@ -1,6 +1,7 @@
/obj/machinery/computer/forensic_scanning
name = "high-res forensic scanning computer"
icon_state = "forensic"
icon_keyboard = "security_key"
icon_screen = "forensic"
var/screen = "database"
var/authenticated = 0
+9
View File
@@ -46,6 +46,15 @@
#define GEAR_EVA 15
/var/list/economic_species_modifier = list(
/datum/species/human = 10,
/datum/species/skrell = 12,
/datum/species/tajaran = 7,
/datum/species/unathi = 7,
/datum/species/vox = 1
)
//---- The following corporations are friendly with NanoTrasen and loosely enable trade and travel:
//Corporation NanoTrasen - Generalised / high tech research and phoron exploitation.
//Corporation Vessel Contracting - Ship and station construction, materials research.
+2 -5
View File
@@ -4,10 +4,8 @@
var/obj/effect/blob/core/Blob
/datum/event/blob/announce()
command_announcement.Announce("Confirmed outbreak of level 7 biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert", new_sound = 'sound/AI/outbreak7.ogg')
level_seven_announcement()
/datum/event/blob/start()
var/turf/T = pick(blobstart)
@@ -18,10 +16,9 @@
for(var/i = 1; i < rand(3, 4), i++)
Blob.process()
/datum/event/blob/tick()
if(!Blob)
kill()
return
if(IsMultiple(activeFor, 3))
Blob.process()
Blob.process()
+4 -2
View File
@@ -5,11 +5,12 @@
var/min_weight = 0 // The minimum weight that this event will have. Only used if non-zero.
var/max_weight = 0 // The maximum weight that this event will have. Only use if non-zero.
var/severity = 0 // The current severity of this event
var/one_shot = 0 //If true, then the event will not be re-added to the list of available events
var/one_shot = 0 // If true, then the event will not be re-added to the list of available events
var/add_to_queue= 1 // If true, add back to the queue of events upon finishing.
var/list/role_weights = list()
var/datum/event/event_type
/datum/event_meta/New(var/event_severity, var/event_name, var/datum/event/type, var/event_weight, var/list/job_weights, var/is_one_shot = 0, var/min_event_weight = 0, var/max_event_weight = 0)
/datum/event_meta/New(var/event_severity, var/event_name, var/datum/event/type, var/event_weight, var/list/job_weights, var/is_one_shot = 0, var/min_event_weight = 0, var/max_event_weight = 0, var/add_to_queue = 1)
name = event_name
severity = event_severity
event_type = type
@@ -17,6 +18,7 @@
weight = event_weight
min_weight = min_event_weight
max_weight = max_event_weight
src.add_to_queue = add_to_queue
if(job_weights)
role_weights = job_weights
+16 -15
View File
@@ -41,7 +41,8 @@
// Add the event back to the list of available events
var/datum/event_container/EC = event_containers[E.severity]
var/datum/event_meta/EM = E.event_meta
EC.available_events += EM
if(EM.add_to_queue)
EC.available_events += EM
log_debug("Event '[EM.name]' has completed at [worldtime2text()].")
@@ -193,41 +194,41 @@
if(href_list["toggle_report"])
report_at_round_end = !report_at_round_end
admin_log_and_message_admins("has [report_at_round_end ? "enabled" : "disabled"] the round end event report.")
log_and_message_admins("has [report_at_round_end ? "enabled" : "disabled"] the round end event report.")
else if(href_list["dec_timer"])
var/datum/event_container/EC = locate(href_list["event"])
var/decrease = 60 * (10 ** text2num(href_list["dec_timer"]))
EC.next_event_time -= decrease
admin_log_and_message_admins("decreased timer for [severity_to_string[EC.severity]] events by [decrease/600] minute(s).")
log_and_message_admins("decreased timer for [severity_to_string[EC.severity]] events by [decrease/600] minute(s).")
else if(href_list["inc_timer"])
var/datum/event_container/EC = locate(href_list["event"])
var/increase = 60 * (10 ** text2num(href_list["inc_timer"]))
EC.next_event_time += increase
admin_log_and_message_admins("increased timer for [severity_to_string[EC.severity]] events by [increase/600] minute(s).")
log_and_message_admins("increased timer for [severity_to_string[EC.severity]] events by [increase/600] minute(s).")
else if(href_list["select_event"])
var/datum/event_container/EC = locate(href_list["select_event"])
var/datum/event_meta/EM = EC.SelectEvent()
if(EM)
admin_log_and_message_admins("has queued the [severity_to_string[EC.severity]] event '[EM.name]'.")
log_and_message_admins("has queued the [severity_to_string[EC.severity]] event '[EM.name]'.")
else if(href_list["pause"])
var/datum/event_container/EC = locate(href_list["pause"])
EC.delayed = !EC.delayed
admin_log_and_message_admins("has [EC.delayed ? "paused" : "resumed"] countdown for [severity_to_string[EC.severity]] events.")
log_and_message_admins("has [EC.delayed ? "paused" : "resumed"] countdown for [severity_to_string[EC.severity]] events.")
else if(href_list["pause_all"])
config.allow_random_events = text2num(href_list["pause_all"])
admin_log_and_message_admins("has [config.allow_random_events ? "resumed" : "paused"] countdown for all events.")
log_and_message_admins("has [config.allow_random_events ? "resumed" : "paused"] countdown for all events.")
else if(href_list["interval"])
var/delay = input("Enter delay modifier. A value less than one means events fire more often, higher than one less often.", "Set Interval Modifier") as num|null
if(delay && delay > 0)
var/datum/event_container/EC = locate(href_list["interval"])
EC.delay_modifier = delay
admin_log_and_message_admins("has set the interval modifier for [severity_to_string[EC.severity]] events to [EC.delay_modifier].")
log_and_message_admins("has set the interval modifier for [severity_to_string[EC.severity]] events to [EC.delay_modifier].")
else if(href_list["stop"])
if(alert("Stopping an event may have unintended side-effects. Continue?","Stopping Event!","Yes","No") != "Yes")
return
var/datum/event/E = locate(href_list["stop"])
var/datum/event_meta/EM = E.event_meta
admin_log_and_message_admins("has stopped the [severity_to_string[EM.severity]] event '[EM.name]'.")
log_and_message_admins("has stopped the [severity_to_string[EM.severity]] event '[EM.name]'.")
E.kill()
else if(href_list["view_events"])
selected_event_container = locate(href_list["view_events"])
@@ -249,23 +250,23 @@
var/datum/event_meta/EM = locate(href_list["set_weight"])
EM.weight = weight
if(EM != new_event)
admin_log_and_message_admins("has changed the weight of the [severity_to_string[EM.severity]] event '[EM.name]' to [EM.weight].")
log_and_message_admins("has changed the weight of the [severity_to_string[EM.severity]] event '[EM.name]' to [EM.weight].")
else if(href_list["toggle_oneshot"])
var/datum/event_meta/EM = locate(href_list["toggle_oneshot"])
EM.one_shot = !EM.one_shot
if(EM != new_event)
admin_log_and_message_admins("has [EM.one_shot ? "set" : "unset"] the oneshot flag for the [severity_to_string[EM.severity]] event '[EM.name]'.")
log_and_message_admins("has [EM.one_shot ? "set" : "unset"] the oneshot flag for the [severity_to_string[EM.severity]] event '[EM.name]'.")
else if(href_list["toggle_enabled"])
var/datum/event_meta/EM = locate(href_list["toggle_enabled"])
EM.enabled = !EM.enabled
admin_log_and_message_admins("has [EM.enabled ? "enabled" : "disabled"] the [severity_to_string[EM.severity]] event '[EM.name]'.")
log_and_message_admins("has [EM.enabled ? "enabled" : "disabled"] the [severity_to_string[EM.severity]] event '[EM.name]'.")
else if(href_list["remove"])
if(alert("This will remove the event from rotation. Continue?","Removing Event!","Yes","No") != "Yes")
return
var/datum/event_meta/EM = locate(href_list["remove"])
var/datum/event_container/EC = locate(href_list["EC"])
EC.available_events -= EM
admin_log_and_message_admins("has removed the [severity_to_string[EM.severity]] event '[EM.name]'.")
log_and_message_admins("has removed the [severity_to_string[EM.severity]] event '[EM.name]'.")
else if(href_list["add"])
if(!new_event.name || !new_event.event_type)
return
@@ -273,12 +274,12 @@
return
new_event.severity = selected_event_container.severity
selected_event_container.available_events += new_event
admin_log_and_message_admins("has added \a [severity_to_string[new_event.severity]] event '[new_event.name]' of type [new_event.event_type] with weight [new_event.weight].")
log_and_message_admins("has added \a [severity_to_string[new_event.severity]] event '[new_event.name]' of type [new_event.event_type] with weight [new_event.weight].")
new_event = new
else if(href_list["clear"])
var/datum/event_container/EC = locate(href_list["clear"])
if(EC.next_event)
admin_log_and_message_admins("has dequeued the [severity_to_string[EC.severity]] event '[EC.next_event.name]'.")
log_and_message_admins("has dequeued the [severity_to_string[EC.severity]] event '[EC.next_event.name]'.")
EC.next_event = null
Interact(usr)
+1 -1
View File
@@ -95,7 +95,7 @@
/datum/event/ionstorm/end()
spawn(rand(5000,8000))
if(prob(50))
command_announcement.Announce("It has come to our attention that the station passed through an ion storm. Please monitor all electronic equipment for malfunctions.", "Anomaly Alert")
ion_storm_announcement()
/*
/proc/IonStorm(botEmagChance = 10)
+4
View File
@@ -3,6 +3,7 @@
var/const/radIntervall = 5 // Enough time between enter/leave belt for 10 hits, as per original implementation
var/const/leaveBelt = 80
var/const/revokeAccess = 135
startWhen = 2
announceWhen = 1
endWhen = revokeAccess
var/postStartTicks = 0
@@ -52,3 +53,6 @@
/datum/event/radiation_storm/end()
revoke_maint_all_access()
/datum/event/radiation_storm/syndicate/radiate()
return
+2 -2
View File
@@ -1,11 +1,11 @@
/var/global/spacevines_spawned = 0
/datum/event/spacevine
announceWhen = 10
announceWhen = 60
/datum/event/spacevine/start()
spacevine_infestation()
spacevines_spawned = 1
/datum/event/spacevine/announce()
command_announcement.Announce("Confirmed outbreak of level 7 biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert", new_sound = 'sound/AI/outbreak7.ogg')
level_seven_announcement()
+4 -1
View File
@@ -1,7 +1,8 @@
/obj/machinery/computer/HolodeckControl
name = "holodeck control console"
desc = "A computer used to control a nearby holodeck."
icon_state = "holocontrol"
icon_keyboard = "tech_key"
icon_screen = "holocontrol"
use_power = 1
active_power_usage = 8000 //8kW for the scenery + 500W per holoitem
@@ -287,6 +288,8 @@
if(M.mind)
linkedholodeck.play_ambience(M)
linkedholodeck.sound_env = A.sound_env
spawn(30)
for(var/obj/effect/landmark/L in linkedholodeck)
if(L.name=="Atmospheric Test Start")
+85 -20
View File
@@ -3,46 +3,112 @@
// Holographic tables are in code/modules/tables/presets.dm
// Holographic racks are in code/modules/tables/rack.dm
/turf/simulated/floor/holofloor/
/turf/simulated/floor/holofloor
thermal_conductivity = 0
/turf/simulated/floor/holofloor/grass
name = "Lush Grass"
icon_state = "grass1"
floor_type = /obj/item/stack/tile/grass
/turf/simulated/floor/holofloor/attackby(obj/item/weapon/W as obj, mob/user as mob)
return
// HOLOFLOOR DOES NOT GIVE A FUCK
New()
icon_state = "grass[pick("1","2","3","4")]"
..()
spawn(4)
update_icon()
for(var/direction in cardinal)
if(istype(get_step(src,direction),/turf/simulated/floor))
var/turf/simulated/floor/FF = get_step(src,direction)
FF.update_icon() //so siding get updated properly
/turf/simulated/floor/holofloor/set_flooring()
return
/turf/simulated/floor/holofloor/carpet
name = "carpet"
icon = 'icons/turf/flooring/carpet.dmi'
icon_state = "carpet"
initial_flooring = /decl/flooring/carpet
/turf/simulated/floor/holofloor/tiled
name = "floor"
icon = 'icons/turf/flooring/tiles.dmi'
icon_state = "steel"
initial_flooring = /decl/flooring/tiling
/turf/simulated/floor/holofloor/tiled/dark
name = "dark floor"
icon_state = "dark"
initial_flooring = /decl/flooring/tiling/dark
/turf/simulated/floor/holofloor/lino
name = "lino"
icon = 'icons/turf/flooring/linoleum.dmi'
icon_state = "lino"
initial_flooring = /decl/flooring/linoleum
/turf/simulated/floor/holofloor/wood
name = "wooden floor"
icon = 'icons/turf/flooring/wood.dmi'
icon_state = "wood"
initial_flooring = /decl/flooring/wood
/turf/simulated/floor/holofloor/grass
name = "lush grass"
icon = 'icons/turf/flooring/grass.dmi'
icon_state = "grass0"
initial_flooring = /decl/flooring/grass
/turf/simulated/floor/holofloor/snow
name = "snow"
base_name = "snow"
icon = 'icons/turf/floors.dmi'
base_icon = 'icons/turf/floors.dmi'
icon_state = "snow"
base_icon_state = "snow"
/turf/simulated/floor/holofloor/space
icon = 'icons/turf/space.dmi'
name = "\proper space"
icon_state = "0"
/turf/simulated/floor/holofloor/reinforced
icon = 'icons/turf/flooring/tiles.dmi'
initial_flooring = /decl/flooring/reinforced
name = "reinforced holofloor"
icon_state = "reinforced"
/turf/simulated/floor/holofloor/space/New()
icon_state = "[((x + y) ^ ~(x * y) + z) % 25]"
/turf/simulated/floor/holofloor/beach
desc = "Uncomfortably gritty for a hologram."
base_desc = "Uncomfortably gritty for a hologram."
icon = 'icons/misc/beach.dmi'
base_icon = 'icons/misc/beach.dmi'
initial_flooring = null
/turf/simulated/floor/holofloor/beach/sand
name = "sand"
icon_state = "desert"
base_icon_state = "desert"
/turf/simulated/floor/holofloor/beach/coastline
name = "coastline"
icon = 'icons/misc/beach2.dmi'
icon_state = "sandwater"
base_icon_state = "sandwater"
/turf/simulated/floor/holofloor/beach/water
name = "water"
icon_state = "seashallow"
base_icon_state = "seashallow"
/turf/simulated/floor/holofloor/desert
name = "desert sand"
base_name = "desert sand"
desc = "Uncomfortably gritty for a hologram."
base_desc = "Uncomfortably gritty for a hologram."
icon_state = "asteroid"
base_icon_state = "asteroid"
icon = 'icons/turf/flooring/asteroid.dmi'
base_icon = 'icons/turf/flooring/asteroid.dmi'
initial_flooring = null
/turf/simulated/floor/holofloor/desert/New()
..()
if(prob(10))
overlays += "asteroid[rand(0,9)]"
/turf/simulated/floor/holofloor/attackby(obj/item/weapon/W as obj, mob/user as mob)
return
// HOLOFLOOR DOES NOT GIVE A FUCK
/obj/structure/holostool
name = "stool"
desc = "Apply butt."
@@ -51,7 +117,6 @@
anchored = 1.0
pressure_resistance = 15
/obj/item/clothing/gloves/boxing/hologlove
name = "boxing gloves"
desc = "Because you really needed another excuse to punch your crewmates."
@@ -175,7 +240,7 @@
throw_range = 5
throwforce = 0
w_class = 2.0
flags = NOSHIELD | NOBLOODY
flags = NOBLOODY
var/active = 0
var/item_color
@@ -0,0 +1,274 @@
/obj/machinery/beehive
name = "beehive"
icon = 'icons/obj/beekeeping.dmi'
icon_state = "beehive"
density = 1
anchored = 1
var/closed = 0
var/bee_count = 0 // Percent
var/smoked = 0 // Timer
var/honeycombs = 0 // Percent
var/frames = 0
var/maxFrames = 5
/obj/machinery/beehive/update_icon()
overlays.Cut()
icon_state = "beehive"
if(closed)
overlays += "lid"
if(frames)
overlays += "empty[frames]"
if(honeycombs >= 100)
overlays += "full[round(honeycombs / 100)]"
if(!smoked)
switch(bee_count)
if(1 to 40)
overlays += "bees1"
if(41 to 80)
overlays += "bees2"
if(81 to 100)
overlays += "bees3"
/obj/machinery/beehive/examine(var/mob/user)
..()
if(!closed)
user << "The lid is open."
/obj/machinery/beehive/attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/weapon/crowbar))
closed = !closed
user.visible_message("<span class='notice'>[user] [closed ? "closes" : "opens"] \the [src].</span>", "<span class='notice'>You [closed ? "close" : "open"] \the [src].</span>")
update_icon()
return
else if(istype(I, /obj/item/weapon/wrench))
anchored = !anchored
user.visible_message("<span class='notice'>[user] [anchored ? "wrenches" : "unwrenches"] \the [src].</span>", "<span class='notice'>You [anchored ? "wrench" : "unwrench"] \the [src].</span>")
return
else if(istype(I, /obj/item/bee_smoker))
if(closed)
user << "<span class='notice'>You need to open \the [src] with a crowbar before smoking the bees.</span>"
return
user.visible_message("<span class='notice'>[user] smokes the bees in \the [src].</span>", "<span class='notice'>You smoke the bees in \the [src].</span>")
smoked = 30
update_icon()
return
else if(istype(I, /obj/item/honey_frame))
if(closed)
user << "<span class='notice'>You need to open \the [src] with a crowbar before inserting \the [I].</span>"
return
if(frames >= maxFrames)
user << "<span class='notice'>There is no place for an another frame.</span>"
return
var/obj/item/honey_frame/H = I
if(H.honey)
user << "<span class='notice'>\The [I] is full with beeswax and honey, empty it in the extractor first.</span>"
return
++frames
user.visible_message("<span class='notice'>[user] loads \the [I] into \the [src].</span>", "<span class='notice'>You load \the [I] into \the [src].</span>")
update_icon()
user.drop_from_inventory(I)
qdel(I)
return
else if(istype(I, /obj/item/bee_pack))
var/obj/item/bee_pack/B = I
if(B.full && bee_count)
user << "<span class='notice'>\The [src] already has bees inside.</span>"
return
if(!B.full && bee_count < 90)
user << "<span class='notice'>\The [src] is not ready to split.</span>"
return
if(!B.full && !smoked)
user << "<span class='notice'>Smoke \the [src] first!</span>"
return
if(closed)
user << "<span class='notice'>You need to open \the [src] with a crowbar before moving the bees.</span>"
return
if(B.full)
user.visible_message("<span class='notice'>[user] puts the queen and the bees from \the [I] into \the [src].</span>", "<span class='notice'>You put the queen and the bees from \the [I] into \the [src].</span>")
bee_count = 20
B.empty()
else
user.visible_message("<span class='notice'>[user] puts bees and larvae from \the [src] into \the [I].</span>", "<span class='notice'>You put puts bees and larvae from \the [src] into \the [I].</span>")
bee_count /= 2
B.fill()
update_icon()
return
else if(istype(I, /obj/item/device/analyzer/plant_analyzer))
user << "<span class='notice'>Scan result of \the [src]...</span>"
user << "Beehive is [bee_count ? "[round(bee_count)]% full" : "empty"].[bee_count > 90 ? " Colony is ready to split." : ""]"
if(frames)
user << "[frames] frames installed, [round(honeycombs / 100)] filled."
if(honeycombs < frames * 100)
user << "Next frame is [round(honeycombs % 100)]% full."
else
user << "No frames installed."
if(smoked)
user << "The hive is smoked."
return 1
else if(istype(I, /obj/item/weapon/screwdriver))
if(bee_count)
user << "<span class='notice'>You can't dismantle \the [src] with these bees inside.</span>"
return
user << "<span class='notice'>You start dismantling \the [src]...</span>"
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 30))
user.visible_message("<span class='notice'>[user] dismantles \the [src].</span>", "<span class='notice'>You dismantle \the [src].</span>")
new /obj/item/beehive_assembly(loc)
qdel(src)
return
/obj/machinery/beehive/attack_hand(var/mob/user)
if(!closed)
if(honeycombs < 100)
user << "<span class='notice'>There are no filled honeycombs.</span>"
return
if(!smoked && bee_count)
user << "<span class='notice'>The bees won't let you take the honeycombs out like this, smoke them first.</span>"
return
user.visible_message("<span class='notice'>[user] starts taking the honeycombs out of \the [src].</span>", "<span class='notice'>You start taking the honeycombs out of \the [src]...</span>")
while(honeycombs >= 100 && do_after(user, 30))
new /obj/item/honey_frame/filled(loc)
honeycombs -= 100
--frames
update_icon()
if(honeycombs < 100)
user << "<span class='notice'>You take all filled honeycombs out.</span>"
return
/obj/machinery/beehive/process()
if(closed && !smoked && bee_count)
pollinate_flowers()
update_icon()
smoked = max(0, smoked - 1)
if(!smoked && bee_count)
bee_count = min(bee_count * 1.005, 100)
update_icon()
/obj/machinery/beehive/proc/pollinate_flowers()
var/coef = bee_count / 100
var/trays = 0
for(var/obj/machinery/portable_atmospherics/hydroponics/H in view(7, src))
if(H.seed && !H.dead)
H.health += 0.05 * coef
++trays
honeycombs = min(honeycombs + 0.1 * coef * min(trays, 5), frames * 100)
/obj/machinery/honey_extractor
name = "honey extractor"
desc = "A machine used to turn honeycombs on the frame into honey and wax."
icon = 'icons/obj/virology.dmi'
icon_state = "centrifuge"
var/processing = 0
var/honey = 0
/obj/machinery/honey_extractor/attackby(var/obj/item/I, var/mob/user)
if(processing)
user << "<span class='notice'>\The [src] is currently spinning, wait until it's finished.</span>"
return
else if(istype(I, /obj/item/honey_frame))
var/obj/item/honey_frame/H = I
if(!H.honey)
user << "<span class='notice'>\The [H] is empty, put it into a beehive.</span>"
return
user.visible_message("<span class='notice'>[user] loads \the [H] into \the [src] and turns it on.</span>", "<span class='notice'>You load \the [H] into \the [src] and turn it on.</span>")
processing = H.honey
icon_state = "centrifuge_moving"
qdel(H)
spawn(50)
new /obj/item/honey_frame(loc)
new /obj/item/stack/wax(loc)
honey += processing
processing = 0
icon_state = "centrifuge"
else if(istype(I, /obj/item/weapon/reagent_containers/glass))
if(!honey)
user << "<span class='notice'>There is no honey in \the [src].</span>"
return
var/obj/item/weapon/reagent_containers/glass/G = I
var/transferred = min(G.reagents.maximum_volume - G.reagents.total_volume, honey)
G.reagents.add_reagent("honey", transferred)
honey -= transferred
user.visible_message("<span class='notice'>[user] collects honey from \the [src] into \the [G].</span>", "<span class='notice'>You collect [transferred] units of honey from \the [src] into \the [G].</span>")
return 1
/obj/item/bee_smoker
name = "bee smoker"
desc = "A device used to calm down bees before harvesting honey."
icon = 'icons/obj/device.dmi'
icon_state = "battererburnt"
w_class = 2
/obj/item/honey_frame
name = "beehive frame"
desc = "A frame for the beehive that the bees will fill with honeycombs."
icon = 'icons/obj/beekeeping.dmi'
icon_state = "honeyframe"
w_class = 2
var/honey = 0
/obj/item/honey_frame/filled
name = "filled beehive frame"
desc = "A frame for the beehive that the bees have filled with honeycombs."
honey = 20
/obj/item/honey_frame/filled/New()
..()
overlays += "honeycomb"
/obj/item/beehive_assembly
name = "beehive assembly"
desc = "Contains everything you need to build a beehive."
icon = 'icons/obj/apiary_bees_etc.dmi'
icon_state = "apiary"
/obj/item/beehive_assembly/attack_self(var/mob/user)
user << "<span class='notice'>You start assembling \the [src]...</span>"
if(do_after(user, 30))
user.visible_message("<span class='notice'>[user] constructs a beehive.</span>", "<span class='notice'>You construct a beehive.</span>")
new /obj/machinery/beehive(get_turf(user))
user.drop_from_inventory(src)
qdel(src)
return
/obj/item/stack/wax
name = "wax"
singular_name = "wax piece"
desc = "Soft substance produced by bees. Used to make candles."
icon = 'icons/obj/beekeeping.dmi'
icon_state = "wax"
/obj/item/stack/wax/New()
..()
recipes = wax_recipes
var/global/list/datum/stack_recipe/wax_recipes = list( \
new/datum/stack_recipe("candle", /obj/item/weapon/flame/candle) \
)
/obj/item/bee_pack
name = "bee pack"
desc = "Contains a queen bee and some worker bees. Everything you'll need to start a hive!"
icon = 'icons/obj/beekeeping.dmi'
icon_state = "beepack"
var/full = 1
/obj/item/bee_pack/New()
..()
overlays += "beepack-full"
/obj/item/bee_pack/proc/empty()
full = 0
name = "empty bee pack"
desc = "A stasis pack for moving bees. It's empty."
overlays.Cut()
overlays += "beepack-empty"
/obj/item/bee_pack/proc/fill()
full = initial(full)
name = initial(name)
desc = initial(desc)
overlays.Cut()
overlays += "beepack-full"
+1 -1
View File
@@ -153,7 +153,7 @@
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.shoes && H.shoes.flags & NOSLIP)
if(H.shoes && H.shoes.item_flags & NOSLIP)
return
M.stop_pulling()
@@ -73,7 +73,7 @@
var/can_grab = 1
if(istype(victim, /mob/living/carbon/human))
var/mob/living/carbon/human/H = victim
if(istype(H.shoes, /obj/item/clothing/shoes/magboots) && (H.shoes.flags & NOSLIP))
if(istype(H.shoes, /obj/item/clothing/shoes/magboots) && (H.shoes.item_flags & NOSLIP))
can_grab = 0
if(can_grab)
src.visible_message("<span class='danger'>Tendrils lash out from \the [src] and drag \the [victim] in!</span>")
-13
View File
@@ -532,19 +532,6 @@
anchored = !anchored
user << "You [anchored ? "wrench" : "unwrench"] \the [src]."
else if(istype(O, /obj/item/apiary))
if(seed)
user << "<span class='danger'>[src] is already occupied!</span>"
else
user.drop_item()
qdel(O)
var/obj/machinery/apiary/A = new(src.loc)
A.icon = src.icon
A.icon_state = src.icon_state
A.hydrotray_type = src.type
qdel(src)
else if(O.force && seed)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.visible_message("<span class='danger'>\The [seed.display_name] has been attacked by [user] with \the [O]!</span>")
@@ -1,240 +0,0 @@
//http://www.youtube.com/watch?v=-1GadTfGFvU
//i could have done these as just an ordinary plant, but fuck it - there would have been too much snowflake code
/obj/machinery/apiary
name = "apiary tray"
icon = 'icons/obj/hydroponics_machines.dmi'
icon_state = "hydrotray3"
density = 1
anchored = 1
var/nutrilevel = 0
var/yieldmod = 1
var/mut = 1
var/toxic = 0
var/dead = 0
var/health = -1
var/maxhealth = 100
var/lastcycle = 0
var/cycledelay = 100
var/harvestable_honey = 0
var/beezeez = 0
var/swarming = 0
var/bees_in_hive = 0
var/list/owned_bee_swarms = list()
var/hydrotray_type = /obj/machinery/portable_atmospherics/hydroponics
//overwrite this after it's created if the apiary needs a custom machinery sprite
/obj/machinery/apiary/New()
..()
overlays += image('icons/obj/apiary_bees_etc.dmi', icon_state="apiary")
/obj/machinery/apiary/bullet_act(var/obj/item/projectile/Proj) //Works with the Somatoray to modify plant variables.
if(istype(Proj ,/obj/item/projectile/energy/floramut))
mut++
else if(istype(Proj ,/obj/item/projectile/energy/florayield))
if(!yieldmod)
yieldmod += 1
//world << "Yield increased by 1, from 0, to a total of [myseed.yield]"
else if (prob(1/(yieldmod * yieldmod) *100))//This formula gives you diminishing returns based on yield. 100% with 1 yield, decreasing to 25%, 11%, 6, 4, 2...
yieldmod += 1
//world << "Yield increased by 1, to a total of [myseed.yield]"
else
..()
return
/obj/machinery/apiary/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, /obj/item/queen_bee))
if(health > 0)
user << "\red There is already a queen in there."
else
health = 10
nutrilevel += 10
user.drop_item()
qdel(O)
user << "\blue You carefully insert the queen into [src], she gets busy making a hive."
bees_in_hive = 0
else if(istype(O, /obj/item/beezeez))
beezeez += 100
nutrilevel += 10
user.drop_item()
if(health > 0)
user << "\blue You insert [O] into [src]. A relaxed humming appears to pick up."
else
user << "\blue You insert [O] into [src]. Now it just needs some bees."
qdel(O)
else if(istype(O, /obj/item/weapon/material/minihoe))
if(health > 0)
user << "\red <b>You begin to dislodge the apiary from the tray, the bees don't like that.</b>"
angry_swarm(user)
else
user << "\blue You begin to dislodge the dead apiary from the tray."
if(do_after(user, 50))
new hydrotray_type(src.loc)
new /obj/item/apiary(src.loc)
user << "\red You dislodge the apiary from the tray."
qdel(src)
else if(istype(O, /obj/item/weapon/bee_net))
var/obj/item/weapon/bee_net/N = O
if(N.caught_bees > 0)
user << "\blue You empty the bees into the apiary."
bees_in_hive += N.caught_bees
N.caught_bees = 0
else
user << "\blue There are no more bees in the net."
else if(istype(O, /obj/item/weapon/reagent_containers/glass))
var/obj/item/weapon/reagent_containers/glass/G = O
if(harvestable_honey > 0)
if(health > 0)
user << "\red You begin to harvest the honey. The bees don't seem to like it."
angry_swarm(user)
else
user << "\blue You begin to harvest the honey."
if(do_after(user,50))
G.reagents.add_reagent("honey",harvestable_honey)
harvestable_honey = 0
user << "\blue You successfully harvest the honey."
else
user << "\blue There is no honey left to harvest."
else
angry_swarm(user)
..()
/obj/machinery/apiary/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
else
return 0
/obj/machinery/apiary/process()
if(swarming > 0)
swarming -= 1
if(swarming <= 0)
for(var/mob/living/simple_animal/bee/B in src.loc)
bees_in_hive += B.strength
qdel(B)
else if(bees_in_hive < 10)
for(var/mob/living/simple_animal/bee/B in src.loc)
bees_in_hive += B.strength
qdel(B)
if(world.time > (lastcycle + cycledelay))
lastcycle = world.time
if(health < 0)
return
//magical bee formula
if(beezeez > 0)
beezeez -= 1
nutrilevel += 2
health += 1
toxic = max(0, toxic - 1)
//handle nutrients
nutrilevel -= bees_in_hive / 10 + owned_bee_swarms.len / 5
if(nutrilevel > 0)
bees_in_hive += 1 * yieldmod
if(health < maxhealth)
health++
else
//nutrilevel is less than 1, so we're effectively subtracting here
health += max(nutrilevel - 1, round(-health / 2))
bees_in_hive += max(nutrilevel - 1, round(-bees_in_hive / 2))
if(owned_bee_swarms.len)
var/mob/living/simple_animal/bee/B = pick(owned_bee_swarms)
B.target_turf = get_turf(src)
//clear out some toxins
if(toxic > 0)
toxic -= 1
health -= 1
if(health <= 0)
return
//make a bit of honey
if(harvestable_honey < 50)
harvestable_honey += 0.5
//make some new bees
if(bees_in_hive >= 10 && prob(bees_in_hive * 10))
var/mob/living/simple_animal/bee/B = new(get_turf(src), src)
owned_bee_swarms.Add(B)
B.mut = mut
B.toxic = toxic
bees_in_hive -= 1
//find some plants, harvest
for(var/obj/machinery/portable_atmospherics/hydroponics/H in view(7, src))
if(H.seed && !H.dead && prob(owned_bee_swarms.len * 10))
src.nutrilevel++
H.nutrilevel++
if(mut < H.mutation_mod - 1)
mut = H.mutation_mod - 1
else if(mut > H.mutation_mod - 1)
H.mutation_mod = mut
//flowers give us pollen (nutrients)
/* - All plants should be giving nutrients to the hive.
if(H.myseed.type == /obj/item/seeds/harebell || H.myseed.type == /obj/item/seeds/sunflowerseed)
src.nutrilevel++
H.nutrilevel++
*/
//have a few beneficial effects on nearby plants
if(prob(10))
H.lastcycle -= 5
if(prob(10))
H.seed.set_trait(TRAIT_ENDURANCE,max(H.seed.get_trait(TRAIT_ENDURANCE)*1.5,H.seed.get_trait(TRAIT_ENDURANCE)+1))
if(H.toxins && prob(10))
H.toxins = min(0, H.toxins - 1)
toxic++
/obj/machinery/apiary/proc/die()
if(owned_bee_swarms.len)
var/mob/living/simple_animal/bee/B = pick(owned_bee_swarms)
B.target_turf = get_turf(src)
B.strength -= 1
if(B.strength <= 0)
qdel(B)
else if(B.strength <= 5)
B.icon_state = "bees[B.strength]"
bees_in_hive = 0
health = 0
/obj/machinery/apiary/proc/angry_swarm(var/mob/M)
for(var/mob/living/simple_animal/bee/B in owned_bee_swarms)
B.feral = 25
B.target_mob = M
swarming = 25
while(bees_in_hive > 0)
var/spawn_strength = bees_in_hive
if(bees_in_hive >= 5)
spawn_strength = 6
var/mob/living/simple_animal/bee/B = new(get_turf(src), src)
B.target_mob = M
B.strength = spawn_strength
B.feral = 25
B.mut = mut
B.toxic = toxic
bees_in_hive -= spawn_strength
/obj/machinery/apiary/verb/harvest_honeycomb()
set src in oview(1)
set name = "Harvest honeycomb"
set category = "Object"
while(health > 15)
health -= 15
var/obj/item/weapon/reagent_containers/food/snacks/honeycomb/H = new(src.loc)
if(toxic > 0)
H.reagents.add_reagent("toxin", toxic)
usr << "\blue You harvest the honeycomb from the hive. There is a wild buzzing!"
angry_swarm(usr)
+15
View File
@@ -36,6 +36,20 @@
return
else
name = ("bookcase ([newname])")
else if(istype(O,/obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << (anchored ? "<span class='notice'>You unfasten \the [src] from the floor.</span>" : "<span class='notice'>You secure \the [src] to the floor.</span>")
anchored = !anchored
else if(istype(O,/obj/item/weapon/screwdriver))
playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
user << "<span class='notice'>You begin dismantling \the [src].</span>"
if(do_after(user,25))
user << "<span class='notice'>You dismantle \the [src].</span>"
new /obj/item/stack/material/wood(get_turf(src), amount = 3)
for(var/obj/item/weapon/book/b in contents)
b.loc = (get_turf(src))
qdel(src)
else
..()
@@ -81,6 +95,7 @@
icon_state = "book-5"
/obj/structure/bookcase/manuals/medical
name = "Medical Manuals bookcase"
+6 -4
View File
@@ -122,6 +122,7 @@ datum/borrowbook // Datum used to keep track of who has borrowed what when and f
density = 1
var/arcanecheckout = 0
var/screenstate = 0 // 0 - Main Menu, 1 - Inventory, 2 - Checked Out, 3 - Check Out a Book
var/sortby = "author"
var/buffer_book
var/buffer_mob
var/upload_category = "Fiction"
@@ -195,9 +196,8 @@ datum/borrowbook // Datum used to keep track of who has borrowed what when and f
else
dat += {"<A href='?src=\ref[src];orderbyid=1'>(Order book by SS<sup>13</sup>BN)</A><BR><BR>
<table>
<tr><td>AUTHOR</td><td>TITLE</td><td>CATEGORY</td><td></td></tr>"}
var/DBQuery/query = dbcon_old.NewQuery("SELECT id, author, title, category FROM library")
<tr><td><A href='?src=\ref[src];sort=author>AUTHOR</A></td><td><A href='?src=\ref[src];sort=title>TITLE</A></td><td><A href='?src=\ref[src];sort=category>CATEGORY</A></td><td></td></tr>"}
var/DBQuery/query = dbcon_old.NewQuery("SELECT id, author, title, category FROM library ORDER BY [sortby]")
query.Execute()
while(query.NextRow())
@@ -236,7 +236,7 @@ datum/borrowbook // Datum used to keep track of who has borrowed what when and f
//dat += "<A HREF='?src=\ref[user];mach_close=library'>Close</A><br><br>"
user << browse(dat, "window=library")
onclose(user, "library")
/obj/machinery/librarycomp/emag_act(var/remaining_charges, var/mob/user)
if (src.density && !src.emagged)
src.emagged = 1
@@ -389,6 +389,8 @@ datum/borrowbook // Datum used to keep track of who has borrowed what when and f
if(isnum(orderid))
var/nhref = "src=\ref[src];targetid=[orderid]"
spawn() src.Topic(nhref, params2list(nhref), src)
if(href_list["sort"] in list("author", "title", "category"))
sortby = href_list["sort"]
src.add_fingerprint(usr)
src.updateUsrDialog()
return
+1 -1
View File
@@ -51,7 +51,7 @@ turf: (lighting_turf.dm)
- proc/lighting_clear_overlays():
- Delete (manual GC) all light overlays on this turf, used when changing turf to space
- proc/lighting_build_overlays():
- Create lighting overlays for this turf
- Create lighting overlays for this turf. Called by ChangeTurf in case the turf is being changed to use dynamic lighting.
atom/movable/lighting_overlay: (lighting_overlay.dm)
+39
View File
@@ -246,6 +246,45 @@
effect_turf.Cut(idx, idx + 1)
effect_str.Cut(idx, idx + 1)
//Whoop yet not another copy pasta because speed ~~~~BYOND.
//Calculates and applies lighting for a single turf. This is intended for when a turf switches to
//using dynamic lighting when it was not doing so previously (when constructing a floor on space, for example).
//Assumes the turf is visible and such.
//For the love of god don't call this proc when it's not needed! Lighting artifacts WILL happen!
/datum/light_source/proc/calc_turf(var/turf/T)
var/idx = effect_turf.Find(T)
if(!idx)
return //WHY.
if(T.lighting_overlay)
#if LIGHTING_FALLOFF == 1 // circular
. = (T.lighting_overlay.x - source_turf.x)**2 + (T.lighting_overlay.y - source_turf.y)**2 + LIGHTING_HEIGHT
#if LIGHTING_LAMBERTIAN == 1
. = CLAMP01((1 - CLAMP01(sqrt(.) / light_range)) * (1 / (sqrt(. + 1))))
#else
. = 1 - CLAMP01(sqrt(.) / light_range)
#endif
#elif LIGHTING_FALLOFF == 2 // square
. = abs(T.lighting_overlay.x - source_turf.x) + abs(T.lighting_overlay.y - source_turf.y) + LIGHTING_HEIGHT
#if LIGHTING_LAMBERTIAN == 1
. = CLAMP01((1 - CLAMP01(. / light_range)) * (1 / (sqrt(.)**2 + )))
#else
. = 1 - CLAMP01(. / light_range)
#endif
#endif
. *= light_power
. = round(., LIGHTING_ROUND_VALUE)
effect_str[idx] = .
T.lighting_overlay.update_lumcount(
lum_r * .,
lum_g * .,
lum_b * .
)
#undef LUM_FALLOFF
#undef LUM_DISTANCE
#undef LUM_ATTENUATION
+3
View File
@@ -21,6 +21,9 @@
if(.) update_light()
/atom/proc/copy_light(atom/A)
set_light(A.light_range, A.light_power, A.light_color)
/atom/proc/update_light()
if(!light_power || !light_range)
if(light)
+4
View File
@@ -17,6 +17,10 @@
var/atom/movable/lighting_overlay/O = PoolOrNew(/atom/movable/lighting_overlay, src)
lighting_overlay = O
//Make the light sources recalculate us so the lighting overlay updates immediately
for(var/datum/light_source/L in affecting_lights)
L.calc_turf(src)
/turf/Entered(atom/movable/obj)
. = ..()
if(obj && obj.opacity)
+13 -7
View File
@@ -28,7 +28,7 @@
recipes += new/datum/stack_recipe_list("office chairs",list( \
new/datum/stack_recipe("dark office chair", /obj/structure/bed/chair/office/dark, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("light office chair", /obj/structure/bed/chair/office/light, 5, one_per_turf = 1, on_floor = 1) \
), 5)
))
recipes += new/datum/stack_recipe_list("comfy chairs", list( \
new/datum/stack_recipe("beige comfy chair", /obj/structure/bed/chair/comfy/beige, 2, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("black comfy chair", /obj/structure/bed/chair/comfy/black, 2, one_per_turf = 1, on_floor = 1), \
@@ -39,14 +39,14 @@
new/datum/stack_recipe("blue comfy chair", /obj/structure/bed/chair/comfy/blue, 2, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("purple comfy chair", /obj/structure/bed/chair/comfy/purp, 2, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("green comfy chair", /obj/structure/bed/chair/comfy/green, 2, one_per_turf = 1, on_floor = 1), \
), 2)
))
recipes += new/datum/stack_recipe("table frame", /obj/structure/table, 1, time = 10, one_per_turf = 1, on_floor = 1)
recipes += new/datum/stack_recipe("rack", /obj/structure/table/rack, 1, time = 5, one_per_turf = 1, on_floor = 1)
recipes += new/datum/stack_recipe("closet", /obj/structure/closet, 2, time = 15, one_per_turf = 1, on_floor = 1)
recipes += new/datum/stack_recipe("canister", /obj/machinery/portable_atmospherics/canister, 10, time = 15, one_per_turf = 1, on_floor = 1)
recipes += new/datum/stack_recipe("cannon frame", /obj/item/weapon/cannonframe, 10, time = 15, one_per_turf = 0, on_floor = 0)
recipes += new/datum/stack_recipe("floor tile", /obj/item/stack/tile/steel, 1, 4, 20)
recipes += new/datum/stack_recipe("regular floor tile", /obj/item/stack/tile/floor, 1, 4, 20)
recipes += new/datum/stack_recipe("metal rod", /obj/item/stack/rods, 1, 2, 60)
recipes += new/datum/stack_recipe("computer frame", /obj/structure/computerframe, 5, time = 25, one_per_turf = 1, on_floor = 1)
recipes += new/datum/stack_recipe("wall girders", /obj/structure/girder, 2, time = 50, one_per_turf = 1, on_floor = 1)
@@ -69,7 +69,7 @@
new/datum/stack_recipe("high security airlock assembly", /obj/structure/door_assembly/door_assembly_highsecurity, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("emergency shutter", /obj/structure/firedoor_assembly, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("multi-tile airlock assembly", /obj/structure/door_assembly/multi_tile, 4, time = 50, one_per_turf = 1, on_floor = 1), \
), 4)
))
recipes += new/datum/stack_recipe("grenade casing", /obj/item/weapon/grenade/chem_grenade)
recipes += new/datum/stack_recipe("light fixture frame", /obj/item/frame/light, 2)
@@ -83,10 +83,11 @@
recipes += new/datum/stack_recipe("AI core", /obj/structure/AIcore, 4, time = 50, one_per_turf = 1)
recipes += new/datum/stack_recipe("Metal crate", /obj/structure/closet/crate, 10, time = 50, one_per_turf = 1)
recipes += new/datum/stack_recipe("knife grip", /obj/item/weapon/material/butterflyhandle, 4, time = 20, one_per_turf = 0, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("dark floor tile", /obj/item/stack/tile/floor_dark, 1, 4, 20)
/material/sandstone/generate_recipes()
..()
recipes += new/datum/stack_recipe("pile of dirt", /obj/machinery/portable_atmospherics/hydroponics/soil, 3, time = 10, one_per_turf = 1, on_floor = 1)
recipes += new/datum/stack_recipe("planting bed", /obj/machinery/portable_atmospherics/hydroponics/soil, 3, time = 10, one_per_turf = 1, on_floor = 1)
/material/plastic/generate_recipes()
..()
@@ -96,6 +97,8 @@
recipes += new/datum/stack_recipe("reagent dispenser cartridge (large)", /obj/item/weapon/reagent_containers/chem_disp_cartridge, 5, on_floor=0) // 500u
recipes += new/datum/stack_recipe("reagent dispenser cartridge (med)", /obj/item/weapon/reagent_containers/chem_disp_cartridge/medium, 3, on_floor=0) // 250u
recipes += new/datum/stack_recipe("reagent dispenser cartridge (small)", /obj/item/weapon/reagent_containers/chem_disp_cartridge/small, 1, on_floor=0) // 100u
recipes += new/datum/stack_recipe("white floor tile", /obj/item/stack/tile/floor_white, 1, 4, 20)
recipes += new/datum/stack_recipe("freezer floor tile", /obj/item/stack/tile/floor_freezer, 1, 4, 20)
/material/wood/generate_recipes()
..()
@@ -103,7 +106,10 @@
recipes += new/datum/stack_recipe("wood floor tile", /obj/item/stack/tile/wood, 1, 4, 20)
recipes += new/datum/stack_recipe("wooden chair", /obj/structure/bed/chair/wood, 3, time = 10, one_per_turf = 1, on_floor = 1)
recipes += new/datum/stack_recipe("crossbow frame", /obj/item/weapon/crossbowframe, 5, time = 25, one_per_turf = 0, on_floor = 0)
recipes += new/datum/stack_recipe("coffin", /obj/structure/closet/coffin, 5, time = 15, one_per_turf = 1, on_floor = 1)
recipes += new/datum/stack_recipe("coffin", /obj/structure/closet/coffin, 5, time = 15, one_per_turf = 1, on_floor = 1)
recipes += new/datum/stack_recipe("beehive assembly", /obj/item/beehive_assembly, 4)
recipes += new/datum/stack_recipe("beehive frame", /obj/item/honey_frame, 1)
recipes += new/datum/stack_recipe("book shelf", /obj/structure/bookcase, 5, time = 15, one_per_turf = 1, on_floor = 1)
/material/cardboard/generate_recipes()
..()
@@ -122,4 +128,4 @@
new/datum/stack_recipe("red folder", /obj/item/weapon/folder/red), \
new/datum/stack_recipe("white folder", /obj/item/weapon/folder/white), \
new/datum/stack_recipe("yellow folder", /obj/item/weapon/folder/yellow), \
), 3)
))
+3 -5
View File
@@ -359,9 +359,8 @@ var/list/name_to_material
weight = 15
door_icon_base = "stone"
destruction_desc = "shatters"
window_options = list("One Direction", "Full Window")
window_options = list("One Direction" = 1, "Full Window" = 4)
created_window = /obj/structure/window/basic
wire_product = /obj/item/stack/light_w
rod_product = /obj/item/stack/material/glass/reinforced
/material/glass/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
@@ -417,9 +416,8 @@ var/list/name_to_material
return 1
var/build_path = /obj/structure/windoor_assembly
var/sheets_needed = 4
var/sheets_needed = window_options[choice]
if(choice == "Windoor")
sheets_needed = 5
build_dir = user.dir
else
build_path = created_window
@@ -450,7 +448,7 @@ var/list/name_to_material
weight = 30
stack_origin_tech = "materials=2"
composite_material = list(DEFAULT_WALL_MATERIAL = 1875,"glass" = 3750)
window_options = list("One Direction", "Full Window", "Windoor")
window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 5)
created_window = /obj/structure/window/reinforced
wire_product = null
rod_product = null
+2 -2
View File
@@ -74,8 +74,8 @@
return
//Drill through the flooring, if any.
if(istype(get_turf(src), /turf/simulated/floor/plating/airless/asteroid))
var/turf/simulated/floor/plating/airless/asteroid/T = get_turf(src)
if(istype(get_turf(src), /turf/simulated/floor/asteroid))
var/turf/simulated/floor/asteroid/T = get_turf(src)
if(!T.dug)
T.gets_dug()
else if(istype(get_turf(src), /turf/simulated/floor))
+1 -1
View File
@@ -4,7 +4,7 @@
icon = 'icons/obj/device.dmi'
icon_state = "forensic0-old" //GET A BETTER SPRITE.
item_state = "electronic"
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINERING = 1)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 150)
/obj/item/weapon/mining_scanner/attack_self(mob/user as mob)
+8 -8
View File
@@ -51,7 +51,7 @@
w_class = 4.0
matter = list(DEFAULT_WALL_MATERIAL = 3750)
var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINERING = 1)
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
attack_verb = list("hit", "pierced", "sliced", "attacked")
var/drill_sound = 'sound/weapons/Genhit.ogg'
var/drill_verb = "drilling"
@@ -77,7 +77,7 @@
icon_state = "handdrill"
item_state = "jackhammer"
digspeed = 30
origin_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_ENGINERING = 2)
origin_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_ENGINEERING = 2)
desc = "Yours is the drill that will pierce through the rock walls."
drill_verb = "drilling"
@@ -86,7 +86,7 @@
icon_state = "jackhammer"
item_state = "jackhammer"
digspeed = 20 //faster than drill, but cannot dig
origin_tech = list(TECH_MATERIAL = 3, TECH_POWER = 2, TECH_ENGINERING = 2)
origin_tech = list(TECH_MATERIAL = 3, TECH_POWER = 2, TECH_ENGINEERING = 2)
desc = "Cracks rocks with sonic blasts, perfect for killing cave lizards."
drill_verb = "hammering"
@@ -106,7 +106,7 @@
w_class = 3.0 //it is smaller than the pickaxe
damtype = "fire"
digspeed = 20 //Can slice though normal walls, all girders, or be used in reinforced wall deconstruction/ light thermite on fire
origin_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 3, TECH_ENGINERING = 3)
origin_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 3, TECH_ENGINEERING = 3)
desc = "A rock cutter that uses bursts of hot plasma. You could use it to cut limbs off of xenos! Or, you know, mine stuff."
drill_verb = "cutting"
drill_sound = 'sound/items/Welder.ogg'
@@ -118,7 +118,7 @@
icon_state = "dpickaxe"
item_state = "dpickaxe"
digspeed = 10
origin_tech = list(TECH_MATERIAL = 6, TECH_ENGINERING = 4)
origin_tech = list(TECH_MATERIAL = 6, TECH_ENGINEERING = 4)
desc = "A pickaxe with a diamond pick head."
drill_verb = "picking"
@@ -127,7 +127,7 @@
icon_state = "diamonddrill"
item_state = "jackhammer"
digspeed = 5 //Digs through walls, girders, and can dig up sand
origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 4, TECH_ENGINERING = 5)
origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 4, TECH_ENGINEERING = 5)
desc = "Yours is the drill that will pierce the heavens!"
drill_verb = "drilling"
@@ -152,7 +152,7 @@
throwforce = 4.0
item_state = "shovel"
w_class = 3.0
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINERING = 1)
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 50)
attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked")
sharp = 0
@@ -230,7 +230,7 @@
var/obj/item/stack/flag/F = locate() in get_turf(src)
var/turf/T = get_turf(src)
if(!T || !istype(T,/turf/simulated/floor/plating/airless/asteroid))
if(!T || !istype(T,/turf/simulated/floor/asteroid))
user << "The flag won't stand up in this terrain."
return
+27 -18
View File
@@ -14,7 +14,7 @@
density = 1
blocks_air = 1
temperature = T0C
var/mined_turf = /turf/simulated/floor/plating/airless/asteroid
var/mined_turf = /turf/simulated/floor/asteroid
var/ore/mineral
var/mined_ore = 0
var/last_act = 0
@@ -41,8 +41,8 @@
var/list/step_overlays = list("s" = NORTH, "n" = SOUTH, "w" = EAST, "e" = WEST)
for(var/direction in step_overlays)
var/turf/turf_to_check = get_step(src,step_overlays[direction])
if(update_neighbors && istype(turf_to_check,/turf/simulated/floor/plating/airless/asteroid))
var/turf/simulated/floor/plating/airless/asteroid/T = turf_to_check
if(update_neighbors && istype(turf_to_check,/turf/simulated/floor/asteroid))
var/turf/simulated/floor/asteroid/T = turf_to_check
T.updateMineralOverlays()
else if(istype(turf_to_check,/turf/space) || istype(turf_to_check,/turf/simulated/floor))
turf_to_check.overlays += image('icons/turf/walls.dmi', "rock_side_[direction]")
@@ -283,7 +283,7 @@
//Add some rubble, you did just clear out a big chunk of rock.
var/turf/simulated/floor/plating/airless/asteroid/N = ChangeTurf(mined_turf)
var/turf/simulated/floor/asteroid/N = ChangeTurf(mined_turf)
// Kill and update the space overlays around us.
for(var/direction in step_overlays)
@@ -387,25 +387,31 @@
/**********************Asteroid**************************/
/turf/simulated/floor/plating/airless/asteroid //floor piece
// Setting icon/icon_state initially will use these values when the turf is built on/replaced.
// This means you can put grass on the asteroid etc.
/turf/simulated/floor/asteroid
name = "sand"
icon = 'icons/turf/floors.dmi'
icon = 'icons/turf/flooring/asteroid.dmi'
icon_state = "asteroid"
base_name = "sand"
base_desc = "Gritty and unpleasant."
base_icon = 'icons/turf/flooring/asteroid.dmi'
base_icon_state = "asteroid"
initial_flooring = null
oxygen = 0
nitrogen = 0
temperature = TCMB
icon_plating = "asteroid"
var/dug = 0 //0 = has not yet been dug, 1 = has already been dug
var/overlay_detail
has_resources = 1
/turf/simulated/floor/plating/airless/asteroid/New()
/turf/simulated/floor/asteroid/New()
if(prob(20))
overlay_detail = "asteroid[rand(0,9)]"
/turf/simulated/floor/plating/airless/asteroid/ex_act(severity)
/turf/simulated/floor/asteroid/ex_act(severity)
switch(severity)
if(3.0)
return
@@ -416,7 +422,10 @@
gets_dug()
return
/turf/simulated/floor/plating/airless/asteroid/attackby(obj/item/weapon/W as obj, mob/user as mob)
/turf/simulated/floor/asteroid/is_plating()
return 0
/turf/simulated/floor/asteroid/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(!W || !user)
return 0
@@ -468,7 +477,7 @@
..(W,user)
return
/turf/simulated/floor/plating/airless/asteroid/proc/gets_dug()
/turf/simulated/floor/asteroid/proc/gets_dug()
if(dug)
return
@@ -477,11 +486,10 @@
new/obj/item/weapon/ore/glass(src)
dug = 1
icon_plating = "asteroid_dug"
icon_state = "asteroid_dug"
return
/turf/simulated/floor/plating/airless/asteroid/proc/updateMineralOverlays(var/update_neighbors)
/turf/simulated/floor/asteroid/proc/updateMineralOverlays(var/update_neighbors)
overlays.Cut()
@@ -494,17 +502,18 @@
if(istype(get_step(src, step_overlays[direction]), /turf/simulated/mineral))
overlays += image('icons/turf/walls.dmi', "rock_side_[direction]")
if(overlay_detail) overlays += overlay_detail
//todo cache
if(overlay_detail) overlays |= image(icon = 'icons/turf/flooring/decals.dmi', icon_state = overlay_detail)
if(update_neighbors)
var/list/all_step_directions = list(NORTH,NORTHEAST,EAST,SOUTHEAST,SOUTH,SOUTHWEST,WEST,NORTHWEST)
for(var/direction in all_step_directions)
var/turf/simulated/floor/plating/airless/asteroid/A
if(istype(get_step(src, direction), /turf/simulated/floor/plating/airless/asteroid))
var/turf/simulated/floor/asteroid/A
if(istype(get_step(src, direction), /turf/simulated/floor/asteroid))
A = get_step(src, direction)
A.updateMineralOverlays()
/turf/simulated/floor/plating/airless/asteroid/Entered(atom/movable/M as mob|obj)
/turf/simulated/floor/asteroid/Entered(atom/movable/M as mob|obj)
..()
if(istype(M,/mob/living/silicon/robot))
var/mob/living/silicon/robot/R = M
+51 -11
View File
@@ -189,7 +189,6 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
/mob/dead/observer/Stat()
..()
if(statpanel("Status"))
stat(null, "Station Time: [worldtime2text()]")
if(emergency_shuttle)
var/eta_status = emergency_shuttle.get_status_panel_eta()
if(eta_status)
@@ -216,6 +215,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
return
mind.current.ajourn=0
mind.current.key = key
mind.current.aghosted = null
if(!admin_ghosted)
announce_ghost_joinleave(mind, 0, "They now occupy their body again.")
return 1
@@ -318,16 +318,56 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
if(following && following == target)
return
following = target
src << "\blue Now following [target]"
spawn(0)
while(target && following == target && client)
var/turf/T = get_turf(target)
if(!T)
break
// To stop the ghost flickering.
if(loc != T)
loc = T
sleep(15)
src << "<span class='notice'>Now following [target]</span>"
if(ismob(target))
loc = get_turf(target)
var/mob/M = target
M.following_mobs += src
else
spawn(0)
while(target && following == target && client)
var/turf/T = get_turf(target)
if(!T)
break
// To stop the ghost flickering.
if(loc != T)
loc = T
sleep(15)
/mob/proc/update_following()
. = get_turf(src)
for(var/mob/dead/observer/M in following_mobs)
if(M.following != src)
following_mobs -= M
else
if(M.loc != .)
M.loc = .
/mob
var/list/following_mobs = list()
/mob/Destroy()
for(var/mob/dead/observer/M in following_mobs)
M.following = null
following_mobs = null
return ..()
/mob/dead/observer/Destroy()
if(ismob(following))
var/mob/M = following
M.following_mobs -= src
following = null
return ..()
/mob/Move()
. = ..()
if(.)
update_following()
/mob/Life()
// to catch teleports etc which directly set loc
update_following()
return ..()
/mob/proc/check_holy(var/turf/T)
return 0
+56
View File
@@ -0,0 +1,56 @@
/var/list/gender_datums = list()
/hook/startup/proc/populate_gender_datum_list()
for(var/type in typesof(/datum/gender))
var/datum/gender/G = new type
gender_datums[G.key] = G
return 1
/datum/gender
var/key = "plural"
var/He = "They"
var/he = "they"
var/His = "Their"
var/his = "their"
var/him = "them"
var/has = "have"
var/is = "are"
var/does = "do"
/datum/gender/male
key = "male"
He = "He"
he = "he"
His = "His"
his = "his"
him = "him"
has = "has"
is = "is"
does = "does"
/datum/gender/female
key = "female"
He = "She"
he = "she"
His = "Her"
his = "her"
him = "her"
has = "has"
is = "is"
does = "does"
/datum/gender/neuter
key = "neuter"
He = "It"
he = "it"
His = "Its"
his = "its"
him = "it"
has = "has"
is = "is"
does = "does"
+35 -68
View File
@@ -5,10 +5,12 @@
icon = 'icons/obj/objects.dmi'
slot_flags = SLOT_HEAD
sprite_sheets = list("Vox" = 'icons/mob/species/vox/head.dmi')
origin_tech = null
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_holder.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_holder.dmi',
)
pixel_y = 8
/obj/item/weapon/holder/New()
..()
@@ -31,6 +33,38 @@
qdel(src)
/obj/item/weapon/holder/proc/sync(var/mob/living/M)
dir = 2
overlays.Cut()
icon = M.icon
icon_state = M.icon_state
color = M.color
name = M.name
desc = M.desc
overlays |= M.overlays
var/mob/living/carbon/human/H = loc
if(istype(H))
if(H.l_hand == src)
H.update_inv_l_hand()
else if(H.r_hand == src)
H.update_inv_r_hand()
else
H.regenerate_icons()
//Mob specific holders.
/obj/item/weapon/holder/diona
origin_tech = list(TECH_MAGNET = 3, TECH_BIO = 5)
slot_flags = SLOT_HEAD | SLOT_OCLOTHING
/obj/item/weapon/holder/drone
origin_tech = list(TECH_MAGNET = 3, TECH_ENGINERING = 5)
/obj/item/weapon/holder/mouse
w_class = 1
/obj/item/weapon/holder/borer
origin_tech = list(TECH_BIO = 6)
/obj/item/weapon/holder/attackby(obj/item/weapon/W as obj, mob/user as mob)
for(var/mob/M in src.contents)
M.attackby(W,user)
@@ -50,72 +84,5 @@
grabber << "You scoop up [src]."
src << "[grabber] scoops you up."
grabber.status_flags |= PASSEMOTES
H.sync(src)
return H
//Mob specific holders.
/obj/item/weapon/holder/diona
name = "diona nymph"
desc = "It's a tiny plant critter."
icon_state = "nymph"
origin_tech = list(TECH_MAGNET = 3, TECH_BIO = 5)
slot_flags = SLOT_HEAD | SLOT_OCLOTHING
/obj/item/weapon/holder/drone
name = "maintenance drone"
desc = "It's a small maintenance robot."
icon_state = "drone"
origin_tech = list(TECH_MAGNET = 3, TECH_ENGINERING = 5)
/obj/item/weapon/holder/cat
name = "cat"
desc = "It's a cat. Meow."
icon_state = "cat"
origin_tech = null
/obj/item/weapon/holder/mouse
name = "mouse"
desc = "It's a small rodent."
icon_state = "mouse_gray"
origin_tech = null
w_class = 1
/obj/item/weapon/holder/mouse/gray
icon_state = "mouse_gray"
/obj/item/weapon/holder/mouse/white
icon_state = "mouse_white"
/obj/item/weapon/holder/mouse/brown
icon_state = "mouse_brown"
/obj/item/weapon/holder/borer
name = "cortical borer"
desc = "It's a slimy brain slug. Gross."
icon_state = "borer"
origin_tech = list(TECH_BIO = 6)
/obj/item/weapon/holder/monkey
name = "monkey"
desc = "It's a monkey. Ook."
icon_state = "monkey"
/obj/item/weapon/holder/monkey/farwa
name = "farwa"
desc = "It's a farwa."
icon_state = "farwa"
/obj/item/weapon/holder/monkey/stok
name = "stok"
desc = "It's a stok. stok."
icon_state = "stok"
/obj/item/weapon/holder/monkey/neaera
name = "neaera"
desc = "It's a neaera."
icon_state = "neara"
/obj/item/weapon/holder/pai
name = "pAI"
desc = "It's a little robot."
icon_state = "pai"
+3 -3
View File
@@ -182,7 +182,7 @@
if(L == default_language)
dat += "<b>[L.name] (:[L.key])</b> - default - <a href='byond://?src=\ref[src];default_lang=reset'>reset</a><br/>[L.desc]<br/><br/>"
else
dat += "<b>[L.name] (:[L.key])</b> - <a href='byond://?src=\ref[src];default_lang=[L]'>set default</a><br/>[L.desc]<br/><br/>"
dat += "<b>[L.name] (:[L.key])</b> - <a href='byond://?src=\ref[src];default_lang=\ref[L]'>set default</a><br/>[L.desc]<br/><br/>"
src << browse(dat, "window=checklanguage")
@@ -191,8 +191,8 @@
if(href_list["default_lang"] == "reset")
set_default_language(null)
else
var/datum/language/L = all_languages[href_list["default_lang"]]
if(L)
var/datum/language/L = locate(href_list["default_lang"])
if(L && (L in languages))
set_default_language(L)
check_languages()
return 1
+3 -1
View File
@@ -97,10 +97,12 @@
..(message, null, verb)
/mob/living/bot/Bump(var/atom/A)
if(istype(A, /obj/machinery/door) && botcard)
if(on && botcard && istype(A, /obj/machinery/door))
var/obj/machinery/door/D = A
if(!istype(D, /obj/machinery/door/firedoor) && !istype(D, /obj/machinery/door/blast) && D.check_access(botcard))
D.open()
else
..()
/mob/living/bot/emag_act(var/remaining_charges, var/mob/user)
return 0
+5
View File
@@ -11,6 +11,11 @@
is_ranged = 1
preparing_arrest_sounds = new()
a_intent = I_HURT
mob_bump_flag = HEAVY
mob_swap_flags = ~HEAVY
mob_push_flags = HEAVY
var/shot_delay = 4
var/last_shot = 0
+12 -12
View File
@@ -15,6 +15,7 @@
var/list/path = list()
var/list/ignorelist = list()
var/turf/target
var/floor_build_type = /decl/flooring/tiling // Basic steel floor.
/mob/living/bot/floorbot/update_icons()
if(repairing)
@@ -136,7 +137,7 @@
target = T
if(improvefloors && istype(T, /turf/simulated/floor))
var/turf/simulated/floor/F = T
if(!F.floor_type && (get_turf(T) == loc || prob(40)))
if(!F.flooring && (get_turf(T) == loc || prob(40)))
target = T
if(emagged) // Time to griff
@@ -150,7 +151,7 @@
if(!target && amount < maxAmount && eattiles || maketiles) // Eat tiles
if(eattiles)
for(var/obj/item/stack/tile/steel/T in view(src))
for(var/obj/item/stack/tile/floor/T in view(src))
if(T in ignorelist)
continue
target = T
@@ -217,7 +218,7 @@
if(A && (locate(/obj/structure/lattice, A) && building == 1 || !locate(/obj/structure/lattice, A) && building == 2)) // Make sure that it still needs repairs
var/obj/item/I
if(building == 1)
I = new /obj/item/stack/tile/steel(src)
I = new /obj/item/stack/tile/floor(src)
else
I = PoolOrNew(/obj/item/stack/rods, src)
A.attackby(I, src)
@@ -226,20 +227,19 @@
update_icons()
else if(istype(A, /turf/simulated/floor))
var/turf/simulated/floor/F = A
if(!F.floor_type && amount)
if(!F.flooring && amount)
repairing = 1
update_icons()
visible_message("<span class='notice'>[src] begins to improve the floor.</span>")
if(do_after(src, 50))
if(!F.floor_type)
var/obj/item/stack/tile/steel/T = new /obj/item/stack/tile/steel(src)
F.attackby(T, src)
if(!F.flooring)
F.set_flooring(get_flooring_data(floor_build_type))
addTiles(-1)
target = null
repairing = 0
update_icons()
else if(istype(A, /obj/item/stack/tile/steel) && amount < maxAmount)
var/obj/item/stack/tile/steel/T = A
else if(istype(A, /obj/item/stack/tile/floor) && amount < maxAmount)
var/obj/item/stack/tile/floor/T = A
visible_message("<span class='notice'>[src] begins to collect tiles.</span>")
repairing = 1
update_icons()
@@ -272,7 +272,7 @@
new /obj/item/device/assembly/prox_sensor(Tsec)
if(prob(50))
new /obj/item/robot_parts/l_arm(Tsec)
var/obj/item/stack/tile/steel/T = new /obj/item/stack/tile/steel(Tsec)
var/obj/item/stack/tile/floor/T = new /obj/item/stack/tile/floor(Tsec)
T.amount = amount
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
@@ -288,8 +288,8 @@
/* Assembly */
/obj/item/weapon/storage/toolbox/mechanical/attackby(var/obj/item/stack/tile/steel/T, mob/user as mob)
if(!istype(T, /obj/item/stack/tile/steel))
/obj/item/weapon/storage/toolbox/mechanical/attackby(var/obj/item/stack/tile/floor/T, mob/user as mob)
if(!istype(T, /obj/item/stack/tile/floor))
..()
return
if(contents.len >= 1)
+1 -1
View File
@@ -30,7 +30,7 @@
var/obj/secbot_listener/listener = null
var/beacon_freq = 1445 // Navigation beacon frequency
var/control_freq = AI_FREQ // Bot control frequency
var/control_freq = BOT_FREQ // Bot control frequency
var/list/path = list()
var/frustration = 0
var/turf/patrol_target = null // This is where we are headed
@@ -9,6 +9,7 @@
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
var/obj/item/hat
/mob/living/carbon/alien/diona/New()
@@ -32,3 +33,10 @@
/mob/living/carbon/alien/diona/put_in_hands(var/obj/item/W) // No hands.
W.loc = get_turf(src)
return 1
/mob/living/carbon/alien/diona/proc/wear_hat(var/obj/item/new_hat)
if(hat)
return
hat = new_hat
new_hat.loc = src
update_icons()
@@ -6,5 +6,22 @@
return
get_scooped(H)
return
else if(H.a_intent == "grab" && hat && !(H.l_hand && H.r_hand))
hat.loc = get_turf(src)
H.put_in_hands(hat)
H.visible_message("<span class='danger'>\The [H] removes \the [src]'s [hat].</span>")
hat = null
update_icons()
else
return ..()
/mob/living/carbon/alien/diona/attackby(var/obj/item/weapon/W, var/mob/user)
if(user.a_intent == "help" && istype(W, /obj/item/clothing/head))
if(hat)
user << "<span class='warning'>\The [src] is already wearing \the [hat].</span>"
return
user.unEquip(W)
wear_hat(W)
user.visible_message("<span class='notice'>\The [user] puts \the [W] on \the [src].</span>")
return
return ..()
@@ -6,3 +6,7 @@
icon_state = "[initial(icon_state)]_sleep"
else
icon_state = "[initial(icon_state)]"
overlays.Cut()
if(hat)
overlays |= get_hat_icon(hat, 0, -8)
@@ -4,7 +4,7 @@
icon = 'icons/obj/assemblies.dmi'
icon_state = "posibrain"
w_class = 3
origin_tech = list(TECH_ENGINERING = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2, TECH_DATA = 4)
origin_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 4, TECH_BLUESPACE = 2, TECH_DATA = 4)
construction_cost = list(DEFAULT_WALL_MATERIAL=500,"glass"=500,"silver"=200,"gold"=200,"phoron"=100,"diamond"=10)
construction_time = 75
@@ -4,7 +4,7 @@
icon = 'icons/obj/module.dmi'
icon_state = "mainboard"
w_class = 3
origin_tech = list(TECH_ENGINERING = 4, TECH_MATERIAL = 3, TECH_DATA = 4)
origin_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 3, TECH_DATA = 4)
/obj/item/device/mmi/digital/robot/New()
..()
+2 -2
View File
@@ -32,7 +32,7 @@
if(internal)
if (!contents.Find(internal))
internal = null
if (!(wear_mask && (wear_mask.flags & AIRTIGHT)))
if (!(wear_mask && (wear_mask.item_flags & AIRTIGHT)))
internal = null
if(internal)
if (internals)
@@ -65,7 +65,7 @@
//Handle possble chem smoke effect
/mob/living/carbon/proc/handle_chemical_smoke(var/datum/gas_mixture/environment)
if(wear_mask && (wear_mask.flags & BLOCK_GAS_SMOKE_EFFECT))
if(wear_mask && (wear_mask.item_flags & BLOCK_GAS_SMOKE_EFFECT))
return
for(var/obj/effect/effect/smoke/chem/smoke in view(1, src))
+8 -5
View File
@@ -17,6 +17,9 @@
germ_level++
/mob/living/carbon/Destroy()
qdel(ingested)
qdel(touching)
// We don't qdel(bloodstr) because it's the same as qdel(reagents)
for(var/guts in internal_organs)
qdel(guts)
for(var/food in stomach_contents)
@@ -144,11 +147,11 @@
src.hand = !( src.hand )
if(hud_used.l_hand_hud_object && hud_used.r_hand_hud_object)
if(hand) //This being 1 means the left hand is in use
hud_used.l_hand_hud_object.icon_state = "hand_active"
hud_used.r_hand_hud_object.icon_state = "hand_inactive"
hud_used.l_hand_hud_object.icon_state = "l_hand_active"
hud_used.r_hand_hud_object.icon_state = "r_hand_inactive"
else
hud_used.l_hand_hud_object.icon_state = "hand_inactive"
hud_used.r_hand_hud_object.icon_state = "hand_active"
hud_used.l_hand_hud_object.icon_state = "l_hand_inactive"
hud_used.r_hand_hud_object.icon_state = "r_hand_active"
/*if (!( src.hand ))
src.hands.set_dir(NORTH)
else
@@ -257,7 +260,7 @@
var/show_ssd
var/mob/living/carbon/human/H = src
if(istype(H)) show_ssd = H.species.show_ssd
if(show_ssd && (!client || !key || player_logged))
if(show_ssd && !client && !aghosted)
M.visible_message("<span class='notice'>[M] shakes [src] trying to wake [t_him] up!</span>", \
"<span class='notice'>You shake [src], but they do not respond... Maybe they have S.S.D?</span>")
else if(lying || src.sleeping)
@@ -110,7 +110,7 @@
return 1
/mob/living/carbon/human/proc/change_skin_color(var/red, var/green, var/blue)
if(red == r_skin && green == g_skin && blue == b_skin || !(species.flags & HAS_SKIN_COLOR))
if(red == r_skin && green == g_skin && blue == b_skin || !(species.appearance_flags & HAS_SKIN_COLOR))
return
r_skin = red
@@ -122,7 +122,7 @@
return 1
/mob/living/carbon/human/proc/change_skin_tone(var/tone)
if(s_tone == tone || !(species.flags & HAS_SKIN_TONE))
if(s_tone == tone || !(species.appearance_flags & HAS_SKIN_TONE))
return
s_tone = tone
@@ -141,13 +141,13 @@
var/datum/species/current_species = all_species[current_species_name]
if(check_whitelist && config.usealienwhitelist && !check_rights(R_ADMIN, 0, src)) //If we're using the whitelist, make sure to check it!
if(!(current_species.flags & CAN_JOIN))
if(!(current_species.spawn_flags & CAN_JOIN))
continue
if(whitelist.len && !(current_species_name in whitelist))
continue
if(blacklist.len && (current_species_name in blacklist))
continue
if((current_species.flags & IS_WHITELISTED) && !is_alien_whitelisted(src, current_species_name))
if((current_species.spawn_flags & IS_WHITELISTED) && !is_alien_whitelisted(src, current_species_name))
continue
valid_species += current_species_name
+76 -103
View File
@@ -24,46 +24,18 @@
if(wear_mask)
skipface |= wear_mask.flags_inv & HIDEFACE
// crappy hacks because you can't do \his[src] etc. I'm sorry this proc is so unreadable, blame the text macros :<
var/t_He = "They" //capitalised for use at the start of each line.
var/t_he = "they"
var/t_his = "their"
var/t_him = "them"
var/t_has = "have"
var/t_is = "are"
var/t_does = "do"
var/msg = "<span class='info'>*---------*\nThis is "
//big suits/masks/helmets make it hard to tell their gender
if(!skipjumpsuit || !skipface)
var/datum/gender/T = gender_datums[gender]
if(skipjumpsuit && skipface) //big suits/masks/helmets make it hard to tell their gender
T = gender_datums[PLURAL]
else
if(icon)
msg += "\icon[icon] " //fucking BYOND: this should stop dreamseeker crashing if we -somehow- examine somebody before their icon is generated
switch(gender)
if(MALE)
t_He = "He"
t_he = "he"
t_his = "his"
t_him = "him"
t_has = "has"
t_is = "is"
t_does = "does"
if(FEMALE)
t_He = "She"
t_he = "she"
t_his = "her"
t_him = "her"
t_has = "has"
t_is = "is"
t_does = "does"
if(NEUTER)
t_He = "It"
t_he = "it"
t_his = "its"
t_him = "it"
t_has = "has"
t_is = "is"
t_does = "does"
if(!T)
// Just in case someone VVs the gender to something strange. It'll runtime anyway when it hits usages, better to CRASH() now with a helpful message.
CRASH("Gender datum was null; key was '[(skipjumpsuit && skipface) ? PLURAL : gender]'")
msg += "<EM>[src.name]</EM>"
if(species.name != "Human")
@@ -80,111 +52,111 @@
tie_msg += ". Attached to it is [lowertext(english_list(U.accessories))]"
if(w_uniform.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[w_uniform] [w_uniform.gender==PLURAL?"some":"a"] [(w_uniform.blood_color != "#030303") ? "blood" : "oil"]-stained [w_uniform.name][tie_msg]!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[w_uniform] [w_uniform.gender==PLURAL?"some":"a"] [(w_uniform.blood_color != "#030303") ? "blood" : "oil"]-stained [w_uniform.name][tie_msg]!</span>\n"
else
msg += "[t_He] [t_is] wearing \icon[w_uniform] \a [w_uniform][tie_msg].\n"
msg += "[T.He] [T.is] wearing \icon[w_uniform] \a [w_uniform][tie_msg].\n"
//head
if(head)
if(head.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[head] [head.gender==PLURAL?"some":"a"] [(head.blood_color != "#030303") ? "blood" : "oil"]-stained [head.name] on [t_his] head!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[head] [head.gender==PLURAL?"some":"a"] [(head.blood_color != "#030303") ? "blood" : "oil"]-stained [head.name] on [T.his] head!</span>\n"
else
msg += "[t_He] [t_is] wearing \icon[head] \a [head] on [t_his] head.\n"
msg += "[T.He] [T.is] wearing \icon[head] \a [head] on [T.his] head.\n"
//suit/armour
if(wear_suit)
if(wear_suit.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[wear_suit] [wear_suit.gender==PLURAL?"some":"a"] [(wear_suit.blood_color != "#030303") ? "blood" : "oil"]-stained [wear_suit.name]!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[wear_suit] [wear_suit.gender==PLURAL?"some":"a"] [(wear_suit.blood_color != "#030303") ? "blood" : "oil"]-stained [wear_suit.name]!</span>\n"
else
msg += "[t_He] [t_is] wearing \icon[wear_suit] \a [wear_suit].\n"
msg += "[T.He] [T.is] wearing \icon[wear_suit] \a [wear_suit].\n"
//suit/armour storage
if(s_store && !skipsuitstorage)
if(s_store.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] carrying \icon[s_store] [s_store.gender==PLURAL?"some":"a"] [(s_store.blood_color != "#030303") ? "blood" : "oil"]-stained [s_store.name] on [t_his] [wear_suit.name]!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] carrying \icon[s_store] [s_store.gender==PLURAL?"some":"a"] [(s_store.blood_color != "#030303") ? "blood" : "oil"]-stained [s_store.name] on [T.his] [wear_suit.name]!</span>\n"
else
msg += "[t_He] [t_is] carrying \icon[s_store] \a [s_store] on [t_his] [wear_suit.name].\n"
msg += "[T.He] [T.is] carrying \icon[s_store] \a [s_store] on [T.his] [wear_suit.name].\n"
//back
if(back)
if(back.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] \icon[back] [back.gender==PLURAL?"some":"a"] [(back.blood_color != "#030303") ? "blood" : "oil"]-stained [back] on [t_his] back.</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \icon[back] [back.gender==PLURAL?"some":"a"] [(back.blood_color != "#030303") ? "blood" : "oil"]-stained [back] on [T.his] back.</span>\n"
else
msg += "[t_He] [t_has] \icon[back] \a [back] on [t_his] back.\n"
msg += "[T.He] [T.has] \icon[back] \a [back] on [T.his] back.\n"
//left hand
if(l_hand)
if(l_hand.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] holding \icon[l_hand] [l_hand.gender==PLURAL?"some":"a"] [(l_hand.blood_color != "#030303") ? "blood" : "oil"]-stained [l_hand.name] in [t_his] left hand!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] holding \icon[l_hand] [l_hand.gender==PLURAL?"some":"a"] [(l_hand.blood_color != "#030303") ? "blood" : "oil"]-stained [l_hand.name] in [T.his] left hand!</span>\n"
else
msg += "[t_He] [t_is] holding \icon[l_hand] \a [l_hand] in [t_his] left hand.\n"
msg += "[T.He] [T.is] holding \icon[l_hand] \a [l_hand] in [T.his] left hand.\n"
//right hand
if(r_hand)
if(r_hand.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] holding \icon[r_hand] [r_hand.gender==PLURAL?"some":"a"] [(r_hand.blood_color != "#030303") ? "blood" : "oil"]-stained [r_hand.name] in [t_his] right hand!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] holding \icon[r_hand] [r_hand.gender==PLURAL?"some":"a"] [(r_hand.blood_color != "#030303") ? "blood" : "oil"]-stained [r_hand.name] in [T.his] right hand!</span>\n"
else
msg += "[t_He] [t_is] holding \icon[r_hand] \a [r_hand] in [t_his] right hand.\n"
msg += "[T.He] [T.is] holding \icon[r_hand] \a [r_hand] in [T.his] right hand.\n"
//gloves
if(gloves && !skipgloves)
if(gloves.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] \icon[gloves] [gloves.gender==PLURAL?"some":"a"] [(gloves.blood_color != "#030303") ? "blood" : "oil"]-stained [gloves.name] on [t_his] hands!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \icon[gloves] [gloves.gender==PLURAL?"some":"a"] [(gloves.blood_color != "#030303") ? "blood" : "oil"]-stained [gloves.name] on [T.his] hands!</span>\n"
else
msg += "[t_He] [t_has] \icon[gloves] \a [gloves] on [t_his] hands.\n"
msg += "[T.He] [T.has] \icon[gloves] \a [gloves] on [T.his] hands.\n"
else if(blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] [(hand_blood_color != "#030303") ? "blood" : "oil"]-stained hands!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] [(hand_blood_color != "#030303") ? "blood" : "oil"]-stained hands!</span>\n"
//handcuffed?
//handcuffed?
if(handcuffed)
if(istype(handcuffed, /obj/item/weapon/handcuffs/cable))
msg += "<span class='warning'>[t_He] [t_is] \icon[handcuffed] restrained with cable!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] \icon[handcuffed] restrained with cable!</span>\n"
else
msg += "<span class='warning'>[t_He] [t_is] \icon[handcuffed] handcuffed!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] \icon[handcuffed] handcuffed!</span>\n"
//buckled
if(buckled)
msg += "<span class='warning'>[t_He] [t_is] \icon[buckled] buckled to [buckled]!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] \icon[buckled] buckled to [buckled]!</span>\n"
//belt
if(belt)
if(belt.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] \icon[belt] [belt.gender==PLURAL?"some":"a"] [(belt.blood_color != "#030303") ? "blood" : "oil"]-stained [belt.name] about [t_his] waist!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \icon[belt] [belt.gender==PLURAL?"some":"a"] [(belt.blood_color != "#030303") ? "blood" : "oil"]-stained [belt.name] about [T.his] waist!</span>\n"
else
msg += "[t_He] [t_has] \icon[belt] \a [belt] about [t_his] waist.\n"
msg += "[T.He] [T.has] \icon[belt] \a [belt] about [T.his] waist.\n"
//shoes
if(shoes && !skipshoes)
if(shoes.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[shoes] [shoes.gender==PLURAL?"some":"a"] [(shoes.blood_color != "#030303") ? "blood" : "oil"]-stained [shoes.name] on [t_his] feet!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[shoes] [shoes.gender==PLURAL?"some":"a"] [(shoes.blood_color != "#030303") ? "blood" : "oil"]-stained [shoes.name] on [T.his] feet!</span>\n"
else
msg += "[t_He] [t_is] wearing \icon[shoes] \a [shoes] on [t_his] feet.\n"
msg += "[T.He] [T.is] wearing \icon[shoes] \a [shoes] on [T.his] feet.\n"
else if(feet_blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] [(feet_blood_color != "#030303") ? "blood" : "oil"]-stained feet!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] [(feet_blood_color != "#030303") ? "blood" : "oil"]-stained feet!</span>\n"
//mask
if(wear_mask && !skipmask)
if(wear_mask.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] \icon[wear_mask] [wear_mask.gender==PLURAL?"some":"a"] [(wear_mask.blood_color != "#030303") ? "blood" : "oil"]-stained [wear_mask.name] on [t_his] face!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \icon[wear_mask] [wear_mask.gender==PLURAL?"some":"a"] [(wear_mask.blood_color != "#030303") ? "blood" : "oil"]-stained [wear_mask.name] on [T.his] face!</span>\n"
else
msg += "[t_He] [t_has] \icon[wear_mask] \a [wear_mask] on [t_his] face.\n"
msg += "[T.He] [T.has] \icon[wear_mask] \a [wear_mask] on [T.his] face.\n"
//eyes
if(glasses && !skipeyes)
if(glasses.blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] \icon[glasses] [glasses.gender==PLURAL?"some":"a"] [(glasses.blood_color != "#030303") ? "blood" : "oil"]-stained [glasses] covering [t_his] eyes!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \icon[glasses] [glasses.gender==PLURAL?"some":"a"] [(glasses.blood_color != "#030303") ? "blood" : "oil"]-stained [glasses] covering [T.his] eyes!</span>\n"
else
msg += "[t_He] [t_has] \icon[glasses] \a [glasses] covering [t_his] eyes.\n"
msg += "[T.He] [T.has] \icon[glasses] \a [glasses] covering [T.his] eyes.\n"
//left ear
if(l_ear && !skipears)
msg += "[t_He] [t_has] \icon[l_ear] \a [l_ear] on [t_his] left ear.\n"
msg += "[T.He] [T.has] \icon[l_ear] \a [l_ear] on [T.his] left ear.\n"
//right ear
if(r_ear && !skipears)
msg += "[t_He] [t_has] \icon[r_ear] \a [r_ear] on [t_his] right ear.\n"
msg += "[T.He] [T.has] \icon[r_ear] \a [r_ear] on [T.his] right ear.\n"
//ID
if(wear_id)
@@ -196,70 +168,71 @@
var/obj/item/weapon/card/id/idcard = wear_id
id = idcard.registered_name
if(id && (id != real_name) && (get_dist(src, usr) <= 1) && prob(10))
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[wear_id] \a [wear_id] yet something doesn't seem right...</span>\n"
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[wear_id] \a [wear_id] yet something doesn't seem right...</span>\n"
else*/
msg += "[t_He] [t_is] wearing \icon[wear_id] \a [wear_id].\n"
msg += "[T.He] [T.is] wearing \icon[wear_id] \a [wear_id].\n"
//Jitters
if(is_jittery)
if(jitteriness >= 300)
msg += "<span class='warning'><B>[t_He] [t_is] convulsing violently!</B></span>\n"
msg += "<span class='warning'><B>[T.He] [T.is] convulsing violently!</B></span>\n"
else if(jitteriness >= 200)
msg += "<span class='warning'>[t_He] [t_is] extremely jittery.</span>\n"
msg += "<span class='warning'>[T.He] [T.is] extremely jittery.</span>\n"
else if(jitteriness >= 100)
msg += "<span class='warning'>[t_He] [t_is] twitching ever so slightly.</span>\n"
msg += "<span class='warning'>[T.He] [T.is] twitching ever so slightly.</span>\n"
//splints
for(var/organ in list("l_leg","r_leg","l_arm","r_arm"))
var/obj/item/organ/external/o = get_organ(organ)
if(o && o.status & ORGAN_SPLINTED)
msg += "<span class='warning'>[t_He] [t_has] a splint on [t_his] [o.name]!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] a splint on [T.his] [o.name]!</span>\n"
if(suiciding)
msg += "<span class='warning'>[t_He] appears to have commited suicide... there is no hope of recovery.</span>\n"
msg += "<span class='warning'>[T.He] appears to have commited suicide... there is no hope of recovery.</span>\n"
if(mSmallsize in mutations)
msg += "[t_He] [t_is] small halfling!\n"
msg += "[T.He] [T.is] small halfling!\n"
var/distance = get_dist(usr,src)
if(istype(usr, /mob/dead/observer) || usr.stat == 2) // ghosts can see anything
distance = 1
if (src.stat)
msg += "<span class='warning'>[t_He] [t_is]n't responding to anything around [t_him] and seems to be asleep.</span>\n"
msg += "<span class='warning'>[T.He] [T.is]n't responding to anything around [T.him] and seems to be asleep.</span>\n"
if((stat == 2 || src.losebreath) && distance <= 3)
msg += "<span class='warning'>[t_He] [t_does] not appear to be breathing.</span>\n"
msg += "<span class='warning'>[T.He] [T.does] not appear to be breathing.</span>\n"
if(istype(usr, /mob/living/carbon/human) && !usr.stat && Adjacent(usr))
usr.visible_message("<b>[usr]</b> checks [src]'s pulse.", "You check [src]'s pulse.")
spawn(15)
if(distance <= 1 && usr.stat != 1)
if(pulse == PULSE_NONE)
usr << "<span class='deadsay'>[t_He] [t_has] no pulse[src.client ? "" : " and [t_his] soul has departed"]...</span>"
usr << "<span class='deadsay'>[T.He] [T.has] no pulse[src.client ? "" : " and [T.his] soul has departed"]...</span>"
else
usr << "<span class='deadsay'>[t_He] [t_has] a pulse!</span>"
usr << "<span class='deadsay'>[T.He] [T.has] a pulse!</span>"
if(fire_stacks)
msg += "[t_He] [t_is] covered in some liquid.\n"
msg += "[T.He] [T.is] covered in some liquid.\n"
if(on_fire)
msg += "<span class='warning'>[t_He] [t_is] on fire!.</span>\n"
msg += "<span class='warning'>[T.He] [T.is] on fire!.</span>\n"
msg += "<span class='warning'>"
if(nutrition < 100)
msg += "[t_He] [t_is] severely malnourished.\n"
msg += "[T.He] [T.is] severely malnourished.\n"
else if(nutrition >= 500)
/*if(usr.nutrition < 100)
msg += "[t_He] [t_is] plump and delicious looking - Like a fat little piggy. A tasty piggy.\n"
msg += "[T.He] [T.is] plump and delicious looking - Like a fat little piggy. A tasty piggy.\n"
else*/
msg += "[t_He] [t_is] quite chubby.\n"
msg += "[T.He] [T.is] quite chubby.\n"
msg += "</span>"
if(getBrainLoss() >= 60)
msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
msg += "[T.He] [T.has] a stupid expression on [T.his] face.\n"
if(species.show_ssd && (!species.has_organ["brain"] || has_brain()) && stat != DEAD)
if(!key)
msg += "<span class='deadsay'>[t_He] [t_is] fast asleep. It doesn't look like [t_he] [t_is] waking up anytime soon.</span>\n"
msg += "<span class='deadsay'>[T.He] [T.is] [species.show_ssd]. It doesn't look like [T.he] [T.is] waking up anytime soon.</span>\n"
else if(!client)
msg += "<span class='deadsay'>[t_He] [t_is] [species.show_ssd].</span>\n"
msg += "<span class='deadsay'>[T.He] [T.is] [species.show_ssd].</span>\n"
var/list/wound_flavor_text = list()
var/list/is_destroyed = list()
@@ -273,9 +246,9 @@
var/obj/item/organ/external/E = organs_by_name[organ_tag]
if(!E)
wound_flavor_text["[organ_descriptor]"] = "<span class='warning'><b>[t_He] is missing [t_his] [organ_descriptor].</b></span>\n"
wound_flavor_text["[organ_descriptor]"] = "<span class='warning'><b>[T.He] [T.is] missing [T.his] [organ_descriptor].</b></span>\n"
else if(E.is_stump())
wound_flavor_text["[organ_descriptor]"] = "<span class='warning'><b>[t_He] has a stump where [t_his] [organ_descriptor] should be.</b></span>\n"
wound_flavor_text["[organ_descriptor]"] = "<span class='warning'><b>[T.He] [T.has] a stump where [T.his] [organ_descriptor] should be.</b></span>\n"
else
is_destroyed["organ_descriptor"] = 0
continue
@@ -284,24 +257,24 @@
if(temp)
if(temp.status & ORGAN_DESTROYED)
is_destroyed["[temp.name]"] = 1
wound_flavor_text["[temp.name]"] = "<span class='warning'><b>[t_He] [t_is] missing [t_his] [temp.name].</b></span>\n"
wound_flavor_text["[temp.name]"] = "<span class='warning'><b>[T.He] [T.is] missing [T.his] [temp.name].</b></span>\n"
continue
if(temp.status & ORGAN_ROBOT)
if(!(temp.brute_dam + temp.burn_dam))
wound_flavor_text["[temp.name]"] = "<span class='warning'>[t_He] has a robot [temp.name]!</span>\n"
wound_flavor_text["[temp.name]"] = "<span class='warning'>[T.He] [T.has] a robot [temp.name]!</span>\n"
continue
else
wound_flavor_text["[temp.name]"] = "<span class='warning'>[t_He] has a robot [temp.name]. It has[temp.get_wounds_desc()]!</span>\n"
wound_flavor_text["[temp.name]"] = "<span class='warning'>[T.He] [T.has] a robot [temp.name]. It has[temp.get_wounds_desc()]!</span>\n"
else if(temp.wounds.len > 0 || temp.open)
wound_flavor_text["[temp.name]"] = "<span class='warning'>[t_He] has [temp.get_wounds_desc()] on [t_his] [temp.name].</span><br>"
wound_flavor_text["[temp.name]"] = "<span class='warning'>[T.He] [T.has] [temp.get_wounds_desc()] on [T.his] [temp.name].</span><br>"
if(temp.status & ORGAN_BLEEDING)
is_bleeding["[temp.name]"] = "<span class='danger'>[capitalize(t_his)] [temp.name] is bleeding!</span><br>"
is_bleeding["[temp.name]"] = "<span class='danger'>[T.His] [temp.name] is bleeding!</span><br>"
else
wound_flavor_text["[temp.name]"] = ""
if(temp.dislocated == 2)
wound_flavor_text["[temp.name]"] += "<span class='warning'>[capitalize(t_his)] [temp.joint] is dislocated!</span><br>"
wound_flavor_text["[temp.name]"] += "<span class='warning'>[T.His] [temp.joint] is dislocated!</span><br>"
if(((temp.status & ORGAN_BROKEN) && temp.brute_dam > temp.min_broken_damage) || (temp.status & ORGAN_MUTATED))
wound_flavor_text["[temp.name]"] += "<span class='warning'>[capitalize(t_his)] [temp.name] is dented and swollen!</span><br>"
wound_flavor_text["[temp.name]"] += "<span class='warning'>[T.His] [temp.name] is dented and swollen!</span><br>"
//Handles the text strings being added to the actual description.
//If they have something that covers the limb, and it is not missing, put flavortext. If it is covered but bleeding, add other flavortext.
@@ -318,7 +291,7 @@
if(wound_flavor_text["head"] && (is_destroyed["head"] || (!skipmask && !(wear_mask && istype(wear_mask, /obj/item/clothing/mask/gas)))))
msg += wound_flavor_text["head"]
else if(is_bleeding["head"])
msg += "<span class='warning'>[src] [t_has] blood running down [t_his] face!</span>\n"
msg += "<span class='warning'>[src] [T.has] blood running down [T.his] face!</span>\n"
if(wound_flavor_text["upper body"] && !w_uniform && !skipjumpsuit) //No need. A missing chest gibs you.
msg += wound_flavor_text["upper body"]
@@ -369,11 +342,11 @@
display_shoes = 1
if(display_chest)
msg += "<span class='danger'>[src] [t_has] blood soaking through from under [t_his] clothing!</span>\n"
msg += "<span class='danger'>[src] [T.has] blood soaking through from under [T.his] clothing!</span>\n"
if(display_shoes)
msg += "<span class='danger'>[src] [t_has] blood running from [t_his] shoes!</span>\n"
msg += "<span class='danger'>[src] [T.has] blood running from [T.his] shoes!</span>\n"
if(display_gloves)
msg += "<span class='danger'>[src] [t_has] blood running from under [t_his] gloves!</span>\n"
msg += "<span class='danger'>[src] [T.has] blood running from under [T.his] gloves!</span>\n"
*/
for(var/limb in wound_flavor_text)
@@ -382,9 +355,9 @@
for(var/limb in is_bleeding)
msg += is_bleeding[limb]
for(var/implant in get_visible_implants(0))
msg += "<span class='danger'>[src] [t_has] \a [implant] sticking out of [t_his] flesh!</span>\n"
msg += "<span class='danger'>[src] [T.has] \a [implant] sticking out of [T.his] flesh!</span>\n"
if(digitalcamo)
msg += "[t_He] [t_is] repulsively uncanny!\n"
msg += "[T.He] [T.is] repulsively uncanny!\n"
if(hasHUD(usr,"security"))
var/perpname = "wot"
@@ -438,7 +411,7 @@
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 += "\n[t_He] [t_is] [pose]"
msg += "\n[T.He] [T.is] [pose]"
user << msg
+21 -16
View File
@@ -207,8 +207,7 @@
/mob/living/carbon/human/show_inv(mob/user as mob)
// TODO : Change to incapacitated() on merge.
if(user.stat || user.lying || user.resting || user.buckled)
if(user.incapacitated())
return
var/obj/item/clothing/under/suit = null
@@ -1023,23 +1022,29 @@
return(visible_implants)
/mob/living/carbon/human/embedded_needs_process()
for(var/obj/item/organ/external/organ in src.organs)
for(var/obj/item/O in organ.implants)
if(!istype(O, /obj/item/weapon/implant)) //implant type items do not cause embedding effects, see handle_embedded_objects()
return 1
return 0
/mob/living/carbon/human/proc/handle_embedded_objects()
for(var/obj/item/organ/external/organ in src.organs)
if(organ.status & ORGAN_SPLINTED) //Splints prevent movement.
continue
for(var/obj/item/weapon/O in organ.implants)
for(var/obj/item/O in organ.implants)
if(!istype(O,/obj/item/weapon/implant) && prob(5)) //Moving with things stuck in you could be bad.
// All kinds of embedded objects cause bleeding.
var/msg = null
switch(rand(1,3))
if(1)
msg ="<span class='warning'>A spike of pain jolts your [organ.name] as you bump [O] inside.</span>"
if(2)
msg ="<span class='warning'>Your movement jostles [O] in your [organ.name] painfully.</span>"
if(3)
msg ="<span class='warning'>[O] in your [organ.name] twists painfully as you move.</span>"
src << msg
if(species.flags & NO_PAIN)
src << "<span class='warning'>You feel [O] moving inside your [organ.name].</span>"
else
var/msg = pick( \
"<span class='warning'>A spike of pain jolts your [organ.name] as you bump [O] inside.</span>", \
"<span class='warning'>Your movement jostles [O] in your [organ.name] painfully.</span>", \
"<span class='warning'>Your movement jostles [O] in your [organ.name] painfully.</span>")
src << msg
organ.take_damage(rand(1,3), 0, 0)
if(!(organ.status & ORGAN_ROBOT) && !(species.flags & NO_BLOOD)) //There is no blood in protheses.
@@ -1220,10 +1225,10 @@
else
switch(target_zone)
if("head")
if(head && head.flags & THICKMATERIAL)
if(head && head.item_flags & THICKMATERIAL)
. = 0
else
if(wear_suit && wear_suit.flags & THICKMATERIAL)
if(wear_suit && wear_suit.item_flags & THICKMATERIAL)
. = 0
if(!. && error_msg && user)
if(!fail_msg)
@@ -1296,7 +1301,7 @@
return 0
/mob/living/carbon/human/slip(var/slipped_on, stun_duration=8)
if((species.flags & NO_SLIP) || (shoes && (shoes.flags & NOSLIP)))
if((species.flags & NO_SLIP) || (shoes && (shoes.item_flags & NOSLIP)))
return 0
..(slipped_on,stun_duration)
@@ -1365,6 +1370,6 @@
handle_regular_hud_updates()
/mob/living/carbon/human/Check_Shoegrip()
if(istype(shoes, /obj/item/clothing/shoes/magboots) && (shoes.flags & NOSLIP)) //magboots + dense_object = no floating
if(istype(shoes, /obj/item/clothing/shoes/magboots) && (shoes.item_flags & NOSLIP)) //magboots + dense_object = no floating
return 1
return 0
@@ -60,10 +60,10 @@
if(!check_has_mouth())
H << "<span class='danger'>They don't have a mouth, you cannot perform CPR!</span>"
return
if((H.head && (H.head.flags & HEADCOVERSMOUTH)) || (H.wear_mask && (H.wear_mask.flags & MASKCOVERSMOUTH)))
if((H.head && (H.head.body_parts_covered & FACE)) || (H.wear_mask && (H.wear_mask.body_parts_covered & FACE)))
H << "<span class='notice'>Remove your mask!</span>"
return 0
if((head && (head.flags & HEADCOVERSMOUTH)) || (wear_mask && (wear_mask.flags & MASKCOVERSMOUTH)))
if((head && (head.body_parts_covered & FACE)) || (wear_mask && (wear_mask.body_parts_covered & FACE)))
H << "<span class='notice'>Remove [src]'s mask!</span>"
return 0
@@ -144,7 +144,7 @@ emp_act
/mob/living/carbon/human/proc/check_mouth_coverage()
var/list/protective_gear = list(head, wear_mask, wear_suit, w_uniform)
for(var/obj/item/gear in protective_gear)
if(istype(gear) && (gear.body_parts_covered & FACE) && (gear.flags & (MASKCOVERSMOUTH|HEADCOVERSMOUTH)))
if(istype(gear) && (gear.body_parts_covered & FACE) && !(gear.item_flags & FLEXIBLEMATERIAL))
return gear
return null
@@ -82,5 +82,5 @@
var/list/flavor_texts = list()
mob_bump_flag = HUMAN
mob_push_flags = ALLMOBS
mob_swap_flags = ALLMOBS
mob_push_flags = ~HEAVY
mob_swap_flags = ~HEAVY
@@ -97,7 +97,7 @@
prob_slip = 0 // Changing this to zero to make it line up with the comment, and also, make more sense.
//Do we have magboots or such on if so no slip
if(istype(shoes, /obj/item/clothing/shoes/magboots) && (shoes.flags & NOSLIP))
if(istype(shoes, /obj/item/clothing/shoes/magboots) && (shoes.item_flags & NOSLIP))
prob_slip = 0
//Check hands and mod slip

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